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Made in de
Implacable Skitarii




Somewhere...

Hello, it is me again. I present to you now the Scrin from Command and Conquer 3: Tiberium War !
The Scrin is my favorite faction from video game, with strange, both mechanical and biological units that make them look like a bastard child of Tyranid and Necron.
Now I'll post the PDF file for the army, faction fluff and a sneak peek of the faction-wide special rules.
The full rule for Scrin army can be found inside the PDF file.
More to come

UPDATE: 23/01/2015 (v1.5)

- Add Mechapede and Hybrid Culltists (HQ)

- Add Annihilator Tripod (HS)

- Add Beam Cannon and Mechapede Weapons (Ranged Weapons)

- Mastermind/Prodigy Ld is improved by 1

- Assimilator can now be taken up to 3 per detachment, but do not qualify as a mandatory HQ selection.

- Explorer cost reduced to 120 pts

Tiberium fluff in 40k (for those who are not familiar with it):

Spoiler:
Named after the discoverer of the substance, Inquisitor Tiberius, Tiberium (called Ichor by the Scrin) is an extraterrestrial element that leeches metals and other heavy minerals out of the soil, concentrating them in crystals which can be easily collected and processed into easy to use resources. However, it also has a deadly effect on the environment and all carbon-based life, capable of corrupting lifeforms such as trees and convert them to spread more of the substance, as well as adapting over time, becoming resistant to reclamation efforts. One fanciful hypothesis from the Ordo Xenos is that Tiberium possesses consciousness. According to this idea, the crystal contains a quantum crystalline brain that grows more intelligent as it grows and grows. However, this has yet to be proven.


Faction fluff:

Spoiler:
The Scrin are a mysterious and technologically advanced alien race that have begun to seed the worlds of the Imperium with the equally mysterious and deadly substance called "Tiberium" since the last millenium. Lord Kain, one of the Inquisitors who realized the threat of the Scrin right after they even set foot on the holy soil of Mankind, described them as a "cult of addiction in the guise of a species", and was not too far off. They are violent and resource hungry, driven by the fact that they will die if do not receive Tiberium infusion. However, they are not mindless, despite their insectoid appearance and the impossiblitity of contacting with them. Intercepted communication revealed that the Scrin's society or government appears to be organized in a hierarchy, headed by a single leader. Their culture consists of various castes and sects. These groups are specialized, and provide the Scrin with certain functions. Several subsects have been developed specifically to deal with native populations of Tiberium harvesting worlds. The Cult of the Reaper is an enforcer caste, while the Traveler sect specialize in covert operations. A form of religion apparently exists among the Scrin, as the Reaper cult ideology has strong religious overtones.
From recovered intelligence briefings, the Scrin appear to be glowing illuminated insectoid figures. Even then, it is unknown if these are truly representative of their physiology; if it is a representation, more likely than not that the recovered transmissions are in some form of holographic detail, hence the glowing. Most Scrin infantry are a sophisticated cross of biological and mechanical elements, almost insectoid in appearance. However, it is hard to determine if these are representations of the actual Scrin master race, or mere cyborg drones created for the purpose of combat.
Little is known of the Scrin's history prior to humanity's first contact. Intel suggest that they have been operating their intergalactic harvesting operations for milleniums, but only come into contact with the Imperium shortly before because they operated mostly in the remoted areas of the Milky Way galaxy. There is some speculation that the Scrin are responsible for the existence of Tiberium. One theory is that they launch Ichor-laced meteorites into planets. The Ichor spreads, whilst a Harvester fleet waits in suspended animation for the Ichor to fully cover the planet.
However, shortly after their first violent contact with mankind, the Scrin have begun to escalate the seeding of Tiberium on worlds near the Halo Stars, and even attacking planets on which the Tiberium is not even mature, for unfathomable reason. While the force of the Imperium are uncharacteristic quick to response, the far-off location of Scrin mining operations, as well as other threat gnawing at the border of the great empire every standard day prevent sufficient force from being muster to crush the Xenos once and for all. As terrible as it sounds, the Scrin is just a relatively new and, while not less dangerous, still not endanger the Imperium enough to warrant immediate destruction.


Faction special rule:

Spoiler:


Tiberium Affiliated:
Most, if not all, Scrin units have strange affiliation with Tiberium that grants them otherworldly endurance when they are in contact with this strange substance. Wounds heal and even vehicle hulls reknit themselves with incredible speed under the deadly Tiberium radiation.

Model with this special rule treats all Tiberium terrain features as open terrain when it moves. Because of that, they do not take Dangerous Terrain test while inside Tiberium Terrain. In addition, it gains the following bonus while fully or partially inside one or more Tiberium terrain features:

• Non-vehicle model with this special rule gains the Feel No Pain special rule. This includes Flying Monstrous Creatures.

• Vehicle model with this special rule gains the It Will Not Die special rule. This include Flyers.

Ichor Seed:
The Scrin use Tiberium-laced meteors to seed other planets with the deadly substance, intending to harvest the mineral after it had reached a sufficient concentration. However, Scrin foremen soon realize the improved effectiveness of their troops while fighting inside Tiberium-infested landscape, and begin using the same technique as a powerful force multiplier.

A Scrin army can place a 8”x8” Tiberium Field on the battlefield. This is done during deployment and must be placed wholly on your half of the battlefield. If you cannot fit it, move other pieces of terrain by shortest necessary distance until it's possible to place. If a Tiberium Field cannot be placed, this terrain feature is not used.


New terrain type - Tiberium

Spoiler:

Tiberium is dangerous terrain. Non-vehicle model in Tiberium terrain has a 5+ cover save regardless of whether or not they are 25% obscured. A model that take a Dangerous Terrain test in Tiberium Terrain fails the test on the roll of 1 and 2. At the end of any subsequent Movement phase in the controlling player’s turns, if they still inside Tiberium terrain, they continue to take Dangerous Terrain test for each model that stays within the terrain feature.


New battlefield terrain - Tiberium field

Spoiler:
Tiberium Fields are areas of the planet that were contaminated by vast amounts of Tiberium, and are frequently hit with Ion storms (a violent and unpredictable weather effect caused by Tiberium) Venturing into, over, or even near these wastelands is extremely dangerous. However, it seems that mutated life forms, as well as the Scrin, are even thriving in it. There are report of Scrin aircrafts and vehicles operating in Ion Storm, despite heavy electromagnetic interference and build up of electrical charges in the atmosphere that can literally knocks even the mightiest human aircraft from the sky.

Composition: 1 Tiberium Field.

Terrain type: Tiberium.

Access Points & Fire Points: None.

Weapons: None.

Options: None.

Special rule: As per standard for Tiberium terrain.

 Filename Scrin Codex v1.5.pdf [Disk] Download
 Description Scrin Codex v1.5
 File size 811 Kbytes

This message was edited 20 times. Last update was at 2015/01/23 16:50:45


   
Made in de
Implacable Skitarii




Somewhere...

UPDATE: 1/11/2014 (v1.1) (in first post)

-Add Mastermind (HQ)

-Add Stormrider Squadron (FA)

-Add Scrin Plasma Cannon (Ranged Weapon)

-Add Manipulator Device and Tyrant Device (Cybernetic Enhancement)

-Flyer and Flying Monstrous Creature now do not take one S1 AP- hit anymore when moving through Tiberium terrain.

This message was edited 1 time. Last update was at 2014/11/01 18:56:44


   
Made in us
Gore-Soaked Lunatic Witchhunter




Seattle

If non-Scrin units take Poison damage on Tiberium terrain, Scrin should take poison damage for not being on Tiberium terrain. Their addiction to Tiberium should be a double-edged sword, as I don't see anyone not buying the Tiberium Affiliated SR for every unit they can. As written, it grants a *lot* to the units with it.

Not so sure about an entire unit of grunts with IWND. Maybe the Squad Leader/SC/certain Walkers or MC, but an entire unit is a bit much, especially with their various shenanigans to avoid damage in the first place, what with FNP being bundled with it and the potential forced re-rolls on Poisoned and Fleshbane.

It is best to be a pessimist. You are usually right and, when you're wrong, you're pleasantly surprised. 
   
Made in de
Implacable Skitarii




Somewhere...

UPDATE: 8/11/2014 (v1.2) (in first post)

-Remove the Bio-Mechanical rule

-Tiberium Terrain is now dangerous terrain, and model who passes over it fails the Dangerous Terrain test on the roll of 1 and 2

-Point cost for all units (except Buzzers and Visceroids) dropped.

-Add Assimilator (HQ)

-Add Invader Squadron (FA)

-Add Lightning Spike (HS)

-Add Proton Missile (Ranged Weapon)

 Psienesis wrote:
If non-Scrin units take Poison damage on Tiberium terrain, Scrin should take poison damage for not being on Tiberium terrain. Their addiction to Tiberium should be a double-edged sword, as I don't see anyone not buying the Tiberium Affiliated SR for every unit they can. As written, it grants a *lot* to the units with it.

Not so sure about an entire unit of grunts with IWND. Maybe the Squad Leader/SC/certain Walkers or MC, but an entire unit is a bit much, especially with their various shenanigans to avoid damage in the first place, what with FNP being bundled with it and the potential forced re-rolls on Poisoned and Fleshbane.


Thank you very much for your comment please let me explain some of the above problem to you:

I have remove the Bio-Mechanical special rule (because of what you and Anomander Rake have pointed out), so Tiberium Affiliated is not overly powerful anymore. And if Scrin units take damage outside of Tib-terrain, then their entire force will crumble faster than Undead without a Necromancer, because they are only originally provided with a 8"x8" Tib field, and although there are some other ways to expand the Tib-field, they are not cheap, and usually cover not a very large area to make them an auto take.

Most units that have the Tiberium Affiliated special rule is one Wound models, so IWND is useless. The rest are costly so that you cannot take too many of those, so I don't think there is a problem with that. And if the players bunch up their units in Tib-field to gain bonus, they will be annihilated by pie plates, FnP and IWND or not.

I want to make an army that works, for example, like the Zerg in SC2, expanding Tib-field to gain advantage against the foe, but can still fight (somewhat) decently in the open, to at least hold the line before sufficient board coverage can be deployed.

This message was edited 1 time. Last update was at 2014/11/08 18:11:00


   
Made in de
Implacable Skitarii




Somewhere...

UPDATE: 9/11/2014 (v1.3)

-The cost for Advanced Articulators for HQ and Elite increased to 3 pts

-Storm Blaster's range decreased to 30".

-Invader Fighter costs 105 pts.

-Now only one Ravager can take a Contaminator per unit.

-Lightning Spike now armed with 2 Storm Blasters; cost increased to 120 pts, Front, Side and Rear armour are now 12, HP reduced to 3.

-Add Explorer (HS).

   
Made in us
Preacher of the Emperor






Verrrry interesting army. Never played C&C, so I'm coming at it with fresh/ignorant eyes.

*

The crucial thing!

What's unique here -- and potentially tricky of course -- is that the army relies on bringing its own special kind of terrain and (with the Tiberium Seeds) spreading it. That's fascinating and will require serious playtesting, because no other army in the game relies on reshaping the battlefield, so this ability is very hard to balance.
Similarly, all the Foreman powers are cool, but the ability to turn enemy units into Visceroids is especially neat and fits with the "contaminate/assimilate/spread the Tiberium fields" theme of the army. I think you should play more with this theme of converting both enemy models and terrain into Scrin-friendly forms. Contaminators for everyone!
I like the Conversion Reserve rule for the same reason -- it plays up the Tiberium angle -- but I think it's too complicated right now. I'd let more units get a smaller bonus: say, instead of a few units getting to charge up in Tiberium fields to activate a different weapons profile, let all Tiberium Affiliated units get +1 S to shooting attacks if they're in a Tiberium field.

*

Other army-wide comments:

Manipulator Device & Tyrant Device are tricky: they basically let you have psychic powers with none of the downsides, since you can't roll Perils and the target can't Deny you. This is potentially game-breaking and definitely abusable. Why wouldn't anyone be able to resist this particular form of witchery? Even the Tyranids, alien as they are, still use the Psychic Powers rules.

Weapons: I notice that a lot of the standard weapons are painfully short-ranged -- 18" for Burst Laser, 12" for Tri-Pulsed Laser, 6" (!!) for Plasma Torch. The ability to use Foremen to teleport around the battlefield will probably be a big help getting into position, but without Foremen, Scrin with these weapons will be outranged by even Guardsmen.
Conversely, the long-ranged Haywire weapons (Lightning Bolt Cannon and Storm Blaster) are BRUTAL -- and probably should cost more.

Stubborn vs Fearless: Interesting that Elites are Stubborn while the basic troops are Fearless (because they're mindless, while the Elites have some sense of self and self-preservation?)

*

Unit-specific comments:

Disintegrator: Neat concept, but a 6" weapon and the complicated Death Explosion rule make it hard to see how they'd work in play. I suspect they'd get cut down by ranged fire before ever doing anything.

Buzzers: Very cool that a faction's basic troops are Swarms. Not sure that "Eternal Warrior" fits the fluff that they "aren't particularly resilient" -- if you can one-shot the individuals easily, presumably a blast or template weapon should be able to Instant Death the swarm?
Also, how do they keep pace with an aircraft as a "Buzzer Escort," exactly? Feels like they should be Jump swarms or something if they're just able to fly over terrain.

Shock Trooper: Storm Blaster and Plasma Disc Launcher are NASTY. The basic Burst Laser is nasty within 18", but that's pretty short.

Intruder: Again, a very short-ranged main weapon (12" this time), but without the option to get more range the way the Shock Trooper can, and I'm not sure the special melee weapons make up for it.

Invader Fighters: Love the rule that they can zip back into Reserves to reload their missile, though in practice you can't do it more than once per game. Not sure why they have BS:2.

BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN

 Psienesis wrote:
Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.

I’m updating that fandex now & I’m eager for feedback on new home-brew units for the Sisters: Sororitas Bikers, infiltrators & Novices, tanks, flyers, characters, superheavies, Frateris Militia, and now Confessors and Battle Conclave characters
My Novice Ginevra stories start with Bolter B-Word Privileges 
   
Made in il
Warplord Titan Princeps of Tzeentch






I'll be honest here.

The moment I saw ATSKNF I stopped reading. there is no reason why scrin are space marines.

can neither confirm nor deny I lost track of what I've got right now. 
   
Made in us
Preacher of the Emperor






Ah, yes, I meant to mention that too. It's odd that any Scrin would have that exact same special rule, which is very specific to Space Marines. I'd recommend something else, too.

BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN

 Psienesis wrote:
Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.

I’m updating that fandex now & I’m eager for feedback on new home-brew units for the Sisters: Sororitas Bikers, infiltrators & Novices, tanks, flyers, characters, superheavies, Frateris Militia, and now Confessors and Battle Conclave characters
My Novice Ginevra stories start with Bolter B-Word Privileges 
   
Made in gb
Angered Reaver Arena Champion




Connah's Quay, North Wales

I disagree, ATSKNF is a USR, meaning it isn't faction specific. ATSKNF is a stupid rule in general in my opinion as it allows you to ignore 1/3 of the core rules, but the theme of not running away or swept keeps in line with creatures controlled by a greater mind.

I know very little of the source material, so i can only give basic pointers. For example, i agree you should follow the Tiberium theme strongly and i think over all your units are a little to fast which unbalances the otherwise balanced weapons. For example a Plasma Torch is 6'', balanced, but it has an effective range of 18'' ignoring terrain, not good for 10pts. Not sure what you could do here, maybe have them be able to run and shoot, and they could also pick up fleet if the come into contact with a Tiberium field or something?

Your other basic infantry aren't bad, but i feel 4+ poisoned on a 5pt model is very good, especially when you can stick an ATSKNF character in there for under 80pts, at least 1 unit of 20 would make it's way into every list. My suggestion would be drop the Poison and give them fearless, but not allow IC to join them (They are blobs, not soldiers) and then give them a 5+ poison ONLY when they are in contact with a Tiberium Field. This promotes taking a single unit to guard the objective, instead of flooding the board with cheap 4+ poisoned ATSKNF models.

Another point of call is that you should include a new unit or weapon to help handle hordes, as almost all your weapons at low rate of fire low AP attacks. What they would do against a horde of Guardsmen i'd shudder to think.

Just my initial thoughts.


 
   
Made in gb
Lord of the Fleet






London

- I can't help thinking that FNP and IWND on multiple large units is a bit too much, I'd simply reduce it to just FNP as this seems to fit in more with your description. Same with vehicles, maybe just IWND instead of that and an additional 5++ save. However, it seems rather deadly to fail DT tests on 1-2, meaning that your units are likely to lose roughly 1/3 of their models just by entering it. I'd change this to "just affected on a 1" or "friendly units may re-roll the DT test".

- Ichor Seed: Described as "Tiberium-laced meteors" yet it's a square piece of terrain that you actually get to move other features about to place. To make it fit in more with the idea, I'd change it to something like the following

"Ichor Bombardment: Before the game starts but after deployment, you may launch D3+3 Ichor Strikes. Place the large blast marker anywhere within your half of the battlefield and scatter it 3D6" for each Ichor Strike, leaving the marker in place (or suitably sized terrain feature). Any Scrin unit within the feature benefits from the Tiberium Afflicted rule."

- Warlord Traits look fine.

- Wormhole is grossly broken. I can simply start the game, place the portals on Turn 1 next to my Land Raiders (don't know any Scrin units) and send them right into the enemy deployment zone with no penalty. This needs major retuning or even scrapping.

I'll have a look at individual units when I have more time. First impressions are that it certainly has potential, but it needs more work.

This message was edited 1 time. Last update was at 2014/11/12 15:39:40


 
   
Made in de
Implacable Skitarii




Somewhere...

UPDATE: 21/12/2014 (v1.4)

-Tiberium Affiliated special rule grants only IWND to vehicles and Fnp to non-vehicle model

-Foreman:
+Wormhole: One blast marker must be placed within 12" of the Foreman using this power, and both blast markers must be placed within 36" of each other. Cannot be used on turn 1.
+Overlord's Wrath gains Barrage
+Stasis Field: Blast marker must be placed within 24" of the Foreman using this power.

-Mastermind: Upgrade to Prodigy now only costs 30 pts

-Disintergrator:
+Point cost bumped to 11 pts/model
+Unit type changed to Infantry
+Loses Death Explosion
+Gains Move Through Cover

-Buzzer:
+Loses Eternal Warrior
+Gains Buzzing Cloud (immune to Instant Death from non-Blast or non-Template weapons.)

-Visceroid:
+Point cost reduced to 4 pts/model
+Can no longer be joined by IC
+Gains Fearless
+Poisoned reduced to 6+
+Gain Tiberium-fueled (gain the Poisoned (5+) special rule while inside Tiberium Terrain.)

-Shock Trooper: Point cost for Plasma Disc Launcher and Storm Blaster bumped to 10 pts/model

-Ravager: Now Bulky instead of Very Bulky

-Stormrider:
+Point cost bumped to 190 pts/model
+Gain 2 Ichor-LQ bombs

-Invader:
+BS bumped to 3
+May exchange Proton Missile for Neutron Bomb.
+Carrier-borned now affects Neutron Bomb.

-Devourer Tank: loses Conversion Reserve

-Ranged Weapons:
+Add Neutron Bomb
+Proton Cannon: Charged profile can now only be used if the vehicle stays within Tiberium Terrain.
+Scrin Plasma Cannon is Heavy 3
+Add Ichor-LQ Bomb
+Tiberium Seed weapons now can place their blast marker on the base of both friendly and enemy models

-Cybernetic Enhancements: If the bearer fails the Ld test to use Manipulation or Tyrant Device, instantly suffers one Wound with no save allowed

-Vehicle Equipments: Remove Conversion Reserve.

Thanks for all the comments, guy now let me address some of the problems



Yes, I want to try something new and shaping the battlefield is used by almost no army, except for some special rules great you like it.

The short range is somewhat a drawback for the army to add some challenging to the players. Their weapons are incredibly powerful (get the Disintegrators within 6" of a MC or Tank to find out) and their elite Infantry are incredibly strong and mobile, so they could survive to close with the enemy to bring their firepower to bear.
And yes, I have increased the cost for Plasma Disc launcher and Storm Blaster
Yes, i too realize the issues for the Intruders, but I have not thought of a way to fix it. Anyone got an idea ?
I've fixed the problems of Buzzers and Invaders
Disintegrator is actually very fast, and a S6 AP3 Armourbane on a 10 points platform is somewhat OTT in Alex's opinion, so I have change something to see how it will look.


ATSKNF is USR, like Alex has pointed out. I think it is best for creatures like the Scrin without the need to create a bunch of special rules.



Yes, I have fixed the problems with Visceroids and Disintegrator. Thank you

The lack of blast weapons is intentional, but yes, I think they should have something to counter hordes rather than running around them. I've just added the Ichor-LQ bomb and Neutron bomb, and with the existing Ichor-LQ sprayer, I think that they can help somewhat mending the issue.


The Scrin treat Tiberium Terrain as open terrain, so they do not have to take DT test. However, I agree with you that the bonus should be toned down. I've fixed that
I've fixed Wormhole the original idea is that it should be use as a way to close the distance with enemy to destroy hig value targets, as the Scrin have pretty short-ranged weapons. I've toned down it a bit, hope you'll like it !
Ichor Bombardment is great ! But I fear it somewhat overlaps with Overlord's Wrath. I'll add it to the codex when I find out how to implement it many thanks

   
Made in us
Preacher of the Emperor






Lots of new stuff! Excellent. When I'm not ordering last-minute Christmas presents I will take a proper look.... The PDF should say version 1.4, correct?

BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN

 Psienesis wrote:
Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.

I’m updating that fandex now & I’m eager for feedback on new home-brew units for the Sisters: Sororitas Bikers, infiltrators & Novices, tanks, flyers, characters, superheavies, Frateris Militia, and now Confessors and Battle Conclave characters
My Novice Ginevra stories start with Bolter B-Word Privileges 
   
Made in de
Implacable Skitarii




Somewhere...

Yes, we are all busy during this time of the year and yes, it is version 1.4

This message was edited 1 time. Last update was at 2014/12/28 19:05:36


   
Made in de
Implacable Skitarii




Somewhere...

UPDATE: 23/01/2015 (v1.5)

- Add Mechapede and Hybrid Culltists (HQ)

- Add Annihilator Tripod (HS)

- Add Beam Cannon and Mechapede Weapons (Ranged Weapons)

- Mastermind/Prodigy Ld is improved by 1

- Assimilator can now be taken up to 3 per detachment, but do not qualify as a mandatory HQ selection.

- Explorer cost reduced to 120 pts

   
 
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