Author |
Message |
 |
|
 |
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2011/02/03 07:40:19
Subject: Jy2's Tyranid Apoc Thread
|
 |
Fixture of Dakka
|
For those of you who are interested or who already play Apocalypse, this thread is dedicated to Tyranid players in Apoc games. Basically, it is a thread with both new and revised Tyranid units and formations.
Feel free to add your own Tyranid Apoc units/formations either directly or as a link to this thread.
I will start off with two formations - one is an update on the creature known as the Malanthrope (click on link below). The other is a translation of one of the formations found in the Spearhead optional ruleset.
---------------------------------------------------
Index
Behemoth Crusher Brood (updated)
Biovore Bombardment
Biovore Spore Cluster (by Valkyrie)
Carnifex Juggernaut Stampede
Doom of Ma'lantai - Apoc version (by Lindsay40k)
Dominatrix I
Dominatrix II (by Darth Bob)
Dominatrix, Ancient (by TyraelVladinhurst)
Flight of the Harpy
Genestealer Adrenaline Rush
Harridan Skyswarm (by Valkyrie)
Hive Defenders (by Bloodhorror)
Lictor Reconnaissance Force
Maelstrom of the Mawloc
Psychic Choir
Pyrovore Immolator Formation (by Valkyrie)
Ripper Swarm (by Matt.Kingsley)
The Indomitable Hive Mind
Tremorbeast (by Valkyrie)
Trygon Alpha Strike
Tyranid Bioship (by TyraelVladinhurst)
Tyranid Swarm Attack
Venomthrope Miasma (by Valkyrie)
Ymgarl Infiltration Cult Formation
Tyranid Unit - Malanthrope
---------------------------------------------------
More to come!
---------------------------------------------------
This formation takes the Mass Attack Spearhead from the Spearhead Formations optional rules and translates it into an Apoc formation for Tyranids. The main difference is that I increased the cost as I felt the original was somewhat under-priced.
Tyranid Swarm Attack
Points: 150 + models
Some armies have little choice but to pit a horde of lightly armed troops against the armoured onslaught of their foes. Although there is little chance for survival in such a contest, if gathered in enough numbers they can get close enough to overwhelm the enemy. When the time for the assault arrives, the massed formations rise up and advance. Enemy fire will tear them apart, leaving gaping holes. They may falter, but the enemy will have to kill every last one of them before they give up. If the infantry finally get to charge they will release their pent-up fury at the foe!
Formation:
3-6 Infantry units chosen from the Troops section of the Tyranid army.
Special Rules:
Acid Tumors: All of the models in this formation have a special biomorph that begins to grow on their chest in response to the proximity of so many of its kind. This sac begins to extrude fist sized tumors that, when thrown, explode showering the target with a virulent combination of chemical that reacts violently with most known metals eating through the affected area much like acid, reducing most targets to sludge. These acid tumors count as krak grenades with a Strength of 7 when used against vehicles.
The Final Push: Alien fervour and sheer instinctive hunger means that all units in the spearhead can test to regroup regardless of any normal restrictions.
|
This message was edited 16 times. Last update was at 2011/07/25 05:44:02
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/02/03 10:43:21
Subject: Re:Jy2's Tyranid Apoc Thread
|
 |
Raging Ravener
|
I feel no sense of guilt paying 90 Pts. for Mass attack spearhead formation rule on my tyranids, that is the price for any other army and tyranids have access to only 2 of all 12 formations so thank you, but no thank you.
150 (90+60) points is what costs me using both (unique) formations available to tyranids, I find it simply fair having my troops, FA & HS TMC's tuned up because it already comes with its handicap tax (rage) included so, once again, I FnP.
BTW, I named my tyranid ceramite bombs "Termite bio-plasma", sounds fun to me.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/02/03 11:05:26
Subject: Jy2's Tyranid Apoc Thread
|
 |
Fixture of Dakka
|
Think about 180 termagants swarming over a mech army, all with S7 krak grenades. Worse yet, how about 180 fast hormagants? Now think about combining this formation with the Endless Swarm formation and you'll begin to see how nasty this formation could potentially be in Apoc....unlimited, re-spawning troops that are serious threats to infantry, monstrous creatures (with poisoned attacks) and vehicles.
|
This message was edited 1 time. Last update was at 2011/02/03 11:21:00
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/02/03 12:43:58
Subject: Re:Jy2's Tyranid Apoc Thread
|
 |
Raging Ravener
|
I only see goodness there, what's not to like?
It is strong but, as nothing is in this game, it is not an "I win button" and there must be plenty of counter-measures out there available at 3000+ points/army sizes.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/02/03 12:54:06
Subject: Jy2's Tyranid Apoc Thread
|
 |
Lord of the Fleet
|
Biovore Spore Cluster
150 Points
Formation: 3 Biovores
Special Rules
Spore Assault: Enemies facing a Biovore Cluster can find themselves coming under a hail of bio-acid and shrapnel as the Biovores push their metabolic rates to the limit in order to fire their spores a considerable distance further than previously thought possible:
In the shooting phase, if all Biovores in the formation are within 3" of each other, they may combine their firing into one shot with the following profile:
Range 72" S4 Ap4 Apoc Barrage (2X), where X is the total number of Biovores contributing to the attack.
Range and LoS may be traced from any Biovore in the unit. In addition, after all casualties are calculated, the unit of Biovores takes D3 automatic wounds, distributed as shooting, with saves allowed.
|
This message was edited 1 time. Last update was at 2011/02/03 13:05:02
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/02/03 18:47:42
Subject: Jy2's Tyranid Apoc Thread
|
 |
Fixture of Dakka
|
Valkyrie wrote:Biovore Spore Cluster
150 Points
Formation: 3 Biovores
Special Rules
Spore Assault: Enemies facing a Biovore Cluster can find themselves coming under a hail of bio-acid and shrapnel as the Biovores push their metabolic rates to the limit in order to fire their spores a considerable distance further than previously thought possible:
In the shooting phase, if all Biovores in the formation are within 3" of each other, they may combine their firing into one shot with the following profile:
Range 72" S4 Ap4 Apoc Barrage (2X), where X is the total number of Biovores contributing to the attack.
Range and LoS may be traced from any Biovore in the unit. In addition, after all casualties are calculated, the unit of Biovores takes D3 automatic wounds, distributed as shooting, with saves allowed.
It's a pretty good formation. I like biovores and actually, I do have formation for them already made.
My question regarding this formation is, is it 3 biovores....or 3 biovore broods? If it's just 3 biovores only, it seems to be pretty expensive at 150pts.
Anyways, here's my biovore formation.
----------------------------------------------------------------------
Biovore Bombardment Formation
Points: 50 + models
There are times when the Hive Mind comes up against heavily fortified strongholds or encampments where resistance is especially stubborn. Oftentimes, the answer to this is a stampede of carnifexes to break through the barriers, followed by the swarms which usually overrun the place.
However, usually overlooked are the hundreds of biovores that bombard the stronghold with corrosive mines to "soften" up the area before the stampede begins, weakening the structure as well as any resistance just enough so that the inevitable overrun would be less costly. The spore mines they produce have been enhanced to be more corrosive in nature, meant to eat away at metal as well as flesh. It is an agonizing death and with enough hits, will wither down any building or vehicle into ruins.
Formation:
1+ Hive Tyrants (may be the Swarmlord)
3-10 Biovore broods, each with 3-members
Special Rules:
Strike Force: All biovore broods in the formation must deploy within 12" of the hive tyrant. If coming in from reserves, they must enter the table within 12" of the point entered by the hive tyrant.
Death From Above: For each biovore brood that fires at the same target, use the following, single profile for all broods involved:
Biovore Bombardment: Range: 48" + Special (see below) S:4* AP:4 Apocalyptic Barrage (X)
where X = number of biovore models in the formation that is firing at the same target
* All vehicles suffer an automatic glancing hit on an armor penetration roll of '6' for each and every hit caused by the bombardment.
Long Range Bombardment: For every biovore brood in the formation after the 1st 3 broods, add +6" to the range of the Biovore Bombardment as long as they have line of sight to the target. LoS is established if any model in the formation, including the hive tyrant and its tyrant guards, can see the target. If they do not have LoS to the target, they may still fire, but without the extra range.
For example, a Biovore Bombardment formation consisting of 5 biovore broods firing at the same target has a range of 60" if they have LoS to the target.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/02/03 22:38:36
Subject: Jy2's Tyranid Apoc Thread
|
 |
Lord of the Fleet
|
I thought Biovores were 45pts each? If so, having the upgraded ranged attack for 15points extra sounds fine to me.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/02/05 00:46:02
Subject: Jy2's Tyranid Apoc Thread
|
 |
Fixture of Dakka
|
Valkyrie wrote:I thought Biovores were 45pts each? If so, having the upgraded ranged attack for 15points extra sounds fine to me.
My bad. I mistaken the cost of your formation to be 150pts + models as is common in most of the formations.
---------------------------------------------------------------------------------
Now for another new formation - the Lictor Reconnaissance Force.
---------------------------------------------------------------------------------
Lictor Reconnaissance Force Formation
Points: 200 + models
Lictors are sent before the main Hive invasion to scout and infiltrate the area, gathering as much information as possible - the inhabitants (also know as the "dinner"), threats, geography, strategic topography, and any other information deemed useful to the Hive Mind. They spend weeks, possibly even months, in a location at a time. By the time the main fleet arrives, thanks to the data collected by the lictors, they are well prepared to consume the planet. The lictors then attack via ambush and guerilla warfare, surgically taking out weaker or isolated units.
Formation:
0-1 Deathleaper
3+ Lictor Broods
Special Rules:
Strike Force: Each unit in the formation must deploy within 12" of another unit in the formation. If coming in from reserves, they must enter the table within 12" of another unit in the formation. The entire formation deploys as 1 unit.
Reconnaisance Data: From all the information gathered, the Tyranid army gets the following Strategic Assets:
Careful Planning
Strategic Redeployment
Surgical Raids
|
This message was edited 1 time. Last update was at 2011/02/05 00:46:58
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/02/05 03:06:17
Subject: Jy2's Tyranid Apoc Thread
|
 |
Mekboy Hammerin' Somethin'
|
How about instead of giving them Krak grenades, give us the NEEDED Assault Grenades.
And an air-raid type formation. Gargoyles and Mycetic spores allowing re-rolls to DS etc...
|
Thunderfrog wrote:
+1 Str for like 5 points? To autocannons or assault cannons? Hell yea. Then the Reinforced Aegis upgrade for free AND the ability to ignore stunned shaken.. pretty much for free..
Other Dreadnaughts should just go somewhere and be a toaster.
Mattieu~~~~ It's not that eldar are bad, it's that they require a lot of intergration between units. Also, that doesnt prove anything other than GW has a huge hard-on for marines, and, given the option between making a xeno the best psykers or making a marine the best psyker, they will 9 times out of 10 choose the marine.
Automatically Appended Next Post:
Tzeentchling9 wrote:Mephy can't be swept. He is still a marine so he has the, "And They Shall Never Get Removed From The Table After Losing Combat Like Everyone Else Because They Are The Poster Boys" special rule.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/02/05 06:47:15
Subject: Jy2's Tyranid Apoc Thread
|
 |
Fixture of Dakka
|
Footsloggin wrote:How about instead of giving them Krak grenades, give us the NEEDED Assault Grenades.
And an air-raid type formation. Gargoyles and Mycetic spores allowing re-rolls to DS etc...
The idea behind the Tyranid Swarm Attack formation is that the hordes will overrun infantry and vehicle alike. It is basically the Mass Attack Spearhead formation but for Apoc instead, although I do like the idea of a formation giving nids assault grenades (can we say...Genestealer Adrenaline Rush...coming soon!).
Air-raid...hmmm. Sounds interesting. I will have to think about how to write that one...
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/02/05 13:19:36
Subject: Re:Jy2's Tyranid Apoc Thread
|
 |
Lord of the Fleet
|
Harridan Skyswarm
Recent Xenos Biologists have researched "default Synapse link" between the creatured designated as Harridans, and other smaller Tyranid creatures, most notably ones capable of aerial flight, such as Harpies and Gargoyles. Therefore it is a regular sight to see whole swarms of Harridans surrounded by clusters of smaller creatures, blocking out the sky in a sea of leathery wings.
Points: 200 + Models
Formation:
1+ Harridans
3+ Gargoyle units
0+ Harpies
Special Rules
Aerial Assault: All Gargoyle units in the formation must begin the game either embarked upon or within 6" of a Harridan. The Harridans do not need to be deployed together.
Skynapse: Any Gargoyle unit or Harpy within 48" of a friendly Harridan automatically passes any Synapse tests. In addition, Harridans are counted as Flyers for movement purposes and when being shot (except the harridan does not suffer glancing/penetrating hits as it is not a vehicle obviously).
Wings of Death: Unlike the standard rules, Harridans of the formation are allowed to assault Flyers. If a Harridan moves into base-contact with an enemy Flyer, it may assault it, counting it as a Skimmer which has moved Flat Out. In addition, after all damage is calculated (regardless of wherever the Flyer was destroyed), the Harridan suffers D3 S10 hits.
|
This message was edited 2 times. Last update was at 2011/02/13 13:04:52
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/02/05 16:01:35
Subject: Re:Jy2's Tyranid Apoc Thread
|
 |
Fixture of Dakka
|
@Valkyrie:
Regarding the Harridan Skyswarm, I like it. However, I have 2 requests/suggestions:
1) The harridan is a very rare model. Even rarer yet are 2 harridans in the same game. I'd recommend you alter the formation requirements from 2+ harridans to 1+ harridan. Otherwise, you may never see anyone use this formation.
2) One of the weaknesses of the harridan is that it is easily shot down. Even missile launchers can easily take it down, and it is almost impossible to give it cover. At 900pts + 200pts for the formation, I'd like to see this formation make the harridan slightly more durable. You can go something like this:
Skynapse: Any Gargoyle unit or Harpy within 48" of a friendly Harridan automatically passes any Synapse tests. In addition, Harridans are counted as Flyers for movement purposes and when being shot at (except the harridan does not suffer glancing/penetrating hits as it is not a vehicle obviously).
---------------------------------------------------------------------------------
Time for another new formation. For those who think nids need assault grenades, this formation is for you.
---------------------------------------------------------------------------------
Genestealer Adrenaline Rush Formation
Points: 150 + models
The Hive Mind have been breeding a variant species of genestealers which are faster, more aggressive and more dangerous. These altered stealers are so fearsome that even regular genestealers shun them. Luckily, they have much shorter lifespans than regular stealers as the strain on their systems is much more taxing. These stealers are much rarer than their cousins and as such, are only used against the strongest of enemies.
Formation:
2-6 Genestealer broods (1 unit must include a Broodlord)
Special Rules:
Strike Force: 1 genestealer brood with a Broodlord is the Command unit. Each genestealer brood in the formation must deploy within 12" of Command unit. If coming in from reserves, the whole formation count as 1 unit in terms of the number of reserve units coming in. Each brood in the formation must come in within 12" of the area where the Command unit came in.
Hyper Assault: On the turn it assaults, each genestealer brood in the formation may either assault normally or it may instead choose to perform a Hyper Assault. The Hyper Assault is so draining that the unit automatically takes D3 wounds (with armor saves allowed). Any unsaved wounds lost from the Hyper Assault count towards combat resolution.
When performing a Hyper Assault, the genestealer brood assaults as if it were cavalry. Moreover, each unit that hyper assaults gains a bonus +2 attacks instead of the normal +1A for charging.
Nothing Will Slow Them Down: All genestealers in this formation have a variant of flesh hooks. These flesh hooks count as frag grenades but unlike the lictor flesh hooks, cannot be fired in the shooting phase.
|
This message was edited 1 time. Last update was at 2011/02/06 16:47:46
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/02/06 14:33:54
Subject: Jy2's Tyranid Apoc Thread
|
 |
Stealthy Grot Snipa
Right behind you. No, really.
|
Wow.
I like them, but the hyper assault does seem a bit strong....
2 wounds on average, for each genestealer brood charging like cavalry, getting +2A, and furious charge?
maybe...
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/02/06 16:47:09
Subject: Jy2's Tyranid Apoc Thread
|
 |
Fixture of Dakka
|
stompydakka wrote:Wow.
I like them, but the hyper assault does seem a bit strong....
2 wounds on average, for each genestealer brood charging like cavalry, getting +2A, and furious charge?
maybe...
Ok. I'll take out FC as they can already get it as an option.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/02/07 09:02:27
Subject: Re:Jy2's Tyranid Apoc Thread
|
 |
Fixture of Dakka
|
For those of you who like trygons, this formation is for you.
-----------------------------------------------------------------------------------------------
Trygon Alpha Strike Formation
Points: 200 + models
With the information relayed and the pheromone trail left by scouting Lictors, burrowing Trygons can pinpoint the location of the “nutrients” with an accuracy of just a few meters. They erupt from their hideaway and in one fell sweep, drag the prey back down into the abyss with them.
Formation:
1 brood of Lictors for every 3 trygons, with a minimum of 1 brood (may substitue 1 brood of Lictors for the Deathleaper)
3-9 Trygons
Strike Force: All trygons must start off in reserves. Insofar as deployment is concerned, the entire formation counts as 1 unit. When they come in, they must do so via Subterranean Assault. Each trygon needs to deepstrike within 6” of another trygon in the formation (though scattering may take them out).
Surprise Attack: All trygons in the formation may assault on the turn it arrives from reserves (if within assault range of an enemy unit) as long as the trygon doesn’t shoot or run.
|
This message was edited 1 time. Last update was at 2011/02/07 09:04:17
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/02/07 20:29:13
Subject: Jy2's Tyranid Apoc Thread
|
 |
Lord of the Fleet
|
Lets give Pyrovores a bit of attention:
Pyrovore Immolator Formation
150 + Models
Formation: 3+ Pyrovore Broods
Special Rules
Each Pyrovore Brood must be deployed within 6" of each other, or if coming on from reserves, must arrive within 6" of each other.
Acidic Immolation: In the shooting phase, you may resolve the Pyrovores Flamespurt attack as a single shooting attack with the following profile. At least 2 Pyrovores must be within 3" of the nominated firing model for this attack to be avaliable.
Range: Hellstorm* SX** Ap3 Assault 1
*Place the Hellstorm Template so the narrow end is within 6" of the nominated Pyrovore and the wide end is no closer to the firer than the narrow end. It is then treated like any other template weapon
**The Strength of the shot is equal to 5 plus the number of Pyrovores contributing to the attack after the initial 3. Eg, 4 Pyrovores contributing to the attack will have a Strength of 6
Any unit taking casualties from this attack must immediatly take a Leadership test or fall back.
|
This message was edited 1 time. Last update was at 2011/02/08 20:49:05
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/02/08 01:29:35
Subject: Re:Jy2's Tyranid Apoc Thread
|
 |
Fixture of Dakka
|
@Valkyrie:
Nice. Time to make the pyrovores useful for once.
I think you should make it 3+ pyrovore broods. There are 4 formations that uses the hellstorm template, and each requires at least 3 units - 3+ carnifexes (screamer-killer formation), 3+ hellhounds ( IG), 3 land raider redeemers ( SM) and 1 LRR + 2+ baal predators ( BA, from the new White Dwarf). 3 appears to be the magic number to use the hellstorm unless you're a super-heavy or GC.
------------------------------------------------------------------------------------------
The fun continues. For those of you who used to run nidzilla back in 4th, I've got a formation so you can dust off your old carnifexes and put them to good use.
------------------------------------------------------------------------------------------
Carnifex Juggernaut Stampede Formation
Points: 150 + models
Against heavy resistance, the Hive Mind will oftentimes bring out one of their most feared weapons - the Carnifex Juggernaut Stampede. Usually used against heavily defended fortresses and strongholds, these carnifexes are driven to the brink of madness (if ever there was such as thing) from hunger and an overload of xenoic hormones stimulated by the Hive Mind. They are much more aggressive and resilient than the average stock and once released, they cannot be stopped until either all resistance is destroyed or they themselves are.
Formation:
3+ Carnifex broods
Special Rules:
Strike Force: Each carnifex brood in the formation must deploy within 6" of another carnifex brood. If coming in from reserves, each carnifex brood must enter the table within 6" of the any other carnifex brood in the formation.
Ultra-Aggressiveness: On the charge, each carnifex in the formation that charges gets a bonus to its total Attacks equal to the number of models remaining in its brood. These bonus attacks replace the standard bonus +1 A for charging. For example, a brood of 3 carnifexes charges a unit. Each carnifex in that brood will get +3A on the turn they charged. In addition, all carnifexes in the formation have the Fleet USR.
However, due to their over-aggressiveness, their utter disregard for safety and their jostling with each other while trying to reach the target, if the brood that is charging consists of more than 1 carnifex, then that brood takes D6 S6 hits, with armor saves allowed. Any wounds suffered in this way count towards combat resolution.
Unstoppable Force: Each carnifex in the formation has the Feel No Pain USR.
|
This message was edited 1 time. Last update was at 2011/02/08 01:30:37
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/02/10 18:58:22
Subject: Re:Jy2's Tyranid Apoc Thread
|
 |
Fixture of Dakka
|
One of the requirements of this formation is that when deploying, you must play the "Flight of the Valkyrie" ballad in the background....
------------------------------------------------------------------------------------------
Flight of the Harpy Formation
Points: 200 + models
The Tyranid version of the air force, these harpies are specialized in aerial combat and rapid deployment. They start off in the air, drop down to surprise the enemy and then fly back up in the air to begin their guerilla tactics anew. They are also more adept at aerial dogfights, and are usually sent by the Hive Mind to deal with enemy threats from above.
Formation:
3+ Harpies
Special Rules:
Strike Force: The entire formation always start off in reserves and come in as 1 single unit for reserve purposes. When coming in, they must do so within 3" of another harpy in the formation.
They've Got the Drop on Us: When coming in from reserves, first place 1 harpy anywhere on the board. Then place the other harpies anyhwere within 3" of another harpy from the formation. They do not scatter and may not be placed on top of another model, in impassable terrain or within 1" of an enemy model. On the turn they come in, they may fire, though at -1 modifier to their Ballistic Skill as they sacrifice a little accuracy (shooting) for a lot of accuracy (moving). They may not assault on the turn they come in.
Rapid Deployment: The specialty of this formation is the guerilla tactic of dropping from the skies to surprise the enemy and then climbing back up into the skies, only to drop down again elsewhere. The harpies in this formation may only perform this maneuver if they are within 3" coherency of another harpy in the formation and if none of the harpies are locked in assault. In each of their movement phase (with the exception of the turn when they come in from reserves), they may move via the Strategic Redeployment strategic asset. Afterwards, they may fire at a -1 penalty to their BS but may not assault.
Aerial Combatants: Against enemy flyers, all weapons on the harpies in this formation have the Anti-Aircraft Mount special rule.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/02/13 13:12:54
Subject: Re:Jy2's Tyranid Apoc Thread
|
 |
Lord of the Fleet
|
Venomthrope Miasma Formation
Points: 200 + Models
Formation:
3+ Venomthrope Broods.
Special Rules:
Deployment: All Venomthrope Broods within the formation count as one unit for reserve and deployment purposes.
Noxious Clouds: The miasmas and clouds given off by the Venomthropes can choke the skies, scrambling enemy targeting sensory and impairing visual aids. In the owning player's movement phase, if three or more Venomthropes are within 12" of each other, you may immediatly place a Blind Barrage asset, placing the markers within 3" of any Venomthrope, but the markers must not be more than 36" apart overall. This follows all the standard rules for the Blind Barrage asset.
In addition, each Venomthrope within the formation gains access to the following shooting attack:
Range: Template S1 Ap3 Assault 1, Poisoned (2+)
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/02/13 14:30:54
Subject: Jy2's Tyranid Apoc Thread
|
 |
Stealthy Grot Snipa
Right behind you. No, really.
|
That's a crazy flamer!
some good ides here though.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/02/17 16:37:17
Subject: Re:Jy2's Tyranid Apoc Thread
|
 |
Fixture of Dakka
|
Maelstrom of the Mawloc Formation
Points: 100 + models
Mawlocs have been known on rare occasions to work in groups. Usually consisting of 2-3 mawlocs in a "herd", when they erupt from the ground, they take a large chunk of land with them, destroying infantry, tanks and even terrain that used to lie where they came out. No more than 3 in a herd has ever been observed, and scholars from the Adeptus Mechanicus have theorized that any more would be too hard for them to synchronize their attacks in perfect unison. In any case, the attacks of a herd of mawlocs creates a chasm that swallows up whatever was on top of them.
Formation:
2-3 Mawlocs
Special Rules:
Strike Force: The mawlocs in this formation always start off in reserves. On the turn they come in from reserves, count all mawlocs in this formation as 1 unit.
Maelstrom of Mayhem: All the mawlocs deploy via their Terror from the Deep special rule with the following exceptions:
If there are 2 mawlocs in the formation, use the 7" blast template instead of the 5" large blast template. The owner must fit as much of the mawlocs in the blast marker as is possible.
If there are 3 mawlocs in the formation, use the 10" blast template instead of the 5" large blast template. The owner must fit as much of the mawlocs in the blast marker as is possible.
The strength of the blast markers is 6 plus 1 for each mawloc after the first (thus, S7 if 2 mawlocs and S8 if 3). AP is still 2. Any model touched by the center of the 7" or 10" blast markers takes a Destroyer strength AP2 hit instead. This is to represent the fact that it is getting hit by multiple mawlocs and at the epicenter of the collapsing ground.
All surviving units caught within the blast are moved the minimum distance necessary to clear the blast marker as well as 1" away from any mawlocs.
If a super-heavy vehicle or gargantuan creature is "pushed" out of the way of the blast marker and there is not enough space to fit it (i.e. due to vehicles in the way, impassable terrain, etc.), then the vehicle automatically loses D3 structure points instead and the gargantuan creature automatically loses D6 Wounds instead (with no saves of any kind allowed!). Leave the super-heavy vehicle or gargantuan creature there. Instead, move the mawlocs the minimum distance necessary away from the super-heavy or gargantuan creature so that they are able to deploy individually via their Terror from the Deep, but without scatter this time and without the blast marker touching the super-heavy or gargantuan.
The Ground is Collapsing: Any removable terrain touched by the center of the 7" or 10" blast marker is removed on a 4+. As they cannot be moved, buildings hit by the center are also removed on a 4+ as they fall through the collapsed ground. Any units within the terrain are affected as per Maelstrom of Mayhem above.
|
This message was edited 2 times. Last update was at 2011/02/18 06:00:17
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/02/18 02:05:36
Subject: Jy2's Tyranid Apoc Thread
|
 |
Mekboy Hammerin' Somethin'
|
I believe that the Mawloc formation should be 200 points, just because getting to suck your opponents models into the ground is so delicious that it warrants an extra 150 points.
|
Thunderfrog wrote:
+1 Str for like 5 points? To autocannons or assault cannons? Hell yea. Then the Reinforced Aegis upgrade for free AND the ability to ignore stunned shaken.. pretty much for free..
Other Dreadnaughts should just go somewhere and be a toaster.
Mattieu~~~~ It's not that eldar are bad, it's that they require a lot of intergration between units. Also, that doesnt prove anything other than GW has a huge hard-on for marines, and, given the option between making a xeno the best psykers or making a marine the best psyker, they will 9 times out of 10 choose the marine.
Automatically Appended Next Post:
Tzeentchling9 wrote:Mephy can't be swept. He is still a marine so he has the, "And They Shall Never Get Removed From The Table After Losing Combat Like Everyone Else Because They Are The Poster Boys" special rule.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/02/18 05:59:38
Subject: Re:Jy2's Tyranid Apoc Thread
|
 |
Fixture of Dakka
|
The reason why I set the cost low for the Mawloc formation is because it is basically a 1-and-done type of formation. Basically, they will most likely only be able to use it once and no more in the average apoc game because as soon as they come out, those mawlocs are toast. And only a small portion of the blast (the very center) is strength D, not the whole blast.
But if you think it is too cheap, I will raise it to 100pts. Any higher and I don't think people will use this formation.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/02/19 07:48:07
Subject: Re:Jy2's Tyranid Apoc Thread
|
 |
Fixture of Dakka
|
Here is my newest Tyranid monster, the Dominatrix.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/02/19 16:10:58
Subject: Re:Jy2's Tyranid Apoc Thread
|
 |
Mekboy Hammerin' Somethin'
|
jy2 wrote:The reason why I set the cost low for the Mawloc formation is because it is basically a 1-and-done type of formation. Basically, they will most likely only be able to use it once and no more in the average apoc game because as soon as they come out, those mawlocs are toast. And only a small portion of the blast (the very center) is strength D, not the whole blast.
But if you think it is too cheap, I will raise it to 100pts. Any higher and I don't think people will use this formation.
I get it now, and I agree that those Mawlocs get blown off the board the turn they come in...
|
Thunderfrog wrote:
+1 Str for like 5 points? To autocannons or assault cannons? Hell yea. Then the Reinforced Aegis upgrade for free AND the ability to ignore stunned shaken.. pretty much for free..
Other Dreadnaughts should just go somewhere and be a toaster.
Mattieu~~~~ It's not that eldar are bad, it's that they require a lot of intergration between units. Also, that doesnt prove anything other than GW has a huge hard-on for marines, and, given the option between making a xeno the best psykers or making a marine the best psyker, they will 9 times out of 10 choose the marine.
Automatically Appended Next Post:
Tzeentchling9 wrote:Mephy can't be swept. He is still a marine so he has the, "And They Shall Never Get Removed From The Table After Losing Combat Like Everyone Else Because They Are The Poster Boys" special rule.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/02/23 15:48:49
Subject: Re:Jy2's Tyranid Apoc Thread
|
 |
Fixture of Dakka
|
The Indomitable Hive Mind Formation
Points: 200 + models
There's nothing quite as powerful as that of the mind of a Hive Tyrant...except, of course, for when several tyrants link their minds together to form an even more powerful network of psychic energy. While this is not common, hive tyrants from different splinter fleets have been known to work together in this fashion, especially when facing against powerfully psychic enemies. And on the very rare occasions that they do, they are indeed very formidable as they augment each others abilities.
Oftentimes when the tyrants link their psychic might, one will also find several broods of zoanthropes working together with them. These zoanthropes act as psychic conduits to help amplify their power. In the process, each zoanthrope's psychic prowess is augmented as well.
Formation:
3-6 Hive Tyrants (May use the Swarmlord in place of a Hive Tyrant. Each tyrant may have tyrant guards)
0+ Zoanthrope broods, 3 zoanthropes per brood
Special Rules:
Strike Force: Each Hive Tyrant (including the Swarmlord) must be deployed within 6" of another Tyrant. Each brood of zoanthrope must also be deployed within 6" of a Hive Tyrant. If coming in from reserves, each tyrant and zoanthrope brood must come in within 6" of another tyrant
Psychic Monstrosity: The range of Synapse, Shadows in the Warp and all psychic powers of all units in the formation is augmented as follows: range is increased by +6" per Hive Tyrant in the formation after the 1st tyrant. For example, if there are 5 tyrants in the formation, then Synapse, Shadows, The Horror, Leech Essence and Paroxysm become 36" in range (42" synapse for the Swarmlord) whereas the range for Psychic Scream is 24" + 2D6". Moreover, Warp Blast becomes 48" and Warp Lance 42" for the zoanthropes in the formation.
Furthermore, any enemy unit attempting to nullify any psychic powers and who are within range of Shadows of the Warp of any unit in this formation receives a -1 modifier on their dispel attempts. This include attempts to dispel via Psychic Hoods, Runic Weapons, Wolftail Talismans, the Aegis, Unguents of Warding and Shield of Faith. Against Runes of Warding or another Tyranid's Shadows in the Warp, any unit belonging to this formation gets a modifier of -1 on its Psychic Tests (i.e. 3D6-1).
For each Tyrant in the formation that is killed, the range of each unit in the formation is reduced by 6". Thus, if 1 of the 5 tyrants in the above example is killed, the range of Synapse, Shadows in the Warp and all psychic powers drops to an effective range of 30" (36" synapse for the Swarmlord and 18" + 2D6" for Psychic Scream).
Master Strategist: The tyrants in this formation not only combine their psychic might, but they also share their knowledge as well. The Tyranid player gets either the Careful Planning strategic asset or the Strategic Redeployment strategic asset (the owning player may pick only 1).
|
This message was edited 1 time. Last update was at 2011/02/26 19:08:19
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/02/25 23:06:31
Subject: Jy2's Tyranid Apoc Thread
|
 |
Lord of the Fleet
|
+++ Imperial Xenos Database: Tyranid Tremorbeast+++
+++ Archive 34.2B: The Tremorbeast is a unique variant of the Trygon, first encountered by the Iron Warrior Legion during [RECORD PURGED]. Captured records of the battle showed a beast of considerable mass burrowing beneath the apparently impregnable fortress. Once the beast emerged, the battle was soon over as hundreds of smaller beasts swarmed from its colossal network of tunnels.
An Imperial Explorator Force purged the planet of any remaining Tyranid threat, but despite all previous predictions, the Tremorbeast soon showed itself on multiple occasions. While initially thought impossible due to the Tyranid’s methods of assimilation, it is hypothesised that the Tremorbeast encountered by the Imperial forces is the same which defeated the Iron Warriors over two centuries ago. The Tremorbeast was eventually destroyed by over a dozen, mostly disastrous attempts to pursue it via Termite craft loaded with experimental Ordo Xenos weaponry.
Physically, the Tremorbeast resembles a standard Trygon, albeit considerably larger, with several main differences: its mouth composes of hundreds of lashing tentacles capable of ripping apart even the most heavily armoured warriors. Two of its additional limbs are bonded with bio-weapons resembling Devourers, albeit much more powerful. +++
Tremorbeast – 700 Points
Unit: Gargantuan Creature (Unique)
WS9 BS3 S9 T8 W8 I6 A7 Ld9 Sv3+
Wargear
Scything Talons
Lash Whips
Two Swarm-Devourers
Bio-Plasma
Swarm-Devourer: Template S1, Ap3 Assault 1, Poisoned (2+)
Special Rules
Synapse Creature
Shadow in the Warp
Subterranean Assault*
“Into the Belly of the Beast”
*up to three units may enter play in this way, instead of the single unit allowed to arrive as normal
“Into the Belly of the Beast”: The Tremorbeast can use it’s huge mass of tentacles to devour whole squads of troops at a time. Each player turn, each enemy model in base contact with the Tremorbeast must take an Initiative test, using their standard Initiative value. If they fail they are removed from play as they are horribly devoured by the Tremorbeast. Invulnerable saves are allowed against this attack. Walkers and Monstrous Creatures are also affected, but they may re-roll their Initiative tests if required.
|
This message was edited 1 time. Last update was at 2011/02/26 16:13:38
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/02/26 00:40:03
Subject: Re:Jy2's Tyranid Apoc Thread
|
 |
Willing Inquisitorial Excruciator
|
i've got one, based of belloflostsouls dom
Ancient Dominatrix 4575 points
WS 10 BS 6 S 10 T 9 W 15 I 5 A 12 LD 10 SV 2+/3++
Unit: One Ancient Dominatrix
Type: Gargantuan Creature
Weapons and Equipment:
1 Bio Cannon Scything Talons
Lash Whip Rending Claws
4+ Regenerate Toxic Miasma
Spore Cloud Flesh Hooks
Acid Maw Tusked D6 attacks on charge
Mace Tail Implant attack
Acid Blood Feel No Pain 3+
WEAPONS
Bio Cannon Range 120” STR 10 AP 2 assault 16, living ammuntion
Energy Pulse Range Hailstorm STR D AP 1 Heavy 2
SPECIAL RULES
Synapse (with a 96” range of synapse control)
•Spore Cloud: The Dominatrix releases clouds of corrosive spores. The spores will hit any model in base contact during the Assault phase, and strike at an Initiative of 1. They hit automatically and always wound on a roll of 4+ and cause a crew stunned result on vehicles.
•Hive Mind: The Dominatrix is the brood mother of it’s entire hive. It possesses immense psychic power any may use any of these powers automatically per turn. They cannot be cancelled with a psychic hood.
- Energy Pulse*: Place the Hellstorm template wholly within line of sight and within 96”. The Energy Pulse is then treated like any other template weapon.
- Warp Shield: This acts exactly as Eldar Titan Holo-fields.
- The Terror: All enemy units within 72” lose the effects of: Fearless, Stubborn and And They Shall Know No Fear special rules. Enemy units may not use another unit’s Leadership value.
- Concentrated Warp Blast: Range 72” STR D AP 3 Assault 4 large blast, melta
- Acid Blood: if wounded in assault all non tyranid units suffer a wound armor saves still apply. Vehicles suffer a hit that is the creatures strength +2D6
- Shadows of the Warp: psychic test for non tyranid players are made on 3D6 added together.
|
"Those that Dare impersonate the dead are judged to join their ranks!"- Alucard
6970 points of Preheresy Night Lords 7681 points Preheresy thousand sons 8230 points Preheresy Iron Warriors 3230 points Preheresy Death Guard 4940 points preheresy Dark Angels 4888 points preheresy Iron Hands 2030 points preheresy Blood Angels 2280 points preheresy space wolfs 1065 points preheresy white scars 3210 points preheresy sons of Horus 1660 points Grey Knights 628 points Sister of Battle 2960 points adeptus mechanicus 18650 points Titanicus legio Nex Caput capitis 5566 points Imperial Guard 5875 points Preheresy Emperor's Children 3735 points Preheresy World Eaters 1710 points Preheresy Word Bearers 2090 points preheresy Imperial Fists 1570 points preheresy Alpha Legion 4600 points necrons 1420 points prehersy Raven Guard 960 points prehersy Salamanders 6334 points Tau Empire 20942 points tyranids 8722 points eldar 3125 points dark eldar 10745 points Bearers of the Light 1415 points Preheresy Luna Wolves 8508 points Chaos
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/02/26 05:17:57
Subject: Jy2's Tyranid Apoc Thread
|
 |
Fixture of Dakka
|
@Valkyrie:
Regarding the Tremorbeast, any reason for the 2+/4++ saves? With the exception of the bio-titan, the other GC's - both hierodules and harridan - only have 3+ saves and none of them have any type of Invuln saves. With an invuln save, 2+ armor save and the ability to remove models from play just by being in base contact - not to mention that this beast is better than the scythed hierodule in assault - tells me that this beast is way under-priced compared to the 600pt scythed hierodule (not to mention it also has 2 more wounds than the scythed hierodule).
But I like the idea of it.
P.S. Regarding "Into the Belly of the Beast", how does it affect walkers and monstrous creatures?
@TyraelVladinhurst:
Wow. Just wow. That monster is just unkillable. T9, 15W, 2+/3++, FNP on a 3+ AND regenerate on a 4+? And it's psychic powers are just out of this world. 96" Strength D AP2 hellstorm template that may be fired twice? The original dominatrix lets you only use 2 of its psychic powers. Does the ancient dominatrix allow you to use all?
Also, some more questions:
1) Some of these biomorphs are obsolete (i.e. mace tail, living ammunition). What are your rules for them, if any?
2) It's got a 3++ Invuln and Eldar Titan Holo-fields?
3) Hive Mind cannot be canceled by psychic hoods, but surely Space Wolf runic weapons are not psychic hoods.
4) Acid blood - does that mean that if 1 death company out of a 30-man squad manages to cause 1W on the dominatrix, then all 30 death company needs to make a save?
5) What is the range on Shadows in the Warp?
6) Lastly, in Tyranid fluff, the Norn Queen is the brood mother of the entire hive. There is nothing above her. Dominatrixes are below her. Claiming the Ancient Dominatrix is at the same level as the Norn Queen (i.e. the "brood mother of its entire hive") is like saying there is an Empress who is just as powerful as the Emperor of Man. It's not very fluffy.
|
This message was edited 2 times. Last update was at 2011/02/26 05:26:42
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/02/26 07:05:57
Subject: Re:Jy2's Tyranid Apoc Thread
|
 |
Willing Inquisitorial Excruciator
|
it's killalible trust me, i learned the hard way. acid blood only wounds one guy from the squad. as for the mace tail it's the same as 4th ed nid codex
|
"Those that Dare impersonate the dead are judged to join their ranks!"- Alucard
6970 points of Preheresy Night Lords 7681 points Preheresy thousand sons 8230 points Preheresy Iron Warriors 3230 points Preheresy Death Guard 4940 points preheresy Dark Angels 4888 points preheresy Iron Hands 2030 points preheresy Blood Angels 2280 points preheresy space wolfs 1065 points preheresy white scars 3210 points preheresy sons of Horus 1660 points Grey Knights 628 points Sister of Battle 2960 points adeptus mechanicus 18650 points Titanicus legio Nex Caput capitis 5566 points Imperial Guard 5875 points Preheresy Emperor's Children 3735 points Preheresy World Eaters 1710 points Preheresy Word Bearers 2090 points preheresy Imperial Fists 1570 points preheresy Alpha Legion 4600 points necrons 1420 points prehersy Raven Guard 960 points prehersy Salamanders 6334 points Tau Empire 20942 points tyranids 8722 points eldar 3125 points dark eldar 10745 points Bearers of the Light 1415 points Preheresy Luna Wolves 8508 points Chaos
|
|
 |
 |
|