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Made in us
Elite Tyranid Warrior





I have recently started a Tyranid army and I really like it. One complaint I have is how limited their options are for dealing with AV 14 with out spending over 180 points. Now I understand that every army has its weaknesses and I not saying that Tyranid should be able to eat Land Raiders for breakfast but think that they should have a melta weapon. (I think every army has some form of melta weapon except Tyranids). I think the availability of a weapon like that would lead to a wider variety of Tyranid army designs. Here is my ideas for home madeTyranid melta weapon. Let me know if you think they would work

Idea 1:

Rippers and Sky Slashers can take an upgrade called “Acid Sacs”

Upgrade Cost 10 points per model

Descriptions: Some Rippers and Sky Slashers have been mutated to have extremely corrosive digestive acids. This allows the creature to harvest even the most resistant biomass. Tyranids with Acid Sacs also have the ability to trigger a body wide muscle spasm that ruptures its stomach, killing the creature and spew acids that can easily dissolve flesh and amour alike.

Rules: Units with Acid Sacs can make an “Acid Attack” in place of there regular attacks. To do this the player must declare the attack on the charge (or when charged). The unit attacks are at initiative 1 and weapon skill 1 and the number of attacks is based on the number of Wounds (there is no bonus for charging). For each successful “hit” the attacking unit loses one wound (misses do not cause a wound as the ripper waits unit they have latched on to their victim before triggering the attack.

Acid attacks use the following stats: Strength 6 AP 1 Melta.

Idea 2:

Return to having three types spore mines like in 3rd edition. (There are three spore mine models so why not)

New cost base for biovore: 40 points

Biovore can carry up to three types of mines:

Frag mines: +5
Creeper mine: +5 point
Acid mine: +15

Types spore mines:

Frag: Same a current 5th edition rules

Creeper:

Description:
Creeper spores detonate a few meters in the air before they impact. This detonation scatters dozens of seed pods that sprout the moment they hit ground. In seconds thick voracious roots burrow into any surface and a tangle of creeping vines covered and razor sharp spines spread across the surface wrapping themselves around anything they touch.

Stats: Strength 1 AP -, large blast, pinning, Any unit hit by a creeper spore is considered to be in difficult terrain unit the unit moves (no additional cover save is provided)

Acid:

Description: When the Acid spore detonates it spays a mist of acid in every direction that can dissolve the hardest armor in seconds. Due to the fragile nature of these spores, the trauma of the launch can cause these spore to bust when fired.

Stats: Strength 6 AP 1, small blast, Melta, Gets hot!

What do you think would these units be balanced, effective and fun?

This message was edited 3 times. Last update was at 2010/10/09 18:40:12


 
   
Made in us
Loyal Necron Lychguard






Necrons don't have a melta equivalent either, just MC's and not many of those to boot.

So, for your first idea...do I understand that you're proposing that the rippers can make it so that for every successful wound an attacker does they receive a Str 6 AP 1 hit back at them? You do realize that would wound typically on a 2+ and wouldn't allow armor or FNP and would wreck other swarms as well.
   
Made in us
Elite Tyranid Warrior





Hmmm your right I might need to tone it down a bit, I changed how the hits take place to make it harder against infantry, I edited my post to reflect the changes, does that even it out a bit?
   
Made in gb
Lord of the Fleet






London

The Acid Attacks sound awful. Sorry, but I cannot ever justify spending 15 points for WS1 I1 attacks. Tone down the points and up the stats of the special attacks and you may be on to something there.

This message was edited 1 time. Last update was at 2010/10/09 11:47:38


 
   
Made in us
Loyal Necron Lychguard






Zookie wrote:Hmmm your right I might need to tone it down a bit, I changed how the hits take place to make it harder against infantry, I edited my post to reflect the changes, does that even it out a bit?


Just leave the WS and I at the units normal, take out the ability where it wounds back on every unsaved wound (or lower the str and raise the AP of that hit, something like STR3 AP-) but leave it as STR 6 AP1 Melta as it's normal CC attack stated in your description.
   
Made in us
Elite Tyranid Warrior





I am sorry I think I was unclear on how the mechanics work. A ripper brood can make an acid attack for every wound it has left. For example if a brood has two ripper units, each with two wounds left, the unit could make 4 acid attack.
As for the point cost what about 10 for the upgrade?

Also I nerfed the WS and I for acid attack because I wanted them to be effective on vehicles (hitting on a +4 generally) but ineffective against infantry (hitting last and on a +5)

The idea was that a unit of three unwounded rippers with acid would cost 120 points and on average would get 2 to 3 penetrating hits on a Land Raider, but relative ineffective against a tac squad.
I think you are right about the acid for blood, I will drop that.

What do you think of the Biovore idea?
   
Made in gb
Huge Hierodule





The centre of a massive brood chamber, heaving and pulsating.

Biovore idea sounds awesome.

However, a S6 AP1 Melta attack....from RIPPERS!?!?!?

Squigsquasher, resident ban magnet, White Knight, and general fethwit.
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Made in gb
Blood Sacrifice to Khorne






In your imagination

Hey the chaos deamons dont have melta weapons either and they get on just fine. I've killed a landraider, a hivetyrant, a vindacator and a trigon in one game with 20 bloodletters, a herald and skulltaker on a juggernought.
Stop complaining!

This message was edited 2 times. Last update was at 2010/10/16 11:20:19


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Made in us
Elite Tyranid Warrior





Rolling Tunder Sucker wrote:Hey the chaos deamons dont have melta weapons either and they get on just fine. I've killed a landraider, a hivetyrant, a vindacator and a trigon in one game with 20 bloodletters, a herald and skulltaker on a juggernought.
Stop complaining!


Umm the reaction seems a little out of proportion...

I'm not saying that the Tyranids need a melta weapon I just thought it would be interesting if they did. It would open up a larger variety of builds for tyranid armies.

Oh, and Daemons do have melta weapons, screamers of Tzeentch have them.

With that said, may your 20 bloodletters, a herald and skulltaker on a juggernought lead you to many more victories!

Anywayit seems the ripper idea is not very popular, though I think the idea of a suicide unit would be interesting for the Tyranids. Does anyone have any ideas on what would be a fun way to implement one? Preferably on that would add to the nid's anti tank abilities?
   
Made in ca
Sneaky Sniper Drone





Like the ideas flowing through the heads of players, but feel its a little OP for flying creatures to get Melta.

Now this melta fetish is because you are having issues with AV14. Is it the ranged 2D6 you want or the melta grenades in combat. Melta weapons range are half the max to even gain the 2D6 and the longest melta weapon is 24".

Tyranids already have numerous ways of dealing with vehicles. They have MC's that always get 2D6 in combat against vehicle armour which is done on rear armour of vehicles other than walkers. You get all your attacks to hit. Then you get all successful hits to roll for armour pen. Which average Nid MC is S6 and all are T5-6 with 4-6 wounds. Also you have S10 AP1 lance weapons on 3+ Invul. Zoanthropes at a 1/3 of 180 pts at 18" range, also a MC with 2 shot 48" S10 weapon.

MC's List
Hive Tyrant S6 4 attacks (Can fly into assault with 3 Armour)
Mawloc S6 3 Attacks (Can Deep Strike)
Trygon S6 6 Attacks (Can Deep Strike and Fleet)
Harpy S5 2 Attacks (Can Fly)
Carnifex S9 4 Attacks
Tervigon S5 3 Attacks
Tyrannofex S6 3 Attacks (Also has 48" S10 2 Shot weapon)

I would give some of these options a go.

Melta is not all its cracked up to be. Least not for Tau. I have to sacrifice suits just to go head on in danger of assault at tanks or tight quarters deep striking to make melta's work. Also I do have a one shot S10 weapon, but its not melta and not ordnance. For AV14 i just have to take it on and risk melta range suits or pick at it hopefully with LOS with my hammerhead.

If I was nids i would use diversion with my front lines and create havok with a deep striking Trygon. I mean 6 wounds of T6 and Sv 3+ to survive. 6 Attacks hopefully on a 4+ leaving 3-4 hits that get 2D6 each to hopefully roll 1-2 Pen's.

The Zoanthropes are probably the best option for the points. You can fit 3 in 180pts and also they penetrate on a 3+ no matter what the AV is on the Vehicle. Then +1 on Damage Table for AP1.

This message was edited 4 times. Last update was at 2010/10/19 00:25:19


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