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![[Post New]](/s/i/i.gif) 2011/09/29 15:03:40
Subject: Tyranid hierophant rules.
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Been Around the Block
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Hello fellow dakkaites.
Was thinking of getting a tyranid bio titan hierophant but looked in the apoc reloded rule book but couldnt find any rules for it.
Just wondering where to find the most uppdated rules for it. What book to get and so on.
Thanks in advance
Ogard
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![[Post New]](/s/i/i.gif) 2011/09/29 15:45:44
Subject: Tyranid hierophant rules.
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Bounding Assault Marine
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Ogard wrote:Hello fellow dakkaites.
Was thinking of getting a tyranid bio titan hierophant but looked in the apoc reloded rule book but couldnt find any rules for it.
Just wondering where to find the most uppdated rules for it. What book to get and so on.
Thanks in advance
Ogard
Hey dude,
So your problem is you are looking in the wrong book. The rules for the hierophant are in the base Apocalypse book. Hope that helps
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Warhammer, one of a few games where Yahtzee is possible and not always a good thing
GENERATION 9: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.
Armys:
-Fast'N'Slow Bikers- (5 wins, 1 draw, 2 losses)
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![[Post New]](/s/i/i.gif) 2011/09/29 15:51:18
Subject: Tyranid hierophant rules.
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Decrepit Dakkanaut
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Yep. He's in this book.
The BolterandChainsword has an excellent list of where to find Apoc Datasheets here.
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This message was edited 1 time. Last update was at 2011/09/29 15:52:06
DA:70S+G+M+B++I++Pw40k08+D++A++/fWD-R+T(M)DM+
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![[Post New]](/s/i/i.gif) 2011/09/29 17:19:02
Subject: Re:Tyranid hierophant rules.
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Regular Dakkanaut
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The Hierophant is a walking nightmare of rules tho...
He has a psychic power that doesn't exist anymore (it was in the 4e nid codex). That psychic power used to give 5+ INV save.
The Zoanthrope now have an ability called the same name as the old 4e psychic power... which gives them a 3+ INV save.
So this open up the big can of debate...
Does he have a 5+ inv save as intended originally? Does he have no save, since the power doesn't exist anymore? Does he take the zoanthrope ability of the same name and 3+? Clever reader will notice that the Zoanthrope's power says it gives zoanthrope 3+ and the Hierophant isn't a Zoanthrope, so would that even work?
And ultimately, the Hierophant is actually somewhat under priced for the amount of damage and devastation he can dish out... giving him a 3+ inv save is downright stupid.
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This message was edited 1 time. Last update was at 2011/09/29 17:19:42
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![[Post New]](/s/i/i.gif) 2011/09/29 17:25:55
Subject: Re:Tyranid hierophant rules.
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Bounding Assault Marine
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Tarkand wrote:The Hierophant is a walking nightmare of rules tho...
He has a psychic power that doesn't exist anymore (it was in the 4e nid codex). That psychic power used to give 5+ INV save.
The Zoanthrope now have an ability called the same name as the old 4e psychic power... which gives them a 3+ INV save.
So this open up the big can of debate...
Does he have a 5+ inv save as intended originally? Does he have no save, since the power doesn't exist anymore? Does he take the zoanthrope ability of the same name and 3+? Clever reader will notice that the Zoanthrope's power says it gives zoanthrope 3+ and the Hierophant isn't a Zoanthrope, so would that even work?
And ultimately, the Hierophant is actually somewhat under priced for the amount of damage and devastation he can dish out... giving him a 3+ inv save is downright stupid.
This...And why they couldn't have just written in a special rule so this gak wouldn't happen...they have to know we will feth things up at some point or another.
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Warhammer, one of a few games where Yahtzee is possible and not always a good thing
GENERATION 9: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.
Armys:
-Fast'N'Slow Bikers- (5 wins, 1 draw, 2 losses)
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![[Post New]](/s/i/i.gif) 2011/09/29 17:26:51
Subject: Tyranid hierophant rules.
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Imperial Guard Landspeeder Pilot
On moon miranda.
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The heirophant was already noticeably undercosted for what it was, giving it a 3++sv it was never intended to have (and which technically it can't have by RAW since it's not a zoanthrope) is ridiculous.
Even without a 3++ save, it's cheaper than 3 banebaldes and will outshoot and outlast all 3, in addition to being a big scary combat monster, and worth closer to 2500pts than 1250. With the 3++sv, it's worth a whole lot more than that.
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IRON WITHIN, IRON WITHOUT.
New Heavy Gear Log! Also...Grey Knights!
The correct pronunciation is Imperial Guard and Stormtroopers, "Astra Militarum" and "Tempestus Scions" are something you'll find at Hogwarts. |
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![[Post New]](/s/i/i.gif) 2011/09/29 18:45:00
Subject: Re:Tyranid hierophant rules.
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Been Around the Block
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Thanks for a quick reply guys. will go and buy the apoc book tomorrow.
ogard
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![[Post New]](/s/i/i.gif) 2011/09/30 08:34:01
Subject: Tyranid hierophant rules.
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Huge Hierodule
The centre of a massive brood chamber, heaving and pulsating.
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I have asked the guys at Warhammer World, and they have confirmed it gets the 3+ Invulnerable Save. YAY!
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Squigsquasher, resident ban magnet, White Knight, and general fethwit.
buddha wrote:I've decided that these GW is dead/dying threads that pop up every-week must be followers and cultists of nurgle perpetuating the need for decay. I therefore declare that that such threads are heresy and subject to exterminatus. So says the Inquisition! |
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![[Post New]](/s/i/i.gif) 2011/09/30 08:36:56
Subject: Tyranid hierophant rules.
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Boom! Leman Russ Commander
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Squigsquasher wrote:I have asked the guys at Warhammer World, and they have confirmed it gets the 3+ Invulnerable Save. YAY!
Redshirt says =/ Rules
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![[Post New]](/s/i/i.gif) 2011/09/30 08:57:36
Subject: Tyranid hierophant rules.
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Huge Hierodule
The centre of a massive brood chamber, heaving and pulsating.
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And that means...What?
In any case, their shirts were black or blue.
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Squigsquasher, resident ban magnet, White Knight, and general fethwit.
buddha wrote:I've decided that these GW is dead/dying threads that pop up every-week must be followers and cultists of nurgle perpetuating the need for decay. I therefore declare that that such threads are heresy and subject to exterminatus. So says the Inquisition! |
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![[Post New]](/s/i/i.gif) 2011/09/30 09:07:00
Subject: Re:Tyranid hierophant rules.
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Boom! Leman Russ Commander
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That what red/black/blue shirts say about rules does not equal the truth/real rules/any official sanction, it is just their (often misinformed) interpretation until it is stamped "official" in a FAQ by GW
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![[Post New]](/s/i/i.gif) 2011/09/30 09:12:54
Subject: Tyranid hierophant rules.
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Huge Hierodule
The centre of a massive brood chamber, heaving and pulsating.
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I see...Just thought it was worth mentioning...Ahem...
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Squigsquasher, resident ban magnet, White Knight, and general fethwit.
buddha wrote:I've decided that these GW is dead/dying threads that pop up every-week must be followers and cultists of nurgle perpetuating the need for decay. I therefore declare that that such threads are heresy and subject to exterminatus. So says the Inquisition! |
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![[Post New]](/s/i/i.gif) 2011/09/30 09:42:44
Subject: Tyranid hierophant rules.
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Noise Marine Terminator with Sonic Blaster
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Vaktathi wrote:The heirophant was already noticeably undercosted for what it was, giving it a 3++sv it was never intended to have (and which technically it can't have by RAW since it's not a zoanthrope) is ridiculous.
Even without a 3++ save, it's cheaper than 3 banebaldes and will outshoot and outlast all 3, in addition to being a big scary combat monster, and worth closer to 2500pts than 1250. With the 3++sv, it's worth a whole lot more than that.
This, and I've played against the original rules many times. IMO stick to the original rules and it's fine.
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Ex-Mantic Rules Committees: Kings of War, Warpath
"The Emperor is obviously not a dictator, he's a couch."
Starbuck: "Why can't we use the starboard launch bays?"
Engineer: "Because it's a gift shop!" |
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