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.
Remember the goofy Dominatrix from the days of epic, that still gets mentioned from time to time in recent fluff?
Well it doesn't have rules, and can easily be represented by a tricked out Hierophant.
Tyranid Dominatrix 1500 points
[WS][BS][S.][.T.][W][I.][A][LD][...SV...]
[..4..][.4.][10][10][10][4][6][10][2+/4++]
Unit Type: Gargantuan Creature
Unit Formation: 1 Tyranid Dominatrix
Special Rules: Shadow in the Warp, Psyker (Mastery Level 4), Fear, Fearless, Domination Field, Synapse Creature, Psyker Master, IWND, 4+ FNP, IC, Psychic Abomination, Domination
Wargear: Scything Talons, Adrenal Glands, Regneration, Giant Birthing Sac, Warp Field, 2* Hierophant Titan Bio Cannons
Non Universal Special Rules
-Domination Field: The Dominatrix has a synapse range of 30 inches. All units in this field gain move through cover, and Flanking.
-Psyker Master: The Dominatrix may not be turned into a spawn, or herald under any circumstances, and picks 2 of it's powers from the BRB while rolling on the other 2.
Unique Powers
-Strength of the Hive Mind: Blessing/ Cost:4/ May only be used once per game/ Every Tyranid within the Dominatrix's Domination Field gains 2 Strength, Toughness, and Initiative, rolls 4d6 when determining charge distance, gain rage, furious charge, a 5+ FNP, and Adamantium Will for a full turn.
-Psy-Blast: Witchfire/ Cost:1/ S:10, AP:1, Melta, Lance, Sunder, Heavy 3/ 60 inch range
-Psy-Blast(Concentrated): Witchfire/ Cost:1/ S: D, AP:2/ 40 inch range
Unique Wargear
-Giant Birthing Sac: At the beginning of each of your turns, roll 5d6. Put a unit of gaunts (of your choice, be it Termi or Horma) unto the field numbering the rolls total. If triples are rolled the Dominatrix is unable to birth again. Gaunts produced by the Dominatrix have one additional points of WS, and BS, and weaponry of your choice.
This message was edited 5 times. Last update was at 2014/05/11 20:33:14
Finally found my quote from a gym buddy born and raised in South Korea:
"It is the soldier, not the reporter who has given us the freedom of the press.
"It is the soldier, not the poet, who has given us the freedom of speech.
"It is the soldier, not the campus organizer, who gives us the freedom to demonstrate.
"It is the soldier who salutes the flag, who serves beneath the flag, and whose coffin is draped by the flag, who allows the protester to burn the flag."
The burning pits of Hades, also known as Sweden in summer
Only 24" synapse? For a 2000 point Apocalypse monster, I'd expect a bigger range than that. At least 36", and for that price you can easily make it 48"
Very, Very fragile for 2k points. Don't take that the wrong way and up the anti, what you should do instead is tone this guy down so he can fit into lower points. This guy is just asking for 2/3 D Weapons to come his way and blast his ass off of the board.
I agree this guy should be a Psyker Monstrosity, but you should focus more on the Synapse and Support part of it rather then the powerful gun and dangerous psy-power abilities. For example a 36'' Synapse with an 24'' Shadow in the warp and granting a 6+ FNP as standard would make sense with the Tyranid Fluff, big cataclysmic explosions...less so. I'd also stay away from straight up buffing units with powers, it makes no sense for a Hormagaunt to be T6 under any circumstances. Throwing out special rules like candy on the other hand is fine.
I would also drop the unique powers down to one, but as well as that he knows all of the Tyranid Lores. Then simply down grade the bio cannons to shorter ranged stuff (think acid spray, cluster spines, massive fleshhooks or swarms of less bugs) and this guy could easily fit in the 6-900pt mark depending on how you make him. At least then you could get some use outta him rather then get D-Wepped off the table before he makes any pts back!
Finally found my quote from a gym buddy born and raised in South Korea:
"It is the soldier, not the reporter who has given us the freedom of the press.
"It is the soldier, not the poet, who has given us the freedom of speech.
"It is the soldier, not the campus organizer, who gives us the freedom to demonstrate.
"It is the soldier who salutes the flag, who serves beneath the flag, and whose coffin is draped by the flag, who allows the protester to burn the flag."
The Strength of the Hive Mind power is massively strong, even for Apoc. You'd end up with T5 gaunts, T6 Warriors / Genestealers, or T8 Tyrant Guard + Carnifexes. Insane. It's also generally better to have area-effect buffs give out USRs rather than stat changes, that's much easier to keep track of during a game.
I'm not sure why the spawn / herald rule is needed - GC's can't be killed outright and Tyranids can't take Daemonology powers.
I think 24" synapse is probably fair, Domination will increase that to 36" which is a sizeable chunk of the board.
In the fluff the Dominatrix never spawned units (and Hormagaunts lay their own eggs anyway). Instead it acted as a focus point that kept nearby Tyranids going. Again, non-standard spawned gaunts will be tough to keep track of if you have normal ones around too. Keep it simple - I'd be inclined to drop spawning and give the Domination Field better passive rules to buff nearby tyranids.
Apparently D-weapons are being nerfed in 7E, and at T10 / 2+ / 4++ this thing will be incredibly hard to kill.
With all that in mind, here's my take (I've also cleaned up some special rules, since GCs come with a lot of those already):
Spoiler:
Tyranid Dominatrix 1250 points
[WS][BS][S.][.T.][W][I.][A][LD][...SV...]
[..6..][.4.][10][10][10][4][5][10][2+/5++]
Unit Type: Gargantuan Creature (character)
Unit Formation: 1 Tyranid Dominatrix
Special Rules: Shadow in the Warp, Psyker (Mastery Level 4), Psychic Abomination, Domination Field, Synaptic Pillar
Biomorphs: 1 Bio-cannon, 2 sets of Scything Talons, Regeneration, Dominatrix Warp Field
Non Universal Special Rules
-Psychic Abomination:
This immense creature channels vast quantities of psychic energy, tapping directly into the vast reserves of the Hive Mind to direct the swarm The Dominatrix always knows the Domination and Psy-blast powers. In addition it may take up to D3+1 selections from Powers of the Hive Mind. These powers may be chosen, rather than randomly rolled.
Any psychic powers used by the Dominatrix always require a roll of 6 to Deny the Witch, all other modifiers are ignored.
-Domination Field:
The Dominatrix imposes its will onto nearby bio-constructs, forcing them to overcome the most grievous of injuries and fight on using the full experience of the Hive Mind Any friendly Tyranid units within synapse range of the Dominatrix gain the Preferred Enemy special rule, may add +1 to any Feel No Pain rolls they take (to a minimum of 6+), and may re-roll failed Regeneration attempts.
-Dominatrix Warp Field
The psychic symbiote effortlessly maintains a shimmering field of psychic energy large enough to shelter scores of smaller Tyranid bioforms. The Dominatrix gains a 5+ invulnerable save.
In addition, any friendly Tyranid units with at least half of its models within 12" of the Dominatrix may use a special Dominatrix Warp Field save. When hit by one of more shooting attacks from an enemy unit, rolls a D6. On a roll of 5+, all shooting attacks from the enemy unit against that target this phase have their strength value reduced by 1. Destroyer attacks reduced in this manner are treated as Strength 10. This ability only affects shooting attacks with a strength value, and does not affect melee, Vector Strike or Witchfire attacks.
-Synaptic Pillar:
The Dominatrix is a Synapse Creature with a synapse range of 24". In addition, all other Synapse Creatures within its synapse range gain the Feel No Pain special rule.
Midnightdeathblade wrote: Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.
xttz wrote: The Strength of the Hive Mind power is massively strong, even for Apoc. You'd end up with T5 gaunts, T6 Warriors / Genestealers, or T8 Tyrant Guard + Carnifexes. Insane. It's also generally better to have area-effect buffs give out USRs rather than stat changes, that's much easier to keep track of during a game.
I'm not sure why the spawn / herald rule is needed - GC's can't be killed outright and Tyranids can't take Daemonology powers.
I think 24" synapse is probably fair, Domination will increase that to 36" which is a sizeable chunk of the board.
In the fluff the Dominatrix never spawned units (and Hormagaunts lay their own eggs anyway). Instead it acted as a focus point that kept nearby Tyranids going. Again, non-standard spawned gaunts will be tough to keep track of if you have normal ones around too. Keep it simple - I'd be inclined to drop spawning and give the Domination Field better passive rules to buff nearby tyranids.
Apparently D-weapons are being nerfed in 7E, and at T10 / 2+ / 4++ this thing will be incredibly hard to kill.
With all that in mind, here's my take (I've also cleaned up some special rules, since GCs come with a lot of those already):
Spoiler:
Tyranid Dominatrix 1250 points
[WS][BS][S.][.T.][W][I.][A][LD][...SV...]
[..6..][.4.][10][10][10][4][5][10][2+/5++]
Unit Type: Gargantuan Creature (character)
Unit Formation: 1 Tyranid Dominatrix
Special Rules: Shadow in the Warp, Psyker (Mastery Level 4), Psychic Abomination, Domination Field, Synaptic Pillar
Biomorphs: 1 Bio-cannon, 2 sets of Scything Talons, Regeneration, Dominatrix Warp Field
Non Universal Special Rules
-Psychic Abomination:
This immense creature channels vast quantities of psychic energy, tapping directly into the vast reserves of the Hive Mind to direct the swarm The Dominatrix always knows the Domination and Psy-blast powers. In addition it may take up to D3+1 selections from Powers of the Hive Mind. These powers may be chosen, rather than randomly rolled.
Any psychic powers used by the Dominatrix always require a roll of 6 to Deny the Witch, all other modifiers are ignored.
-Domination Field:
The Dominatrix imposes its will onto nearby bio-constructs, forcing them to overcome the most grievous of injuries and fight on using the full experience of the Hive Mind Any friendly Tyranid units within synapse range of the Dominatrix gain the Preferred Enemy special rule, may add +1 to any Feel No Pain rolls they take (to a minimum of 6+), and may re-roll failed Regeneration attempts.
-Dominatrix Warp Field
The psychic symbiote effortlessly maintains a shimmering field of psychic energy large enough to shelter scores of smaller Tyranid bioforms. The Dominatrix gains a 5+ invulnerable save.
In addition, any friendly Tyranid units with at least half of its models within 12" of the Dominatrix may use a special Dominatrix Warp Field save. When hit by one of more shooting attacks from an enemy unit, rolls a D6. On a roll of 5+, all shooting attacks from the enemy unit against that target this phase have their strength value reduced by 1. Destroyer attacks reduced in this manner are treated as Strength 10. This ability only affects shooting attacks with a strength value, and does not affect melee, Vector Strike or Witchfire attacks.
-Synaptic Pillar:
The Dominatrix is a Synapse Creature with a synapse range of 24". In addition, all other Synapse Creatures within its synapse range gain the Feel No Pain special rule.
- Energy Pulse: Range: Hellstorm, S: 10, AP: 2, Heavy 1, Torrent 18"
- Lash Whips
- Regenerate
- Scything Talons
- Spore Cloud: The Dominatrix emits a cloud of spores so dense that it hides everything nearby. Any friendly Tyranid unit within 6" of the Dominatrix receives the Shroud USR.
- Toxic Miasma
----------------------------------------------
Special Rules:
Monstrous Progenitor: The Dominatrix may spawn any non-Synapse Tyranid monstrous creatures in the Tyranid Movement phase, even if she is locked in assault. On the turn she spawns a monstrous creature, the Dominatrix may not use any of her psychic powers. The new unit must be placed no more than 6" from the Dominatrix and may not be placed in impassable terrain, on top of another model or within 1" of an enemy unit. If the spawned MC is a Flying MC, then it will be in gliding mode the turn it is spawned. However, every turn she spawns a monstrous creature, roll a die. On a 5+, she may spawn no more for the rest of the game. The model spawned may not move or assault, but may shoot or run in the shooting phase.
The strain on the Dominatrix is great every time she spawns. Any time she spawns a monstrous creature, she takes 1 Wound with no saves of any kind allowed (not even FNP). All monstrous creatures spawned may have whatever upgrade/biomorph she chooses, so long as it is represented on the model.
Shadows in the Warp (24") - So strong is her Shadows that the penalty to enemy psykers is at -4 to their LD.
Synapse Creature (24")
Synapse Monstrosity - So strong is her Synapse that Tyranid creatures continue to fight on even when they should already have fallen. All Tyranid units within range of her Synapse also gain the FNPUSR.
Psychic Monstrosity: The Dominatrix is a Mastery Level 4 Psyker and knows all the Tyranid Psychic Powers. Moreover, any attempt to Deny any power cast by the Dominatrix will be done so at a -1 penalty, though any roll of 6 will still automatically deny her power. This -1 penalty also applies to attempts to cancel her powers via Space Wolf Runic Weapons. Lastly, she is immune to the effects of Shadows in the Warp by other Tyranid units.
Warp Shield: The Dominatrix generates an aura of psychic energy around her that acts as a force field. It provides the Dominatrix with the equivalent of Eldar Titan Holo-fields against shooting attacks and a 4++ invulnerable save in close combat.
This message was edited 8 times. Last update was at 2014/05/17 15:37:59
Ashiraya wrote: Am I a bad for thinking xttz was jy2 due to the similarity of the avatars?
You're not the only one.
Midnightdeathblade wrote: Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.
I would prefer to have some large blasts for its guns to help thin swarms of enemies, what about this:
2,000 pts
WS8 BS4 Str10 T10 W10 I5 A10 LD10 SV2+
Abilities: super regeneration, roll a dice for each lost wound, for each 5+ regenerate a wound.
Rest: instead of moving/shooting/assaulting, it can regenerate 3 of its wounds.
Army spawner: roll 10D6, times it by 10 and the Dominatrix can spawn that many pts. (Maximum 350pts) each time it spawns something it suffers D6 wounds
Psychic aura: synapse range or 36" and in addition when using psychic powers, double their range.
Mother strategum: units within 24" get feel no pain and 5+ invunerable save from her psychic aura.
Psychic sheild: dominatrix has a 2+ invunerable save and a enemy psyker using psychic power into / from her synapse range suffers -2 to leadership and rolls on 3d6
Psychic mastery level2: has these 2 psychic powers -
Metal crusher- str10 AP1 lance (roll 2D6 on armour penetration) assault 6
Supreme fear: large blast, every unit under blast takes leader ship on 3D6, for each number over leadership they suffer a wound, and then if failed they roll 2D6 and any units within that range have to also take leadership test and if they failed they also roll 2D6 .e.t.c.
Wargear: lashwips
what do you think of that?
This message was edited 1 time. Last update was at 2014/05/18 09:08:14
Yeah but for each wound she regenerates it on a 5+ , so on average each turn if she has lost 3 wounds she will regenerate 1.
But yeah, might be a bit extreme in taking so many wounds by spawning, but they have to have some problems when they spawn and I didn't want her to stop producing,
Would loosing D3 wounds be better, average of 1/2 wounds?