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![[Post New]](/s/i/i.gif) 2013/05/11 10:18:53
Subject: New Tyranid Species: Pyrogaunts (From my Warpshadow account)
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Huge Hierodule
The centre of a massive brood chamber, heaving and pulsating.
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Hey there!
I recently posted this on Warpshadow forums, and I decided to post it here too. C&C welcome.
This is the writeup for a new breed of Gaunts I have thought up, the Pyrogaunt.
"Pyrogaunts are a sub-mutation of the Hormagaunt genus. They are similar in many ways, but unlike Hormagaunts, have shortened talons and huge sacs of caustic, flammable fluid upon their backs. These creatures seek out strategically important foes and charge straight at them, detonating themselves to destroy their targets"
WS:3 BS:3 S:3 T:2 W:1 I:3 A:1 LD:7 SV:6+
Points per model: 7.
Brood Size: Between 10 and 30 Pyrogaunts.
Slot: Pyrogaunts do not occupy the FOC, and are placed independently of the rest of the army. However, you may not have more than 3 broods of Pyrogaunts.
Wargear: Claws and Teeth, Chitin.
Special Rules:
Instinctive Behaviour: Feed, Move Through Cover, Bounding Leap, Fearless, Scuttling Bombs.
Scuttling Bombs: Pyrogaunts are living incendiaries, made to seek out enemies and explode amongst them. If a brood of Pyrogaunts successfully charges an enemy or is successfully charged, then after their attacks have been resolved, the brood detonates. Roll a D6 for each Pyrogaunt: On a 4+ it explodes. Remove the Pyrogaunt model and place the Large Blast Marker with the hole over the spot previously occupied by the Pyrogaunt (do not scatter this marker). Resolve the blast with the following profile:
S:6 AP:3, Pinning.
If there are any surviving models in the opposing unit, then resolve the attack as if it were a shooting attack, taking Morale checks if necessary, etc. If the Morale check is passed (or if no Morale Check is necessary) then the unit may consolidate.
If a 1-3 is rolled, the Pyrogaunt simply dies, and no detonation takes place.
In the event that a Pyrogaunt is wounded pr killed for any reason, once again roll a D6, following the usual procedure.
Pyrogaunts cannot capture objectives, nor do they for any reason award victory points when killed.
Options:
The entire brood may take 1 of the following upgrades:
Upgrade entire brood with Pyro-Acid Nodules: 3 points per model. Pyrogaunts with Pyro-Acid Nodules resolve the detonation with the following profile:
S:3 AP:2, 3" Blast, Armourbane, Pinning.
Upgrade entire brood with Needle Clusters: 3 points per model. Pyrogaunts with Needle Clusters resolve the detonation with the following profile:
S:X AP:5, 5" Blast, Poisoned (3+), Pinning.
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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) 2013/05/11 10:31:22
Subject: New Tyranid Species: Pyrogaunts (From my Warpshadow account)
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Tunneling Trygon
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Squigsquasher wrote:
Scuttling Bombs: Pyrogaunts are living incendiaries, made to seek out enemies and explode amongst them. If a brood of Pyrogaunts successfully charges an enemy or is successfully charged, then after their attacks have been resolved, the brood detonates. Roll a D6 for each Pyrogaunt: On a 4+ it explodes. Remove the Pyrogaunt model and place the Large Blast Marker with the hole over the spot previously occupied by the Pyrogaunt (do not scatter this marker). Resolve the blast with the following profile:
S:6 AP:3, Pinning.
If there are any surviving models in the opposing unit, then resolve the attack as if it were a shooting attack, taking Morale checks if necessary, etc. If the Morale check is passed (or if no Morale Check is necessary) then the unit may consolidate.
Just... No...
You'll roll maybe 30 dice. 15 4+ meaning 15 Large blast templates. You'll kill anything you hit... Just make it a s3 ap- hit for every model in the unit that makes it into the combat. +1s for every 10 Guys.
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This message was edited 1 time. Last update was at 2013/05/11 10:31:33
Grimtuff wrote: GW want the full wrath of their Gestapo to come down on this new fangled Internet and it's free speech.
A Town Called Malus wrote: Draigo is a Mat Ward creation. They don't follow the same rules as everyone else. |
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![[Post New]](/s/i/i.gif) 2013/05/11 13:35:25
Subject: New Tyranid Species: Pyrogaunts (From my Warpshadow account)
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Lord of the Fleet
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The most overpowered thing I've seen in a long, long time. You can't really salvage anything useful from this so best to scrap the idea and start over.
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![[Post New]](/s/i/i.gif) 2013/05/11 13:50:53
Subject: New Tyranid Species: Pyrogaunts (From my Warpshadow account)
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Longtime Dakkanaut
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Not only is it op, but think about it. Rolling a d6 for each model, one after the other, will take absolutely ages, then you have to roll for one more, to see what kind of explosion, then....bleh.
Id say, have one, beast type tyranid, with better toughness and armour, that does one of these blasts on the charge automatically. One blast, strength 6, ap3, and the model dies in it. Say, 50 points, Easy enough to shoot down, but a significant enough threat that the enemy will have to do so.
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![[Post New]](/s/i/i.gif) 2013/05/11 14:31:51
Subject: New Tyranid Species: Pyrogaunts (From my Warpshadow account)
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Lit By the Flames of Prospero
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To be fair to the guy, just say they can never deepstrike because they're so fragile, and then shoot them, they'll blow themselves up, and take the whole goddam brood with them.. Especially considering they're T2!! x)
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Muh Black Templars
Blacksails wrote:Maybe you should read your own posts before calling someone else's juvenile. |
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![[Post New]](/s/i/i.gif) 2013/05/11 14:40:54
Subject: New Tyranid Species: Pyrogaunts (From my Warpshadow account)
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Helpful Sophotect
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They'd be better off as an upgrade for Hormagaunts, up to 6 in a brood for example. Have them with a special rule granting them HoW hits and have their self-immolation key off that (but without the ludicrous blast, really...). That way they're an offensive weapon that can be nullified by either shooting or by stopping them from getting off the charge.
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![[Post New]](/s/i/i.gif) 2013/05/11 16:00:21
Subject: New Tyranid Species: Pyrogaunts (From my Warpshadow account)
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Confessor Of Sins
WA, USA
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Frightfully overpowered.
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Ouze wrote:
Afterward, Curran killed a guy in the parking lot with a trident.
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![[Post New]](/s/i/i.gif) 2013/05/11 16:30:52
Subject: New Tyranid Species: Pyrogaunts (From my Warpshadow account)
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Brainy Zoanthrope
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Might aswell yust change spore mines
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![[Post New]](/s/i/i.gif) 2013/05/11 16:51:19
Subject: New Tyranid Species: Pyrogaunts (From my Warpshadow account)
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Rampaging Reaver Titan Princeps
On your roof with a laptop
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I'd say something but I think everything has been covered, so I'll just add,
Very, very overpowered.
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This is a signature. It contains words of an important or meaningful nature. |
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![[Post New]](/s/i/i.gif) 2013/05/11 18:37:38
Subject: Re:New Tyranid Species: Pyrogaunts (From my Warpshadow account)
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Shas'la with Pulse Carbine
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Perhaps a fix:
Explosions are Small Blast, resolve before attacks are made and strike at:
S4 AP4
Pyro Acid Nodules strike at:
S8 AP3 Small Blast, Armorbane, and can only be used against vehicles
Needle Clusters strike at:
S3 AP-, Large Blast, Pinning
Pyro Guants are a Fast Attack choice and have the statline:
WS2 BS0 S3 T3 W1 I2 A1 LD6 SV 6+ 70pts (10 models)
By up to 20 more models at 7pts/model
May replace their standard explosion with one of the following:
Pyro Acid Nodules.................................+3pts/model
Needle Clusters....................................Free
Rules:
Instinctive behavior: Feed
Move through Cover
Bounding Leap
Fleet
Explosive Sacs: pyrogaunts seek out a target and explode. Resolve explosions in CC before blows are struck. Also, should pyrogaunts suffer a shooting attack, roll a d6 for each unsaved wound. on a 1 or a 2, the round penetrated and struck another pyrogaunt. Remove a second pyrogaunt as a casualty for each 1 or 2 rolled this way.
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![[Post New]](/s/i/i.gif) 2013/05/11 19:02:04
Subject: Re:New Tyranid Species: Pyrogaunts (From my Warpshadow account)
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Sadistic Inquisitorial Excruciator
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So..... Banelings in 40k?
Lucarikx
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![[Post New]](/s/i/i.gif) 2013/05/11 19:13:19
Subject: Re:New Tyranid Species: Pyrogaunts (From my Warpshadow account)
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Shas'la with Pulse Carbine
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That was my thinking...
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![[Post New]](/s/i/i.gif) 2013/05/11 21:10:38
Subject: New Tyranid Species: Pyrogaunts (From my Warpshadow account)
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Helpful Sophotect
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GW had the living bomb trope covered long before Blizz got their hands on it.
That said, still ludicrous to actually use, placing and resolving up to 30 blast markers is simply ridiculous.
There is already an attack that would cover the effect of exploding in CC, why needlessly complicate the matter?
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![[Post New]](/s/i/i.gif) 2013/05/12 12:35:52
Subject: New Tyranid Species: Pyrogaunts (From my Warpshadow account)
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Water-Caste Negotiator
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Why not just say that they get a s3 ap2/3 hammer of wrath hit (or just a special attack that requires them in b2b), then are removed from play? That means you get autohits and a good AP, and they can be a big threat to elite armies as a bunker buster, without needless dice rolling. These would be pretty fair at 6ish points per model, statline ws/bs/s/t/i 3 sv- and possibly a special rule of some sort somewhere, and you're golden.
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