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Sporecloud: Weapons with this rule may hit Flyers regardless of anything said in the BRB. May only damage zooming Flyers and swooping FMCs. Any zooming flyer or swooping FMC under the final position of the template will receive D3 hits using the weapon's profile, always striking on the side armour. However instead the enemy model may choose to descend, in which case they take no daminage, but instead immediately revert to hover or gliding mode respectively. enemy flyers with the vector dancer special rule will only ever take 1 hit from the sporecloud instead of D3 should they choose not to descent.
May add up to 2 more Acrovores to the unit - 60pts
This is a Heavy Support choice for Codex: Tyranids.
Anti-Armour
Adranux
WS:3 BS:3 S:6 T:6 W:5 I:3 A:3 Ld:7 Sv:3+ 165pts
Monstrous Creature, Fearless, Feed, Seeping Magma
Seeping Magma: When the Adranux loses its final wound, on a roll of a 4+ every model in base contact with the Adranux (including the Adranux itself) suffers an automatic S:6 AP:1 hit with the Armourbane special rule.
Scything Talons, Lava Flow
Lava Flow: 12", S6, AP1, Assault 1, Stream, Melta
Stream: Mark a point within 12" of the Adranux and within its line of sight, and draw a line from the Adranux to the point. Any model (including Friendly models) under the line suffers 1 hit with the profile above. If there is only one model under the line then they instead suffer D3+1 hits with the profile above.
The Adranux may take Searing Maw - 15pts
Searing Maw: Any attacks made by a model with Searing Maw have the Armourbane Special Rule.
The Adranux is a Heavy Support option for Codex: Tyranids.
C&C welcome!
(More will be added, including a solution to assaulting through cover and Synapse)
This message was edited 3 times. Last update was at 2014/06/03 18:10:30
Any modeling notes on what should be used to proxy them or what I should include in a kitbash?
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.
Kain wrote: Any modeling notes on what should be used to proxy them or what I should include in a kitbash?
The Acrovore is basically a Biovore with a large armoured plate on its back and an more angled weapon. I imagine the Adranux to be a Pyrovore-cross-Tyrannofex, though not as dumb looking. A massive mouth dripping with lava etc, didn't really put much thought into the aesthetic when me and my friend were concocting rules though he says he will draw them
EDIT: Friend's input on the Adranux (he's the brains behind the operation) 'haruspex/exocrine body, large scyhthing talons, wide large heady with a low hanging jaw'
This message was edited 2 times. Last update was at 2014/06/03 17:53:27
Infantry, Hunt, Very Bulky, Skyfire, Armoured Top (this unit gains a 3+ save against Flyers and Flying Monstrous Creatures while in zoom/swoop mode)
looks good to me, although have you thought of instead of a 3+ against flyers/swooping FMCs, maybe have jink "always on" against them without the negatives?
Sporecloud: Weapons with this rule may hit Flyers regardless of anything said in the BRB. May only damage zooming Flyers and swooping FMCs. Any zooming flyer or swooping FMC under the final position of the template will receive D3 hits using the weapon's profile, always striking on the side armour. However instead the enemy model may choose to descend, in which case they take no daminage, but instead immediately revert to hover or gliding mode respectively. enemy flyers with the vector dancer special rule will only ever take 1 hit from the sporecloud instead of D3 should they choose not to descent.
I dunno about letting blasts hit flyers, maybe just have a secondary fire thats d3+2 or 3 shots instead of large blast
May add up to 2 more Acrovores to the unit - 60pts
This is a Heavy Support choice for Codex: Tyranids.
Anti-Armour
Adranux
WS:3 BS:3 S:6 T:6 W:5 I:3 A:3 Ld:7 Sv:3+ 165pts
Monstrous Creature, Fearless, Feed, Seeping Wound
Seeping Wound: At the end of any Assault Phase that the Adranux suffers a wound, roll a D6 (even if the Adranux is dead). On a roll of a6 every model in base contact with the Adranux (including the Adranux itself) suffers an automatic S:6 AP:1 hit with the Armourbane special rule.
I wouldnt have it effect himself personally, and I would probably change it to something on only when he dies not each time he takes a wound, but then make it hit on a 4+ or something. Also, I dont really like the name, since this guy seems to be more of a lava/fire nid, call it magma blood or something along those lines
Scything Talons, Lava Flow
Lava Flow: 12", S6, AP1, Assault 1, Stream, Melta
Stream: Mark a point within 12" of the Adranux and within its line of sight, and draw a line from the Adranux to the point. Any unit (including Friendly units) under the line suffers 1 hit with the profile above. If there is only one model under the line then they instead suffer D3+1 hits with the profile above.
2 things im wondering about this, I think you mean every model under the line, not unit right? or else its kinda odd if it covers say 6 tactical marines but inflicts 1 hit, and if it only hits one model why is it d3+1? why not just make it the first model hit suffers an additional d3 hits? also, I would think about having the str be lowered after each model hit like the psychic powers (atleast from 6th) which would probably allow you to beef up the range to 18"
The Adranux may take Searing Maw - 15pts
Searing Maw: Any attacks made by a model with Searing Maw have the Armourbane Special Rule.
dont MCs already get 2d6? would this make it 3d6? that seems a little much if its true (but I dont have the 7th book so im going by older rules lol) maybe change it to may reroll failed/any rolls to penetrate armour
The Adranux is a Heavy Support option for Codex: Tyranids.
C&C welcome!
(More will be added, including a solution to assaulting through cover and Synapse)
I have half a mind to kill you, and the other half agrees
Here's another thing I've made that seems to be popular.
Fluff:
A horrid monstrosity tailor made to assassinate, disrupt enemy formations, and destroy the precious equipment of it's foes, the Crinis is named for the number of tendrils it possesses. Four long lash whip tendril arms, a maw ringed by yet more tentacles, and four flesh hooks that can burst from it's chest, the Crinis is by all accounts an excessively horrid creature with remarkable regenerative abilities, bolstered by the fact that it is virtually a walking corrosives factory, producing acid in copious amounts to destroy equipment.
The creature is remarkably quick, built more like a Hive Tyrant than a Carnifex, and may be an offshoot of that genus. It's strategy seems to be to engage targets already occupied by other Tyranids to strike at the targets it wishes to or drop in unannounced to sow havoc before inevitably perishing. It is theorized that the creature's regenerative powers are born out of a need to regenerate appendages quickly if they are cut off while it grapples, which translated into a body wide healing factor. Some seem to further this regenerative power with special biomorphs that make it even harder to force an injury to remain.
These creatures are understandably loathed by artificers and crafters the galaxy over for their wanton destruction of priceless artifacts, something which the Hive Mind seems to be keenly aware of, especially as many of these artifacts are very difficult to replace. These creatures even seem to enter a chemical high when they destroy what it is programmed to recognize as especially priceless relics such as Terminator or Artificer armor or master crafted weapons, meaning that even outside of synapse range they continue to hunt out items to destroy before messily devouring them.
Modeling notes
A crinis should be represented with a Hive Tyrant base body with at least four tentacles to represent the lash whips, where you get these tentacles is up to you, but they should be decently long. The head should come from a Lictor or similarly cthulhoid head, and it should have something to represent the Flesh hooks. If the result looks like a Hentai monster, you've succeeded. Hide your kids, hide your wife, and hide your husband because these tentacles are going EVERYWHERE.
190 pts.
WSBS S T W I A LdSv Unit Type Composition
Crinis 5 3 6 6 4 5 4 7 3+ Monstrous Creature 1 Crinis
Bimorphs:
Two sets of lash whips
Flesh hooks
Feeder tendrils
Acid blood
Toxin sacs
Toxic miasma
Toxin spike
Special Rules:
Fearless
Fleet
Instinctive Behaviour (Feed)
It Will Not Die
Precision Strikes
Blinding Vapour: All enemy units in one close combat with Crinis count as being hit with close combat weapon with Blind special rule at the Initiative step 10.
Ruinous Touch: Non-vehicle models, that had been hit by at least one Crynis close combat attacks suffer -1 penalty to their armour save at the end of Crynis Initiative step. Vehicle models, that had been hit by at least one Crinis close combat attacks suffer -1 penalty to their armour value all around at the end of Crinis Initiative step. Both penalties affect the model till the end of the phase, and are cumulative. These penalties immediately CEASE upon the end of the phase.
Options:
May include up to 2 additional Crinis - 190 pts./model
Any model may take items from the Thorax Biomorphs and Biomorphs lists.
Any model may take one of the following:
This message was edited 6 times. Last update was at 2014/06/03 19:16:49
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.
Acrovore: the armoursave makes more sense to me as its not him dodging flyers, just having better armour against them. jink wouldnt really make sense to me.
the reason for the blast is the weapon shoots sporemines into the sky and they explode into a cloud of acidic mist and the cloud hangs there.
Adranux: im fine with it only being when he dies or whatever, so long as the overall effect is the same.
that should be model yeah, but it doing more damage when theres only 1 model means you can target a tank, and make it worth firing at one model. having it do more hits on the first target as well as damage those behind it might make it slightly too powerful against multiple vehicles. and im fine with the range being short, i cant imagine it would vomit the lava particularly far.
MCs only use 1D6 now and when using smash only have 1 attack.
kain, rules look good, but what FOC slot would the cinis take up? an what would feeder tendrils do?
also the rule for destroying an opponents weapon is cool but seems both too powerful and too complicated to me. imagine if it was hit by an expensive character, whos likely to roll at least one 1 to hit. that character will then lose their ubersword or whatever. also keeping track of who has what weapons left for every individual model that rolled a 1 to hit the creature would be difficult and probably slow don gameplay quite a lot.
hive fleet fabulous wrote: kain, rules look good, but what FOC slot would the cinis take up? an what would feeder tendrils do?
also the rule for destroying an opponents weapon is cool but seems both too powerful and too complicated to me. imagine if it was hit by an expensive character, whos likely to roll at least one 1 to hit. that character will then lose their ubersword or whatever. also keeping track of who has what weapons left for every individual model that rolled a 1 to hit the creature would be difficult and probably slow don gameplay quite a lot.
apart from that it sounds good
Switched it to just disarming strike on a one.
It's an Elites monster as it's rather finnicky and that's the slot it took up when first created.
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.
Drop Ruinous Touch as well, that is absolutely mental! Also add 5-10pts onto it and drop Toxin Sacs, Toxic Miasma and Acid Blood as optional Biomorphs.
BrotherOfBone wrote: Drop Ruinous Touch as well, that is absolutely mental! Also add 5-10pts onto it and drop Toxin Sacs, Toxic Miasma and Acid Blood as optional Biomorphs.
It's essentially a hive tyrant with all faculties devoted to synapse and psykery replaced with acid and poison production. And each Crinis can only reduce armor by one no matter how many hits it deals per turn and the effect goes away by the next turn (assume that all tanks are wolverine LoL)
Not sure if getting rid of ruinous touch altogether would be good but I can see the logic for a price boost.
The biomorphs are there because they fit with the flavor.
This message was edited 2 times. Last update was at 2014/06/03 18:41:26
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.
BrotherOfBone wrote: Drop Ruinous Touch as well, that is absolutely mental! Also add 5-10pts onto it and drop Toxin Sacs, Toxic Miasma and Acid Blood as optional Biomorphs.
It's essentially a hive tyrant with all faculties devoted to synapse and psykery replaced with acid and poison production. And each Crinis can only reduce armor by one no matter how many hits it deals per turn.
Not sure if getting rid of ruinous touch altogether would be good but I can see the logic for a price boost.
The biomorphs are there because they fit with the flavor.
But the biomorphs don't fit with the points cost, and Ruinous Touch is ridiculous, and you stated in the profile that it is cumulative..
It dissolves armour via slathering it in acid. This tends to destroy armour and is less OP than just giving them armourbane (which should be a crushing claw thing)
Then the effect is reversed by the next phase because game mechanics.
At most, you can get 3 AV or armor save points removed, and you have to remember that they're already in combat if they can use ruinous touch.
So yes they could obliterate a vehicle by reducing it's rear AV to 7 or take on a walker that's now AV10, but you just spent 500+ points to do that.
Against infantry, it's mostly so that you can then pile in some infantry into the assault to take advantage of your enemy's now heavily nerfed armour saves before their armour regenerates like it's the T-1000.
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.
The armour regeneration thing doesnt make sense to me. i get that its meant to be super toxin but i think that would be better represented by just causing more damage with its attacks. if you desperately want to keep it then for non vehicle models have it only effect models on which t inflics an unsaved wound. this means it wont complicate things with 1 wound models in a large squad. and i ont think the effects of it should go away.
i think the removal of weapons from individual models in a squad will struggle to work to. its a very complicated game mechanic on an already complicated model, and it will slow gameplay down considerably. the creature probably could disarm its opponents in the fluff but so could a lot of other creatures who dont have the option to, because its simpler to just kil the enemy.
BrotherOfBone wrote: Say you go against Space Marines, you charge in anything with AP6 and these guys and you're dead. Terminators are reduced to a 5+ armour save!!
540+ (likely at least 600+ if you want to assault them with anything decent) point investment to kill 425~ points of Terminators. And they still struggle with assaut termies.
( ͡° ͜ʖ ͡°)
This message was edited 2 times. Last update was at 2014/06/03 19:01:06
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.
BrotherOfBone wrote: Say you go against Space Marines, you charge in anything with AP6 and these guys and you're dead. Terminators are reduced to a 5+ armour save!!
540+ (likely at least 600+ if you want to assault them with anything decent) point investment to kill 425~ points of Terminators. And they still struggle with assaut termies.
( ͡° ͜ʖ ͡°)
MCs are meant to struggle with Assault Terminators. And I'm saying like, these guys could whup Abbaddon IMO.
BrotherOfBone wrote: Say you go against Space Marines, you charge in anything with AP6 and these guys and you're dead. Terminators are reduced to a 5+ armour save!!
540+ (likely at least 600+ if you want to assault them with anything decent) point investment to kill 425~ points of Terminators. And they still struggle with assaut termies.
( ͡° ͜ʖ ͡°)
MCs are meant to struggle with Assault Terminators. And I'm saying like, these guys could whup Abbaddon IMO.
540+ points to beat a single >300 point model.
( ͡° ͜ʖ ͡°)
This message was edited 1 time. Last update was at 2014/06/03 19:06:06
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.
BrotherOfBone wrote: Say you go against Space Marines, you charge in anything with AP6 and these guys and you're dead. Terminators are reduced to a 5+ armour save!!
540+ (likely at least 600+ if you want to assault them with anything decent) point investment to kill 425~ points of Terminators. And they still struggle with assaut termies.
( ͡° ͜ʖ ͡°)
MCs are meant to struggle with Assault Terminators. And I'm saying like, these guys could whup Abbaddon IMO.
540+ points to beat a single >300 point model.
( ͡° ͜ʖ ͡°)
No you could do it with 2 of these, disarm him twice, striking at higher initiative and destroying his armour save, and at T6!
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.
Up the pts cost by 10, remove Disarming Strike and Ruinous Touch and actually make it a character so it can Challenge..
I aready upped it's cost by 20 points.
Doing all that essentially means it's just a tentacle rape monster and not the endless torrent of acid and poison it was designed as.
I'll go with another 20 point increase.
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.
id make the reduction in armour only effect models that suffer an unsaved wound from it but make the effects last all game. and i think it should have toxin sacs and miasma included in the 180 pt cost. they wont have too much effect and you dont want it to be too expensive because its sill very fragile.
This message was edited 1 time. Last update was at 2014/06/03 19:20:38
BrotherOfBone wrote: But the biomorphs don't fit with the points cost, and Ruinous Touch is ridiculous, and you stated in the profile that it is cumulative..
*cough* Entropic Touch *cough*
The point of Crinis as far as I see is to jump into already started close combat, and debuff anything non-tyranid inside of it, so other nids would have easier time cuting their foes to little chunks.
Unfortunately under current rules it fail to do it, since armor reduction starts at the END of initiative step 5, and at the end of the phase it magically regenerates for no reson whasoever, so the unit that could capitalize on it most (Hormas and Stealers) cannot do it, since they're I5 or more.
As for weapon dissolving, Eldar exarchs, Avatar and few phoenixes can do it through opposed Initiative check per cheap disarming strike upgrade, and no one calls it OP.
This message was edited 2 times. Last update was at 2014/06/04 08:45:02
"It is not the strongest of the species that survives, nor the most intelligent that survives. It is the one that is the most adaptable to change."
Charles Darwin, first champion of Tzeench
BrotherOfBone wrote: But the biomorphs don't fit with the points cost, and Ruinous Touch is ridiculous, and you stated in the profile that it is cumulative..
*cough* Entropic Touch *cough*
The point of Crinis as far as I see is to jump into already started close combat, and debuff anything non-tyranid inside of it, so other nids would have easier time cuting their foes to little chunks.
Unfortunately under current rules it fail to do it, since armor reduction starts at the END of initiative step 5, and at the end of the phase it magically regenerates for no reson whasoever, so the unit that could capitalize on it most (Hormas and Stealers) cannot do it, since they're I5 or more.
As for weapon dissolving, Eldar exarchs, Avatar and few phoenixes can do it through opposed Initiative check per cheap disarming strike upgrade, and no one calls it OP.
In regards to the Disarming Strike Upgrade, it's just any model hit by them, not an opposed Initiative check in a challenge, not just 'lol you all have no weapons'.
Also, those are HQ choices and are 1-2 per army, you could realistically take 9 of these things, and they're a lot harder to take out than your average Exarch.
And, I never said anything about Entropic Touch being not ridiculous, the focus is on the unit at hand.
Fluff:
Hivemind's standard approach towards siege operations usually include subterranean or aerial distraction strike, followed by the massed frontal assault, lead by heavily armored Carnifexes, meant to soak enemy firepower and ram through the gates or even walls. Though against the most havilyy fortified points of the Imperium and Orks these attacks have proven to be too costly, mainly due to the absurd amount of heavy ordnance they deploy. To counter this, hive mind breed it's own heavy ordnance, in a form of Dactylis.
Based on the simple and easy to to produce Carnifex genus, Dactylis is nothing like its progenitor. Slow and sluggish, it prefer to keep as long distance from it's foes as possibly, and usually tries to hide and flee if left on its own. Its weapon limbs get transformed into massive plates of ablative armour, almost useless in close combat, but invaluable at protecting it from enemy firepower. Armed with a massive spore launcher biomorph on it's back, Dactyis uses its oversized chem glands to fill both the spores and the weapon's barrel with compressed bio-plasma, and then detonate it to launch the spore with a force, rivaled only by the heavy artillery of humans. Though neither the launching process, nor the chem glands of the Dactylis proven to be stable, the usefulness of this siege beast and the ease with producing it totally compensate these weaknesses.
Modeling notes
A Dactylis should be represented with a Carnifex base body with massive bio-cannon on its back, skin sacs, meant to represent bio-plasmic chem glands, sticking off it's sides or back, and its weapon limbs replaced by the armour plates, covering the front of the model. Final result should look like this
170 pts. WSBS S T W I A LdSv Unit Type Composition
Dactylis 2 3 6 6 4 1 1 6 4+ Monstrous Creature 1 Dactylis
Special Rules:
Fearless
Instinctive Behaviour (Lurk)
Slow and Purposeful
Siege Plating: Dactylis base should have a clear marker, representing the creature's front facing - all ranged attack, comming at the Dactylis Brood from the front 180° ark of the majority of the models in the Brood lose one point of Strengths and AP (for example, S9 AP2 Lascannon hit as S8 AP3).
Bio-Plasmic Leak: When Dactylis loses a wound from the hit, not affected by the Siege Plating rule (including those, received per Gets Hot! special rule), roll D6 - on the result of 1 or 2 Dactylis deal Strength 3 AP 2 automatic hit to each model in base contact with it (friend or foe), and loses one extra Wound with no saves of any kind allowed. This extra wounds lost do not trigger this rule.
Synaptic Spotters: If the Dactylis Brood is within Synapse range, and any other friendly Codex:Tyranid model that is within Synapse range can draw a line of sight to their target, Dactylis Brood bio-plasmic spore launcher blast template scatters only D6" rather than 2D6, and count as being within Dactylis line of sight, even if it's not.
Options:
May include up to 2 additional Dactylis - 160 pts./model
Any model may take items from the Biomorphs list.
This message was edited 3 times. Last update was at 2014/06/04 12:08:43
"It is not the strongest of the species that survives, nor the most intelligent that survives. It is the one that is the most adaptable to change."
Charles Darwin, first champion of Tzeench
BrotherOfBone wrote: Doesn't it fill the role of the Exorcine , just with longer range, though?
It's less flexible than Exorcine with no fire modes, more vulnerable in close combat with terible WS, only 2 attacks and SoP, and generaly fragile (4W, with the ability to lose two eper hit if flanked), and cannot fire on the move at all (since Ordnance gun). If Excorcine is a Combat tank, like Predator, Tyranofex is a heavy tank, like Leman Russ, Dactylis should be atlillery gun carriage, like Bassilisk.
"It is not the strongest of the species that survives, nor the most intelligent that survives. It is the one that is the most adaptable to change."
Charles Darwin, first champion of Tzeench
I like the rules for the dactylis, but i would include a rule on it that means it can move and fire, or becomes more accurate while not moving, like the Exocrine.