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				<title>Xenomorph Queen Mother (Tyranids)</title>
				<description><![CDATA[ So i have a Xenomorph (alien) themed nid army and i created a big beasty to use with it based on a queen mother from the alien franchise, just wanted some help with making her table top worthy so here we go:<br /> <br /> Added a picture for size comparison.<br /> <br /> Queen Mother 400pts<br /> <br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span> <span class="glossaryitem" onmouseover='gp(14);'>BS</span> S  T  W  I  A  <span class="glossaryitem" onmouseover='gp(82);'>LD</span>  <span class="glossaryitem" onmouseover='gp(157);'>Sv</span><br /> 5    3   8  6  5   4  6  10  3+/4++<br /> <br /> Monstrous Creature<br /> <br /> Indescribable Horror, Hive Commander, Old adversary (enhanced range to 12")<br /> <br /> Warp Field - Due to the importance of the continued existence of the Queen Mother it will focus its considerable psycic might into a nigh impregnable psycic shield to protect itself.<br /> <br /> Agile - Due to its size and loping stride the queen mother moves at a speed of 9" during the movement phase.<br /> <br /> Carrier of the parasite" <br /> After A unit with this rule inflicts a wound to a none-vehicles model, (Dose not stack on single model units) that model takes a Initiative test, if failed the model suffers an un-saved wound. If the model fails its initiative test, roll a D3 and spawn Rippers, (chest bursters) The spawned rippers will be locked in combat with said unit they spawned from. <br /> <br /> Note: If a unit fails its leadership test and is falling back, you must chose to either over run them or spawn Rippers not both. <br /> <br />  <br /> With the hatch eggs rule i tried to give it a bit of character, i didnt want to just create something boring but im not sure how to make it more unique without making it to overpowered which i think it may be already, so any ideas wether just alterations on the current rules or totally new ideas are all welcome. <br /> <br /> <img src="http://i129.photobucket.com/albums/p202/uchihasasukekun_2006/291525_10151062570961346_1315936925_o.jpg" border="0" />]]></description>
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				<pubDate><![CDATA[Fri, 6 Jul 2012 01:18:47]]> GMT</pubDate>
				<author><![CDATA[ DannySpeed]]></author>
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				<title>Xenomorph Queen Mother (Tyranids)</title>
				<description><![CDATA[ Well, I see the Xenomoprth queen as a mix of Tervigon and a Hive Tyrant.  so make the stats like that. My Idea would be...<br /> <br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span> <span class="glossaryitem" onmouseover='gp(14);'>BS</span> S T W I  A <span class="glossaryitem" onmouseover='gp(82);'>LD</span> <span class="glossaryitem" onmouseover='gp(157);'>Sv</span><br />  5     3   6 6  5 4 4 10  3+/5++<br /> <br /> I gave it a Weapon skill of 5 becasue I can't Image a Xenomorph Queen beating a Hive Tyrant in a sword fight.<br /> <br /> I gave it a <span class="glossaryitem" onmouseover='gp(14);'>BS</span> of 3 because 50% hit ratio is good and alien like.<br /> <br /> Strength of 6 becasue again not going to be stronger then a Hive Tyrant same <span class="glossaryitem" onmouseover='gp(123);'>Str</span> seems right.<br /> <br /> Toughness of 6 becasue shes bad-ass, and again <span class="glossaryitem" onmouseover='gp(93);'>MC</span> standerd T.<br /> <br /> 5 wounds seems good becasue its 1 less then a tervigon and 1 more then a Hive Tyrant.<br /> <br /> Initiative of 4 becasue its not all that fast.<br /> <br /> 4 attacks seem fair.<br /> <br /> 3+/5++ feels right, <br /> <br /> For your "Hatch eggs" rule I would recommend something for the entire army or most units to buy as an upgrade. In the books and even featured in the video games, The Xenomorphs tend to "carry" the Facehuggers around. The xeno would hold the captive and the Huger would infect the host. You could alter the Parasite of Mortrex rules to represent it on tabletop, instead of the Egg trail.<br /> <br /> I'm interested in this and If you would like any help on this just <span class="glossaryitem" onmouseover='gp(634);'>PM</span> me.]]></description>
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				<pubDate><![CDATA[Fri, 6 Jul 2012 01:38:36]]> GMT</pubDate>
				<author><![CDATA[ kinratha]]></author>
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				<title>Xenomorph Queen Mother (Tyranids)</title>
				<description><![CDATA[ Thanks for your feedback! I should point out my hive tyrant is my 'regular' queen and ive already made the model pretty large (bigger then any current nids creatures) so i am fudging the lines abit when it comes to size n such <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"><br /> <br /> But i will drop to I4 as that makes more sense, also i think ill make it 3+/4++ basing it on a weaker version of the thropes warp shield but sacrificing any other psycic powers. Also drop to 6 attacks.<br /> <br /> I like your thinking with Hatch eggs rule, every round of combat in which she inflicts wounds she spawns d3 stealers?<br /> <br /> EDIT: Ill upload some pics of her with my tyrant n a stealer for size comparison<br /> ]]></description>
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				<pubDate><![CDATA[Fri, 6 Jul 2012 01:57:15]]> GMT</pubDate>
				<author><![CDATA[ DannySpeed]]></author>
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				<title>Xenomorph Queen Mother (Tyranids)</title>
				<description><![CDATA[   For the <span class="glossaryitem" onmouseover='gp(162);'>inv</span> save, if your playing 6th edition then make a psychic power, for each "Charge" used the Queen gets an extra <span class="glossaryitem" onmouseover='gp(162);'>inv</span> up to 3++ save till the beginning of your next turn.<br /> <br /> Example: Beginning of  turn 2, the Xenomorph queen has 3 Psychic charges. You use 2 of the 3 charges and cast the power, it passes, your queen now has a 3+/3++ (using my Stats) till the beginning of your next turn.<br /> <br /> Now for the Egg hatch rule, I would Recommend having it an upgrade for all units in your army, Excluding special unit like Xenomorph Queen. (it gets it as a special rule)<br /> <br /> "Carrier of the parasite" (New name I though of for Hatch eggs rule, you can use it if you want)<br /> After A unit with this rule inflicts a wound to a none-vehicles model, (Dose not stack on single model units) that model takes a Initiative test, if failed the model suffers an un-saved wound. If the model fails its initiative test, roll a D3 and spawn Rippers, (chest bursters)  The spawned rippers will be locked in combat with said unit they spawned from.<br /> <br /> Note: If a unit fails its leadership test and is falling back, you must chose to either over run them or spawn Rippers not both.<br /> ]]></description>
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				<pubDate><![CDATA[Fri, 6 Jul 2012 02:56:41]]> GMT</pubDate>
				<author><![CDATA[ kinratha]]></author>
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				<title>Re:Xenomorph Queen Mother (Tyranids)</title>
				<description><![CDATA[ Added photo for size comparison, 2 genestealers, ravenor, tyrant, queen mother <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"><br /> <br /> Also taken your rule <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0">]]></description>
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				<pubDate><![CDATA[Fri, 6 Jul 2012 18:00:05]]> GMT</pubDate>
				<author><![CDATA[ DannySpeed]]></author>
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				<title>Re:Xenomorph Queen Mother (Tyranids)</title>
				<description><![CDATA[ Just as a note, under the current wording of Carrier of the Parasite, it does not work when it inflicts a wound on a model who dies (as it isn't around to take the initiative test).  I'm not sure if that is intentional or not.  Also, the ability is worded somewhat poorly.  It isn't clear when this happens, the wording of the first paragraph implies it happens immediately after the wounds are taken, but the second implies that it happens after combat has resolved (as the unit might now be falling back).  Perhaps this would be a cleaner version of the rule.  <br /> <br /> Carrier of the Parasite:  Whenever a model with this rule inflicts a wound on a non-vehicle model, before armour saves are made, that model takes an initiative test.  If the model fails the test, it automatically suffers an additional wound with no armour or invulnerable saves allowed.  Place D3 ripper swarms locked in close combat with that model's unit.  No matter how many wounds any models suffer, it only ever makes 1 initiative test.<br /> <br /> This clarifies exactly how the attack happens, and ensure's that there is an actual model for the initiative test to be made.  Some other possibilities you could add would be to make failing the initiative test cause instant death with no saves of any kind allowed, or if you want to keep that last line, make it so that all of the initiative tests  occur after combat or that you don't check to see if you spawn rippers until the end of combat.  I'd also consider adding more restrictions to swarm placements, as if you manage to spawn a couple of rippers, you might be able to cut off an opponents retreat by placing them on the opposite side of their army.  <br /> <br /> I'd also specify what Warp Field and Old Adversary actually due.  I don't see any weapons on the queen's profile, and warp field mentions a psychic shield, but doesn't actually specify anything.  Is it just the invulnerable save, or is it protection against psychic powers (I don't have the Tyranids Codex so if the answer's in there, my apologies) ]]></description>
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				<pubDate><![CDATA[Fri, 6 Jul 2012 19:09:27]]> GMT</pubDate>
				<author><![CDATA[ RegalPhantom]]></author>
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				<title>Xenomorph Queen Mother (Tyranids)</title>
				<description><![CDATA[ Wow, those models are amazing. To be honest, I'd probably let you field it with whatever rules you wanted due to sheer badassery!]]></description>
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				<pubDate><![CDATA[Fri, 6 Jul 2012 19:11:30]]> GMT</pubDate>
				<author><![CDATA[ chrisrawr]]></author>
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				<title>Re:Xenomorph Queen Mother (Tyranids)</title>
				<description><![CDATA[ <blockquote><div><cite>RegalPhantom wrote:</cite>Just as a note, under the current wording of Carrier of the Parasite, it does not work when it inflicts a wound on a model who dies (as it isn't around to take the initiative test).  I'm not sure if that is intentional or not.  Also, the ability is worded somewhat poorly.  It isn't clear when this happens, the wording of the first paragraph implies it happens immediately after the wounds are taken, but the second implies that it happens after combat has resolved (as the unit might now be falling back).  Perhaps this would be a cleaner version of the rule.  <br /> <br /> Carrier of the Parasite:  Whenever a model with this rule inflicts a wound on a non-vehicle model, before armour saves are made, that model takes an initiative test.  If the model fails the test, it automatically suffers an additional wound with armour or invulnerable saves allowed.  Place D3 ripper swarms locked in close combat with that model's unit.  No matter how many wounds any models suffer, it only ever makes 1 initiative test.<br /> <br /> This clarifies exactly how the attack happens, and ensure's that there is an actual model for the initiative test to be made.  Some other possibilities you could add would be to make failing the initiative test cause instant death with no saves of any kind allowed, or if you want to keep that last line, make it so that all of the initiative tests  occur after combat or that you don't check to see if you spawn rippers until the end of combat.  I'd also consider adding more restrictions to swarm placements, as if you manage to spawn a couple of rippers, you might be able to cut off an opponents retreat by placing them on the opposite side of their army.  <br /> <br /> I'd also specify what Warp Field and Old Adversary actually due.  I don't see any weapons on the queen's profile, and warp field mentions a psychic shield, but doesn't actually specify anything.  Is it just the invulnerable save, or is it protection against psychic powers (I don't have the Tyranids Codex so if the answer's in there, my apologies) </div></blockquote><br /> <br /> Thats really good way of putting it.]]></description>
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				<pubDate><![CDATA[Fri, 6 Jul 2012 22:53:41]]> GMT</pubDate>
				<author><![CDATA[ kinratha]]></author>
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				<title>Xenomorph Queen Mother (Tyranids)</title>
				<description><![CDATA[ ACID BLOOD!!!!!!!!!!!! where is acid blood?? Nids have it as an upgrade i suggest you slap that on. <br /> <br /> your alien models are awesome <span class="glossaryitem" onmouseover='gp(17);'>btw</span>...]]></description>
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				<pubDate><![CDATA[Sat, 7 Jul 2012 13:15:21]]> GMT</pubDate>
				<author><![CDATA[ khaosspacemarines]]></author>
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				<title>Xenomorph Queen Mother (Tyranids)</title>
				<description><![CDATA[ <blockquote><div><cite>khaosspacemarines wrote:</cite>ACID BLOOD!!!!!!!!!!!! where is acid blood?? Nids have it as an upgrade i suggest you slap that on. <br /> <br /> your alien models are awesome <span class="glossaryitem" onmouseover='gp(17);'>btw</span>...</div></blockquote><br /> <br /> yeah where is the acid blood <span class="glossaryitem" onmouseover='gp(84);'>lol</span><br /> <br /> Buff the acid blood too, make an I test on all in b2b or take a str6 ap2 wound.... nasty i know but god damn that stuff IS nasty]]></description>
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				<pubDate><![CDATA[Sat, 7 Jul 2012 23:09:55]]> GMT</pubDate>
				<author><![CDATA[ Formosa]]></author>
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				<title>Xenomorph Queen Mother (Tyranids)</title>
				<description><![CDATA[ How did you make those epic models? TELL ME!]]></description>
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				<pubDate><![CDATA[Mon, 23 Jul 2012 04:03:24]]> GMT</pubDate>
				<author><![CDATA[ Orkboy1]]></author>
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				<title>Xenomorph Queen Mother (Tyranids)</title>
				<description><![CDATA[ <blockquote><div><cite>chrisrawr wrote:</cite>Wow, those models are amazing. To be honest, I'd probably let you field it with whatever rules you wanted due to sheer badassery!</div></blockquote><br /> <br /> Same. That looks sweet.]]></description>
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				<pubDate><![CDATA[Mon, 23 Jul 2012 04:38:14]]> GMT</pubDate>
				<author><![CDATA[ Makarov]]></author>
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