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[Tyranid Special Rules] Regeneration

 Post subject: Re: [Tyranid Special Rules] Regeneration
PostPosted: Fri Nov 04, 2011 12:50 pm 
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I'm just spitballing crazy ideas, doesn't mean I actually want to go with them! Who knows, out of crazy ideas might come brilliant ones.

Only the bigger bugs (DC4+) are going to have regeneration, so that's not a big deal.

I still agree that 1DC back in the end phase is probably the best option.

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 Post subject: Re: [Tyranid Special Rules] Regeneration
PostPosted: Fri Nov 04, 2011 1:07 pm 
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Could call it Regenerate (1) or Regenerate (D3) depending on the critter.


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 Post subject: Re: [Tyranid Special Rules] Regeneration
PostPosted: Fri Nov 04, 2011 1:13 pm 
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I was thinking that DC2 and DC3 shouldn't regenerate but the Harridan has been downgraded from DC4 to DC3 so she'd still need some kind of compensation.

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 Post subject: Re: [Tyranid Special Rules] Regeneration
PostPosted: Fri Nov 04, 2011 1:28 pm 
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Not according to Dave, apparently, he doesn't want regenerate on Harridans.

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 Post subject: Re: [Tyranid Special Rules] Regeneration
PostPosted: Fri Nov 04, 2011 3:29 pm 
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There's always the crazy idea of a Nid-ified Necron living metal rule too :)


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 Post subject: Re: [Tyranid Special Rules] Regeneration
PostPosted: Fri Nov 04, 2011 7:29 pm 
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I certainly think that the enhanced save (by 1 pip to 3+RA) until the first wound is suffered is a viable alternative rule to regeneration. It's an upfront and generally quantifiable rule, whereas Regeneration is a retrospective action that a Bio-Titan may not be able to use if killed outright in a single turn. Although I think it would need to be worded so that all attacks from a single formations shooting would count the higher save, then if any wound is caused the standard save is used for any subsequent enemy formations shooting.

We could also allow regeneration from 0DC back up to 1DC in the end phase and force the enemy to hit it some more, just to make sure.


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 Post subject: Re: [Tyranid Special Rules] Regeneration
PostPosted: Fri Nov 04, 2011 8:37 pm 
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arkturas wrote:
We could also allow regeneration from 0DC back up to 1DC in the end phase and force the enemy to hit it some more, just to make sure.

That's very problematic as it'd never die raising all sorts of issues regarding whether it returns broken or not, if the corpse can contest and so on.

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 Post subject: Re: [Tyranid Special Rules] Regeneration
PostPosted: Fri Nov 04, 2011 8:41 pm 
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carlos wrote:
arkturas wrote:
We could also allow regeneration from 0DC back up to 1DC in the end phase and force the enemy to hit it some more, just to make sure.

That's very problematic as it'd never die raising all sorts of issues regarding whether it returns broken or not, if the corpse can contest and so on.

I think that we can safely say DC0 is dead and remains so.


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 Post subject: Re: [Tyranid Special Rules] Regeneration
PostPosted: Mon Nov 07, 2011 4:18 pm 
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Quote:
Regeneration: War engine units with regeneration can regain lost damage capacity points. Each unit with regeneration regains one damage capacity point at the beginning of each turn's end phase.

Regeneration cannot be used by a destroyed unit nor may it increase a unit's damage capacity beyond the starting amount.

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 Post subject: Re: [Tyranid Special Rules] Regeneration
PostPosted: Mon Nov 07, 2011 4:55 pm 
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Looks fine to me.

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 Post subject: Re: [Tyranid Special Rules] Regeneration
PostPosted: Mon Nov 07, 2011 5:09 pm 
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Before or after counting VP's?

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 Post subject: Re: [Tyranid Special Rules] Regeneration
PostPosted: Mon Nov 07, 2011 5:26 pm 
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The intention was for it to be the first thing that happens in the end phase (before rally, crits, etc). But why would it matter?

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 Post subject: Re: [Tyranid Special Rules] Regeneration
PostPosted: Mon Nov 07, 2011 6:01 pm 
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As whether the WE is above or below half strength affects VPs

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 Post subject: Re: [Tyranid Special Rules] Regeneration
PostPosted: Mon Nov 07, 2011 6:09 pm 
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Right, duh... :-X

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 Post subject: Re: [Tyranid Special Rules] Regeneration
PostPosted: Mon Nov 07, 2011 8:45 pm 
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carlos wrote:
arkturas wrote:
We could also allow regeneration from 0DC back up to 1DC in the end phase and force the enemy to hit it some more, just to make sure.

That's very problematic as it'd never die raising all sorts of issues regarding whether it returns broken or not, if the corpse can contest and so on.


Zombie Bio-Titans never die isn't quite what I meant. Just that Bio-Titans stay on the board at 0DC, can't take any actions (or attack) but can be shot/attacked by the enemy and need to be dropped to -1DC to kill. Dave's squashed it anyway, probably for the best.


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