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Tyranid Units

 Post subject: Tyranid Units
PostPosted: Thu Oct 04, 2007 8:07 am 
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Other thoughts: Eradicate all attacks the lictor has, but make all terrain 15cm around a lictor difficult terrain for infantry (and/or light vehicles). This symolizes the havoc and confusion AND the killing a lictor does. Also while only moving 5cm, you can avoid being caught by it (represents special alertness)




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 Post subject: Tyranid Units
PostPosted: Thu Oct 04, 2007 12:18 pm 
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Yes there are lots of special rule possibilities with Lictors, I personally think a better armour save specifically when shot at would be good.

However, Jervis rightly pointed out that adding lots of special rules is the path to damnation, so the challenge is to get the right sort of effect with the existing rules I think  :;):

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 Post subject: Tyranid Units
PostPosted: Thu Oct 04, 2007 12:52 pm 
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Aye, I don't think another special rule is a good idea for 'nids.

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 Post subject: Tyranid Units
PostPosted: Fri Oct 05, 2007 9:00 am 
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Kay, kill the other special rules, take the lictor ones :D

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 Post subject: Tyranid Units
PostPosted: Sun Oct 07, 2007 9:15 pm 
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I thnk Lictors should have fearless.  If they are being beaten in combat they back off "cloak and vanish.  It shouldn't be possible to hack them down.

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 Post subject: Tyranid Units
PostPosted: Sun Oct 07, 2007 9:27 pm 
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Cloak and vanish is the same as running away never to be seen again :D
Hack down doesn't necessarily mean they are killed.





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 Post subject: Tyranid Units
PostPosted: Mon Oct 08, 2007 6:23 pm 
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(BlackLegion @ Oct. 07 2007,21:27)
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Cloak and vanish is the same as running away never to be seen again :D
Hack down doesn't necessarily mean they are killed.

but being mindless eating mahines they do return quicker than cowardly astartes who runaway.

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