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[New!] Tyranids 8.3

 Post subject: [New!] Tyranids 8.3
PostPosted: Wed Aug 01, 2007 2:54 am 
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Okay, here it is as discussed in this thread.

I've tweaked the writing in a few places as well (Thanks Hena!  We've got to Yahoo again when I get back!)

One thing I forgot to mention:

Meiotic Spores: AA5+, disrupt, FF6+

I think that's the bulk of the changes.

I want to see playtests!!!  *laugh*

Thanks for all the well-wishes, and I'll see you when I get back from my honeymoon... unless they've got wireless access in the hotel!  *laugh*

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 Post subject: [New!] Tyranids 8.3
PostPosted: Wed Aug 01, 2007 2:43 pm 
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Congratulations, have fun.

Some questions and comments:

Are Brood creatures that are outside of Synapse range at the end of an assault that they won allowed to make a consolidation move to get back into Synapse range?  It would be helpful to have that in the last paragraph of the Tyranid Swarms section.

I suggest making the Instinctive paragraphs come before the Relentless paragraphs as Instictive rules are refered to in Relentless.

When a swarm becomes Instinctive you remove all Blast markers, yet under the Instinctive description it says that they still accumulate Blast markers.  Why?

Has it ever been suggested that Regeneration should just be a fixed number of DC per turn?  To fit in with how Titans now only repair one Void Shield per turn?  Just a thought, but maybe regen 1 DC a turn plus the ability to use Marshal to regen others like the Titans do now with Void Shields.

I've made this suggestion before but no where does it say that Mycetic Spores are merely counters that are not attached to any formation.  Because they are listed under Brood creatures on the army list it might make players think they have to attach them to a Swarm.  Although, would that be a bad thing?  Or even given them a profile and making them a real unit?

A question that's always been bugging me, are Brood lords 0-1 per army or per Genestealer swarm?

Did no one like the idea of making the Nodes into a Wraithgate like unit?

What happened with regards to renaming Mycetic spores?

When are the Tyrant's wings getting clipped and the Vituperator getting removed? :p (You know, killing two birds with one stone... sorry I couldn't resist  :glare: )

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 Post subject: [New!] Tyranids 8.3
PostPosted: Wed Aug 01, 2007 3:26 pm 
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Congratulations.

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 Post subject: [New!] Tyranids 8.3
PostPosted: Wed Aug 01, 2007 3:28 pm 
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Congrats Chroma, and forget wireless access in the hotel....  :;):  :;):

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 Post subject: [New!] Tyranids 8.3
PostPosted: Wed Aug 01, 2007 3:28 pm 
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When are the Tyrant's wings getting clipped and the Vituperator getting removed


I'm mildly in favour of the first, and ridiculously in favour of the second.


Has it ever been suggested that Regeneration should just be a fixed number of DC per turn?  To fit in with how Titans now only repair one Void Shield per turn?  Just a thought, but maybe regen 1 DC a turn plus the ability to use Marshal to regen others like the Titans do now with Void Shields.

Not a bad suggestion, considering how vulnerable Tyranid titans tend to be.

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 Post subject: [New!] Tyranids 8.3
PostPosted: Wed Aug 01, 2007 3:31 pm 
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(Chroma @ Jul. 31 2007,21:54)
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Thanks for all the well-wishes, and I'll see you when I get back from my honeymoon

You got married? You poor guy...er... I mean, congratulations. ?:p





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 Post subject: [New!] Tyranids 8.3
PostPosted: Wed Aug 01, 2007 3:48 pm 
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Thanks for the answers Hena, I believe you are correct in all of them.  *laugh*

I will be doing something with "Mycetic Spores" once I get back, including clarification and renaming (Love Drops, anyone?), but the basic rules will be the same.

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 Post subject: [New!] Tyranids 8.3
PostPosted: Wed Aug 01, 2007 8:20 pm 
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(Hena @ Aug. 01 2007,10:40)
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I assume you would add this to the special rules section? I'll take a look and see about this. And giving them stats would probably be bad idea. I mean that has caused problems for Drop Pods.

With regards to making them a unit my line of thinking was as follows.  They cost 25 points and have the same stats as the Meiotic spore sacks minus the weapons.  You can use one per swarm per turn to get 1d3 spawning points that turn after which it is discarded.  If it is killed you obviously can't use it.

What was your connection with drop pods about?

At any rate, a note in the special rules section would be helpful.

Oh, was there a reason why Meiotic Spore Sacks are a fixed formation size?  Nearly every other Tyranid formation is of variable size.

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 Post subject: [New!] Tyranids 8.3
PostPosted: Wed Aug 01, 2007 8:33 pm 
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The fool thinks he will have time for Epic when he gets back from his honeymoon.  HAHAHAHA!!!  You thought the Tyranids were formidable?  Wait till you get bridezilla home and she has her honey-do list waitin' for ya...

Tell him, guys.

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 Post subject: [New!] Tyranids 8.3
PostPosted: Wed Aug 01, 2007 8:37 pm 
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(Moscovian @ Aug. 01 2007,15:33)
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The fool thinks he will have time for Epic when he gets back from his honeymoon. ?HAHAHAHA!!! ?You thought the Tyranids were formidable? ?Wait till you get bridezilla home and she has her honey-do list waitin' for ya...

Tell him, guys.

Yeah, what Moscovian said!  :devil:

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 Post subject: [New!] Tyranids 8.3
PostPosted: Wed Aug 01, 2007 8:38 pm 
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(Dave @ Aug. 01 2007,20:20)
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What was your connection with drop pods about?


The "love drops" was an entry in a "rename the Mycetic Spore" thread, a joke entry that won, I believe.  *laugh*

"Mycetic Spores" have been, and are in the 40k: Apocolypse game, the Tyranid version of "drop pods"; not a generic spawning booster.  My intention is to rename the EPIC "Mycetic Spores" to something that is more in line with what they do in the game.  I don't think they'll become a unit in their own right, but just an incremental "boost" that can be bought.

Oh, was there a reason why Meiotic Spore Sacks are a fixed formation size? ?Nearly every other Tyranid formation is of variable size.

The primary reason is that they are still a "test" unit and I wanted to constrain them somewhat.  As testing progresses, they will probably become a variable sized formation as well.

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 Post subject: [New!] Tyranids 8.3
PostPosted: Wed Aug 01, 2007 8:39 pm 
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(Moscovian @ Aug. 01 2007,20:33)
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The fool thinks he will have time for Epic when he gets back from his honeymoon. ?HAHAHAHA!!! ?You thought the Tyranids were formidable? ?Wait till you get bridezilla home and she has her honey-do list waitin' for ya...

Well, we bought a house before we got married... so I "honey did" a lot of stuff for it already... *laugh*

Just hope I can keep my "gaming corner" in the basement to myself... *laugh*

What have I gotten myself in to!

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 Post subject: [New!] Tyranids 8.3
PostPosted: Wed Aug 01, 2007 8:42 pm 
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(Chroma @ Aug. 01 2007,15:38)
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The "love drops" was an entry in a "rename the Mycetic Spore" thread, a joke entry that won, I believe.  *laugh*

Oh I caught that one, don't you worry.  My question was directed at Hena's comment though.

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 Post subject: [New!] Tyranids 8.3
PostPosted: Wed Aug 01, 2007 8:47 pm 
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(Dave @ Aug. 01 2007,20:42)
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Oh I caught that one, don't you worry. ?My question was directed at Hena's comment though.

Ah, Hena was referring to the "is it or isn't it a unit?" debate that has gone on about Marine Drop Pods, about them giving cover or crossfire, etc.  When, according to Jervis, they should just be "landing markers" that are removed after a planetfall occurs.

Technically, if they're a unit, then they have to stay in formation with any Marines that drop in them, and I really don't think that's the intent... but that's a discussion for the Marine boards!  *laugh*

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