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[Tyranid Special Rules] Regeneration

 Post subject: Re: [Tyranid Special Rules] Regeneration
PostPosted: Fri Nov 04, 2011 2:07 am 
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carlos wrote:
If you do it the other way around you have DC which have no save. So the nids have got bits hanging outside their armour that needs to be shot up first? What kind of evolutionary step is that? (Granted, we have our armour inside the fleshy bits too but we're not Tyranids)

Is it really too much of a stretch to abstract the armour instead...?

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I know it's not exactly a regen rule

I saw the part were you said that and agreed wholeheartedly with you.

Excellent


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 Post subject: Re: [Tyranid Special Rules] Regeneration
PostPosted: Fri Nov 04, 2011 10:19 am 
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So Ork Power Fields for Tyranids? Only that it isn't Regeneration but something like Ablative Armour?

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 Post subject: Re: [Tyranid Special Rules] Regeneration
PostPosted: Fri Nov 04, 2011 10:30 am 
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BlackLegion wrote:
So Ork Power Fields for Tyranids? Only that it isn't Regeneration but something like Ablative Armour?

Surely that can be showed by an increased DC.


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 Post subject: Re: [Tyranid Special Rules] Regeneration
PostPosted: Fri Nov 04, 2011 10:33 am 
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Increased DC would give extra FF/CC power.

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 Post subject: Re: [Tyranid Special Rules] Regeneration
PostPosted: Fri Nov 04, 2011 10:35 am 
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Increased DC would give extra FF/CC power.

You could drop the CC/FF rating by a pip to compensate.

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 Post subject: Re: [Tyranid Special Rules] Regeneration
PostPosted: Fri Nov 04, 2011 11:11 am 
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Another crazy option could be something like the old IA4 mass points; they have a higher armour save for the first wound or two, then it drops once the hard carapace has been breached.

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 Post subject: Re: [Tyranid Special Rules] Regeneration
PostPosted: Fri Nov 04, 2011 11:40 am 
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zombocom wrote:
Another crazy option could be something like the old IA4 mass points; they have a higher armour save for the first wound or two, then it drops once the hard carapace has been breached.

It would be nice to go back and look at the option Ginger once raised with different RA saves, but the Rules committee would then need to be involved.


Last edited by Tiny-Tim on Fri Nov 04, 2011 12:06 pm, edited 1 time in total.

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 Post subject: Re: [Tyranid Special Rules] Regeneration
PostPosted: Fri Nov 04, 2011 11:43 am 
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That is quite a nice idea, big carapaced gribblies (titan sized stuff) could have a 2+ (?) (not RA) save until it takes a point of damage. This would represent the carapace being breached, and also allows attackers to tactically use a MW/TK weapon to crack the carapace and then pour less heavy firepower into the gooey bits. This could be the nid titan special rule and remove the need for regeneration.


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 Post subject: Re: [Tyranid Special Rules] Regeneration
PostPosted: Fri Nov 04, 2011 11:55 am 
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I was thinking more 3+ reinforced for the first wound, then dropping to 4+ reinforced from then on.

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 Post subject: Re: [Tyranid Special Rules] Regeneration
PostPosted: Fri Nov 04, 2011 11:58 am 
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Whatever, the idea is solid, the exact numbers dont matter at this stage. I think this could be a definate way to give nid titans a thematic special rule without resorting to regeneration.


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 Post subject: Re: [Tyranid Special Rules] Regeneration
PostPosted: Fri Nov 04, 2011 12:08 pm 
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Thought that RA3+ was being steared away from nowerdays. I know that I hated it for obliterators.


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 Post subject: Re: [Tyranid Special Rules] Regeneration
PostPosted: Fri Nov 04, 2011 12:13 pm 
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It's not like it'd be for all its wounds, just the first.

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 Post subject: Re: [Tyranid Special Rules] Regeneration
PostPosted: Fri Nov 04, 2011 12:16 pm 
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As it'd be on War Engines, you could pick them out with TK weapons and totally ignore the 3+RA initial save. I'd suggest either doing regeneration properly, or simply dropping it.

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 Post subject: Re: [Tyranid Special Rules] Regeneration
PostPosted: Fri Nov 04, 2011 12:37 pm 
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That kinda the point, you'd have to fire big stuff at them to crack the carapace before the little stuff would have any effect.

Or you could say they have a 4+ invulnerable save until they lose their first wound or something.

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 Post subject: Re: [Tyranid Special Rules] Regeneration
PostPosted: Fri Nov 04, 2011 12:40 pm 
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Please no 3+RA. It's very ugly when combined w/ Fearless (unkillable Daemon Prince anybody?). And the other stuff's just strange. How did the conversation go from regeneration to breaching caparaces and what not? 1 DC back in end phase for simplicity whether broken or not (shouldn't matter as it's automatic). Perhaps just needs to scale w/ the bug's size to make it a bit more relevant so DC2/DC3 bugs get 1 back and DC5+ get 2 back perhaps. That would make the loss of the permanent DC more palatable.

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