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Tyranid List V3 Announcement and Discussion

 Post subject: Tyranid List V3 Announcement and Discussion
PostPosted: Thu Jun 26, 2003 5:26 pm 
Purestrain
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New list due out soon.  Jervis sent the file to be put up, but it was at the end of the day, so it might be tomorrow.  Some neat additions were announced.

Mycetic spores will allow additional spawning ability.

Immobile synapse nodes that can support swarms and spawn.

A larger version of the harridan that can transport tyrants and gaunts.

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 Post subject: Tyranid List V3 Announcement and Discussion
PostPosted: Thu Jun 26, 2003 6:10 pm 
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Neal,

Thanks for the update.

Without you, I'd be behind the times.

My only request is that you include a hyperlink.

It makes it SOOOO much easier to access.

Shalom,
Maksim-Smelchak.

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 Post subject: Tyranid List V3 Announcement and Discussion
PostPosted: Thu Jun 26, 2003 6:23 pm 
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Here's the link to the "Vault!"

http://www.specialist-games.com/epic40k ... secure.asp

However, the file has not yet been uploaded, but like Neal said we will probably have to wait until tomorrow :(

"CROSSFIRE" - http://www.nucleus.com/~richdesn/Crossfire/cf.html

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 Post subject: Tyranid List V3 Announcement and Discussion
PostPosted: Thu Jun 26, 2003 11:53 pm 
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I have found when Jervis says he has sent it to be posted it takes about 24 hours to show up.

Just my observations...

dafrca

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 Post subject: Tyranid List V3 Announcement and Discussion
PostPosted: Fri Jun 27, 2003 3:59 pm 
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The new list is up! ?While I haven't had time to have a close read through it yet, there are a few new "bugs" starting to crop up in the list :) ?Sink your teeth into these names: Vituperator, Hydraphants (described by Jervis as a "neutered" Dominatrix) and Exporator :p

"CROSSFIRE" - http://www.nucleus.com/~richdesn/Crossfire/cf.html

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 Post subject: Tyranid List V3 Announcement and Discussion
PostPosted: Fri Jun 27, 2003 4:53 pm 
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Quote (krimsonstarr @ 27 2003 June,07:59)
The new list is up! ?While I haven't had time to have a close read through it yet, there are a few new "bugs" starting to crop up in the list :) ?Sink your teeth into these names: Vituperator, Hydraphants (described by Jervis as a "neutered" Dominatrix) and Exporator :p

As well as the Synapse Nodes....

This will get real interesting fast.  :laugh:

dafrca

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 Post subject: Tyranid List V3 Announcement and Discussion
PostPosted: Fri Jun 27, 2003 5:57 pm 
Purestrain
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I love the conceptual design.  I hope it holds up to playtest.  Right now, Nids just moved up to #3 on my to-be-painted list.  Finish orks, paint my marines, then bugs, bugs, bugs.

Dafrca:  I guess that means I'm holding off on the Codex Grey IG.  You can stop sending me links now. :D

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 Post subject: Tyranid List V3 Announcement and Discussion
PostPosted: Fri Jun 27, 2003 10:45 pm 
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Quote (nealhunt @ 27 2003 June,09:57)
Dafrca: ?I guess that means I'm holding off on the Codex Grey IG. ?You can stop sending me links now. :D

Will do, just let me know once your back into the IG family. :laugh:

dafrca

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 Post subject: Tyranid List V3 Announcement and Discussion
PostPosted: Fri Dec 17, 2004 5:43 pm 
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I didn't really know where to put this, so I squatted it here.

I disliked several sides to E:A, but I like grand battles, so I decided to make my own (as that's what I do).

I give you the rules, with some lists of armies (namely Eldar, Imperial guard, Space Marines, and Orks). Some rules are still missing (but in my head). These include rules for:
-Transports
-Flying transports.
-Details about the mixed companies.

I have tried the basic system, but most of the system is untried! Flyers are untested, most weapon types are untested, close combat is untested, mixed companies are untested... Well... I'll just post the rules...

The army:

Type, M, FFA, R, CCA, D, US
These are the stats the game uses.
Type: The kind of unit it is.
FFA: FireFightAttack. This is the A the unit uses when firing at a distance.
R: Range. This is the distance in cm you can using the FFA stat.
CCA: CloseCombatAttack. This is the A the unit uses when engaged or engaging.
D: Defense. This is what rolls to damage are taken against.
US: UnitStrength. This is how much damage a unit can take before it's destroyed.

Companies:
Every army is organized in Companies. The size of these Companies is not set. But the company must contain at least two units. Command units don't count towards this minimum, but must always be part of a company.

Vehicles:
Vehicles use the A, M and D stats as normal, but the US stat is different. A vehicle doesn't lose 1 US per damaging hit, but only loses a US if 3 dice over it's D have been scored in a single action. If it doesn't lose a US, you will need to do 3 damage in a single round again. Vehicles cannot dig in.

Flying vehicles:
These use the rules for vehicles, with the addition of this:
-They must move at least 10 cm every turn in the direction they ended their move last turn. This does not add to their movement.
-They cannot be engaged.
-You need a 6 to damage them. This represent the bullets not getting high enough.

Pinning & panic:
When a company has been shot at, roll a d6, on a roll of 1, the unit retreats, on a roll of 2 or 3 it is pinned, as described below.
If a unit from the company is destroyed, roll a d6, on a roll of 1 or 2, the company will immediately retreat as described below, on a roll of 3 or 4, the company will be pinned.
If 3 or more units are destroyed, roll a d6, on a 1, 2, or 3, the company will retreat, on a roll of 4 or 5, it will be pinned.

Pinned: The next action the regiment does may only be fire (at -1 to all hitting rolls) or dig in.
Retreat: The regiment will move full movement to the closest friendly table edge. After this, the unit will be pinned.

Commands:

One company in your army will make 1 action every turn per Command unit in the amy +1 (So an army with 3 command units will have 4 actions). You can take any company you have, and you can take a different one every turn, if you want, or you could take the same company twice. The actions are: Manouver, fire, advance, engage, and dig in.
After the companies have done their actions, your opponent will make his actions with his companies. Then you are again, etc.

The actions:

Manouver:
This means that the selected company can move up to it's maximum movement value in a straight line. This can be in any direction. If a unit has multiple movement values, always use the lowest. Terrain may slow down a company. This is descrinbed in the table below:
Terrain: Effect:
Forests -5M
Bogs -5M, d3 hits per unit going through.
Rivers -10M
Tough hill -5M
Rocky area & ruins -10M for vehicles only.

Firing:
First, select an enemy company within range to shoot at. Range is noted in the R stat in the unit's profile.
Then you select the units that are firing, and then fire!
This is being done with the A stat. The stat consists of a number and a code between hooks, for example (AI).
The number is the number of weapons on the unit. The code is the type of weapon. Some weapons require a roll to hit. Roll for all units you want to shoot at the current unit you are firing at at once. When needing to roll to hit roll once (following the table below) for every number stated in the A stat. For example: A company has 2 units with FFA2(HW), and 2 with FFA1(AI). You roll 4d3 for the first two units, and add the 2d6 for the other two units.
Now roll a number of dice equal to the amount of shots hitting (again rolling all dice for the firing units). Compare these dice with the D stat of the target unit. Detract one US from the target unit for every dice with a number over the D stat of the target unit. After a unit is destroyed, continue taking casualties from the next unit. When removing casualties, take them from the closest unit in the target company.
Notes:
- If an infantry unit is reduced to 2 or less US, the unit will automatically fire only 1 shot.
- When firing over half range (ex 15 cm for infantry), a -1 to to hit rolls apply.

Anti infantry (AI): Does d6 hits.
Anti tank (AT): Does 1 hit, needs 1 damaging hit to take a HP off a vehicle.
Anti aircraft (AA): Does d3 hits, ignores the 6+ to damage on aircraft.
Blast weapon (BW): Does 1 hit vs vehicles, but d6 hits vs infantry.
Heavy weapon (HW): Does d3 hits, enemy units have -1 D against these weapons.
Titan killer (TK): Does d3 hits, needs 1 damaging hit to take a HP off a vehicle, but kan only hit 1 vehicle at a time.

Advance:
Basically, this is moving and firing. When advancing, you may move as normal, then fire with -1 to all hitting rolls. This means that if you fire with for example 4 units, you roll 4 to hit dice, and detract 1 for every dice you roll.
The next company firing at you has a +1 to all hitting rolls.

Dig in:
The company my shoot 1 shot per unit in the company, in addition, the unit gains +1 D until activated again.

Engage:
In this action, you move as much of the company in base-to-base contact with an enemy company. The company gains +5 M to be able to do this. After this, all units in base-to-base may attack with their full CCA. Every other unit just adds a +1 to the total hits. If you did no full unit of damage your opponent must roll a d6. On a 1 to 5, the company stands, on a 6 the company must retreat as described in the 'pinned & panic' section. If you killed 1 or 2 full units, your opponent must roll a d6. On a 1 to 3, the company stands, on a 4 to 6 the company must retreat as described in the 'pinned & panic' section.  If you killed 3 or more full units, your opponent must roll a d6. On a 1, the company stands, on a 2 to 6 the company must retreat as described in the 'pinned & panic' section.
If your opponent hasn't retreated, all his units may fight back in the same fashion as you just did, and you must test for panic/pinning as he did. If your company doesn't retreat, your enemy must retreat anyway.

Armies:

Guard:

Command:

Command squad: 13 pts
Type: Infantry M10 FFA1(AI) R30 CCA2(HW) D2 US5

Troops:

Infantry squad: 7 pts
Type: Infantry M10 FFA1(AI) R30 CCA1(AI) D2 US5

Rocket launcher squad: 12 pts
Type: Infantry M10 FFA3(AT) R30 CCA1(AI) D2 US6

Mortar squad: 18 pts
Type: Infantry M10 FFA3(BW) R30 CCA1(AI) D2 US6

Lascannon squad: 15 pts
Type: Infantry M10 FFA3(HW) R30 CCA1(AI) D2 US6

Storm troopers squad: 13 pts
Type: Infantry M10 FFA1(AI) R30 CCA1(AI) D3 US5

Ogryns: 12 pts
Type: Infantry M10 FFA1(AI) R15 CCA2(AI) D3 US5

Leman russ: 15 pts
Type: Vehicle M20 FFA1(AT) R30 CCA0 D5 US1

Hellhound: 15 pts
Type: Vehicle M20 FFA2(AI) R15 CCA0 D5 US1

Basilisk: 18 pts
Type: Vehicle M20 FFA1(BW) R60 CCA0 D4 US1

Hydra flak tank: 14 pts
Type: Vehicle M20 FFA2(AA) R30 CCA0 D4 US1

-Superheavies:

Storm blade: 49 pts
Type: Vehicle M20 FFA2(BW) R45 CCA0 D5 US3

Shadowsword: 45 pts
Type: Vehicle M20 FFA1(TK) R60 CCA0 D5 US3

Stormsword: 46 pts
Type: Vehicle M20 FFA1(BW) R60 CCA0 D5 US3

Baneblade:
Type: Vehicle M20 FFA2(AT) R60 CCA0 D5 US3

-Aircraft:

Thunderbolt: 13 pts
Type: Flying vehicle M30 FFA1(AI) R30 CCA0 D3 US1

Lightning: 15 pts
Flying vehicle M40 FFA1(AI) R30 CCA0 D3 US1

Vulture: 12 pts
Type: Flying vehicle M20 FFA2(HW) R30 CCA0 D3 US1

Marauder: 18 pts
Type: Flying vehicle M20 FFA2(BW) R5 CCA0 D3 US2

-Titans:

Warhound titan: 46 pts
Type: Vehicle M15 FFA2(AI) R45 CCA0 D5 US3

Emperor titan: 145 pts
Type: Vehicle M15 FFA6(BW) R60 CCA0 D5 US8

-Transports:

Chimera: +14 pts
Type: Transport 2 M20 FFA1(HW) R30 CCA0 D4 US1

Valkyrie: +13 pts
Type: Flying transport 2 M25 FFA1(AI) R30 CCA0 D3 US1


Orks:

Command:

Nobz: 20 pts
Type: Infantry M10 FFA1(AI) R15 CCA4(HW) D3 US5

Troops:

Slugga boyz: 7 pts
Type: Infantry M10 FFA1(AI) R15 CCA2(AI) D2 US5

Shoota boyz: 8 pts
Type: Infantry M10 FFA1(AI) R30 CCA2(AI) D2 US5

Ard boyz: 12 pts
Type: Infantry M10 FFA1(AI) R15 CCA2(AI) D3 US5

Burna boyz: 8 pts
Type: Infantry M10 FFA2(AI) R15 CCA2(AI) D2 US5

Tankbusta boyz: 7 pts
Type: Infantry M10 FFA1(HW) R15 CCA2(AT) D2 US5

Skarboyz: 8 pts
Type: Infantry M10 FFA1(AI) R15 CCA3(AI) D2 US5

Stormboyz: 8 pts
Type: Infantry M15 FFA1(AI) R15 CCA2(AI) D2 US5

Bikes: 10 pts
Type: Infantry M20 FFA1(AI) R30 CCA2(AI) D2 US5

Kannon: 6 pts
Type: Infantry M5 FFA1(AT) R60 CCA1(AI) D2 US3

Lobba: 6 pts
Type: Infantry M5 FFA1(BW) R45 CCA1(AI) D2 US3

Zzap gun: 5 pts
Type: Infantry M5 FFA1(HW) R45 CCA1(AI) D2 US3

Buggy: 8 pts
Type: Vehicle M25 FFA1(AT) R30 CCA0 D2 US1

Dreadnought: 16 pts
Type: Vehicle M10 FFA2(HW) R30 CCA1(HW) D5 US1

Killa kan: 11 pts
Type: Vehicle M10 FFA1(HW) R30 CCA1(HW) D4 US1

Fighta bomma: 13 pts
Type: Flying vehicle M25 FFA2(HW) R30 CCA0 D3 US1

Bomma: 13 pts
Type: Flying vehicle M25 FFA2(BW) R15 CCA0 D3 US1

Squiggoth: 18 pts
Type: Vehicle M10 FFA3(HW) R30 CCA2(HW) D4 US1

Gargantuan squiggoth: 39 pts
Type: Vehicle M10 FFA5(HW) R30 CCA3(HW) D4 US3

Gargant: 112 pts
Type: Vehicle M15 FFA4(BW) R60 CCA1(AI) D4 US10

Transports:

Battlewagon: +28 pts
Type: Transport 4 M20 FFA2(AI) R30 CCA0 D4 US2

Battlefortress: +63 pts
Type: Transport 6 M20 FFA4(AI) R30 CCA0 D5 US4

Trukk: +14 pts
Type: Transport 2 M20 FFA1(HW) R30 CCA0 D4 US1


Space marines:
All space marine units may re-roll the dice for pinning & panic tests, the second result stands.

Commands:

Command squad: 23 pts
Type: Infantry M10 FFA1(AI) R30 CCA2(HW) D4 US5

Troops:

Tactical squad: 17 pts
Type: Infantry M10 FFA1(AI) R30 CCA1(AI) D4 US5

Assault squad: 18 pts
Type: Infantry M15 FFA1(AI) R15 CCA2(AI) D4 US5

Devastator squad: 21 pts
Type: Infantry M10 FFA2(HW) R45 CCA1(AI) D4 US5

Terminators: 23 pts
Type: Infantry M10 FFA1(AI) R30 CCA2(HW) D5 US5

Biker squad: 19 pts
Type: Infantry M20 FFA1(AI) R30 CCA1(AI) D4 US5

Predator: 13 pts
Type: Vehicle M20 FFA1(AT) R45 CCA0 D4 US1

Whirlwind: 14 pts
Type: Vehicle M20 FFA1(BW) R45 CCA0 D4 US1

Land speeder:
Type: Vehicle M20 FFA1(AI) R30 CCA0 D3 US1

Vindicator: 14 pts
Type: Vehicle M15 FFA1(BW) R60 CCA0 D4 US1
Has Ignores the first -5M on difficult terrain.

Tranports:

Rhino: +10 pts
Type: Transport 1 M20 FFA0 R0 CCA0 D4 US1

Razorback: +12 pts
Type: Transport 1 M20 FFA1(HW) R30 CCA0 D4 US1

Thunderhawk: +30 pts
Type: Flying transport 4 M30 FFA1(AT) R45 CCA0 D4 US2

Land raider: +27 pts
Type: Transport 2 M20 FFA2(HW) R30 CCA0 D5 US1


Eldar:

Command:

Farseer & retinue: 18 pts
Type: Infantry M15 FFA1(AI) R30 CCA1(AI) D2 US5
May use one of these psychic powers as an action:
Psychic meltdown: Any 1 infantry unit on the table loses d6 US.
Psychic wave: Any 1 regiment may be moved up to 30 in a chosen direction, ignoring terrain.
Psychic disruption: 1 of your regiments may immediately do an action.

Avatar: 17 pts
Type: Vehicle M15 FFA0 R0 CCA3(AT) D4 US1
The infantry movement penalties apply instead of the vehicles'.

Troops:

Guardians: 8 pts
Type: Infantry M15 FFA1(AI) R30 CCA1(AI) D2 US5

Dire avengers: 10 pts
Type: Infantry M15 FFA1(AI) R30 CCA1(AI) D2 US5
They have a +1 to the roll when rolling for pinning & panic.

Rangers: 13 pts
Type: Infantry M15 FFA2(HW) R45 CCA1(AI) D2 US5
Enemy units have -1 to hit.

Fire dragons: 10 pts
Type: Infantry M15 FFA2(HW) R30 CCA1(AI) D2 US5

Howling banshees: 9 pts
Type: Infantry M15 FFA1(AI) R15 CCA1(AI) D2 US5
Enemy units have -1 to hit. Enemies have a -1 to the roll when rolling for pinning & panic when attacked by banshees.

Striking Scorpions: 8 pts
Type: Infantry M15 FFA1(AI) R15 CCA2(AI) D2 US5

Warp spiders: 12 pts
Type: Infantry M15 FFA2(HW) R15 CCA1(AI) D2 US5
Add new action: Warp; The unit moves up to 30 cm in a chosen direction, ignoring terrain.

Wraith guard: 17 pts
Type: Infantry M15 FFA1(AI) R15 CCA1(AI) D4 US5

Swooping hawks: 9 pts
Type: Infantry M20 FFA1(AI) R30 CCA1(AI) D2 US5

Jetbikes: 8 pts
Type: Infantry M25 FFA1(AI) R30 CCA1(AI) D2 US3

Dark reapers: 15 pts
Type: Infantry M15 FFA3(AT) R45 CCA1(AI) D2 US5

Support weapon: 7 pts
Type: Infantry M10 FFA1(BW) R45 CCA1(AI) D2 US3

Falcon: 14 pts
Type: Vehicle M20 FFA2(HW) R30 CCA0 D4 US1

Fire prism: 13 pts
Type: Vehicle M20 FFA1(BW) R30 CCA0 D4 US1

War walker: 5 pts
Type: Vehicle M10 FFA1(HW) R30 CCA0 D3 US1

Wraithlord: 11 pts
Type: Vehicle M10 FFA1(HW) R30 CCA0 D5 US1

Firestorm: 14 pts
Type: Vehicle M20 FFA2(AA) R30 CCA0 D4 US1

Scorpion: 36 pts
Type: Vehicle M20 FFA2(TK) R60 CCA0 D4 US3

Cobra: 38 pts
Type: Vehicle M20 FFA2(BW) R60 CCA0 D4 US3

Phoenix: 17 pts
Type: Flying vehicle M30 FFA1(HW) R30 CCA0 D3 US2

Vampire raider: 35 pts
Type: Flying vehicle M30 FFA3(HW) R30 CCA0 D3 US4

Vampire hunter: 33 pts
Type: Flying vehicle M30 FFA2(TK) R30 CCA0 D3 US4

Nightwing: 13 pts
Type: Flying vehicle M30 FFA1(HW) R30 CCA0 D3 US1

Transports:

Wave serpent: +14 pts
Type: Transport 2 M20 FFA1(HW) R30 CCA0 D4 US1

Frecus
The glade wanderer
Madwarrior

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 Post subject: Tyranid List V3 Announcement and Discussion
PostPosted: Sat Dec 18, 2004 3:09 am 
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OK, now I have a head ache....

I will try this again later.

dafrca

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