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Tyranid List V3 Announcement and Discussion http://www.tacticalwargames.net/taccmd/viewtopic.php?f=4&t=230 |
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Author: | nealhunt [ Thu Jun 26, 2003 5:26 pm ] |
Post subject: | Tyranid List V3 Announcement and Discussion |
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. |
Author: | MaksimSmelchak [ Thu Jun 26, 2003 6:10 pm ] |
Post subject: | Tyranid List V3 Announcement and Discussion |
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. |
Author: | krimsonstarr [ Thu Jun 26, 2003 6:23 pm ] |
Post subject: | Tyranid List V3 Announcement and Discussion |
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 |
Author: | dafrca [ Thu Jun 26, 2003 11:53 pm ] |
Post subject: | Tyranid List V3 Announcement and Discussion |
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 |
Author: | krimsonstarr [ Fri Jun 27, 2003 3:59 pm ] |
Post subject: | Tyranid List V3 Announcement and Discussion |
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 ![]() ![]() "CROSSFIRE" - http://www.nucleus.com/~richdesn/Crossfire/cf.html |
Author: | dafrca [ Fri Jun 27, 2003 4:53 pm ] | ||
Post subject: | Tyranid List V3 Announcement and Discussion | ||
As well as the Synapse Nodes.... This will get real interesting fast. ![]() dafrca |
Author: | nealhunt [ Fri Jun 27, 2003 5:57 pm ] |
Post subject: | Tyranid List V3 Announcement and Discussion |
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. ![]() |
Author: | dafrca [ Fri Jun 27, 2003 10:45 pm ] | ||
Post subject: | Tyranid List V3 Announcement and Discussion | ||
Will do, just let me know once your back into the IG family. ![]() dafrca |
Author: | Frecus [ Fri Dec 17, 2004 5:43 pm ] |
Post subject: | Tyranid List V3 Announcement and Discussion |
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 |
Author: | dafrca [ Sat Dec 18, 2004 3:09 am ] |
Post subject: | Tyranid List V3 Announcement and Discussion |
OK, now I have a head ache.... I will try this again later. dafrca |
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