Brood Brother |
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Joined: Fri Jun 24, 2005 2:43 pm Posts: 2084 Location: Reading, England
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A reasonable chunk of the V7.1 thread seems to be devoted to the biotitans and idea around making their rules mesh with those of the 40K FW version. However I'm finding it hard to track such a discussion amongst the rest of the talk other on that thread , so I thought I would start a new one dedicated to our "small" bio titan.
First off the bosses offical version
Hierophant Type /Speed /Armor /Close Combat /Firefight WE /25cm /4+ /3+ /5+ Weapons /Range /Firepower /Notes Bio-Plasmic Breath /Template /MW5+ /Ignore Cover Monstrous Claws /Base Contact /MWTK(D3) /CC weapon +2 attacks Cluster Spines /(15cm) /small arms Notes: DC-6, Reinforced Armor, Walker, Independent. May step over units and impassable or dangerous terrain that is lower then the war engines knees and up to 2cm wide. Critical Hit: Roll 1D6 and consult the chart below. 1-5: The Hierophant loses one DC. 6: The Hierophant is killed. An anti titan/ anti swarm monster.
Next up is Evil and Chaos' version
Type /Speed /Armor /Close Combat /Firefight WE /25cm /4+ /3+ /5+ Weapons /Range /Firepower /Notes 2 x Bio-Cannon /45cm /MW 5+ /Ignore Cover Monstrous Claws /Base Contact /MWTK(D3) /CC weapon +3 attacks Lash Whips (CC ability) Number of attacks against the Heirophant in CC are halved (Rounding up). Cluster Spines /(15cm) /small arms Notes: DC-6, Reinforced Armor, Walker, Independent. May step over units and impassable or dangerous terrain that is lower then the war engines knees and up to 2cm wide. Critical Hit: Roll 1D6 and consult the chart below. 1-3: The Hierophant loses one DC. 4-5: Heirophant loses one DC and staggers D6cm in a random direction. Any models touched by the staggering Heirophant recieves a MW6+ attack. If the Heirophant impacts a building during its stagger, it comes to a stop, but loses a second DC. 6: The Hierophant is killed
A mixture of what we had and the FW stats
Finally (because I can ) we have my take on the FW rules if translated into epic
Type /Speed /Armor /Close Combat /Firefight WE /25cm /4+ /3+ /6+ Weapons /Range /Firepower /Notes Lash whips and spore clouds (CC & FF), +1 attack per enemy in range Living weapon (CC) all the Hierodules basic attacks are MW bio weapons 0-2 Bio-Cannon /45cm /MW 5+ /Ignore Cover 0-2 Monstrous Claws /Base Contact /MWTK(1) /CC weapon +1 attacks Notes: DC-4, Reinforced Armor, Walker, Independent, fearless. May step over units and impassable or dangerous terrain that is lower then the war engines knees and up to 2cm wide. The Hierodule must pick two bioweapons (It can't have all four) Critical Hit: Roll 1D6 and consult the chart below. 1-5: Heirophant loses one DC and staggers D6cm in a random direction. Any models touched by the staggering Heirophant recieves a MW6+ attack. If the Heirophant impacts a building, or another WE during its stagger, it comes to a stop, but loses a second DC. 6: The Hierophant is killed
The differances. Offical version. The V7.1 version is a titan killer pure and simple, it scuttles up to them and cuts them in half. Its bioplasma breath is there to stop the enemy from bunching up to assault it.
E&C's version Removed the bioplasma breath because it isn't on the 40k version. Much more stabby. With a good roll it can kill a warlord in combat! It also has a nice shootiness to it and makes it hard for the enemy to hit it in close combat.
My version Isn't a titan killer. It has 4MW attacks and a possible 2TK(1) attacks. Its job is to remove the armour guarding titans so its big brother can kill it. Gives them seperate battlefield roles.
Variable armament, so people with old models can use their guns.
Lashwhips and spore clouds act like crons gauss flux arcs, since they arn't controlled by the titan as such (but with a FF of 6+ they wont do that much)
Fearless, because it is a titan.
DC4, well it is a light scout titan.
So any other suggestions for what this baby should do?
_________________ Tyranid air marshal
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