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[Experimental] Independent Burrowing Trygons

 Post subject: [Experimental] Independent Burrowing Trygons
PostPosted: Mon Feb 26, 2007 3:21 am 
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The Forge World Trygon is a fascinating beast and some feel the current rules don't do its special abilities justice.

Teleport is too good, or completely useless if a Brood Creature.  If they're a cheap Independent then they can make the list too "popcorn" and will cause complaints.

Please try the following if you are interested in testing Independent Trygons:

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 Post subject: [Experimental] Independent Burrowing Trygons
PostPosted: Mon Feb 26, 2007 3:23 am 
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Remove "Trygon" from Uncommon Broods and add the following:

Independent

0-1 Trygon Swarm - 1-3 Trygons - 100 points each

Trygon
Type Speed Armour CC FF
WE ? 25cm ?3+ ?3+ ?5+
Weapons Range Firepower Notes
Bio-Electric Field 15cm 2 x AP3+/AT6+ Forward Arc
Vicious Claws (Base Contact) Assault Weapon Extra Attacks (+2)
Notes: DC2, Fearless, Walker, Invulnerable Save, Burrowing (Planetfall).
Critical Hit: Killed


Burrowing (Stolen shamelessly from the OGBM Drop Rok!)
Some Tyranid creatures are capable of burrowing deep into a planet?s surface emerging forth to sow terror amongst the enemy.
Burrowing is plotted exactly as Planetfall in section 4.4 of the rules. Both the turn on which the formation arrives and the location is preplotted.
The only exception is that because these units are actually emerging from the ground they may be plotted to arrive in the same turn that an enemy spacecraft is present.
On the designated turn the Burrowing unit is activated in the normal activation sequence. Nominate the action for the formation and make an initiative test. If the unit fails to activate, its arrival is delayed to the next following turn. If the activation is successful, place the formation at the plotted designation and determine scatter according to 4.4 as if it were a normal Planetfall.
Note: The action is chosen at activation, before scatter is determined. Choose the action carefully as a poor scatter role could render some actions ineffective





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 Post subject: [Experimental] Independent Burrowing Trygons
PostPosted: Mon Feb 26, 2007 3:51 am 
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In general I'm not a fan of the 'planet-fall' mechanics. However, I agree it is probably the best rule to use if independent burrowing Trygons are really desired.

I'm happy with speedy assault snakes (like giant Raveners) myself though :)

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 Post subject: [Experimental] Independent Burrowing Trygons
PostPosted: Mon Feb 26, 2007 11:42 am 
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I feel that we have enough in the way of special rules so I would vote against burrowing. If we are looking to playtest this would it really be so bad if we just gave them teleport, dropped fearless and made them appropriately pricey?

So......

2-4 Trygons @ 150 pts each.

Trygon
Type Speed Armour CC FF
WE   25cm  3+  3+  5+
Weapons Range Firepower Notes
Bio-Electric Field 15cm 2 x AP3+/AT6+ Forward Arc
Vicious Claws (Base Contact) Assault Weapon Extra Attacks (+2)
Notes: DC2, Walker, Invulnerable Save, Teleport
Critical Hit: Killed

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:cool:

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 Post subject: [Experimental] Independent Burrowing Trygons
PostPosted: Mon Feb 26, 2007 12:01 pm 
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I realise that but we already have compromised that stance with the Greater Synapse Node to some degree.

Okay then how about simplifying the planetfall pitch with the following....

"Planetfall" (no spaceship required - this represents the Trygons bursting from the ground).

No need to add anything else as we all know how planetfall works.

This would also mean the Trygon appears at the start of a turn in a pre-determined location thus making the ability a lot less powerful.

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:cool:

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 Post subject: [Experimental] Independent Burrowing Trygons
PostPosted: Mon Feb 26, 2007 2:01 pm 
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(Hena @ Feb. 26 2007,04:16)
QUOTE
There are couple of things that I don't like here.


Are there any things you like?    :D

The 0-1 set up feels wrong. It's there to prevent multiple cheap swarms, but there is just really no justification for it. And you added another special rule. Since the AA change requires one, I'd be very hesitant to add another (since we already have so many).


Actually, I put that in there because, since the fleet we're detailing is relatively "young" there might not be so many of these Trygons all the cool Hive Fleets are using.

No, obviously it's there to prevent "popcorn", just like the Lictor limitation.

This is just experimental for those who want to give it a spin; I'd like to see how they play in small numbers first.  The voting on the the Trygon was pretty (low and) evenly split, so it's just a test.

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 Post subject: [Experimental] Independent Burrowing Trygons
PostPosted: Mon Feb 26, 2007 2:27 pm 
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(Lightbringer @ Feb. 26 2007,11:01)
QUOTE
Okay then how about simplifying the planetfall pitch with the following....


Simplifying is good, but, without a spacecraft, the method of activation is odd, as, usually, the planetfalling formation isn't actually taking an action, but is being delivered by something else, so this needs some clarification.

This would also mean the Trygon appears at the start of a turn in a pre-determined location thus making the ability a lot less powerful.


Actually, a planetfalling formation/spacecraft doesn't have to appear/arrive at the start of a turn like teleport, but can be activated any time the owning player would like during a turn.

Most often people *do* activiate spacecraft at the start of a turn to capitalize on "alpha strike" capability, but it's not required to do so.

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 Post subject: [Experimental] Independent Burrowing Trygons
PostPosted: Tue Feb 27, 2007 1:18 am 
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Actually, I put that in there because, since the fleet we're detailing is relatively "young" there might not be so many of these Trygons all the cool Hive Fleets are using.


This is the fleet that invented the Hierodules... it's quite advanced!

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 Post subject: [Experimental] Independent Burrowing Trygons
PostPosted: Tue Feb 27, 2007 1:23 am 
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(Evil and Chaos @ Feb. 27 2007,00:18)
QUOTE
This is the fleet that invented the Hierodules... it's quite advanced!

Unfortunately, it's quite advanced *after* Hamman's World...  But I'm willing to flex... *laugh*

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 Post subject: [Experimental] Independent Burrowing Trygons
PostPosted: Tue Feb 27, 2007 1:26 am 
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(Chroma @ Feb. 27 2007,00:23)
QUOTE

(Evil and Chaos @ Feb. 27 2007,00:18)
QUOTE
This is the fleet that invented the Hierodules... it's quite advanced!

Unfortunately, it's quite advanced *after* Hamman's World...  But I'm willing to flex... *laugh*

The Scythed Hierodule first appeared on Hamman's world.

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 Post subject: [Experimental] Independent Burrowing Trygons
PostPosted: Tue Feb 27, 2007 1:31 am 
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(Evil and Chaos @ Feb. 27 2007,00:26)
QUOTE
The Scythed Hierodule first appeared on Hamman's world.

That *a* Hierodule... not Hierodules...

And we're also allowed one "Homer"...  :D

(Hope people get the reference... *laugh*)

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 Post subject: [Experimental] Independent Burrowing Trygons
PostPosted: Tue Feb 27, 2007 3:16 pm 
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It's been a while since I looked at them, but the Tunneling rules in the Collectors' Models section of the rulebook might be a good place to start for burrowing rules.

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