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My Tyranid Fleet

 Post subject: My Tyranid Fleet
PostPosted: Sat Jul 14, 2007 3:48 pm 
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Tyranids

Special Rules

Synaptic Control
Leadership

Only Hive Ships have leadership, which is at a fixed value of Leadership 9 that can only be improved by the Hive Mind Power ?Imperative?. A Tyranid squadron, including single Hive Ships and cruisers, must pass a leadership test against a Hive Ship?s leadership at the start of a turn to gain ?Synaptic Control?: ignoring instinctive behaviour and being able to go on any special order you wish and attempt to perform any possible action (e.g. coming to new heading and then boarding). If there is any other reason why a leadership test must be taken (e.g. testing to ram) use a Hive Ship?s leadership in the same manner.
Leadership tests will have the following modifiers:
If a member of the squadron and/or the Hive Ship has a Blast marker in contact= -1Ld
If no member of the squadron is within 15cm= -1Ld*
If no member of the squadron is within 30cm= -2Ld*
If no member of the squadron is within 45cm= You may not use the Hive Ships leadership.*
*Only apply the worst result!
Re-rolls maybe used as is described for the Hive Mind Power ?Influence?.
When a squadron fails the leadership test to gain ?Synaptic Control? no other squadrons may use that Hive Ships leadership to gain ?Synaptic Control? this turn, other Hive Ships leaderships maybe used however.
Vanguard squadrons
Squadrons of Vanguard Drones and Kraken act more independently and more intimately linked to the Hive Mind than other Tyranid squadrons, and so have a basic leadership of 5 that can be used instead of a Hive Ship?s leadership. Every Vanguard Drone in the squadron improves the squadron?s leadership by +1. ?

Instinctive behaviour
If a squadron failed to gain ?Synaptic Control? it must act according to the following conditions.
Condition 1: Board nearest possible vessel with normal movement. If can?t board any enemy vessel obey condition 2.
Condition 2: Reload ordnance if possible, move half speed straight ahead, shoot nearest target for each weapon (order of weapons fire chosen by the Tyranid player). Ordnance may only be launched if attacking in the same ordnance phase (even if attacking ordnance).

Brace For impact: If unable to use the leadership of a Hive Ship, Tyranid ships may use brace for Impact with leadership 7 as if it were a normal ship.
Celestial Phenomenon: Tyranid ships count as having Leadership 10 when traversing celestial phenomenon that requires a leadership test.

Squadrons
Hiveships: may not be put in squadrons.
Cruisers: may be put in squadrons of 1 or 2.
Vanguard squadrons: Vanguard Drones and Kraken may be put in squadrons of 2-12. Escort Drones: maybe put in squadrons of 6-12 and may not be mixed with any other escort type (i.e. Vanguard Drones or Kraken). ?

Shooting
Tyranids always shoot the nearest target and may never shoot ordnance. However any target within 15cm of Vanguard Drone ships may be targeted instead of the closest target.


Resilience
Regeneration

To represent regeneration, roll your repair dice and any rolls of a 6+ repairs a hit (maximum of 1 per end phase) or a critical as normal.
Shields
Tyranids have normal shields.
Turrets
Tyranids have normal shields.


Movement
Tyranids have normal movement rules.
+2D6cm instead of +4D6cm on All Ahead Full special orders.

Boarding
Boarding Mod +2 (instead of double boarding).
Re-roll boarding D6.
All is Lost
Unlike in a normal boarding action, when an enemy ship is destroyed in a boarding action roll on the catastrophic damage table adding the number of hits the ship was over killed by.
Hit And Run attacks
+1 to H&R attacks.
Teleporter attacks
No Teleporter attacks.

Crippled Tyranid ships (Instead of the normal rules for crippled ships)
-5cm Speed.
Bio-plasma and Pyro-acid batteries at half strength.
Feeder Tentacles, Massive Claws, Torpedoes and Launch bays may not be used.
Note: Shields and turrets do not drop in value and there is no +2 to the enemies boarding modifier. ?

Weapons
Feeder Tentacles
Unaffected by Special orders. D3 Hit and Runs, during the movement phase.

Massive Claws
Unaffected by Special orders. During the movement phase, Roll 2 D6 for each set of Massive Claws, each roll of a 4+ causes a point of damage through shields (not holofields), and then the ship carries on with its movement.
However if 2 or more 4+?s are rolled the ship latches on and stops in base contact with the target ship. The latched on Tyranid ship cannot fire any other weapons or launch ordnance. Before any other action in the end phase, roll to cause damage again with the Massive Claws with an extra point of damage if 2 or more 4+?s are caused.
Either ship may board as normal. ?
Critical hits are caused as normal.
After the attack the target ship may move on as normal.

Bio Plasma
Lances that go through shields.

Pyro-acid Battery
Weapons batteries that re-roll to cause critical hits.


Ordnance

Attack Craft Limit

Tyranids have no ordnance limit. When the game begins any ship with ordnance starts with it pre-launched in base contact, boarding torpedoes facing the appropriate direction. The Tyranid vessels may then launch again not needing to reload! ?

Torpedoes
Speed 15cm, Boarding Torpedoes only.

Attack Craft
Speed 15cm, counts as a Fighter and as an Assault Boat.

Mega Spore Mines
Any Tyranid capital ship, including Hive Ships, may have Orbital Mines for every launch bay replacing its attack craft at a cost of 10pts per Launch bay.

Critical Hits and Catastrophic damage
Use the normal tables.


Hive Ship
Battleship/16, 15cm speed, 45*Turns, 2 Shields, 5+ Armour, 4 turrets

Prow Massive Claws and Feeders tentacles.
You may replace the Prow Massive Claws and Feeders tentacles with one of the following:
Prow Pyro-Acid Batteries, 45cm, 8, Front
Prow Bio Plasma, 15cm, 4, L/F/R
Prow Torpedoes, 15cm, 6, Front

DORSAL(Thorax)(Choose 1)
Massive Claws and Feeders tentacles.
Pyro-Acid Batteries, 45cm, 8, Front
Bio Plasma, 15cm, 4, L/F/R
Launch bay, 15cm, 2, N/A
Torpedoes, 15cm, 6, Front

PORT and STARBOARD(Choose 3)
Pyro-Acid Batteries, 30cm, 4, Left AND Right.
Bio Plasma, 15cm, 2, Left AND Right.
Launch bay, 15cm, 1, N/A (1 each side).

Hive Ship Bio Morphs (you may only take a maximum of 1 Bio Morph for each Hive Ship which counts as one of your broadside weapon options)
Solar Vanes and Adrenaline Sacs: +5cm speed and +1D6cm AAF.
Reinforced Carapace: +2 Hits.
Extra Spore Cysts: +1 Shield and +1 turret.

Example: Charybdis

Battleship/18, 15cm speed, 45*Turns, 2 Shields, 5+ Armour, 4 turrets
Prow Torpedoes, 15cm, 6, Front
Dorsal Launch bay, 15cm, 2, N/A
Port Launch bay, 15cm, 3, N/A
Starboard Launch bay, 15cm, 3, N/A
Imperative, Influence.

Example: Void Kraken of Talassar

Battleship/18, 15cm speed, 45*Turns, 3 Shields, 5+ Armour, 5 turrets
Prow Pyro-Acid Batteries, 45cm, 8, Front
Dorsal Pyro-Acid Batteries, 45cm, 8, Front
Port Bio Plasma, 15cm, 4, Left
Starboard Bio Plasma, 15cm, 4, Right
Extra Spore Cysts, Imperative, Influence.

Example: Beast of Bhein Morr

Battleship/18, 20cm speed, 45*Turns, 2 Shields, 5+ Armour, 4 turrets
Prow Massive Claws and Feeders tentacles.
Dorsal Massive Claws and Feeders tentacles.
Port Pyro-Acid Batteries, 30cm, 8, Left
Starboard Pyro-Acid Batteries, 30cm, 8, Right
Solar Vanes and Adrenaline Sacs, Psychic scream, Imperative


Cruiser
Cruiser/10, 20cm speed, 45*Turns, 1 Shields, 5+ Armour, 2 turrets

Prow Massive Claws.
You may replace the Prow Massive Claws with one of the following:
Prow Feeder tentacles
Prow Pyro-Acid Batteries, 30cm, 4, L/F/R
Prow Bio Plasma, 15cm, 2, L/F/R
Prow Torpedoes, 15cm, 3, Front

DORSAL(Thorax)(Choose 1)
Feeder tentacles
Massive Claws
Pyro-Acid Batteries, 30cm, 4, L/F/R
Bio Plasma, 15cm, 2, L/F/R
Launch bay, 15cm, 1, N/A
Torpedoes, 15cm, 3, Front

PORT and STARBOARD(Choose 2)
Pyro-Acid Batteries, 30cm, 4, Left AND Right.
Bio Plasma, 15cm, 2, Left AND Right.
Launch bay, 15cm, 1, N/A (1 each side).

Cruiser Bio Morphs (you may only take a maximum of 1 Bio Morph for each cruiser which counts as one of your broadside weapon options)
Solar Vanes and Adrenaline Sacs: +5cm speed and +1D6cm AAF.
Reinforced Carapace: +2 Hits.
Extra Spore Cysts: +1 Shield and +1 turret, the ship now has a large flying base.

Example: Pyroclaster

Cruiser/10, 20cm speed, 45*Turns, 2 Shields, 5+ Armour, 3 turrets
Prow Pyro-Acid Batteries, 30cm, 4, L/F/R
Dorsal Pyro-Acid Batteries, 30cm, 4, L/F/R
Port Pyro-Acid Batteries, 30cm, 4 Left
Starboard Pyro-Acid Batteries, 30cm, 4 Right
Extra Spore Cysts.

Example: Razorfiend

Cruiser/10, 25cm speed, 45*Turns, 1 Shields, 5+ Armour, 2 turrets
Prow Bio Plasma, 15cm, 2, L/F/R
Dorsal Bio Plasma, 15cm, 2, L/F/R
Port Bio Plasma, 15cm, 2 Left
Starboard Bio Plasma, 15cm, 2 Right
Solar Vanes and Adrenaline Sacs.

Example: Terrifex

Cruiser/10, 25cm speed, 45*Turns, 1 Shields, 5+ Armour, 2 turrets
Prow Massive Claws
Dorsal Massive Claws
Port Pyro-Acid Batteries, 30cm, 4 Left
Starboard Pyro-Acid Batteries, 30cm, 4 Right
Solar Vanes and Adrenaline Sacs.


Kraken
Escort/2 hits, 25cm speed, 90*Turns, 0 Shields, 5+ Armour, 0 turrets, 4+ save as if on BFI (can?t BFI).
Pyro-Acid Batteries, 30cm, 2, Front

(Choose 1)
Feeder tentacles(Stalker)
Massive Claws(Ramsmitter)
Pyro-Acid Batteries(Death Burner), 30cm, 4, Front
Bio Plasma(Smeltfeaster), 15cm, 2, Front
Torpedoes, 15cm, 3, Front


Vanguard Drone Ship
Escort/1 hits, 25cm speed, 90*Turns, 1 Shields, 5+ Armour, 2 turrets

(Choose 1)
Feeder tentacles
Pyro-Acid Batteries(Prowler), 30cm, 2, Front
Bio Plasma, 15cm, 1, Front

Notes: Enemy, excluding ordnance, within 15cm of a Vanguard drone ship can always be targeted by other Tyranid ships.
+1 Leadership to the Vanguard squadron per Drone Ship.


Escort Drone
Escort/1 hit, 15cm speed, 45*Turns, 1 Shields, 4+ Armour, 1 turret

(Choose 1)
Feeder tentacles
Pyro-Acid Batteries, 30cm, 3, Front
Bio Plasma, 15cm, 2, Front


TYRANID SPLINTER FLEET LIST

FLEET COMMANDER

Instead of fleet commanders, the Tyranid Fleet has Hive Ships. Each Hive Ship can take Hive Mind Powers as shown below:

Hive Mind Powers (you may take any Hive Mind Powers once for each Hive Ship)
Imperative: +2 hits. +1 Ld for any ships using the Hive Ships leadership (including the Hive Ship).
Influence: 1 re-roll to be used on any ships using the Hive Ships leadership (including the Hive Ship).
Psychic scream: Enemy ships within 15cm of the Hive Ship suffer -2 to their leadership value.

HIVE SHIPS & ESCORT DRONES
Hive Ships and Escort drones are bought together as one Hive Ship and a single squadron of 6-12 Escort Drones.
Tyranid Hive Ship?????..
Escort Drone????.

CRUISERS
You may include up to two Cruisers for every Hive Ship.
Tyranid Cruiser?????..

VANGUARD SQUADRONS
You may include any number of Vanguard Squadrons.
Vanguard Drone Ship???..
Kraken???????..


Using the Splinter Fleet

The Tyranid Splinter Fleet is suitable for use in the following scenarios: Cruiser Clash, The Bait, The Raiders, Blockade Run, Suprise Attack, Fleet Engagement


Subplots

Tyranids use two subplot tables the one below using subplots from both Legacies of War and Chance Circumstances tables. The other being the full Secret ploys subplot table from the rulebook. Rol for subplots randomly as normal, using a D2 to pick the table.

1 Meteor Storm (Chance circumstances: 1)
2 Gunnery Practice (Legacies of War: 1)
3 No Quarter! (Legacies of War: 5)
4 Vendetta (Legacies of War: 6)
5 Navigational hazards (Chance circumstances: 4)
6 Unexpected help (Chance circumstances: 3)


Campaigns

Tyranids in campaigns are played as Raiders but lack a Pirate base and have an altered set of scenrios for play.

The Scenarios in a campaign to be played by a Splinter Fleet (Raiding Fleet) should be as follows:

1. Cruiser Clash
2. The Bait
3. The Raiders
4. Blockade Run
5. Suprise Attack
6. Fleet Engagement
*If a Major Raid is rolled for roll 2D6 and take the highest!


Promotions Table

Unlike most other fleets Tyranids don't have a fleet commander. Instead the whole fleet recieves the following bonuses as if a campaign fleet commander were present:

Renown
1-5: 2 repair points, 1 reroll.
6-10: 3 repair points, 1 reroll.
11-20: 4 repair points, 1 reroll.
21-30: 6 repair points, 2 rerolls.
31-50: 9 repair points, 2 rerolls.
51+: 12 repair points, 3 rerolls.


Ship Experience

Tyranid vessels don't gain experience like other races. Instead they mutate or simply age, growing bigger or more efficient.

At the end of each battle roll 2D6 on the following table for each capital ship that took part and was not crippled (even if it started the game crippled), cruisers have a -1 modifier. Escort squadrons roll 1D6 on the table after each battle, as long the squadron wasn't crippled.

No result can be taken more than once, if a duplicate is rolled it counts as a failed evolution! If a ship becomes crippled it loses an evolution, the Tyranid player picks the evolution to be discarded.

Evolution Table
2 FAILED Evolution: no change.
3 Auto pass Synaptic control once per game.
4 Celestial fins: Not slowed by BM?s or Gas/Dust clouds.
The ship has developed a streamlined set of fins and constrictor muscles, making it easier to navigate through debris or gaseous terrain.
5 Roll 3D6 and discard the highest when rolling for leadership checks of a specific special order. Pick the desired special order!
6 FAILED Evolution: no change.
7 Tenacity: When on AAF, BR, CTNH, weapons strength is unaffected.
The creature has evolved the capability of effectively bringing its weapons to bear on its enemies even when following the prerogative of the Hive Mind. When on All Ahead Full, Burn Retros or Come to New Heading special orders, it?s Pyro-acid batteries and Bio-plasma are unaffected.
8 Reinforced Carapace: +1 hit.
The creature has grown to an inordinate size with correspondingly reinforced endostructures and additional ablative carapace, increasing its total mass and capacity to sustain damage. The ship gains one hit.
9 Accelerated healing: Ignore blast markers when healing (repairing critical hits).
The bio-ship has enhanced its ability to heal when in a conflict having a honeycomb of secondary carapaces filling with healing enzymes or smaller creatures when critical damage is sustained.
10 More Discharge vents: Reduces turning distance by 5cm.
The number of discharge vents along the beast?s length has increased dramatically. The creature reduces the distance it needs to move before turning by 5cm.
11 Extra spore cysts: + 1 shield, +1 turret.
12 Hive Mind Nexus: Range of Hive Mind increased to 60cm (but ?1 Ld over 45cm).
The Hive ships connection to the Hive Mind has grown exceptionally strong able to relay thoughts and override instincts at great distances.


Repairs and Withdrawls

Tyranid Escort Drones (not Vanguard Squadrons) are numberless, as such Tyranid escorts drones are replaced after a battle with no expenditure of repair points.

Other than this exception Tyranids follow all the normal rules for Repairs and Withdrawls.  


Appeals

Tyranids follow all thge normal rules for Appeals withe the following clarifications:

When appealing for a Hiveship it has to come with escort drones so you will have to use 2 sucessfull reinforcement rolls at the same time! So you'll only be able to do this with a renown of 11 or more!

A Refit would be a further roll on the Evolution (experience) table for any capital ship.


Hive Fleet Campaigns

A full Hive Fleet encroaching on a mere sub-sector would be impossible to represent with the Campaign rules here and in the rulebook. Should anyone wish to play a campaign where Tyranids are moving in full force I would suggest the following Scenarios:

Raids:
1. Cruiser Clash
2. The Bait
3. The Raiders
4. Blockade Run
5. Suprise Attack
6. Fleet Engagement

Battles:
1. Major Raid (roll again on the Raid Table playing a Major Raid)
2-3. Exterminatus(Tyranids as defenders)/Planetary Assault(Tyranids as attackers)
4. Suprise Attack
5-6. Fleet Engagement
 
*A vast category of extra (galactic) special rules need to written to accommodate a Full Hive Fleet in a campaign, but the players who would wish to play this sort of campaign must be enthusiastic and imaginative sorts, so I'll leave it to them!



Edited: Added Hive Ship stats, where BioMorphs count as a broadside weapon choice.
Broadside weapon choices are a straight 3 choices rather than 2 or 3. (This is to make the ships cost more predictable and therefore allow the ship to be more fairly pointed).

Added Cruiser stats, where BioMorphs count as a broadside weapon choice.
Broadside weapon choices are a straight 2 choices rather than 1 or 2. (same reason as for the Hive Ship, but in this case it's far more extreme!)

Added Kraken stats.

Added Vanguard Drone stats.

Added Escort Drone stats, with 4+ armour!

Restructred the fleet list so that the relation between Hiveships and Escort Drones is more clear!

Made the Hive Ship and Cruiser come with Massive Claws as their Prow weapon (and feeder tentacles for the Hive Ship), which can be replaced with the normal options.
The reason for this is to better price the 2nd set of Massive Claws as 2 sets are more than twice as good as one set!
The reason it is not just a difference in cost (i.e. the Prow set being cheaper than the Dorsal one) is that people may assume that it is a typo, as all the other weapons will cost the same!

Added examples of ship classes! Escort class names are next to the weapon type.

Added examples of ship classes! Using new made up names.

Added full range of Campaign rules!

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 Post subject: My Tyranid Fleet
PostPosted: Sat Jul 14, 2007 3:52 pm 
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I've playtested the majority of these rules using the normal Nid ship stats and points, these are woefully inaccurate, so watch this space for an updated set of Nid ships!

Please Ask questions, point out typos or bits of english that just don't make sense and give suggestions!

Cheers,

RayB

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 Post subject: My Tyranid Fleet
PostPosted: Sat Jul 14, 2007 4:28 pm 
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Monday I'll get back to you.

This I understand,
the point value thread absolutely not. :)

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 Post subject: My Tyranid Fleet
PostPosted: Mon Jul 16, 2007 4:43 am 
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Hive Ship
Battleship/16, 15cm speed, 45*Turns, 2 Shields, 5+ Armour, 4 turrets

PROW(1) Massive Claws and Feeders tentacles.
Pyro-Acid Batteries, 45cm, 8, Front
Bio Plasma, 15cm, 4, L/F/R
Torpedoes, 15cm, 6, Front

DORSAL(Thorax)(1) Massive Claws and Feeders tentacles.
Pyro-Acid Batteries, 45cm, 8, Front
Bio Plasma, 15cm, 4, L/F/R
Launch bay, 15cm, 2, N/A
Torpedoes, 15cm, 6, Front

PORT and STARBOARD(2 or 3) Pyro-Acid Batteries, 30cm, 4, Left AND Right.
Bio Plasma, 15cm, 2, Left AND Right.
Launch bay, 15cm, 1, N/A (1 each side).

Hive Ship Bio Morphs (you may only take a maximum of 1 Bio Morph for each Hive Ship)
Solar Vanes and Adrenaline Sacs: +5cm speed and +1D6cm AAF.
Reinforced Carapace: +2 Hits.
Extra Spore Cysts: +1 Shield and +1 turret.

Hive Mind Powers (you may take any Hive Mind Powers once for each Hive Ship)
Imperative: +2 hits. +1 Ld for any ships using the Hive Ships leadership (including the Hive Ship).
Influence: 1 re-roll to be used on any ships using the Hive Ships leadership (including the Hive Ship).
Psychic scream: Enemy ships within 15cm of the Hive Ship suffer -2 to their leadership value.

***This weapons load out is similar to that in Armada, now let me abuse it:

Hiveship 1, ordnance support!
Prow Torpedoes, 15cm, 6, Front
Dorsal Launch bay, 15cm, 2, N/A
Port Launch bay, 15cm, 3, N/A
Starboard Launch bay, 15cm, 3, N/A
Extra Spore Cysts, Imperative, Influence.

(This is a slug with a fair amount of ordy, consider the launch capacity, you'll see at 'least' triple its AC 'limit' when the enemy get in range! Too good?)

Hiveship 2, Shooty!
Prow Pyro-Acid Batteries, 45cm, 8, Front
Dorsal Pyro-Acid Batteries, 45cm, 8, Front
Port Bio Plasma, 15cm, 6, Left
Starboard Bio Plasma, 15cm, 6, Right
Extra Spore Cysts, Imperative, Influence.

(This is a monster! 16PAB's while closing (on lock-on), then 6 'chance' shots from bio-plasma, at abeam targets. But it's not overpowering, look at the IN Emperor which has similar and better stats, but less resilience).

Hiveship 3, boarding nightmare!
Prow Massive Claws and Feeders tentacles.
Dorsal Massive Claws and Feeders tentacles.
Port Bio Plasma, 15cm, 6, Left
Starboard Bio Plasma, 15cm, 6, Right
Solar Vanes and Adrenaline Sacs, Psychic scream, Imperative (for the extra hits).

(This is hard to compare with anything in the game, except maybe a Chaos desolator tooled up for boarding. This Hiveship is horrible in a boarding action and will most likely kill whatever it boards, or whatever has the courage to board it! It's main problem is that its slow and hard to manoeuvre. But with the good options of 'shooty' and 'ordy' I think this is fine!) ?

Of the 3 above I think the carrier is the best option as it can flood the sky with pepper corn death! ?:D

To bring it inline with the others (conveniently) making the biomorph an upgrade that replaces a broadside weapon would be cool and more efficient! Would be good for the Cruisers as well. Which means Biomorphs will no longer be a straight no brainer option! ? :)

Broadside PAB's weren't used because I prefer lance type weapons when the fleets meet, but PAB's have got better range so are more flexible. It's my preference, a good shot or no shot rather than pedestrian (but viable) salvoes.

Prow and Dorsal Bio-plasma weren't used as hiveships are horribly slow, but using the speed biomorph you could get a decent salvo in range effectively, its just that the cruisers can do it better!

Reinforced Carapace wasn't used, simply because the Hiveship has enough hits to feel comfortable with, better to have more shields!

Cruisers next!

Cheers,

RayB

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 Post subject: My Tyranid Fleet
PostPosted: Mon Jul 16, 2007 5:39 am 
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Cruiser
Cruiser/10, 20cm speed, 45*Turns, 1 Shields, 5+ Armour, 2 turrets

PROW(1) Feeder tentacles
Massive Claws
Pyro-Acid Batteries, 30cm, 4, L/F/R
Bio Plasma, 15cm, 2, L/F/R
Torpedoes, 15cm, 3, Front

DORSAL(Thorax)(1) Feeder tentacles
Massive Claws
Pyro-Acid Batteries, 30cm, 4, L/F/R
Bio Plasma, 15cm, 2, L/F/R
Launch bay, 15cm, 1, N/A
Torpedoes, 15cm, 3, Front

PORT and STARBOARD(1 or 2) Pyro-Acid Batteries, 30cm, 4, Left AND Right.
Bio Plasma, 15cm, 2, Left AND Right.
Launch bay, 15cm, 1, N/A (1 each side).

Cruiser Bio Morphs (you may only take a maximum of 1 Bio Morph for each cruiser, replacing a broadside weapon choice!)
Solar Vanes and Adrenaline Sacs: +5cm speed and +1D6cm AAF.
Reinforced Carapace: +2 Hits.
Extra Spore Cysts: +1 Shield and +1 turret, the ship now has a large flying base.

***This is quite different from Armada, most notably the use of Launch bays. Now I know that the Lb's were limited to Hiveships as they are the 'factories', but there is no harm in letting the cruisers have them as well, after all they could be infant (or adolescent!) hiveships!
Also the reduction of the firepower is quite significant for certain weapons (like the PAB's or torps), this is simply because Nid cruisers could be sick! (16PAB's out of a broadside with 4 torps in the prow!)

Right, now to abuse it!:

Cruiser 1, ordnance support!
Prow Torpedoes, 15cm, 3, Front
Dorsal Launch bay, 15cm, 1, N/A
Port Launch bay, 15cm, 2, N/A
Starboard Launch bay, 15cm, 2, N/A
(No biomorphs)

(Once again you'll see at 'least' triple its AC 'limit' when the enemy get in range! But the ship will fold like paper if it comes under fire, and if its braced or crippled it won't be able to launch! Hiveships are just better as carriers)

Cruiser 2a, Shooty!
Prow Pyro-Acid Batteries, 30cm, 4, L/F/R
Dorsal Pyro-Acid Batteries, 30cm, 4, L/F/R
Port Pyro-Acid Batteries, 30cm, 4 Left
Starboard Pyro-Acid Batteries, 30cm, 4 Right
Extra Spore Cysts.

Cruiser 2b, Shooty!
Prow Bio Plasma, 15cm, 2, L/F/R
Dorsal Bio Plasma, 15cm, 2, L/F/R
Port Bio Plasma, 15cm, 2 Left
Starboard Bio Plasma, 15cm, 2 Right
Solar Vanes and Adrenaline Sacs.

(2 quite different cruisers, it would be a mistake to mix the weapons as bioplasma ignores everything that gives pyro acid batteries grief! So pyroacid for whacking capships and bioplasma for anything really! Both good ships, with their firepower limited by the chosen biomorphs, but still very effective!)

Cruiser 3, boarding nightmare!
Prow Massive Claws
Dorsal Massive Claws
Port Bio Plasma, 15cm, 2, Left
Starboard Bio Plasma, 15cm, 2, Right
Solar Vanes and Adrenaline Sacs.

(Horrible! Note: the Bioplasma is there for the odd critical hit absorbtion as a port or starboard crit would take out the prow MC's which would nerf the ship considerably! Even with just 1 shield this creature should chomp it's way through a cruiser or 2, unless crippled, but when BFI'd it'll still be able eat the enemy ships, only with its eyes closed! **This thing could on a very good day AAF, Ram(10D6!!!), BFI(ramming hurts), MC's halt the ship, then attack the enemy(4D6), then attacks again in the endphase(4D6), then the the nid cruiser boards!(Mwhahaha!), *Would this ship be broken if it had a large base? YES!!!!

Of the 3(4) above I think the boarder is the best option with the shooty a close second. The shooty one can cope with being crippled however and so would be good in a squadron. Also it has more resilience(if PAB), which is always nice!

Feeder Tentacles weren't used, as escorts (like Vanguard drone ships) are far better at using them! Hmm, they're still useable especially when mixed with bioplasma broadsides. They should just be cheap!

Reinforced carapace was again discounted! In this case though I can see it being used for the boarder as 20cm is enough speed for this cruiser to be viable. However 25cm is far more useable! RC is just going to have to be a cheaper option!

Escorts next!

Cheers,

RayB

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 Post subject: My Tyranid Fleet
PostPosted: Tue Jul 17, 2007 1:48 am 
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Right, Escorts!

Kraken
Escort/2 hits, 25cm speed, 90*Turns, 0 Shields, 5+ Armour, 0 turrets, 4+ save as if on BFI (can?t BFI).
Pyro-Acid Batteries, 30cm, 2, Front (It comes with PAB's to 'equalise' the options).
(Also note that the Kraken will be best used in a mixed squadron with Vanguard drones, and will be able to use the vanguards turrets to fend off AC.)

(+1 of the following) Feeder tentacles (This is an okay option, it's a quick ship so will be able to make good use of them, better for the Vanguard drones though! Should be a cheap option).
Massive Claws(Ramsmitter) (truly awesome, these guys can ram(in smaller squadrons, 6), and chew you up!
Pyro-Acid Batteries(Death Burner), 30cm, 4, Front (Excellent, what firepower, it's only front though).
Bio Plasma(Smeltfeaster), 15cm, 2, Front (Nice, but with the mixture of weaponry it's obviously better to shoot these suckers first!)
Torpedoes, 15cm, 3, Front (Nid Torps suck, 2 wasn't enough! 3 is okay, 4 would be over the top)


Vanguard Drone Ship
Escort/1 hits, 25cm speed, 90*Turns, 1 Shields, 5+ Armour, 2 turrets

(1 of the following) Feeder tentacles (Possibly the best choice, but you may be dragging the entire squadron into the enemies fleet, good to mix in with a Ramsmitter squadron).
Pyro-Acid Batteries, 30cm, 2, Front (a little firepower to add to that of the Kraken).
Bio Plasma, 15cm, 1, Front (Nice, fast and simple, why wasn't this option there before!)

Notes: Enemy, excluding ordnance, within 15cm of a Vanguard drone ship can always be targeted by other Tyranid ships.
+1 Leadership to the Vanguard squadron per Drone Ship.


Escort Drone
Escort/1 hits, 15cm speed, 45*Turns, 1 Shields, 5+ Armour, 1 turrets
(A very simple crappy escort hull, *it's tempting to give them 4+ armour!)

(1 of the following) Feeder tentacles (It's a bloody slow escort, so it'll be hard to use, but then it is a powerful weapon!)
Pyro-Acid Batteries, 30cm, 3, Front (PAB's are obviously the best option for such a slow escort, that's why I've reduced the firepower in comparison to the other weapons).
Bio Plasma, 15cm, 2, Front (if you had a full squadron of these guys descend on you on mass you'd know about it!)

I really want escort drones to be cheap as chips, I think giving them 4+ armour would suit them quite well.

Cheers,

RayB

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 Post subject: My Tyranid Fleet
PostPosted: Tue Jul 17, 2007 10:23 pm 
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Scenarios are a problem with Nids, and having them in a campaign is silly from a background point of view (because if they were taking worlds they would eat them!). This may sound like fun, but it would force the other players to pick on the Nid player to stop him from 'destroying' worlds in any game he wins! Also If nids were to attack a world (in fluff terms) it would be with overwhelming numbers compared to the 'skirmish' sized games normaly played (500pts -1500pts).

So I think Nids should be Raiders, but they shouldn't have a pirate base, and other special rules will have to be invented to deal with them as well!

The Scenarios in a campaign to be played by a small splinter force (Raiding sized fleet) should be as follows:

1. RAID Cruiser Clash
2. RAID The Bait
3. RAID The Raiders
4. RAID Blockade Run
5. BATTLE Suprise Attack
6. BATTLE Fleet Engagement

*That's a nice D6 roll! If a Major Raid is rolled for roll 2D6 and take the highest!

Scenarios that shouldn't be played are:

RAID Convoy (It's a bad scenario anyway! Also any transports that near to a Hive fleet are too stupid to be allowed to live!) ?
BATTLE Exterminatus (Nids would never do it, If someone else want to do it to a world being eaten by nids that's fair play)
BATTLE Planetary Assualt (This should have a special version for nids, and be renamed 'All is lost'! (kinda like in B5 when the Earth Alliance are trying to evacuate as many transports as they can before the end comes! When the Mimbari come to destroy Earth. But hardly any one would assault a Tyranid world, that's just crazy!)
BATTLE Escalating Engagement (If Nids were that scattered something really bad has already happened to them! But with their limited speed the Hive Ships will arive last, meaning you've lost the game! This Scenario is just rubbish for Nids! Unless they are only using Vanguard Squadrons, but then it is a BATTLE size game so just having escorts will break the Nids back! This scenario should just be ignored for Nids!)

Looking at this there is a possibility for those who want to use Nids as a full Battle Fleet.

Raids:
1. Cruiser Clash
2. The Bait
3. The Raiders
4. Blockade Run
5. Suprise Attack
6. Fleet Engagement

Battles:
1. Major Raid (roll again on the Raid Table playing a Major Raid)
2-3. Exterminatus(nids as defenders)/Planetary Assault(nids as attackers)
4. Suprise Attack
5-6. Fleet Engagement

Both Types of Campaign Play would require extra special rules. I think Raid is the best way to go, while having a full battlefleet as opponents permision only!

Cheers,

RayB

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 Post subject: My Tyranid Fleet
PostPosted: Wed Jul 18, 2007 4:15 am 
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In a campaign Nids shouldn't be penalized in terms of resources for their escorts being killed.
Experience, Refits, and the benefits 'you' as the admiral bring to your fleet is why Campaigns are worth playing. So not being able to improve your leadership, or get crewskills or have a fleet commander really sucks!

Instead of leadership or crew skills (and in a funny kinda way instead of refits) the ships should receive some sort of bonus for surviving a game, in the same way your leadership can go up (or down) in a campaign.

The followoing bonus' should be considered(from Warp Rift):

After each battle roll on this table for each ship or squadron of escorts used.
Escorts suffer a ?5 modifier on this roll and Cruisers suffer a ?1 modifier to this roll.
Roll 2D6 and apply the result if wished (Note you may decide the mutation is worthless and ignore the roll and wait until next time).
If the ship or squadron has already taken the result rolled for or rolls below 2, the result counts as a ?Failed Evolution? (result 7 maybe taken twice and result 9 up to four times):

2: Failed Evolution, No change.

3: Failed Evolution, No change.

X4: Solar Vanes; +10%pts, +5cm speed.
The ship has Bio-engineered solar wings that spread to absorb the smallest of ambient solar energy. ?

5: Celestial fins: +5%, Not slowed by BM?s or Gas/Dust clouds.
The ship has developed a streamlined set of fins and constrictor muscles, making it easier to navigate through debris or gaseous terrain. ?

X6: Adrenaline sacs; +5%, +2 D6cm AAF.
The primary valves and constrictor muscles at the rear of the bio-ship have grown in size and strength.

*7: Extra spore cysts; +10pts, + 1 Spore cyst (Max of +2).
The ship gains one spore cyst. No more than two spore cysts can be gained in this manner. Escorts may only gain one additional spore cysts and Kraken may never gain spore cysts.

8: Accelerated healing; +10pts, Ignore blast markers when healing.
The bio-ship has enhanced its ability to heal when in a conflict having a honeycomb of secondary carapaces filling with healing enzymes or smaller creatures when critical damage is sustained.

*9: Reinforced Carapace; +10pts, +1 hit (max +4).
The creature has grown to an inordinate size with correspondingly reinforced endostructures and additional ablative carapace, increasing its total mass and capacity to sustain damage. The ship gains one hit. No more than four hits maybe gained in this manner. If a Cruiser attains 10 hits in this manner you ?may? replace the Cruiser with a Hiveship. The ?new? Hiveship will still have all other Evolutions but will have a totally new set of armaments, which may be picked as if you were designing a new Hiveship (as such the Hive ship will cost a great deal more than the original Cruiser).

10: More Discharge vents; +10%pts, Reduces turning distance by 5cm.
The number of discharge vents along the beast?s length has increased dramatically. The creature reduces the distance it needs to move before turning by 5cm.

11: Tenacity; +10%pts, When on AAF, BR, CTNH, weapons strength is unaffected.
The creature has evolved the capability of effectively bringing its weapons to bear on its enemies even when following the prerogative of the Hive Mind. When on All Ahead Full, Burn Retros or Come to New Heading special orders, it?s Pyro-acid batteries and Bio-plasma are unaffected.

12: Hive Mind Nexus; +0pts (Free), Range of Hive Mind increased to 60cm (but ?1 Ld over 45cm).
The Hive ships connection to the Hive Mind has grown exceptionally strong able to relay thoughts and override instincts at great distances.


4 and 6 are useable, as they are already available. These must be replaced.

7 and 9 need to be limited to once only.

The points are way off! Who wrote this!? ?:D

Also we should consider these:

a. Imperial, Space Marine, Necrons, Demiurg: Enlarged Bio-Plasma constrictor muscles; The ships Bio-Plasma weapons range is increased by 10cm at a cost of +5pts per point of Bio-plasma strength (All the ship?s Bio-Plasma have to be upgraded if this refit is chosen).

b. Chaos, Tau: Enhanced Pyro-acid conflagration enzymes; The ships Pyro-acid batteries cause fire criticals on a 5+ instead of 6+ (No change against Eldar/Dark Eldar) at a cost of 5pts per 4 points of firepower. (All the ships?s Bio-Plasma have to be upgraded if this refit is chosen).


Having upgraded BP or PAB's is nice, but these types of upgrade are little extreme!

On to more familiar campaign bonuses:

Auto pass or reroll a Command Check (or Synaptic control).
+1 leadership!
Roll 3D6 and discard the highest when roll for leadership checks.
The above bonuses specific to a special order type.


Right, so lets make a new and improved Evolution table!

Roll 2D6 as before, but escorts only roll 1D6 and cruisers have a -1 modifier. No result can be taken more than once, if a duplicate is rolled it counts as a failed evolution!

2 FAILED Evolution

3 Auto pass Synaptic control once per game.

4 Celestial fins: Not slowed by BM?s or Gas/Dust clouds.
The ship has developed a streamlined set of fins and constrictor muscles, making it easier to navigate through debris or gaseous terrain.

5 Roll 3D6 and discard the highest when rolling for leadership checks of a specific special order. Pick the desired special order!

6(Cruisers most likely result, escorts highest result) FAILED Evolution


7(Hive Ships most likely result) Tenacity; When on AAF, BR, CTNH, weapons strength is unaffected.
The creature has evolved the capability of effectively bringing its weapons to bear on its enemies even when following the prerogative of the Hive Mind. When on All Ahead Full, Burn Retros or Come to New Heading special orders, it?s Pyro-acid batteries and Bio-plasma are unaffected.

8 Reinforced Carapace; +1 hit.
The creature has grown to an inordinate size with correspondingly reinforced endostructures and additional ablative carapace, increasing its total mass and capacity to sustain damage. The ship gains one hit.

9 Accelerated healing; Ignore blast markers when healing (repairing critical hits).
The bio-ship has enhanced its ability to heal when in a conflict having a honeycomb of secondary carapaces filling with healing enzymes or smaller creatures when critical damage is sustained.

10 More Discharge vents; Reduces turning distance by 5cm.
The number of discharge vents along the beast?s length has increased dramatically. The creature reduces the distance it needs to move before turning by 5cm.

11 Extra spore cysts; + 1 shield, +1 turret.

12 Hive Mind Nexus; Range of Hive Mind increased to 60cm (but ?1 Ld over 45cm).
The Hive ships connection to the Hive Mind has grown exceptionally strong able to relay thoughts and override instincts at great distances.

Cheers,

RayB

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 Post subject: My Tyranid Fleet
PostPosted: Wed Jul 18, 2007 3:41 pm 
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The Promotions and demotions table should include repair points IMO, and escorts should be repaired automatically! The Promtions table could look like this:

Renown
1-5: 2 repair points, 1 reroll.
6-10: 3 repair points, 1 reroll.
11-20: 4 repair points, 1 reroll.
21-30: 6 repair points, 2 rerolls.
31-50: 9 repair points, 2 rerolls.
51+: 12 repair points, 3 rerolls.

The appeals should be the same, reinforcements, refits and other.
A refit would be a further roll on the Evolution (experience) table for any capital ship.
The 'other' option could be expanded on but I don't think it's really that important, if someone has the drive to do it let me know!

When appealing for a Hiveship it has to come with escort drones so you will have to use 2 sucessfull reinforcement rolls at the same time! So you'll only be able to do this with a renown of 11 or more!

Cheers,

RayB

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 Post subject: My Tyranid Fleet
PostPosted: Wed Jul 18, 2007 8:14 pm 
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Subplots!

Some of the normal Subplots really don't work for nids in rules terms let alone fluff terms! The following normal  subplots could be used for nids with perhaps a little rewording:

1 Gunnery Practice (needs to be reworded and renamed)
5 No Quarter!
6 Vendetta

1 Meteor Storm (For nids this also represents extended duty)
3 Unexpected help (Kinda makes sense, wouldn't really be unexpected though, needs to be reworded and named)
4 Navigational hazards
6 Enemy Plans (Hmm, this is a dodgy one, would nids really have the singular intelligence to find enemy plans? The rules work though!)

1 Suprise attack (rename as Shadow in the Warp!)
2 Secret intelligence (Genestealers.....)
3 Experimental ship (The leadership isn't that much of a problem, leave it in!)
4 Desperate mission (rename as 'Shoot the big ones!', select a Hiveship rather than Cruiser)
5 Decoy (This works really well for Nids, especially given a transports speed!)
6 Hit and Run

Right, so if I just drop one subplot we can have 2 tables:

1 Meteor Storm
2 Gunnery Practice
3 No Quarter!
4 Vendetta
5 Navigational hazards
6 Unexpected help

And Secret Ploys! Nothing desperately needs to be changed! Rewording it would be nice, but if we can just say it the Secret Ploys Table there is no extra work!  :D

Cheers,

RayB

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 Post subject: My Tyranid Fleet
PostPosted: Thu Jul 19, 2007 6:15 pm 
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Like with the Tyranid codex having examples of 'prebuilt' units will be very useful (Or at least that's the idea, I haven't ever used one of their examples!)

Now to pick which examples to use and come up with some names!

Hiveship 1, ordnance support. Charybdis?

Hiveship 2, Shooty! Void Kraken of Talassar or just Talassar(From BFG Mag 2)
*The Leviathan Hive Ship is just a bad version of this, but having Kraken in the name could be confusing!
Hiveship 3, boarding nightmare! Beast of Bhein Morr (From BFG Mag 2, but fairly different, actaully having broadside PAB's might be better for this ship than BPs as if its that close it may as well board!)

Cruiser 2a, Shooty! Pyroclaster

Cruiser 2b, Shooty! Razorfiend (From BFG Mag 10, this has to be a typo: 8 Prow Bioplasma!? Plus ordy)

Cruiser 3, boarding nightmare! Terrifex? (does this exist for something allready?)


Kraken Feeder tentacles. Stalker (From BFG Mag 10) (The Only Kraken without a name is the torp one!)

Vanguard Drone PAB's. Prowler (From BFG Mag 12)

Cheers,

RayB

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 Post subject: My Tyranid Fleet
PostPosted: Wed Jul 25, 2007 6:54 am 
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I'm not a known 'Nid player but I do like above suggestions.

Especially rules / stats.

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 Post subject: My Tyranid Fleet
PostPosted: Thu Jul 26, 2007 4:01 pm 
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Especially rules / stats.


There is little else to like!  :D

Cheers,

RayB

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