Brood Brother |
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Joined: Tue Sep 14, 2004 7:44 am Posts: 168
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To sort things a bit, here's a summary of what I propose. I've integrated remarks from Ulmo and really did my best...
CORE BOOK
Special Ability: Wounds Some creatures are so tough that they will not die on the first damage. These are represented as having a wound characteristic. Against a shooting attack, place a wound marker next to such a model each time it fails its armor save. Creatures with multiple wounds suffer more damage from Close Combat than from shooting attacks. A creature with multiple wounds will suffer 1 wound for each point it loses a Close Combat. Some weapons or abilities slay the target outright. In the case of creatures with wounds, these weapons inflict as many wounds as the model's wound characteristic. When a unit has accumulated as many wound markers as its wound characteristic or more, it is destroyed.
Special Ability: Regeneration These units are able to heal or repair themselves. Unless otherwise stated, They have a wound characteristic of 1. See "Wounds" special ability for the manner wounds are inflicted. A Regenerating unit may never receive more wounds than its wound characteristic from a single attack, whether shooting or close combat. Yet, there is no upper limit to the number of wound markers on a regenerating creature. When such unit should be destroyed because of cumulative wounds, put it on the side: it is not immediately removed from play but counts as downed and can be further wounded. While downed, the creature cannot move, fire, nor use psychic powers. It rolls no dice in Close Combat, using only its base CAF when fighting attackers. Apart from those differences, shooting and close combat are resolved as usual. During the End Phase the creature may recover. Roll a D6 for each wound marker and remove it on a roll of 4+. If the number of wound markers remaining is equal or greater than the wound characteristic, then the regenerating creature is finally removed from play; otherwise, it stands up and can resume fighting. If a regenerating unit is damaged by an ethereal psychic attack, it is irrevocably destroyed as these attacks usually do not leave anything behind to regenerate.
Special Ability: Structure Points and Autorepair Some units are able to withstand an impressive amount of damage, and even to repair their own structure as regenerating creatures do. Structure Points and Autorepair special abilitiy work exactly the same way than Wounds and Regeneration, but refer to Inorganic units instead.
TYRANID BOOK Bio-titan paragraph, change Regeneration and Hit location template rules to the following:
Critical hits Bio-titans do not have shields, instead relying on their natural armor and toughness as well as multiple wounds for protection. Bio-titans are regenerating, multi-wound creatures and follow usual rules for both. Any wounding hit may also cause critical damage. On hit location templates, the numbers listed in the individual locations are not Armor values but the chance of a critical hit. When firing at a Bio-titan follow these steps: 1) Declare fire, roll To-Hit and scatter the shot normally. Unless the shot scatters off the template, use the Overall Armor Value for the given facing (front, side, etc). If you penetrate the armor you do one wound to the Bio-titan. 2) Look at the location and roll a D6. If you?ve rolled equal or over the critical hit number for that location, you?ve done a critical hit. A critical hit allows a roll on the location damage table. This may yield additional wounds to the Bio-titan and/or special damage, like CAF or movement penalties. Apart from extra wound counters, special damage are not cumulative: for a given location, only the worst special damage applies. For example, if Bio-titan left leg is both "damaged" and "heavily damaged", the movement rate is reduced by 10 cm. All Special damage in a given location may be regenerated in the end phase by rolling on a single die as much as the target number to inflict a critical hit. Hence, a leg ripped away will grow again on a 4+, a weapon blown off will grow again on a 5+, a Head nerve core damage will be healed on a 6, and so on. Additional wound markers received through critical hits are not removed this way; they just add up to the ones already received by the creature and are removed through usual regeneration rules.
Penetrating weapons Penetrating weapons have a greater effect on Bio-titans. A Penetrating +X weapon adds X wounds each times it damages a Bio-titan. Chances to get a critical hit are not affected, but the penetrating bonus applies to all rolls on a location damage table as usual.
Legs Bio-titans have four legs. Each count as a different location even if they share the same damage table. Movement penalties are therefore cumulative as long as different legs are affected: "damaging" the left front leg and "heavily damaging" the right front leg will reduce the titan movement by 15 cm. Each leg location special damage may be regenerated separately. Keep track of the status of each leg to know how far the Bio-titan is able to move.
Hit location tables: pg 15: "Hieropant Template", should be Hierophant Template Weapon 2-4 text becomes "The weapon is smashed by the hit, inflicting 1 extra wound. The weapon may not fire until regenerated." Head 1-2 text becomes "If able to move, the Bio-titan staggers..." Head 3-4: remove last sentence. Leg 5: "Its CAF is halved..." and not "It's CAF is halved..." Thorax 6 text becomes "The thorax is deeply punctured and starts to pour out body fluids inflicting D6 wounds now and D6 wounds in every Orders Phase, until regenerated." Hierophant Abdomen 4-5: The abdomen is impaled, inflicting 1 extra wound. Troop stands being carried must make a saving throw or be destroyed. Survivors are disgorged as in 1-3 (above). Hierophant Abdomen 6: The abdomen is slashed open and body fluids gush out, inflicting D3 extra wounds. Troop stands being carried must make a saving throw or be destroyed. Survivors are disgorged as in 1-3 (above). (there is no difference between "must make a saving throw or be destroyed" and "are hit with 0 TSM" so one variant should be removed)
I hope it clears things a bit... 
_________________ : : www.stephane.info : : "It's better to enlarge the game than to restrict the players" -- Eric Wujcik
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