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Non-PDF v7.0 List

 Post subject: Non-PDF v7.0 List
PostPosted: Wed Apr 19, 2006 2:16 am 
Brood Brother
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Location: Utah, pick a Pacific Island the other half of the year.
Hamman?s World
Phase IV ?Subdual? Tyranid Army List v7.0

T1.1 SPECIAL RULES
Strategy Rating: 1
Initiative Rating: 2+

T1.20 UNSTOPPABLE
Tyranid formations never receive blast markers and therefore can never be suppressed or broken by them. As long as they are under the control of the greater hive mind they, quite literally, don?t know the meaning of fear and will mindlessly sell their lives to bring victory to the greater hive mind. Tyranid formations that lose an assault must still make a normal withdrawl as described in the Epic-A rule book for withdrawls, the only exception being that the formation itself is not broken at the end of that withdrawl.

Tyranid formations ?that lose an assault must still make a withdrawal move, and any units that end their move within 15cms of an enemy unit will be destroyed, but the formation itself is not broken.

T1.30 SYNAPSE GROUPS
Every swarm is controlled by a Synapse Group which is formed before the start of the battle and is made up of from one to three selections from the Synapse Creature list. Once formed this group cannot be added to, nor control more then a single swarm.

T1.40 TYRANID SWARMS
The Tyranid army is divided into three basic types of units, these are; Brood Creatures, Independent Creatures, and Synapse Creatures (with Brood Creatures themselves being further subdivided into Uncommon Brood Creatures, and Common Brood Creatures). Each creature?s type is noted on their individual data sheets and in the army list that follows.

Independent Creatures are organized into formations like other units. They are treated in all ways as if they were a normal formation in Epic-A, as this concerns coherency, and formations.

Synapse creatures and brood creatures are treated a bit differently. Instead of having a fixed formation brood creatures are purchased as individual units that will become part of a swarm that is controlled by synapse creature group. It must be understood that the Swarm is the formation, and that both the synapse creature group controlling it, and the brood creatures in it, are a single formation containing units.

At the start of the game the Tyranid player first makes synapse groups from synapse creatures. Then the player simply assigns one, or more, brood creatures to a synapse creature groups thus creating a formation called a swarm, until all the brood creatures have been assigned. All such swarms must be set up in a legal formation using the instructions for the scenario. In addition the units must be set up within 15cm of the synapse creature group. If the Tyranid player wants they may hold some brood creatures back and not assign them to any synapse creature group. These unassigned brood creatures may be used when a swarm spawns during the game (see T1.40 Spawning).

Starting with the second turn, and all subsequent turns, a swarm consists of it?s original synapse creature(s), and all the brood creatures within 15cms of those same synapse creature(s). Brood creatures that are within 15cms of synapse creatures from different swarms may join either swarm as designated by the Tyranid player (We recommend that the units that are in doubt be turned to face the swarm they belong to, to avoid confusion later in the turn).

Further, Tyranid ?units must maintain coherency within their swarms as normal (ie 5cms for normal units, DC x 5cms for war engines) and brood creatures must also maintain 15cm coherency distance with a synapse creature from their swarm for the turn. Aside from the additional requirements of synapse coherency, normal coherency rules apply. It is important to note that the death of a swarms synapse creature(s) doesn?t prevent that swarm from taking an action during that turn, (all they must do is remain in normal coherency), and it will have no possible adverse effects on them till the start of the next turn.

The only exceptions to synapse coherency are if the swarm is under the sole control of a synapse node (either type). This swarm?s brood creatures are allowed to move beyond both synapse and normal coherency of the node (The ?released? brood creatures must still remain in coherency of each other) as part of a single action. This action has no adverse effects on the node. Or the brood creatures are carrying out an engage action, in which case they can ignore synapse coherency, however normal coherency rules still apply.

Any brood creatures that start a turn not within 15cms of a synapse creature will go to ground and are removed from play. Although not dead it is assumed that the creatures have reverted to their animalistic instincts and are lurking on the battlefield waiting for an easy chance to get their next meal. These brood creatures may return to the game using the Spawning action (T1.50) described below.

In all cases the organization of the swarms is determined at the very start of the turn before anything else, like Teleports, Strategy Roll, etc.

T1.50 SPAWNING ACTION
One of the most terrifying things about fighting the Tyranid army is there seems to be no end to the number of creatures in the army. Even if an attack is stopped more tyranids will soon appear to renew it. Some of these will be brood creatures that have gone to ground earlier in the battle but now have been incorporated back into the hive mind?s control, while others will be reinforcements sent by the hive mind to sustain the attack.

To represent this endless stream of claws Tyranid formations that carry out a Spawning ?Action during the Rally Phase. This Spawning Action allows the Tyranid player to return brood creatures to play that have been killed, gone to ground, or were held off table before the start of the battle. Also note that only brood creatures can be spawned, not synapse creatures, or independent creatures as these creatures are to rare to be spawned back in this manner.

Each swarm may return 1D6 spawning points worth of brood creatures back into play for each synapse creature formation bought for the swarm, and still in play, plus any modifiers that apply to the synapse creature formation(s) bought for the swarm (Thus a swarm led by 3xTyranid Warriors would roll 1D6+2 spawning points, while a swarm led by a Hive Tyrant and 3xTyranid Warriors would roll 2D6+6 spawning points). Also roll an extra 1D6 spawning points if there are no enemy units within 30cms of any unit in the swarm. The swarm may also add 1D6 spawning points by adding ONE myecetic spore that to the swarm during the spawning action (up to a maximum of ONE myecetic spore may be added to a single spawning action). It should be noted that the Tyranid Warrior group does not drop in spawning points if it takes losses, but obviously cannot spawn anything if it is wiped out. In the Data Sheets for the units the modifiers to the 1D6 roll are noted in synapse thus Synapse (x) with ?x? being the modifier added to the 1D6 roll. So a Tyranid Warrior group of 3xTyranid Warriors is Synapse (+2), or 1D6+2 spawning points. Here follows a compilation of the groups and there Spawning Points.
Lesser Synapse Node: 1D6
Tyranid Warrior/Harridan: 1D6+2
Hive Tyrant/Vituperator/Greater Synapse Node: 1D6+4
Dominatrix: 1D6+6

The Tyranid player uses the number of spawning points rolled to return brood creatures that are off table and return them to the battle. Each brood creature type has a spawning value based upon it?s general availability, or lack there of, to the Tyranid army as a whole. The cost for spawning back a creature is noted in their data sheet under notes as Brood (x) where in x equals the units spawning points.

Place any units spawned back by a swarm within 5cms of any synapse creature(s) from that swarm. Spawned units may not be placed in the zone of control of an enemy unit, or in impassable terrain.

T1.60 WAR ENGINE REGENERATION
Really large Tyranid creatures (the size of most Imperial War Engines) are covered inside and out with symbiote creatures that swarm in and around the creature healing wounds, repairing damaged tissue, and stemming the flow of vital bodily fluids. This makes Tyranid war engines dangerous foes indeed as an unwary Princep may think he has given one of them a mortal wound only to have that same creature pull itself up from the ground and attack. To represent the actions of these symbiotic creatures during the Rally Phase the Tyranid player rolls 1D6for each starting DC capacity of a war engine. For each roll of 6+ that war engine recovers on of it?s lost DCs. As these symbiotes cannot increase the size of a Tyranid war engine, nor make it stronger, these rolls can only be used to replace a war engines lost DCs. Also, regeneration may not be used to bring a WE back to life once it?s dead, it is dead.

T1.70 GT VICTORY CONDITIONS AND TYRANIDS
Because of the unique nature of the Tyranid army, and the completely alien Hive Mind that controls it, it doesn?t ?see? military objectives in the same way that most sentient commanders, of any number of known races in the, galaxy do. For example a sentient commander would keenly feel heavy losses in personnel, while the Hive Mind thinks no more of expending gaunts in battle then most sentient commanders would ammunition. This ?alien outlook? requires some changes in the way that GT objectives are treated by the Tyranid army.

T1.71 Objectives
Brood creatures can be best described as almost mindless drones whom the Hive Mind gives some direction to, while at the same time letting that same creatures instinctive behavior do the rest. In effect the Hive Mind only tells the brood creatures where to go and how fast to get there and leaves the detailed work of fighting to the brood creatures instinctive behavior. So the real truth is the brood creatures have no idea why they are going where they are going, nor what they are supposed to be doing once they get there, so they could walk right past the objective they have been sent to secure!

Fortunately the Hive Mind does provide this ?more detailed? bit of information to the ?higher creatures? (Independents and Synapse) that make up the army so that at the very least these positions, that it deems vital, can be secured.

To represent this effect in the Tyranid army only independents creatures and synapse creatures (not brood creatures) can be used to gain control over, or contest battlefield objectives.

T1.72 Break Their Spirit
The Tyranid army basically has no morale that any opponent can take advantage of, in fact their behavior is so instinctive in nature that it is doubtful that they have any feelings at all. While this is one of the great strengths in the way that the Hive Mind uses it?s lesser creatures, it also requires that the army use centralized control, via synapse creatures, to keep the mindless mass moving where it needs to go. So while it is impossible for an opponent to attack and degrade the Tyranid army?s morale, it is possible to eliminate the synapse creatures providing the link between the Hive Mind and it?s drones and degrade the effectiveness of the army.

To represent this trait the Break Their Spirit goal is based upon the number of synapse creature units still on table in the Tyranid army compared to those that are in the dead pile. If the number of synapse creature units left on the table is equal to, or less then, the number of synapse creature units in the dead tray off table then the opponent has achieved the Break Their Spirit goal. Undeployed synapse creature units do not count toward, or against, this goal.

T1.73 Tie Breakers
All armies, including Tyranids, are effected adversely by losses in both personnel and equipment. In all other armies these losses directly effect the formations that make up the army with losses of 50%, or more, resulting in that formation becoming combat ineffective till it can be rebuilt. In effect the army has lost 100% of that formations ability to fight until it?s return.

The Tyranid army doesn?t suffer attrition in this way. Synapse creatures can scower the battlefield and in mere minutes scoop up enough brood creatures that have gone to ground to put together a fit ready to fight formation ready to have at the enemy. When one speaks of attrition and the Tyranid army one must ignore what occurs on even a major battlefield and think on a planet wide scale, and even this itself makes it more difficult to judge what effects losses have had on them. The only thing that is clear is that the effects of attrition vary with what types of creatures the Tyranid army looses, difficult to produce synapse creatures losses are keenly felt, while gaunt brood creatures losses are far less noticed, but not ignored.

To represent these effects on the battlefield the Tyranid army doesn?t use formation size at the end of a battle to determine points the opponent receives for a Tie Breaker. Instead the opponent receives the following points for each creature, by type, that is in the dead tray, or off table, at the end of the battle.
Synapse Creature units are worth two times their point value
Independent Creatures units are worth their full point value
Brood Creatures units are worth half their point value rounded down.

T1.80 Template Weapons
1): Position the template so that it is touching the end of the mouth of the weapon, and with the entire template within the firing arc of the weapon. If using more then one template then they must be placed at the same time and may overlap.
(2): The template must be placed to cover as many enemy units from the target formation as possible, within the arc of the weapon, or the template can be repositioned by the opponent to any other position that is in LOF. If multiple templates are being used then each succeeding template must cover as many units as possible from those that are not already being attacked by another template.
(3): Determine how many units are under the template. If the weapon is fired at aircraft only aircraft models are counted. If weapon is fired at ground then aircraft units are not counted. A unit is under the template if; (a) Any part of the model falls under the template; (b) At least one enemy model on a stand falls under the template.
(4): Roll a die for each infantry unit (as one block) and each vehicle unit (as a second block), scoring hits and carrying out saves as would normally be done for shooting.

ARMY LIST

SYNAPSE CREATURE
(up to 1/3 of the armies points may be spent on these groups)

Dominatrix: 1 x Dominatrix unit: 500 points (Note #1)
Harridan: 1 x Harridan unit: 225 points
Hive Tyrant: 1 x Hive Tyrant unit: 100 points
Tyranid Warrior Group: 3 x Tyranid Warrior units: 150 points
Greater Synapse Node: 1 x Synapse Node unit: 75 points
Lesser Synapse Node: 1 x Lesser Synapse Node unit: 50 points
Vituperator: 1 x Vituperator unit: 325 points
(#1: You can purchase more then one Dominatrix, however only one of them can be designated as the Supreme Commander.)

INDEPENDENT SWARMS
(up to 1/3 of the armies points may be spent on these swarms)

Genestealer Swarm: 6 to 9 Genestealer units: 25 points each
0-2 Lictor Swarms : 2 to 5 Lictor units: 50 points each
Hierophant: 1 x Hierophant: 250 points
Hydraphant: 1 x Hydraphant : 350 points

UNCOMMON BROOD CREATURES
(up to 1/3 of the armies points may be spent on these units)

Biovore 25 points
Carnifex 35 points
Haruspex 50 points
Hierodule 100 points
Zoanthrope 35 points
Exocrine 75 points
Myecetic Spores 25 points

COMMON BROOD CREATURES
(At least 1/4 of the armies points must be spent on the following Brood Creatures)

Ravaner 30 points each
Gargoyle 20 points each
Termagaunt 15 points each
Hormogaunt 15 points each

Dominatrix
Type /Speed /Armor /Close Combat /Firefight
WE /25cm /4+ /4+ /4+
Weapons /Range /Firepower /Notes
Warp Blast /30cm /AP4+ AT4+ AA5+
Bio-Plasmic Breath /Template /MW 5+ /Ignore Cover
Monstrous Claws /Base Contact /MWTK (D3) /+2 attacks
Cluster Spines /(15cm) /small arms
notes: DC-8, Supreme Commander, Fearless, Walker, Reinforced Armor, Synapse (+6). 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 Dominatrix loses one DC.
6: The Dominatrix?s Symbiote is killed and it is no longer treated as a Supreme Commander

Harridan
Type /Speed /Armor /Close Combat /Firefight
WE /35cm /4+ /4+ /5+
Weapons /Range /Firepower /Notes
2 x Bio-Cannon /45cm /MW 5+ /Ignore Cover
Spore Cannon /Template /MW 5+ ?AA5+ /Ignore Cover
Huge Claws /Base Contact /MW /+2 attacks
Notes: DC-2, Reinforced Armor, Skimmer, Synapse (+2), Fearless, Transport (Four Gargoyles)
Critical Hit: Roll 1D6 and consult the chart below.
1-5: The Harridan loses one DC.
6: The Harridan is killed

Vituperator
Type /Speed /Armor /Close Combat /Firefight
WE /30cm /4+ /4+ /4+
Weapons /Range /Firepower /Notes
2xBio-Cannon /45cm /MW5+ /Ignore Cover
Spore Cannon /Template /MW 5+  AA5+ /Ignore Cover
Monstrous Claws /Base Contact /MWTK (D3) /+2 attacks
Notes: DC-4, Commander, Reinforced Armor, Skimmer, Synapse (+4), Fearless, Transport (Eight Gargoyles, Termagaunts, Hormogaunts, Raveners, Hive Tyrant, Tyranid Warrior.
Critical Hit: Roll 1D6 and consult the chart below.
1-5: The Vituperator loses one DC.
6: The Vituperator is killed.

Greater Synapse Node
Type /Range /Armor /Close Combat /Firefight
WE /0cm /4+ /6+ /6+
Weapons /Speed /Firepower /Notes
Ripper Swarm /(15cm) /small arms
Notes: DC-2, Reinforced Armor, Fearless, Synapse (+4), Teleport (may only teleport into the Tyranid table half)
Critical Hit: The Node is killed.

Lesser Synapse Node
Type /Speed /Armor /Close Combat /Firefight
AV /0cm /4+ /6+ /6+ 6+
Weapons /Range /Firepower /Notes
Ripper Swarm /(15cm) /small arms
Notes: Reinforced Armor, Synapse, Teleport, May not Garrison

Hive Tyrant
Type /Speed /Armor /Close Combat /Firefight
AV 15cm /3+ /3+ /4+
Weapons /Range /Firepower /Notes
Venom Cannon /30cm /AP5+ AT6+
Huge Claws /Base Contact /MW / CC weapon +1 attacks
Notes: Commander, Fearless, Invulnerable Save, Walker, Synapse (+4)
(Hive Tyrant may be given wings adding Jump Pack, Speed 25cm, but reducing it?s armor save to 5+)

Tyranid Warrior
Type /Speed /Armor /Close Combat /Firefight
Inf /15cm /4+ /3+ /5+
Weapons /Range /Firepower /Notes
Venom Cannon /30cm /AP5+ AT6+
Death Spitters /(15cm) /small arms
Scything Talons /Base Contact /CC Weapon +1 attacks
Notes: Fearless, Synapse (+2)

Genestealers
Type /Speed /Armor /Close Combat /Firefight
Inf /20cm /6+ /4+ /0+
Weapons /Range /Firepower /Notes
Scything Talons /Base Contact /CC Weapon +1 attacks
Notes: First Strike, Infiltrator, Scout, Independent

Lictors
Type /Speed /Armor /Close Combat /Firefight
Inf /15cm ?5+ /3+ /0+
Weapons /Range /Firepower /Notes
Huge Claws /Base Contact /MW /CC weapon +1 attacks
Notes:First Strike, Infiltrator, Invulnerable Save, Scout, Teleport, Independent

Hierophant
Type /Speed /Armor /Close Combat /Firefight
WE /25cm /4+ /4+ /4+
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.

Hydraphant
Type /Speed /Armor /Close Combat /Firefight
WE /25cm /4+ /4+ /4+
Weapons /Range /Firepower /Notes
Warp Blast /30cm /AP4+ AT4+ AA5+
Bio-Plasmic Breath /Template /MW 5+ /Ignore Cover
Monstrous Claws /Base Contact /MWTK (D3) /+2 attacks
Cluster Spines /(15cm) /small arms
notes: DC-8, Fearless, Walker, Reinforced Armor, 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 Hydraphant loses one DC.
6: The Hydraphant is killed.

Haruspex ?A? (Haruspex)
Type /Speed /Armor /Close Combat /Firefight
AV /20cm /4+ /4+ /3+
Weapons /Range /Firepower /Notes
Cluster Spines /(15cm) /small arms
Acid Spray /15cm /MW 5+ /Ignore Cover
Big Claws /Base Contact /MW /CC weapon +1 attacks
Notes: Walker, Reinforced Armor, Brood (3)

Haruspex ?B? (Malefactor)
Type /Speed /Armor /Close Combat /Firefight
AV /20cm /4+ /3+ /4+
Weapons /Range /Firepower /Notes
Cluster Spines /(15cm) /small arms
Huge Claws /Base Contact /MW /CC weapon +2 attacks
Notes: Walker, Reinforced Armor, Brood (3)

Carnifex ?A? (Carnifex)
Type /Speed /Armor /Close Combat /Firefight
AV /15cm /3+ 4+ 6+
Weapons /Range /Firepower /Notes
Spore Cysts /(15cm) /small arms
Big Claws /Base Contact /MW /CC weapon +1 attacks
Notes: ?Fearless, Walker, Brood (2)

Carnifex ?B? (Venomfex)
Type /Speed /Armor /Close Combat /Firefight
AV /15cm /3+ /4+ /5+
Weapons /Range /Firepower /Notes
Spore Cysts /(15cm) /small arms
Venom Cannon /30cm /AP5+ AT6+
Notes: Fearless, Walker, Brood (2)

Biovore
Type /Speed /Armor /Close Combat /Firefight
LV /15cm /5+ /6+ /5+
Weapons /Range /Firepower /Notes
Spore Mines /45cm /AP5+ AT6+/ Disrupt
Notes: Walker, Brood (2)

Zoanthrope
Type /Speed /Armor /Close Combat /Firefight
LV /15cm /5+ /6+ /5+
Weapons /Range /Firepower /Notes
Warp Blast /30cm /AP4+ AT4+ AA5+
Notes: Walker, Brood (2)

Hierodule ?A? (Hierodule)
Type /Speed /Armor /Close Combat /Firefight
WE /15cm /4+ /3+ /4+
Weapons /Range /Firepower /Notes
Cluster Spines /(15cm) /small arms
Acid Spray /15cm /MW 5+ /Ignore Cover
Huge Claws /Base Contact /MW /CC weapon +2 attacks
Notes: DC-3, Reinforced Armor, Walker, Brood (6)
Critical Hit: Roll 1D6 and consult the chart below.
1-5: The Hierodule loses one DC.
6: The Hierodule is killed.

Hierodule ?B? (Trygon)
Type /Speed /Armor /Close Combat /Firefight
WE /15cm /4+ /4+ /3+
Weapons /Range /Firepower /Notes
Cluster Spines /(15cm) /small arms
Bio-Shock Wave /Template /MW5+ /Ignore Cover
2xBio-Cannons /45cm /MW5+ /Ignore Cover
Notes: DC-3, Reinforced Armor, Walker, Brood (6)
Critical Hit: Roll 1D6 and consult the chart below.
1-5: The Hierodule loses one DC.
6: The Hierodule is killed

Exocrine ?A? (Dactylis)
Type /Speed /Armor /Close Combat /Firefight
AV /15cm /5+ /6+ /5+
Weapons /Range /Firepower /Notes
Super Spore Mines /45cm /1BP /Disrupt, Indirect Fire
Spore Cysts /(15cm) /small arms
Notes: Walker, Brood (3)

Exocrine ?B? (Exocrine)
Type /Speed /Armor /Close Combat /Firefight
AV /20cm /4+ /5+ /4+
Weapons /Range /Firepower /Notes
2xBio-Cannons /45cm /MW5+ /Ignore Cover
Big Claws /Base Contact /MW /CC weapon +1 attacks
Spore Cysts /(15cm) /small arms
Notes: Walker, Brood (3)

Ravener
Type /Speed /Armor /Close Combat /Firefight
Inf /20cm /5+ /4+ /5+
Weapons /Range /Firepower /Notes
Death Spitter /(15cm) /small arms
Scything Talons /Base Contact /CC Weapon
Notes: Infiltrator, Brood (2)

Gargoyle
Type /Speed /Armor /Close Combat /Firefight
Inf /30cm /6+ /6+ /5+
Weapons /Range /Firepower /Notes
Flesh Borer /(15cm) /small arms
Bio-Plasmic Attack /Base Contact /CC Weapon
Notes: Jump Pack, Brood (1)

Termagaunt
Type /Speed /Armor /Close Combat /Firefight
Inf /15cm /0+ /6+ /5+
Weapons /Range /Firepower /Notes
Flesh Borer /(15cm) /small arms
Notes: Brood (1)

Hormogaunt
Type /Speed /Armor /Close Combat /Firefight
Inf /20cm /0+ /4+ /0+
Weapons /Range /Firepower /Notes
Scything Talons /Base Contact /CC Weapon
Notes: Infiltrator, Brood (1)

I think I got all the changes here, hope so :80:

Jaldon :p

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 Post subject: Non-PDF v7.0 List
PostPosted: Wed Apr 19, 2006 3:26 am 
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Quote (Jaldon @ 19 April 2006 (02:16))
Termagaunt 10 points each

Weren't these supposed to be 15 points?

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 Post subject: Non-PDF v7.0 List
PostPosted: Wed Apr 19, 2006 4:31 am 
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And its HormAgaunt.

Wouldn't Spore Sacks fit better than Super Spore Mines for the Exocrine ?A? (Dactylis)? This will be in line with ForgeWorld. FWs Spore Sacks are Super Spore Mines...aren't they? :)

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 Post subject: Non-PDF v7.0 List
PostPosted: Wed Apr 19, 2006 4:54 am 
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Fixed it Chroma, I was just trying to get this up ASAP for the group here, if you see any other typos let me know.

I tried to catch them all, wouldn't ya know an obvious one would slip past

Oh, Greater Synapse Node 1D6+4 is correct IT IS NOT A TYPO

And its HormAgaunt.


And I typed it fast this isn't the final for the v7.0, I just put this one up for the playtesters ASAP, they really wanted me to :(8:

Now when I post the PDF version next week then by all means please do nail me for the typos in spelling as I DO want that version to be as nice as possible. This one here I am more interseted in clarity instead of spelling.

Thanks All, and enjoy............................

Jaldon :p

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 Post subject: Non-PDF v7.0 List
PostPosted: Wed Apr 19, 2006 5:03 am 
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Shouldn't Exocrine A be brood(3)?


Fixed

Should Zoanthrope have walker?


Fixed

GSN has synapse (+4), wasn't it supposed to have synapse (+2) (or drop Hive Tyrant to synapse(+2))?

No the present stat is correct I typed it wrong the first time.

Hydraphant still has supreme commander.


Fixed

Vituperator misses the breath weapon.

It was missing morre then that :oops:

Thanks Hena

Jaldon :p

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 Post subject: Non-PDF v7.0 List
PostPosted: Wed Apr 19, 2006 10:19 am 
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Minor point on the flame templte rules, Jaldon - it might be an idea to put "flame" or "Flamer" in the title of that rules section, just to be on the safe side ;)

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 Post subject: Non-PDF v7.0 List
PostPosted: Wed Apr 19, 2006 11:03 am 
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Also roll an extra 1D6 spawning points if there are no enemy units within 30cms of any unit in the swarm

Ouch! I like the idea of making spawning better when the enemy is far, but I was rather thinking of the contrary ( decreasing spawning ability when the enemy is near ).
Anyway, I'll probably playtest the list this week end ( using it or fighting it )

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PostPosted: Wed Apr 19, 2006 11:06 am 
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Nice gribblyness  :D .

A few points.

1) The template placement seems too wordy.  Also
"Position the template so that it is touching the end of the mouth of the weapon, "
makes no sense

What about

"Position the template so that the pointy end is in contact with the end of the weapon/mouth"

2) should all 15cm MW attacks also give a FF MW attack?

3) the trygon is too shooty.  I think we should reduce it to a generic bio-weapon that can represent either the bio-shock wave or the barbed hierodules bio-cannons, so both models can be used.

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 Post subject: Non-PDF v7.0 List
PostPosted: Wed Apr 19, 2006 12:17 pm 
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Quote (Jaldon @ 19 April 2006 (02:16))
To represent this endless stream of claws Tyranid formations that carry out a Spawning  Action during the Rally Phase. This Spawning Action allows the Tyranid player to return brood creatures to play that have been killed, gone to ground, or were held off table before the start of the battle. Also note that only brood creatures can be spawned, not synapse creatures, or independent creatures as these creatures are to rare to be spawned back in this manner.

The first sentence there is all scrambled up and the last part should be "these creatures are to rare too be spawned back in this manner."

Also, on the typo front, Vituperators should carry termagants, not termagaunts.

And shouldn't the Hierophant be Fearless?






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 Post subject: Non-PDF v7.0 List
PostPosted: Wed Apr 19, 2006 12:33 pm 
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Just remembered.  The Vituperator should say may transport up to eight of the following rather than eight termagaunts ect.  Some evil player might argue that it means eight of each.

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 Post subject: Non-PDF v7.0 List
PostPosted: Wed Apr 19, 2006 3:08 pm 
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Jaldon:  Thanks for your efforts in getting this up before the weekend.

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 Post subject: Non-PDF v7.0 List
PostPosted: Wed Apr 19, 2006 11:49 pm 
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Jaldon:  Thanks for your efforts in getting this up before the weekend.


My pleasure, and most of all HAVE FUN!!!!!!!!!!!!!!!!!!

And shouldn't the Hierophant be Fearless?


No, it wasn't in v1.0, and it hasn't been for as long as I can remember (which at my age is often in the last fifteen minutes :80: )

Ouch! I like the idea of making spawning better when the enemy is far, but I was rather thinking of the contrary ( decreasing spawning ability when the enemy is near ).
Anyway, I'll probably playtest the list this week end ( using it or fighting it )

As I stated before, this will need a ton of playtesting, but I am convinced that this is the direction to go in (Spawning in the Rally Phase that is), but it is going to have bugs in it out of the gate (pun intended). I have no doubts it is going to change.

Minor point on the flame templte rules, Jaldon - it might be an idea to put "flame" or "Flamer" in the title of that rules section, just to be on the safe side ;)

Good point, now all I have to do is remember it :8:

2) should all 15cm MW attacks also give a FF MW attack?


No

3) the trygon is too shooty.  I think we should reduce it to a generic bio-weapon that can represent either the bio-shock wave or the barbed hierodules bio-cannons, so both models can be used.

In truth I am still trying to come to grips with the Hierodule/Trygon I just put this up as the latest idea and I am not really too happy with it.

I am trying to decide if it would be better to pare them down a bit, weapon wise, and try to fit them in at 75pts, or keep them at 100 pts and try to come up with a wepaons load out for both of them tha tfits well.

I admit to having a hard time with this, but right now I am concentrating my efforts on getting the v7.0 PDF list together and fretting over the new spawning rule.

Hum perhaps "these creatures are too rare to be spawned back in this manner."

Maybe these creatures are just two rare to be spawned back in this manner when there are more then too of them :D

Thanks All.....................

Jaldon :p

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