| We hope you enjoy your visit. You're currently viewing our forum as a guest. This means you are limited to certain areas of the board and there are some features you can't use. If you join our community, you'll be able to access member-only sections, and use many member-only features such as customizing your profile, sending personal messages, and voting in polls. Registration is simple, fast, and completely free. Join our community! If you're already a member please log in to your account to access all of our features: |
- Pages:
- 1
- 2
| Legendary Heroes; Let's Brainstorm | |
|---|---|
| Tweet Topic Started: 5 Sep 2014, 12:01 PM (1,644 Views) | |
| Aphyria | 5 Sep 2014, 12:01 PM Post #1 |
|
Corporal
|
So looking over the heroes section and wondering if anyone has any ideas to share, particularly for Tyranids, since they kind of lack any. So far, I was wondering about maybe some kind of unique mutation/hybrid Tyranid 'hero' (since a Monstrous Creature might be pushing it a little far, and most of the other units are already represented in the KT codex). But ideas towards any kind of heroes would be great; let's see if we can make some awesome heroes/villains! |
![]() |
|
| vncnt | 5 Sep 2014, 05:30 PM Post #2 |
|
Corporal
|
I've been wanting to write up rules for a Tarellian Dog-Soldier mercenary who works for all armies other than the Imperium of Man to try and counterbalance all of the IoM heroes. Make him a more close-combat oriented Hero too since it seems like there are more shooting-oriented Heroes for Xenos than anything particularly punchy. Thinking about writing up a Chaos Dreadnought- oh no wait it's "Hellbroot"- Hero too. For Nids I'd just go with a Lictor-esque Hero who's whole schtick is Preferred Enemy (Single model in enemy's team). Maybe even a Warrior-Swarmlord-wannabe with a bunch of swords in its hands. |
![]() |
|
| Erorior | 6 Sep 2014, 10:25 PM Post #3 |
|
Corporal
|
An example for a Tyranid "hero" could be something like this: Tyranid anomaly CCXVII: Codename Mourner The Mourner is an anomaly from the Tyranid genus more commonly known as the Tyrant Guard; a creature specialized in close combat assault and the protection of the more intelligent Hive Tyrants. As the death of the Tyrant causes a berserker fury amongst the Tyrant Guard, most individuals to not survive long after the death of their charge as they ceaselessly throw themselves unto their prey without regard for even the most primal instinct of self-preservation. The anomaly called a Mourner may occur when such an individual both survives for a more extended period of time and is left behindwhen a defeated splinter of the Hive Fleets withdraws. Normally, a Tyranid individual reverts to it's more animalistic instincts when left behind in such a way, but the frenzied state of the former Tyrant Guard seems to interrupt the original mutation pattern. Instead of reverting to the primal, unthinking mind of a beast, the Mourner actually seems to grow quicker and more sentient over time as it's burning fury cools into a chilling hatred. This hatred seems to affect the other wild Tyranids around it as the Mourner assumes part of the command that it's charge formerly had, driving the remnants of the swarm onward to new offences towards the inhabitants of the world. Unlike other Tyranid attacks, a pack led by a Mourner does not attack only to feed, even leaving untouched corpses behind. It is as if the trauma of both loosing it's charge and it's connection to the Hive Mind awakens something inside the beast which can only be classified as a primal form of the concept vengeance. Mourner ---------- 80 pts WS: 5 BS: 3 S: 5 T: 6 W: 3 I: 4 A: 3 Ld: 10 Sv: 3+ Unit type: Beast Weapons and Biomorphs: 2 pairs of Shredding Talons Lacerating Talons: A set of four or more arms covered in slender talons, the Lacerating Talon can perform a really gruesome display of death when they catch something living in their hold. The Lacerating Talon is a melee weapon with the following profile: S: User AP: 4 Special: Rending, Shred, Gruesome Death Gruesome Death:If the model kills another model when the roll to wound were a 6, all models affected by It's... It's after us?! suffers a further -2 to their leadership, to a total of -3 Special Rules: Synapse Creature Furious Charge Hatred (Everything) The Concept of Vengeance It's... It's actually after us?! The Concept of Vengeance: The Mourner's cold fury affects the Tyranids around it, giving them an inkling of it's malice. Any friendly model within the Mourner's synapse range gains the Hatred (Everything) special rule. Also, if a friendly model is slain within synapse range, the Mourner and all models within synapse range gains the Rage special rule during their next turn. It's... It's actually after us?! : When the Mourner and it's pack is upon you, all sentient beings distinctively feel that this is no mere bestial fury nor any primal hunting for survival. Most minds struggle to handle this anomaly, which makes lesser warriors flee to escape this new concept that haunts their minds. If the Mourner slays a model in assault, all unengaged enemy models within 6" must take a leadership test with a -1 penalty. Models who fail will flee (as per the original rules of falling back from 25% casualties) in a straight line away from the mourner instead of towards their own table edge. If this occurs during the enemy's assault phase, the model will continue to flee during the Tyranid player's movement phase. Hire fee: 14 RP Upkeep fee: 3 RP This is what I could think of off the top of my head, so it's really open for critique and revision. What could such a creature cost, for example? ![]() EDIT: Now added some more special rules, hopefully making it a bit more unique. Edited by Erorior, 8 Sep 2014, 11:20 AM.
|
![]() |
|
| Aphyria | 7 Sep 2014, 02:01 AM Post #4 |
|
Corporal
|
It's definitely a good base, but maybe a few more unique tweaks, to make it stand out more, if you know what I mean. As for cost, well, minimum should be 50 (cost for a Tyrant Guard in 40k), maybe add on 5-15 depending on how much is added on top of the base template. RP cost can probably then be worked out from there. |
![]() |
|
| That One Bruvva | 7 Sep 2014, 03:37 AM Post #5 |
|
Corporal
|
There's a character ot two from the FFG games that might be up your alley: *The Mist Reaper. Statwise I'd imagine him being a Lictor with +1 T/A, Preferred Enemy, and maybe Poisoned (4+). Maybe shrouded as well, but I'm debating how fair that'd be. *Red Terror (Okay, he's from the Codex) Alongside his standard rules, maybe give him some improved Scything Talons. Something small like maybe AP5. *"Parasite of Mortrex" (Old guy from the 5E Dex) -- 85 Pts The origin of this particular Tyrannic bioform is presumed to be the Imperial Fortress World of Mortrex at some time during the Second Tyrannic War. When Hive Fleet Kraken started infesting the planet, the Astra Militarum forces stationed were able to fight back against the horde, reaping incredible casualties from the endless hordes. For five entire days, the Fortress and its men held with incredible fortitude...until a new organism, almost like a Shrike but even faster than one, took the spearhead of the Hive and began ambushing the guardsmen at the front lines. Many of them were struck by a hollow whiplike tail before being cut down by either the xenos' Deathspitter or talons. The cause of these strikes soon became clear: Those that were struck by the tail before dying soon burst open like crude balloons as Rippers no larger than a hand began feeding on the broken flesh, rapidly growing in size. These Rippers carved open the pathway the Tyranids needed to tear apart the supposedly unbreakable fort. Those who survived the assault fled to gather armour. That too would fail as the abomination far outpaced the tanks and the fortifications of the fortress. Soon, the massive numbers of the Rippers would make even that irrelevant. The only action those survivors had left was a warning about this horrific new strain. Within weeks, the entire world of Mortrex was overtaken by innumerable waves of Rippers, while the Parasite vanished, no doubt to be digested by the Hive Fleet assessed so that it may be brought into other fleets. Whatever the case, Guardsmen who know of the chilling tale of Mortrex will frantically look to the sky during a Tyranid invasion, hoping to never see the winged menace that is the Parasite. WS6/BS3/S6/T4/W3/I5/A4/Ld10/Sv3+ Unit Type: Jump Infantry (Character) Weapons & Biomorphs: Shredder Talons, Deathspitter Special Rules: Host Organism, Swarm Master, Shadow in the Warp, Synapse Creature *Host Organism: Ripper Swarms within 6" of a model with this rule at the beginning of a turn do not need to roll for Instinctive Behavior, even if they no longer remain within 6" after the turn. *Swarm Master: During a Campaign where you have hired the Parasite of Mortrex, you (the Commander) may use this ability to employ the Scuttling Swarm rule for any Ripper Swarms that have taken damage, but not completely destroyed. Once the Parasite either dies or is no longer employed, this rule is no longer in effect. Shredder Talons: While these talons appear to be no different than any ordinary pair of Scything Talons, their purpose is merely to distract the target from the true threat: while swinging these Talons, it can also swing around its prehensile tail, allowing for a swift swipe in order to inject the victim with a clutch of eggs that will rapidly hatch and evolve into a swarm of Rippers that will break out the moment the host is slain. The Shredder Talons have the following profile: S-User AP-5 Rules- Melee, Implanter *Implanter: If a model is killed by a weapon with this rule, roll 1d6. On a roll of 6, a single Ripper Swarm spawns from where that enemy was. This Ripper Swarm is identical to any other one (meaning that it lacks the Squads rule), regardless of point limits. If this occurs during a Campaign, the Ripper Swarms that are spawned do not get added into any force or group at the end of the game. May Hire: Genestealer Cults, Tyranids Hire Fee: 15 RP Upkeep Fee: 3 RP Well, I tried making the Parasite at least something close to not-broken. The original rules had it spawn tons of Rippers and had Instant Death melee, and neither of those really have counters in such a small scale. EDIT: Updating to fit with advice from below. Edited by That One Bruvva, 10 Sep 2014, 03:06 AM.
|
![]() |
|
| Erorior | 7 Sep 2014, 07:38 AM Post #6 |
|
Corporal
|
I've tried making some adjustments to bring it further from the original creature. I settled for a cost of 80 pts (+30 from the original) since it gains Beast, +1W, +1A, Furious Charge, Hatred and all of it's special stuff. I almost think that +30 points might be too cheap... |
![]() |
|
| Aphyria | 8 Sep 2014, 09:02 AM Post #7 |
|
Corporal
|
@Erorior I like the changes, though the last special rule is a bit clunky. Certainly a beast that could help a Team Leader guide a bunch of smaller swarms into the fray! With the RP costs, I think 80 points is reasonable, but I'd really like feedback from say Tom, since he designed the first set and all. Probably put us both at ease in terms of balance (as would playtesting). @That One Bruvva Given the presence of the Lictor Alpha as a Team Leader already, another variation of Lictor upgrade seems a little it bland (just my perspective, no offense intended). I don't know the Red Terror offhand, so can't comment on that one, but the Parasite looks pretty awesome. Possibly a little too much so XD Maybe dropping one attack, and pricing similar to Mourner idea Erorior proposed, given its statline and such. I know this seems really odd, but what about some kind of combined pyrovore/warrior hybrid? A fire-breathing monstrosity of some kind. I'm not entirely too well versed with Tyranids, but I thought that that might be a little more wacky. The other thing to consider is something similar to Genestealer Cult-esque units (since I imagine these heroes could reasonably be allied to either Tyranids or the Cult). An infested xenos race (dear god, can you image an infected Ork, or an eldar-tyranid psychic horror?) might even be an idea. |
![]() |
|
| Erorior | 8 Sep 2014, 11:17 AM Post #8 |
|
Corporal
|
I relized I wrote friendly models instead of enemy models in the last rule. Fixed that now, and try to clear it up. What I'm trying to achieve is that the Mourner might make unengaged enemy models scatter from it's onslaught. Should the whole rule be changed, or can it be amended?A possible change would be that if the Mourner kills a model in assault, all friendly models in close combat gains +1 to their combat result? (+2 with a 6 on the claws). Would that be "cleaner"? Edited by Erorior, 8 Sep 2014, 11:26 AM.
|
![]() |
|
| Aphyria | 8 Sep 2014, 12:06 PM Post #9 |
|
Corporal
|
I can certainly appreciate the aesthetic appeal of enemies scattering away from it XD Just wondering about the balance is all. Mind you, I suppose in most cases, it's only single models. A possible amendment - Gruesome Death: The lacerating talons have the Fear special rule. In addition, when a model is slain by the Mourner using this weapon, all other enemy models within 6" must immediately take a morale check. If enemy models are in the same combat as the initial victim, this test is at -1 LD. This way, it gives a bit more reliable close combat potential (Fear), and can still cause the scattering. Closer models have a more spectacular view of the death, and as such, have to summon up greater willpower to not cave in and run away XD (This might be worth another +5 points costwise, perhaps, but yeah) Edited by Aphyria, 8 Sep 2014, 12:21 PM.
|
![]() |
|
| Erorior | 8 Sep 2014, 02:58 PM Post #10 |
|
Corporal
|
I like it, and it would certainly streamline the whole thing more nicely. ^^ A question though, how would such a morale check affect a models already locked in combat? Do they immediately flee? I could see this becoming almost too powerful, unless you rule that such models cannot be swept (as the mourner is busy ripping their pal apart ). But how would it affect a squad? Should they just get -1 to their combat result, due to the demoralizing display?An example how this could transpire: A Mourner is in close combat with a group of 3 Scions, and a Heavy Weapons Team is within 6". The Mourner proceeds to kill one Scion. The other two Scions must immediately take a morale check at -1 Ld. One fail and flees 2d6" away from the combat, effectively forfeiting his attack since he had not been able to strike yet. Then the combat proceeds as usual. The Heavy Weapon Team also have to take a morale check at unmodified Ld. |
![]() |
|
| Aphyria | 8 Sep 2014, 11:32 PM Post #11 |
|
Corporal
|
Hrm... Maybe a change then would be: If the enemy model is locked in a different combat to the Mourner, it receives a -1 to it's next combat resolution. However, if the model is in the same combat as the Mourner, then it instead receives a -2 to combat resolution. If the enemy model has the squad special rule, then it receives no penalty if it is locked in a different combat (presumably the members of the squad are rallied together fighting another enemy). But, if the squad is locked in the same combat as the Mourner, it instead receives a cumulative -1 penalty to combat resolution for every model in the squad. ~~ I'm sure there's an easier way to word that all, so I'll keep thinking and see if I can make it neater and more concise. |
![]() |
|
| That One Bruvva | 9 Sep 2014, 04:01 AM Post #12 |
|
Corporal
|
* Mist Reaper, I admit was a bit of a long shot. I did have another idea, but it turned out to not even work. btw: Couldn't find Lictor Alpha as leader in the team list. Is there a more current one I'm not aware of? * Red Terror is WS 6/BS 3/S 5/T 5/W 3/I 5/A 4/Ld 8/Sv 4+. Basically a better Ravener. Problem is making him stand out. As it is, he only has a rule that makes it so that if he successfully rolls 4 hits in a turn, he can opt to automatically kill one non-bulky infantry unit unless they pass an Invul. Problem is that 1: It feels a little too good, because he can instantly kill anyone if he hits, and most models would probably die if he pulls this anyways. 2: Besides this rule, he's got nothing else going for him. Maybe some better talons instead of the stock ones, but that'll only go so far. *Parasite's probably my pick of the 3, mostly because he feels like the closest to what he was, even without the easy ID and ability to summon swarms. Honestly, I'm still uncertain if I made that fair, because even if the swarms aren't usable for further campaigns (without a maybe revision, but I'm hesitant on that out of incentivizing Ripper Spam) they'll still be swarming the field on a few good rolls after killing someone. Perhaps I could bump the spawning rule to be on a 6, but how much of a difference does that make? (This is mostly because I can't into Mathhammer). Price though.... I'd wager the Parasite about 50-55 (Alpha Warrior is 35, Wings is another 10, these new talons maybe 5-10), and the only other contention holding me back is whether or not to give the Parasite some sort of ranged weapon like a Deathspitter or Devourer if only because I have no clue how Shrikes are meant to be modeled. |
![]() |
|
| Aphyria | 9 Sep 2014, 08:18 AM Post #13 |
|
Corporal
|
Sorry, Lictor Alpha was something else, disregard that. So perhaps a special Lictor isn't out of the question. Given the issues you've written, might be best not to base one on Red Terror. As for Parasite - It's a 1/3 chance upon killing a model. Now, presuming facing another horde army (which is where this would be exacerbated the most), you'd probably expect about 30 models, but I can't see the Parasite personally killing more than maybe half of that. So, presuming he does make 15 kills, it would spawn 5 swarms. This could obviously be quite a problem - making it a roll of 6 would probably be enough of a change to make it feasible (on average, 2.5 swarms). Against non-horde armies, or if the Parasite gets held up and can't get as many kills, it's nowhere near game-breaking unless you start rolling 6's all the time (which to be honest, breaks the game normally anyway XD). Price wise, let's see... Compared to Warrior Alpha, the Parasite has +2S, +2I, +1A, and a 3+ armour save instead of 4+. 35 base +10 (jump type) + 25-35 (statline) + 5-10 minimum (special rules). Comes to ~ 75-90 points. Given the statline alone, I think that's pretty fair. |
![]() |
|
| That One Bruvva | 10 Sep 2014, 01:09 AM Post #14 |
|
Corporal
|
I feel the Lictor still runs the issue about making it stand out though, and the only other special Lictor is Deathleaper, and his abilities are probably better than what I was trying to emulate in regards to protection from shooting. Thanks for the help on the Parasite though. |
![]() |
|
| Aphyria | 10 Sep 2014, 08:52 AM Post #15 |
|
Corporal
|
No problem! I'm just trying to even out the playing field a little for other armies, as well as expanding the world of KT! |
![]() |
|
| jasharen | 10 Sep 2014, 09:09 PM Post #16 |
|
What about a lictor with death leapers "Where is it?" rule of needing snap shots to hit? Fluff wouldn't be much of a stretch really, Deathleaper is a unique creature, however the hive mind can see how effective he is and is trying to capture the exact mix required to make him en mass and just hasn't managed to get it perfect yet. Its a potent ability, but being a heroic character means that the player is paying ongoing RP investment. |
![]() |
|
| Aphyria | 11 Sep 2014, 01:28 AM Post #17 |
|
Corporal
|
Well, if perhaps rather than snapshots, maybe a straight negative penalty to hit (Like a -2 to hit, to a minimum of BS1). Orks have enough volume of fire to make up for being BS1, Tau have markerlights. It would balance out their lower chance, compared to say SM or necrons. I just think snap shots on everything might be a bit much. |
![]() |
|
| Tack | 1 Oct 2014, 01:23 PM Post #18 |
![]()
Corporal
|
So, this obviously doesn't help any non IoM players, but I've recently been in a campaign which has 'Design your own legendary hero' So I of course immediately set about modding up a bullgryn hero. Unfortunately, I haven't managed to dream up any special rules for the guy. Any thoughts? Here's the primary Bullgryn statline: Blah Games Workshop limited not for profit all rights reserved blah
|
![]() |
|
| vncnt | 1 Oct 2014, 06:32 PM Post #19 |
|
Corporal
|
Oooh, a fellow Bullgryn enthusiast. My own Bone'Ead's (named Mack Smackdown) claim to fame is smacking down 8 Ork Bikers and a Biker Boss Nob in 2 turns flat. They're pretty great in Kill Teams. Anyway, I'd go for a Nork-Deddog-esque type of Hero. Special Rules for him would maybe be something like: FnP 5+ Guard: He may choose to Look Out Sir! wounds from any model within 6". Bodyguard: Look Out Sir! wounds allocated to him from Characters succeed on a 2+ instead of a 4+. Taunt: Enemy models attempting to charge a friendly model within 6" of him must target him instead. Not Going Down Without a Fight!: If he loses his last wound in close combat, he may immediately make his full compliment of attacks at the same Initiative step even if he has already made his attacks in the same Fight sub-phase. Not sure if giving him Nork's Thunderous Headbutt would be broken or not. I do find the idea of him Instant-Deathing a Space Marine Sergeant to death with a headbutt extremely entertaining though. |
![]() |
|
| Tack | 2 Oct 2014, 11:18 AM Post #20 |
![]()
Corporal
|
I like Taunt, but I was more planning on having him as a 'Charge charge kill kill'. He's currently running around with a priest behind him, so I decided to call them Brother Herb and Father Wisconsin. |
![]() |
|
| 1 user reading this topic (1 Guest and 0 Anonymous) | |
| Go to Next Page | |
| « Previous Topic · Kill team: Rules and list discussion · Next Topic » |
- Pages:
- 1
- 2





7:34 PM Jul 11