September 12, 2024, 04:14:29 AM

Author Topic: BFG:R Tyranids  (Read 21345 times)

Offline Bessemer

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Re: BFG:R Tyranids
« Reply #60 on: November 01, 2012, 07:41:15 PM »
Your luck must be better than mine! :)

It's just that it's a long process of rolling for all your units (especially for Escort heavy fleets) INCLUDING Hive Ships (that's Bull**** right there, imagine rolling for Hive Tyrants in 40K!)! I found it both boring for me AND my opponent. Not to mention that a couple of turns bad luck left you dead in the water (ether?) and properly on the back foot for the rest of the game.

I kind of prefer your House rules to be fair; personally I scrapped the whole processes and went with:

All Nid ships have the Ld of the Nearest Hive ship (Highest if more than one)
10 for Celestial Phenomena
5 otherwise
Crippled units outside of Synapse must try to disengage (you could use an Imperative to ignore this)

In truth I scrapped my 'Nids soon afterwards and went with a Tau fleet instead, so these rules didn't get thoroughly developed.

I'd like to see something along the lines of the current 40k Instinctive behaviour, with Feed and Lurk, but this would require designing and testing, and could just end up with a re-organised table as is already (a table for each type? No Thanks!)

Ok, I've rambled buy you see my point! Someone said during the whole NC thread that games should be FUN. To, me this isn't!
If you can get IB to work for you, than your luckier than I am, or I've missed something. 'coz it's never worked in my favour.
I refuse to be killed by something I've never heard of.

Offline afterimagedan

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Re: BFG:R Tyranids
« Reply #61 on: November 01, 2012, 08:02:33 PM »
I think we should just keep the old rules but add a rule that says that hive ships don't suffer from instinctive behavior and function just like normal ships. That way, the old IB chart still applies, just not for synapse creatures.

Offline Bessemer

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Re: BFG:R Tyranids
« Reply #62 on: November 01, 2012, 08:07:08 PM »
That does make more sense, still not a fan of the IB system as is tho. Everyone's a critic about something ;)
I refuse to be killed by something I've never heard of.

Offline afterimagedan

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Re: BFG:R Tyranids
« Reply #63 on: November 05, 2012, 01:52:24 AM »
Here's a link to the Tyranid document:

++BFG:R Tyranid Hive Fleet++

Please let me know what you think. I am really happy with how it turned out!

Offline Bessemer

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Re: BFG:R Tyranids
« Reply #64 on: November 05, 2012, 02:11:29 AM »
Looks Good!

Couple of typo's tho-

When fire arcs are mentioned, Right is always written ri ht

On the fleet list, Psychic scream is written psychic stream. Also it gives the cost to increase Ld of Hiveships, and thenagain as an upgrade lower down.

Other than that it looks fine to me, Still grumbling about IB tho :P
I refuse to be killed by something I've never heard of.

Offline AndrewChristlieb

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Re: BFG:R Tyranids
« Reply #65 on: November 05, 2012, 02:43:13 AM »
Purdy, Im guessing this ones ready for playtesting then?
I don't make the rules, I just think them up and write them down.

Offline afterimagedan

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Re: BFG:R Tyranids
« Reply #66 on: November 05, 2012, 10:42:04 AM »
Looks Good!

Couple of typo's tho-

When fire arcs are mentioned, Right is always written ri ht

On the fleet list, Psychic scream is written psychic stream. Also it gives the cost to increase Ld of Hiveships, and thenagain as an upgrade lower down.

Other than that it looks fine to me, Still grumbling about IB tho :P

I will check those out. The "ri ht" issue is probably the font not loading but I will check into it.

Offline afterimagedan

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Re: BFG:R Tyranids
« Reply #67 on: November 05, 2012, 01:22:59 PM »
Fixed.

Offline Bessemer

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Re: BFG:R Tyranids
« Reply #68 on: November 05, 2012, 05:30:28 PM »
Just realised that the Critical chart has no entry for dorsal and keel weapons! I'm assuming keel replaces thorax, would Dorsal replace Spore cysts injured?
I refuse to be killed by something I've never heard of.

Offline afterimagedan

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Re: BFG:R Tyranids
« Reply #69 on: November 05, 2012, 05:49:27 PM »
Let's make Thorax (6) into Keell, Spore Cysts Ruptured (10) into Shields (as they are now), and Spore Cysts Injured (2) into Dorsal Damage. Good eye! Sound good?

Also, Damaged Discharge Vents needs to move back to -10 move to make Dark Eldar leech torpedoes work against Tyranids.
« Last Edit: November 05, 2012, 06:33:09 PM by afterimagedan »

Offline afterimagedan

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Re: BFG:R Tyranids
« Reply #70 on: November 06, 2012, 06:14:53 AM »
Ok, I made this change to the critical chart. Check it out and let me know what you think.

Offline AndrewChristlieb

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Re: BFG:R Tyranids
« Reply #71 on: November 06, 2012, 07:01:41 AM »
port and starboard... cant seem to find any ships that have these armaments? Theyre all Prow, Dorsal, Keel

How about making 9 permanent, making 2 a temporary version of 9 similar to eldar and adjusting the weapons down.

2: Synapse Disrupted. The nerve bundles which connect the ship
to the Hive Mind are badly damaged. The bio-ship cannot
have its instinctual orders overridden by the Hive Mind until
the damage is repaired.

3: Dorsal armament wounded. A large tear in the vessel’s dorsal
prevents its weapons discharging. The ship may not use its
dorsal weapons until the damage is repaired.

4: Keel armament wounded. A large tear in the vessel’s keel
prevents its weapons discharging. The ship may not use its keel
weapons until the damage is repaired.

5: Prow armament wounded. The bio-ship’s prow is ripped
open. Its prow armament may not used until it has been
repaired.

6: Manuvering vents wounded. Many of the small
biological valves that manoeuvre the ship through the ether are
crippled. The bio-ship cannot make any turns until the damage is repaired. +1

7: Heavy wound! Internal organs are ruptured and massive
bleeding weakens the vessel. Roll to repair the heavy
wound in the End phase, if the wound is not repaired it
causes 1 point of extra damage and keeps bleeding.

8: Discharge vents wounded. One of the huge
biological valves that manoeuvre the ship through the ether are
crippled. The bio-ship moves at -10cm movement until
repaired. +1

9: Synapse severed. The nerve bundles which connect the ship
to the Hive Mind are destroyed. The bio-ship cannot
have its instinctual orders overridden by the Hive Mind for the rest of the game.
This damage cannot be repaired.

10: Spore cysts ruptured. The ship’s shields suffer larvae failure
and seal up. The bio-ship may no longer use its shields.
This damage cannot be repaired.

11: Severe wound. A huge gash is torn in the ship’s hull, vital fluids
freezing instantly as they spill into the void. +D3

12: Massive haemorrhage. The armoured hide of the ship
suffers immense damage, spraying alien ichor far into the void.
Make a bio-plasma attack with Strength 1 against any other
target within 2D6cm. Holofields do not protect against this
damage. +D6
« Last Edit: November 06, 2012, 07:18:31 AM by AndrewChristlieb »
I don't make the rules, I just think them up and write them down.

Offline afterimagedan

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Re: BFG:R Tyranids
« Reply #72 on: November 06, 2012, 07:11:47 AM »
port and starboard... cant seem to find any ships that have these armaments? Theyre all Prow, Dorsal, Keel

Hmm, yeah.  :o The original Tyranids only had a select few that were P/S. We could lump some of the 2D6 results together to make dorsal, prow, and keel more likely in their place.

Offline afterimagedan

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Re: BFG:R Tyranids
« Reply #73 on: November 06, 2012, 07:17:14 AM »
Keel (currently 6) can more to 3 in favor of adding back in Engine Room Smashed. Synapse Severed (currently 9) can more to 4 in favor of adding in Bridge Smashed (though I don't know how that will work for non-synapse creatures).

Offline AndrewChristlieb

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Re: BFG:R Tyranids
« Reply #74 on: November 06, 2012, 07:19:32 AM »
Heh thats pretty much what I was thinking ^.
I don't make the rules, I just think them up and write them down.