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 Post subject: Tyranid Infestation... (skirmish game under development)
PostPosted: Fri Jul 02, 2010 1:54 pm 
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Hatchling
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Tyranid Infestation - initial fluff, more is under the Siren entry in Non-combatants comp here (viewtopic.php?f=40&t=14716)

A Tyranid strategy that is becoming more common is secondary infestation. This is being used where resources cannot be directed in a full frontal assault, due to a scarcity of biomass or where the fleet need to draw enemy resources away from a key strategic asset. It only works well in cases where the planet has either a large civilian population or large amount of living biomass in the form of plants and animals. If there is too sparse a biosphere or too high a proportion of armed personnel then this mode of attack invariably fails. It can however be used to draw significant resources away from a defensive position, or to sow discord and chaos before a genuine assault.

The organisms that the Tyranids have bred to perform this type of attack are bio-engineered with one aim in mind – proliferation. The creatures are able to reproduce and spread without any stimulus from the hive mind. They are designed to operate independently of the Tryanid race’s usual reproductive method i.e. in the gestation pouches derived from the Norn Queens. They hunt creatures or eat vegetation in order to produce more of their kind. They are all partly or fully omnivorous, and can reproduce very rapidly on any biomass that they can get their teeth into. Most of these creatures are not the common Tyranid assault creatures however some are used in both roles, for example Genestealers have been regularly used in this role because of their ability to infect a population and reproduce efficiently. Lictors and Hormgaunts have also been known to be deployed ahead of a main fleet, though without the Hive mind, Hormogaunts are less effective than in assault swarms.

The result of this is that the planet under attack quickly finds that its wildlife has become much more voracious and that new strains of creatures are rapidly becoming predominant to plague like proportions. These new creatures are also not fussy about their diet and are quite prepared to prey on the sentient inhabitants. Therefore the native population quickly find their movement impeded and their lives at risk form the new fauna and flora as their world rapidly transforms itself into a Death World.

Infestation games are small games where a team of troops attempts to navigate, cleanse or just survive in an infested area. Idea is for a very tense but fun small games where 5 - 10 man (and woman) team to try and fight their way through the creeps. all your survivors should have names to get the desperate personal feel of the thing, and focus upon manipulation, psychology and individual peril and heroism...



Right, thought so far, i have fiddled with main 40k game rules - but not tested them yet - i prefer to test with nice models, so am sculpting them...

Missions that can be played;

1. Cleanse – multiple squads are deployed to cleanse an area of infection.

2. Rescue – Survivors are dispatched to save important personnel or civilians who have become trapped. These join the rescuing troops upon their release.

3. Escape – a group of Survivors finds themselves caught deep in heavily infested territory and has to fight their way clear.

4. Salvage – A group of Survivors need to collect or reactivate vital components abandoned in a heavily infested area.

5. Sample – A group of Survivors are required to get a biological sample of some important invasive creature and make off with it.

6. Survive – The infestation has reached the point where it is capable of summoning or spawning a Tyranid assault. The survivors simply have to keep one member alive until the end of the game, as the creatures close in on their position, so that they can warn the recovery mission of the planets plight.

Special rules;

The whole game is played as a skirmish game, and all non-Tyranid models are treated as independent characters for the duration of the game. Even when they have grouped together in squads they can still pick separate targets and even assault independently if they wish. Once in normal squad coherency they also gain the usual benefits in terms of wound allocation. Bonuses that affect friendly squads only affect more than one model if they are in unit coherency and they are behaving like a unit under normal 40K rules. If one model leaves the unit or opts to do something that would normally require the whole unit to take part e.g. go to ground, either he or the remainder of his unit immediately forfeit the special bonus and are no longer counted as a unit – players choice. Additionally if a model suffers an attack that causes the model to do something unusual (outside the scope of normal squad rules – e.g. compulsory movement or firing on his comrades) then that model is also removed from the squad though the owning player still chooses who retains any beneficial buffs.

Moral is rather more complicated, and is worked out on a model-by-model basis, and at the end of the players turn. Moral checks are now taken by any model that witnesses 25% of his comrades who are in line of sight killed in any one player turn. (e.g. a team of five men enter a room leaving one to cover them. Two men are killed by a strangler pod. Both the other two men in the room could see this and must take moral tests, the man outside could not and is immune.

The last rule change is covering fire. A non-Tyranid model may forfeit its entire go in order to provide covering fire in a specific 90o arc of fire. A model that opts to do this is given a special marker showing what direction he is covering and may then shoot at any point during the Tyranid player’s movement phase, even interrupting the movement of a model/unit to take his shot at any unit in or moving through that 90o arc of fire and within the shooting models LOS. (roll on old overwatch)

Other than these alterations, all normal 40k rules apply.

Infestation markers
#Edit
These are revealed either by the survivor player spotting them (see below) or when a Survivor model moves within six inches of a marker. The Tyranid player must then immediately reveal what the marker is and deploy the creature (s) anywhere within a three inch radius of the marker.
Spotting a marker. Any marker that is within 24” of a Survivivor model may be spotted. Spotting takes the models whole movement phase as he or she studies the area to try to determine what the threat is. To attempt to spot a marker simply announce that a specific model is attempting to do so after all movement has taken place and then roll a D6. On the roll of a 6 the Tyranid player must reveal the creatures the marker represents. Several attempts may be made on one marker per go by several different models. Models that have attempted to spot a marker (regardless of outcome) cannot move or assault that turn but may shoot (or run) as normal.

The tyranid player may choose to voulentarily reveal any markers he chooses at the end of his go, that are within 24 inches of one or more survivers. these modles may not make any actions untill the tyranid players next turn.


Things i want to include - lots of ambush creeps, brain lech zombies, the G Cult, cool events for both the suvivors/guard and the nids, few codex units... and (gasp) little synapse!

Creeps -
Sirens
Hive limpets
Brainleeches (adult)
Brainleech zombies
Gestation sacs
G cultists
spore cysts
spore pods
ripper glands
Tyranid worms (and their burrows)
fleshborer hives (and other hives)
Floaters
Digestion bugs + rippers
Tyranid Webweaver
Sporvigon curtesy of sofacoin
some codex stuff - lictors, stealers H-gaunts (and possibly venomthropes - i love the model but little else).
the dreaded Ambassadors (not quite like the fantastic Hydra sculpt)
and many others

Concept sketches coming soon.

There is more like species details but will add that when i have more time... please post any ideas suggestions;

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Before you make a man your enemy, walk a mile in his shoes. Then, if he does become your enemy, you are a mile away, and he has no shoes!
(ancient Klatchian proverb)


Last edited by Isildur on Mon Aug 08, 2011 8:11 am, edited 8 times in total.

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 Post subject: Re: Tyranid Infestation... (skirmish game under development)
PostPosted: Fri Jul 02, 2010 3:12 pm 
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Medium One
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Oh wow, this is a lot more cohesive and thought out than anything I was brewing. Have you contemplated either converting Fantasy Flight's "Dark Heresy" rpg to tabletop form, or convert the Inquisitor game to warhammer scale (why they thought the 60mm? scale would be succesful in the first place was beyond me...)? Just realized that the Inquisitor rules are now free as PDFs on GW's specialist games section, could only be a boon using that ruleset so it's readily available to any folks that can browse the interwebs! Regardless of what you choose, I think it could be way easier utilizing either game's mechanics for what you want to accomplish than heavily modifying the simplistic (imho) 40k ruleset.

My original plan was a handful of survivors trying to "fight or flight" their way around a ruined world looking for any and all ways off of their defeated planet in the later phases of tyranoforming. The Planetary Empires grid style campaign would fit nicely as the players choose their route to whatever destination ("intact" spaceport, orkish telyporta, webway portal, etc.), each tile being a new event/game. Was also thinking it would be comical/scary for the "team" to be hounded by a nemisis of some sort the entire way, punishing them for dilly-dallying too long in an area! Old One Eye would fit the bill perfectly, slowly stomping at their heels, repeatedly "dying" in a spectacular fashion when they choose to confront him on more equal terms!

Seems like our two concepts are similar, yet your's is set more pre-invasion, whereas mine's more post-invasion where the planets defenders have already lost big time. There is nothing wrong with this though, both approaches could easily parallel eachother through a similar system. Perhaps your approach could take on more of a psychological/survival horror creepfest aspect, and the latter could be a more slightly comedic rompus?


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 Post subject: Re: Tyranid Infestation... (skirmish game under development)
PostPosted: Fri Jul 02, 2010 3:20 pm 
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I agree with Bobino, your ideas are really well thought out, and the names for your beasts make my imagination tremble.

Can't wait to see the concept sketches (Read: Post them as fast as humanly possible).

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 Post subject: Re: Tyranid Infestation... (skirmish game under development)
PostPosted: Sat Jul 03, 2010 11:11 am 
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Right, creep 1 - not really sure how the rules will pan out, (and cannot claim any intellectual praise for the idea, as it is pure halflife)

Hive Limpet
Limpets have been found plaguing imperial Hives and Cities for millennia, and have been reported across the galaxy. Some wandering Eldar have even claimed that they have encountered them in the darkest recesses of the web-way or on impossibly distant worlds orbiting stars whose light has never reached the ancient Terra.

They are large mollusc like creatures consisting of a large muscular double mouth, loop digestive system and a long sticky retractable tongue. They affix themselves to high ceilings and the undersides of bridges and the sides of tall buildings and lower their sticky prehensile tongues to ground level. When a creature touches the hanging tongue it is instantly gripped and pulled towards the maw with alarming speed. Dangling and disorientated, the victim is easy meat for the rows of sharp teeth waiting for it at the top. Whilst they are generally immobile they can move very slowly using the strong muscles at the base of the squat body to crawl along the walls or ceiling.

It was only discovered that they were connected to the Tyranids when a small splinter of hive fleet Kraken invaded hive world Korak. It was observed, before the Tyranid assault was destroyed in orbit by Battlefleet Obscurus, that the indigenous Limpets that plagued the underhives began to behave strangely. When an area of a hive was about to be overrun by Tyranid assault creatures the Limpets would all retract their tongues and drop from their vantage points. Those that survived their falls, would right themselves and crawl slowly to the nearest Tyranid creature for consumption. From areas where the Tyranids were driven back, surviving Limpets began to crawl back up the walls and deploy their long snares again, as though the commands of the Hive Mind were once again playing second fiddle to their own basic instincts.

To this day it is unknown if Limpets are originally Tyranid life forms left over from some ancient encounter with this race or if they are simply creatures that through the mysteries of evolution are susceptible to the commands of the hive mind.


Image
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Rules...
Special rules
Immobile – they move very slowly and are therefore essential immobile.

Mindless – almost no brain means that the creature is immune to all fear pinning moral or any other psychological effect.

High vantage point – Limpets attach themselves to edifices high above the ground and may only be deployed hanging below or on the side of a structure. Therefore they are very inaccessible and may not be assaulted except by models standing on the same structure and that could realistically reach, or by jump infantry. The hanging tounge does not count for the purpose of assulting the model

Grasping tongue and terrible maw – any man sized or smaller model (in the case of swarms assume the whole model is snared) moving through, into or out of a 2” radius of the spot directly below a limpet must roll a single dice. On the roll of a 1 or a 2 that model foolishly brushes the tongue, and is dragged into the air and may make no further action except to attack once in the close combat phase. The limpit may only sucsessfully grip one modle per turn. Once one model has been gripped by a given limpet, no others have to test.
If the limpet is subsequently killed in following shooting phase, the snared model is dropped to the floor and escapes unharmed - but may not make any further actions that turn.
If the limpet is not killed by shooting then the snared model may make one close combat attack in the close combat phase. If it successfully wounds the limpet, the victim is dropped (the limpet does not actually suffer a wound as it is the easily replaceable tongue that is severed) and may act normally next turn – though risks being snared again if it moves away.
If the model fails to cut himself free of the tongue in the close combat phase then the powerful jaws at the top make short work of him and he is removed at the end of that phase.

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Before you make a man your enemy, walk a mile in his shoes. Then, if he does become your enemy, you are a mile away, and he has no shoes!
(ancient Klatchian proverb)


Last edited by Isildur on Mon Jul 05, 2010 3:15 am, edited 4 times in total.

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 Post subject: Re: Tyranid Infestation... (skirmish game under development)
PostPosted: Sat Jul 03, 2010 5:49 pm 
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Medium One
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Haha, that's an excellent creature to rip from Halflife! The rules are simple enough too, they are nothing to depend on for directly taking out survivors, but makes things interesting when the survivors try and run to cover just to find it full of these nasty buggers! Was looking at the infestation markers from the old Maccrage set and Genestealer kit, and I must say they would represent the limpet very well. Just affix some fishing line or fine string to the maw, and temporarily sticky-tack them to the undersides of different terrain pieces each game!


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 Post subject: Re: Tyranid Infestation... (skirmish game under development)
PostPosted: Sun Jul 04, 2010 2:14 am 
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two things that need a bit of errata: The pre-last paragraph talks about attacking the limpet with one close combat attack before being eaten, and if it succesfully wounds the limpet is dropped. I bet this must be 'the victim is dropped'.

And there needs to be enough clarification that when you look to see if they can be assaulted, you don't count the tongue, while when you look for that 2" radius, you do count the tongue.

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 Post subject: Re: Tyranid Infestation... (skirmish game under development)
PostPosted: Sun Jul 04, 2010 5:26 am 
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Cheers for all your comments, will correct the paragraph to make the CC distance clear and victim dropping correct (thanks Vonny your right it did not read well). Will also have a look at the Inquisitor rules, though they have always looked quite complicated to me, and i want it to be as simple as possible - but yes, editing 40k rules makes things a little confusing. Will playtest and let you know...

BarbaroisBob - please post your Left for dead escape game, sounds like great fun! (i was going for subtle, but a rubustious shooter sounds at least as much fun (probably a lot more)).

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Before you make a man your enemy, walk a mile in his shoes. Then, if he does become your enemy, you are a mile away, and he has no shoes!
(ancient Klatchian proverb)


Last edited by Isildur on Tue Jul 06, 2010 2:28 pm, edited 2 times in total.

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 Post subject: Re: Tyranid Infestation... (skirmish game under development)
PostPosted: Sun Jul 04, 2010 5:54 am 
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Ripper Gland (quite a boreing one)

These are little more than muscular digestive systems that burrow into cracks in masonry or attach themselves to surfaces. From the ‘mouth’ end, many long strong ripper tentacles develop and are tipped with hollow spikes. These are used to impale victims, suck them dry of fluids. The Gland then pumps digestive juices into the body to remove most of the soft tissue.

These organisms are seldom encountered far in front of a hive fleets advance, though they are becoming a more common infestation weapon. They are also often planted on larger creatures like the Hirophant and some Myceptic spores to act as defensive weapons. They are also used by Tyranid forces as defensive or disruptive emplacements as they make an area of ground very dangerous to cross.

Special rules.
A ripper gland counts as being armed with lashwhips and ripper Tenticles. (See codex Tyranids - i will add when i put in the stats)

Burrowed – a Ripper Gland burrows most of its vital organs below the surface, and so it always has a 3+ cover save from shooting attacks that permit them.

Immobile – ripper glands have no way of moving within the time limits of 40k games.

Mindless – almost no brain means that the creature is immune to all fear pinning moral or any other psychological effect,

Instinctive attack - the creature may only ever target the nearest enemy with its shooting attack as it does not have the brain required to evaluate different threats and make a discision.

_________________
Before you make a man your enemy, walk a mile in his shoes. Then, if he does become your enemy, you are a mile away, and he has no shoes!
(ancient Klatchian proverb)


Last edited by Isildur on Mon Jul 05, 2010 3:20 am, edited 2 times in total.

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 Post subject: Re: Tyranid Infestation... (skirmish game under development)
PostPosted: Sun Jul 04, 2010 1:02 pm 
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with the ripper tentacles - make some ruile to have it aim at the nearest target. And another thing I thought of with the Hive Limpet - make sure it can only target one enemy per turn (unless you like your tongues covered in humans from top to bottom ;) )

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 Post subject: Re: Tyranid Infestation... (skirmish game under development)
PostPosted: Mon Jul 05, 2010 3:12 am 
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Both good points, will do!

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 Post subject: Re: Tyranid Infestation... (skirmish game under development)
PostPosted: Mon Jul 05, 2010 8:00 am 
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BarbaroisBob wrote:
Was looking at the infestation markers from the old Maccrage set and Genestealer kit, and I must say they would represent the limpet very well. Just affix some fishing line or fine string to the maw, and temporarily sticky-tack them to the undersides of different terrain pieces each game!



Yes, saw that, great idea, would look spot on. I had however decided to sculpt my own. (will post images eventually) I am using those as Infestation markers or as Spore cysts - depending on how many cysts i can be bothered to sculpt.

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 Post subject: Re: Tyranid Infestation... (skirmish game under development)
PostPosted: Mon Jul 05, 2010 12:26 pm 
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Little One

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Hey Isildur,

I just wanted to chime in and day that I think this is a fantastic idea.
This is exactly the kind of game I'd like to lay on a regular basis - I do miss the old skirmish games like Gorkamorka and Necromunda.

-Fox-

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 Post subject: Re: Tyranid Infestation... (skirmish game under development)
PostPosted: Tue Jul 06, 2010 8:05 am 
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Floater

Ws = 4
Bs = 3
S = 1
T = 3
W = 1
I = 3
A = D6
Ld = 10
Sv = N/A

Floaters are a combination of an aerial jellyfish and a sporemine. They have very limited central nervous system and extremely soft bodies. Most of their volume is made up of large gas filled sacks in the canopy that allow the creature to float in addition there is a pouch containing the explosive mixture of chemicals found in sporemines. Packed around this are large numbers of Floater spores so that when a floater ends its life in its explosive act of reproduction they are spread far and wide, and hopefully some come to rest in a nice warm piece of fleshy compost.

Floaters live and grow by trailing long venomous tendrils beneath them as they drift. Small creatures that are unlucky enough to be snagged by these are paralyzed quickly by powerful toxins and lifted to below the canopy of the floater where they are slowly digested. When larger creatures are paralysed the Floater anchors itself to them and extrudes a long digestive tendril that slowly dissolves and digests the tissue of the victim. Whilst the toxins are powerful paralysing agents, they do not cause death, and it is thought that victims remain conscious during the long digestion process. During this process the floater still drifts around its victim and seeks other prey, and it is not uncommon for a floater to abandon one victim in order to gain a second. In this case it will inject a batch of eggs into the paralysed creature before severing its link, and unless the victim gets rapid medical aid, they will soon become a young floater hatchery and their first meal.


Equipment – they count as being equipped with lashwips, have poison 2+ and inflict instant death* regardless of toughness.

Special rules;

Limited sentience – In the movement phase Floaters move like spore mines, however their perceptions of the world are good enough to allow them to fire thrusts of gasses to steer and control the direction of their movement a little. As such they may run in the shooting phase in a direction chosen by the Tyranid player, and may assault as normal. They are however still immune to all Psychology, moral and pinning tests – they are not that self aware.

Paralysed – Modles killed by a floater are not actually dead, just paralysed. When a floater makes a ‘kill’ place the model on its side, and the floater is now anchored to it, and will not move more than 3” from it in either the random movement or shooting ‘run’ phase but can and must assault towards a survivor if one comes within assault range.
Additionally any model that has been paralysed but receives medical attention form a teammate can be completely revived provided it is done within 3 turns of the model being paralysed – after which there is not enough left to save.

Explode – when a Floater is killed it immediately explodes in the same way a normal sporemine.

Soft bodied – most small-arms shots striking a Floater will pass straight though its soft body, without doing any significant damage as it has little internal structure and no Central nervous system. Any more powerful shot is, however, likely to annihilate the creature completely. So any wound caused by a weapon that does not cause instant death and is not a flamer, template or blast weapon is ignored on the roll of a 2+, whilst those listed work as normal.

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Before you make a man your enemy, walk a mile in his shoes. Then, if he does become your enemy, you are a mile away, and he has no shoes!
(ancient Klatchian proverb)


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 Post subject: Re: Tyranid Infestation... (skirmish game under development)
PostPosted: Sat Jul 10, 2010 11:37 am 
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Hive Node wrote:
Can't wait to see the concept sketches (Read: Post them as fast as humanly possible).



Here they are - along with those sculpts i have finished.

http://album.warpshadow.com/v/Isildur/Infestation/

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 Post subject: Re: Tyranid Infestation... (skirmish game under development)
PostPosted: Sat Jul 10, 2010 3:16 pm 
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Little One

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Wow!
Those are superbly done.

Especially fond of the Limpets and Ripper Glands - I just can't enough of this stuff :D

-Fox-

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