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 Post subject: New Tyranid Species: Pyrogaunts
PostPosted: Tue May 07, 2013 12:44 pm 
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Little One
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This is the writeup for a new breed of Gaunts I have thought up, the Pyrogaunt.

"Pyrogaunts are a sub-mutation of the Hormagaunt genus. They are similar in many ways, but unlike Hormagaunts, have shortened talons and huge sacs of caustic, flammable fluid upon their backs. These creatures seek out strategically important foes and charge straight at them, detonating themselves to destroy their targets"

WS:3 BS:3 S:3 T:2 W:1 I:3 A:1 LD:7 SV:6+

Points per model: 7.

Brood Size: Between 10 and 30 Pyrogaunts.

Slot: Pyrogaunts do not occupy the FOC, and are placed independently of the rest of the army. However, you may not have more than 3 broods of Pyrogaunts.

Wargear: Claws and Teeth, Chitin.

Special Rules:

Instinctive Behaviour: Feed, Move Through Cover, Bounding Leap, Fearless, Scuttling Bombs.

Scuttling Bombs: Pyrogaunts are living incendiaries, made to seek out enemies and explode amongst them. If a brood of Pyrogaunts successfully charges an enemy or is successfully charged, then after their attacks have been resolved, the brood detonates. Roll a D6 for each Pyrogaunt: On a 4+ it explodes and is removed from the table. For every Pyrogaunt that explodes, resolve an attack against the unit or model they charged, at the following profile:
S:6 AP:4, Pinning.

If there are any surviving models in the opposing unit, then resolve the attack as if it were a shooting attack, taking Morale checks if necessary, etc. If the Morale check is passed (or if no Morale Check is necessary) then the unit may consolidate.

If a 1-3 is rolled, the Pyrogaunt simply dies, and no detonation takes place.

In the event that a Pyrogaunt is wounded pr killed for any reason, once again roll a D6, following the usual procedure.

Pyrogaunts cannot capture objectives, nor do they for any reason award victory points when killed.

Options:

The entire brood may take 1 of the following upgrades:

Upgrade entire brood with Pyro-Acid Nodules: 3 points per model. Pyrogaunts with Pyro-Acid Nodules resolve the detonation with the following profile:

S:3 AP:2,Armourbane, Pinning.

Upgrade entire brood with Needle Clusters: 3 points per model. Pyrogaunts with Needle Clusters resolve the detonation with the following profile:

S:X AP:5, Poisoned (3+), Pinning.

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Last edited by Squigsquasher on Sat Sep 27, 2014 12:36 pm, edited 1 time in total.

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 Post subject: Re: New Tyranid Species: Pyrogaunts
PostPosted: Fri May 10, 2013 2:18 pm 
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Hatchling
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Joined: Fri Apr 26, 2013 8:34 pm
Posts: 45
Those sound a little too good to be true... why not try something like this (changes in blue):
Quote:
"Pyrogaunts are a sub-mutation of the Hormagaunt genus. They are similar in many ways, but rather then being ferocious close-combat beasts, their innards are filled with huge sacs of caustic, flammable fluid. These creatures seek out strategically important foes and charge straight at them, detonating themselves to destroy their targets"

WS:3 BS:3 S:3 T:3 W:1 I:3 A:1 Ld:7 Sv:6+

Points per model: 7.

Brood Size: Between 10 and 30 Pyrogaunts.

Slot: Pyrogaunts are a Heavy Support choice on the FOC. (reasoning being that (1) there are no swarmy HS units, and (2) these guys seem to be like a more controlled Spore Mine.... which is what a Biovore attempts to cover with it's barrage)

Wargear: Claws and Teeth, Chitin.

Special Rules:
Instinctive Behavior: Feed, Move Through Cover, Bounding Leap, Scuttling Bombs.

Scuttling Bombs: Pyrogaunts are living incendiaries, made to seek out enemies and explode amongst them. When a Pyrogaunt is killed in close combat, take a Leadership test. If the test is passed, then all Pyrogaunts in the brood detonate. Resolve the blast with the following profile:
S:3 AP:6 Small Blast, Ignores Cover


Now, I know that Spore Mines have a stronger blast, and what I proposed is far weaker than the original, but when 30 blasts go off simultaneously, a S6 large blast is a bit much.


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 Post subject: Re: New Tyranid Species: Pyrogaunts
PostPosted: Fri May 10, 2013 6:29 pm 
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Great Devourer
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Hi StealthVulture, welcome to Warpshadow. :D

Squigsquasher, I do like the idea. If termagants are largely expendable if actual fighting breaks out against a tough prey, it makes a lot of sense for the hive mind to make a guided land missile species. It can get where it is needed accurately and reliably.

On to the rules. I like that you've given the pyrogaunt downsides in reduced toughness (it makes sense much like the T1 of a spore mine) and unreliability. That unreliability makes it a lot harder to cost (like say the Doom of Malanti) and a devastating as they will be if they make contact, they are unlikely to do so against an enemy who has been of the receiving end of them before. So no real advice there at all. :wink:

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 Post subject: Re: New Tyranid Species: Pyrogaunts
PostPosted: Fri May 10, 2013 7:30 pm 
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Harpy
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A thought...S6 AP3 is just as powerful as a shell from an Imperial Colossus Siege Mortar; that's a pretty tough sell for a sac full of acid on the back of a gaunt (especially a gaunt that only costs 7 points). It also misses the possibility of making "scourges" (flying bombs). How about something like the following:

***
Pyro-acid Sac: as the logical extension of breeding creatures purely to exhaust the enemy's ammunition, broods with this pressurized nodule of bio-acid heedlessly throw themselves at the enemy, dying in a gout of caustic fluids. A brood of termagants, hormagaunts, gargoyles, tyranid warriors, shrikes, or raveners may take pyro-acid sacs as a free exchage for their fleshborers or a sets of scything talons. This sac is a close combat weapon with the following profile:

S+1 AP4 Melee, Specialist, Suicide Bomb*

* A model with this weapon has the Fearless and Instinctive Behavior-Feed rules. This weapon causes d3 automatic hits to the target unit, regardless of the model's Attacks characteristic or other factors (charge, Rage USR, etc). At the end of the Initiative step in which this weapon is used, the wielding model is removed as a casualty.

Models with this weapon are not required to use it, and may attack with their normal stats using claws and teeth.
***

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 Post subject: Re: New Tyranid Species: Pyrogaunts
PostPosted: Sun Jan 12, 2014 12:57 pm 
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Little One
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Location: Hunched over a computer
Eidre wrote:
A thought...S6 AP3 is just as powerful as a shell from an Imperial Colossus Siege Mortar; that's a pretty tough sell for a sac full of acid on the back of a gaunt (especially a gaunt that only costs 7 points). It also misses the possibility of making "scourges" (flying bombs). How about something like the following:

***
Pyro-acid Sac: as the logical extension of breeding creatures purely to exhaust the enemy's ammunition, broods with this pressurized nodule of bio-acid heedlessly throw themselves at the enemy, dying in a gout of caustic fluids. A brood of termagants, hormagaunts, gargoyles, tyranid warriors, shrikes, or raveners may take pyro-acid sacs as a free exchage for their fleshborers or a sets of scything talons. This sac is a close combat weapon with the following profile:

S+1 AP4 Melee, Specialist, Suicide Bomb*

* A model with this weapon has the Fearless and Instinctive Behavior-Feed rules. This weapon causes d3 automatic hits to the target unit, regardless of the model's Attacks characteristic or other factors (charge, Rage USR, etc). At the end of the Initiative step in which this weapon is used, the wielding model is removed as a casualty.

Models with this weapon are not required to use it, and may attack with their normal stats using claws and teeth.
***


That probably works a lot better. Thanks!

EDIT: I have amended the OP to be a bit more, well, balanced.

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