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Author Topic: Tyranids: Need help  (Read 8881 times)

RF

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Re: Tyranids: Need help
« Reply #15 on: June 29, 2011, 10:38:24 am »

I'll try doing a quick run down of the "fighting" classes.

In order from least to most common (in terms of numbers within an individual swarm), as best I can, with some advice on how to do them (and hopefully pictures!).
1 per Swarm
Hive Tyrant
http://wh40k.lexicanum.com/mediawiki/images/9/94/Tyranid_Hive_Tyrant_4th_Edition_1.jpg
Pretty much all of them are different, but probably fireball (or is it possible to fling poison?) and really strong melee weaponry would work. These are basically the leaders of the hive's attacks. You could probably also give these gas attacks or something.
Carnifex
http://wh40k.lexicanum.com/mediawiki/images/a/a0/Tyranid_Carnifex1.jpg
Similar to Hive Tyrants, but a lot more well armoured and more melee focused. They're also all different. Again, gas attacks might work (spores etc).

Few per Swarm
Zoanthrope
http://wh40k.lexicanum.com/mediawiki/images/a/a1/Zoanthropemodel4thEd.jpg
Psychic attackers. Don't have any idea how to do these.
Tyrant Guard
http://wh40k.lexicanum.com/mediawiki/images/e/e5/Tyrantguard.jpg
Usually defend those "1 per swarm" creatures. Big arse melee tanks, basically.

Plenty per Swarm
Tyranid Warriors
http://wh40k.lexicanum.com/wiki/File:Tyranid_Warriors.jpg
Just the basic attackers. They sometimes have bioguns, too.
Genestealers
http://wh40k.lexicanum.com/mediawiki/images/0/03/Genestealer_b.jpg
For lots of people, genestealers are one of the defining elements of the tyranid thing. They implant their DNA into other creatures and cause them to have half genestealer children (who look completely human but pass on the genetics) until the fourth generation comes along where the genestealer genetics start to come to the fore once more. I'd suggest just giving them a necrotic poison that spreads on contact. It'd simulate the collapse of the society after awhile.
Ravener
http://wh40k.lexicanum.com/mediawiki/images/b/b5/Ravener_model_5th_ed.jpg
Fast attacking, hit and run snake things. Fast speed and strong melee weapons would do for this.

Metric Shit Tonnes per Swarm
Hormagaunt
http://wh40k.lexicanum.com/mediawiki/images/5/57/Hormagaunt_minis.jpg
Miniature warriors, basically. Imagine goblins but with in built weapons. Lots and lots of these are the best idea.
Termagaunt
http://wh40k.lexicanum.com/mediawiki/images/0/0b/Termagant_minis.jpg
Like hormagaunts but with guns.
Gargoyles
http://wh40k.lexicanum.com/mediawiki/images/7/7f/Gargoyle_model.jpg
Like termagaunts BUT WITH WINGS.
Rippers
http://wh40k.lexicanum.com/mediawiki/images/d/d8/Ripper.jpg
Imagine swarms of locusts. Now imagine those locusts have big arse teeth. Now imagine those locusts do nothing but eat and make more locusts. Give these guys trample:10000 or something to simulate them eating the grass of everything.

Things to Remember
Pretty much all tyranids (even within a single squad) are different. They have basic "classes", but the idea is that the tyranid swarm adapts it's tactics and is capable of changing to meet the situation. Tyranids are fast breeding but they're usually spawned by spore columns (I think). If you want, make a "queen" class. I don't think anyone will complain. Just make it have massive litters.

That's pretty much everything that's relevant, I think.
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NightS

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Re: Tyranids: Need help
« Reply #16 on: June 29, 2011, 11:23:12 am »

Psychic attacks can be made with a syndrome projectile blob/spit attack (paralysis, unconsciousness...), but leave that for later :P
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Dsarker

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Re: Tyranids: Need help
« Reply #17 on: June 29, 2011, 11:32:46 am »

Definitely were syndrome for gene stealers. Termagaunts- add a ranged solid blob necrosis syndrome.
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aireoth

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Re: Tyranids: Need help
« Reply #18 on: June 29, 2011, 12:10:30 pm »

I would encourage you to pick up the Nid Codex (you can even download it in PDF format if you know where to look). Reading it will help you a lot.

It would be cool if you could integrate synapse into it, as many Nids revert to animal behavior when not within range of a synapse creature. Kill the Synapse and watch the rest scatter, its hunting time :)
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NightS

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Re: Tyranids: Need help
« Reply #19 on: June 29, 2011, 01:38:07 pm »

Option: Add random wild weaker gaunts :D (out of synapse and animalistic) and make the tough ones invade only :D
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GreatWyrmGold

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Re: Tyranids: Need help
« Reply #20 on: June 30, 2011, 11:28:12 pm »

Thanks for your help.

Is there any way to get constructed weapons to fire syndromey attacks without getting the tyranids all syndromed? I already made a kinda cool genetic engineering workshop...
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Dsarker

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Re: Tyranids: Need help
« Reply #21 on: July 01, 2011, 12:02:57 am »

I believe you can add syndromes to materials. Perhaps have a specialised quiver with a constant temperature of X, make tyranids immune to it, ???, PROFIT!!!
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celem

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Re: Tyranids: Need help
« Reply #22 on: July 01, 2011, 01:02:06 am »

Yeah, you can give objects syndromes but you need a way to get it into the blood, dont think poisoned melee weapons can be done, ranged who knows?.  You can also use below air evaporation temperature, this causes the object to turn to toxic gas as soon as it enters the map.  Annoying, but is used to make toxic rock that kills miners.
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GreatWyrmGold

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Re: Tyranids: Need help
« Reply #23 on: July 02, 2011, 08:59:13 am »

Yeah, you can give objects syndromes but you need a way to get it into the blood, dont think poisoned melee weapons can be done, ranged who knows?.  You can also use below air evaporation temperature, this causes the object to turn to toxic gas as soon as it enters the map.  Annoying, but is used to make toxic rock that kills miners.
Problem being that I don't want to kill the 'nids the instant they enter the map.

If I make a weapon out of a material that has an injected syndrome, would said weapon deliver said syndrome?
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Dsarker

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Re: Tyranids: Need help
« Reply #24 on: July 02, 2011, 10:44:34 am »

Wait! With the more syndrome possibilities coming up next update, we could make synapse!
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GreatWyrmGold

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Re: Tyranids: Need help
« Reply #25 on: July 02, 2011, 11:39:44 am »

Wait! With the more syndrome possibilities coming up next update, we could make synapse!
Probably, yeah.

...What's "synapse"?
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Re: Tyranids: Need help
« Reply #26 on: July 02, 2011, 12:23:04 pm »

Synapse (in the context of tyranids, real synapses are part of the nervous system) refers to how some of the less intelligent small 'nids, gaunts for instance, require orders to be given to them through the psychic tyranids and must therefore be nearby to them. Some are immune, eg genestealers as they are meant to operate far from fleets, and I think some others have a good chance of being commandable further away, though things change between different rule sets. Tyrants, warriors, broodlords and zoanthropes provide synapse. I don't think it will actually be possible, but I suppose positive syndrome effects could somewhat represent it.
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NightS

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Re: Tyranids: Need help
« Reply #27 on: July 02, 2011, 03:49:27 pm »

Synapse (in the context of tyranids, real synapses are part of the nervous system) refers to how some of the less intelligent small 'nids, gaunts for instance, require orders to be given to them through the psychic tyranids and must therefore be nearby to them. Some are immune, eg genestealers as they are meant to operate far from fleets, and I think some others have a good chance of being commandable further away, though things change between different rule sets. Tyrants, warriors, broodlords and zoanthropes provide synapse. I don't think it will actually be possible, but I suppose positive syndrome effects could somewhat represent it.
I don't think that can be done with syndromes, even positive. Well, maybe just no pain, but more intelligence... the only thing i can think of is berserk if they aren't affected.
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GreatWyrmGold

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Re: Tyranids: Need help
« Reply #28 on: July 02, 2011, 05:03:22 pm »

Hm...Still, no-one knows how to make weapons poisonous?
Also, how common are biovores? I skimmed the Tyranid codex while at my local gaming store, and they're the only ones that stuck out. An explanation for some way to simulate the spore mines would be nice, too.
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Dsarker

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Re: Tyranids: Need help
« Reply #29 on: July 02, 2011, 05:06:22 pm »

Directional dust.
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