jaldon454 wrote:
Tyranid Proposed Special Rules (Unified)
Initiative:1+
Strategy:1
Fine.
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Hive Mind
All Tyranid formations that contain synapse creatures get a +1 to their initiative when they rally.
Fine.
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Expendable
Will now be the Disposable/Expendable straight from the 2008 Handbook. That being the case the rule need not be explained anymore.
{Note: This does mean that brood creatures can control and contest objectives.}
Who on earth uses the 2008 Handbook, other than a few small isolated groups?
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Spawning
After a formation with at least one synapse unit regroups or attempts to rally it may spawn. This spawning is a free action carried out after the Rally attempt. Roll number of dice based on the following modifiers:
Formation is not broken +1D3
There are no enemy units within 30cm +1D3
The total rolled is the number of spawn points available to the formation. Destroyed brood units be returned to play using the following costs:
Infantry Unit 1 Spawn Point
Light Vehicle Unit 2 Spawn Points
Armoured Vehicle Units 3 Spawn Points
The Tyranid player must designated separate spawning pools for each swarm in the army. When a unit is destroyed it is placed in the spawning pool of the swarm it came from when it was destroyed.
A swarm must spawn units from its own pool and may not spawn units from another swarm’s spawning pool unless it has no more units in its own pool to spawn back. Units spawned into a different swarm become part of that swarm for game purposes.
In the end phase rallies all swarms must spawn. The Tyranid player may do them in any order they wish as long as all swarms that have units in their spawn pools spawn before swarms that have no units in their spawn pools.
Much too wordy.
Not at all balanced between the different spawnable unit types.
Still screws with the BTS and Tie-breaker conditions.
Not particularly representative of what a Tyranid army should be IMO.
In toto, I dislike this. I'd rather see Spawning dropped entirely than see this rule adopted.
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Brood Mother
For now Brood Mother is going to be dropped and added again later when the final unit stats are finished. Then a special rule will be considered for both the Dominatrix and the Tervigon.
I dislike seeing this dropped.
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Instinctive
Any formation that has lost all of its synapse creatures falls into instinctive behavior. It is still treated like a normal Tyranid formation with the following changes. Its initiative becomes 3+. It may only use Advance, Engage, and Hold actions. It cannot spawn.
Fine.
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It cannot be merged with other Tyranid formations,
I thought merging was gone, anyway?
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The swarm may not contest or control objectives.
Dislike.
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Note: A Brood Mother can still spawn back units for a Instinctive formation.
I thought Brood Mother was gone?
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Tunneler
Tunnelers are set up touching their own side's table edge before the battle starts at the same time that spacecraft are setup (seeEA 4.3.1). Any units transported in the tunneler should be
placed to one side at this time too. Secretly write down the location where the tunneler will surface
at the same time and in the same manner that you record the coordinates of a drop zone (see EA 4.3.1). You must also secretly record when the tunneler will surface.
If it is going to surface in your half of the table it may arrive from the second turn onwards. If it is going to surface in the opposing half of the table, it may arrive from turn three onwards. Set up the tunneler at the start of the stated turn, before placing units with teleport, at the location you wrote down. Any units being transported are allowed to disembark immediately upon surfacing.
Surfacing does not count as movement for the purposes of triggering overwatch fire. Disembarking triggers overwatch fire as normal. If the tunneler surfaces on terrain that is impassable for it, under a friendly unit, or in an enemy zone of control then it is assumed that on-board sensor equipment will divert it towards another entry point. The unit should be moved by the opposing player to the nearest area where it can surface. Formations of multiple tunnelers need only record one location where they will surface. Place a unit at this location, or within 5cm of another unit that has already been placed, so long as all units are placed within 15cm of the location and on the appropriate half of the table. Tunnelers, and any units being transported in them, may take an action on the turn they appear.
I really hope nobody has a problem with this one.
I intensively dislike anything that involves the opposing player moving your units.
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Mobility
Tyranid War Engines and Armoured Vehicles never take dangerous
terrain tests for moving through or into terrain. In addition Tyranid
Light Vehicles move through terrain as if they were Infantry.
Fortification features such as razor wire or minefields, and special
terrain features such as lava flows affect Tyranid units normally.
Fine.
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The Hive Mind and Synapse
These will be covered in the lists and determine how a NId Army is put together. For now use the lists posted for playtesting and ignore any rules pertaining to Synapse Ranges. Nid formations now use all the normal rules all other formations in Epic-A use.
Fine.
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Onachus Planetary Assault
While I do find this rule really interesting, because I think it fits the vision most of us have on how the Nids would deploy from space,I think it should be included in the list for non-tournament play. For tournament play I think the standard Planetary Assault rules should be used.
Fine.
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Onachus Resolute
While I am not opposed to this rule I would like the players to try battles with it and without it and give me their feedback on it. It is what I am planning on doing as I am not really to sure if it is needed, but then again I am not it isn’t.
Fine.