tyranids stats crunching and idea thread (community project)

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Dayta
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Re: tyranids stats crunching and idea thread (community proj

Post by Dayta »

More unit stats! Didn't complete a while section, but did some bread and butter units. Tried to make the Tyrants scary/worth it. But first, replies.
hey dayta, is the range of exocrines bioplasma cannon a typo? it's pretty much an artillery unit, so the plasma cannon's range should be at least around 4?
It is a type, but it should be 2. Unfortunately besides the titans and biovore the nids are rather short ranged. Was a bit generous with the biovore b/c I wanted to try a range 4 support unit, they'll probably need it.

Also can't wait this to come together, but don't overwork yourself. Also feel free to ask questions about specific nid units if you think something is off and I'll go more into detail on them. Xadie is probably more knowledgeable about them than me though.
I completely understand where you coming from. I'm just suggesting how certain aspects could be modeled.
I would redo the overall balance of the game anyway that's why I haven't wrote state lines for the units as they wouldn't be in context with existing units in the game anyway ;)
Its simplified for not, bit too much sometimes, but hopefully some of the new traits will help.

Fast Attack

Harpy

Req 750 Unit Strength 6 HP 7 Defense 50 Initiative: 14 Type: Aircraft Move Type: Hover Move: 5 Spot: 2 Melee: 60 Range:60 Trait: Assault

Weapons
2 Stranglethron Cannons STR 60 AP 0% Shots 4 Accuracy 80% -0%/hex Range 3 Terror
2 Heavy Venom Cannons STR 90 AP 10% Shots 2 Accuracy 100% -0%/hex Range 3
Monstrous Scything Talons STR 60 AP 10% Shots 3 Accuracy 100% -0%/hex Range 0


Hive Crone
Req 750 Unit Strength 6 HP 7 Defense 50 Initiative: 14 Type: Aircraft Move Type: Hover Move: 5 Spot: 2 Melee: 60 Range:60 Trait: Assault

Weapons
Drool Cannon STR 50 AP 0% Shots 4 Accuracy 100% -10%/hex Range 1
4 Tentaclids STR 40 AP 50% Shots 2 Accuracy 100% -10%/hex Range 3 AA
Monstrous Scything Talons STR 60 AP 10% Shots 3 Accuracy 100% -0%/hex Range 0
Stinger Salvo STR 50 AP 10% Shits 2 Accuracy 100% -10%/hex Range 2 AA

Spore Mines
Req 90 Unit Strength 30 HP 1 Defense 5 Initiative: 1 Type: Infantry Type: Leg Light Move: 2 Spot: 1 Melee: 60 Range:60 Trait: assault
Explode! STR 30 AP 0% Shots 10 Accuracy 100% -0%/hex Range 0

Other:
Termaguant Brood
Req 75 Unit Strength 50 HP 1 Defense 20 Initiative: 10 Type: Infantry Type: Leg Light Move: 5 Spot: 1 Melee: 60 Range:60 Trait: none
Fleshborer STR 25 AP 0% Shots 2 Accuracy 100% -10% Range 1

Termagaunt Brood w/ Devourers
Req 100 Unit Strength 40 HP 1 Defense 20 Initiative: 10 Type: Infantry Type: Leg Light Move: 5 Spot: 1 Melee: 60 Range:60 Trait: none
Devourer STR 20 AP 0% Shots 3 Accuracy 100% -10% Range 2

Hormogaunt Brood
Req 85 Unit Strength 50 HP 1 Defense 20 Initiative: 15 Type: Infantry Type: Leg Light Move: 5 Spot: 1 Melee: 60 Range:60 Trait: Assault
Scything Talons STR 30 AP 15% Shots 3 Accuracy 100% -0% Range 0

Gargoyle Brood
Req 100 Unit Strength 40 HP 1 Defense 25 Initiative: 13 Type: Infantry Move Type: Hover Move: 6 Spot: 1 Melee: 60 Range:60 Trait: none
Fleshborer STR 25 AP 0% Shots 2 Accuracy 100% -10% Range 1

Hive Tyrant
Any Combinations of 2 weapons total. (flying tyrant) Probably dakka version like carnifex, a lashipwhip+ heavy venom cannon version, and a version that has Boneswords+Stranglethorn.

Req 550 Unit Strength 4 HP 8 Defense 60 Initiative: 15 Type: Infantry Move Type: Leg light (hover) Move: 4 (5) Spot: 5 Melee: 90 Range:80 Trait: Assault, Heroic, Fearless

Weapons
2 Monstrous Scything Talons STR 60 AP 10% Shots 5 Accuracy 100% -0%/hex Range 0
2 Devourer with brainleech worms STR 40 AP 0% Shots 4 Accuracy 100 -10% Range 2
Heavy Venom Cannon STR 70 AP 10% Shots 2 Accuracy 100% -10% Range 3
Stranglethorn Cannon STR 50 AP 0% Shots 3 Accuracy 100% -10%/hex Range 3 Terror
Boneswords STR 60 AP 30% Shots 4 Accuracy 100% -0%/hex Range 0 Terror
Lashwhip Bonesword STR 60 AP 30% Shots 3 Accuracy 100% -0%/hex Range 0 (add 4 to Initiative)

Hive Tyrant with Hive Guards
Same as above for weapons, but add Scything talons, Boneswords, or Boneswords and Lashwhip for the Hive Guards (so total 3 weapons, 2 for tyrant+ 1 for guard). More toughness overall, and much more firepower at cost of movement ability and accuracy

Req: 675 Unit Strength 8 HP 6 Defense 55 Initiative: 13 Type: Heavy Infantry Move Type: Leg heavy Move: 4 Spot: 5 Melee: 80 Range:70 Trait: Assault, Heroic, Fearless

Swarmlord
Tried to make him as uber as other heros, added 2 other “Tyrants” as “guards” so he could be better. Not quite fluffy, but makes him significantly scarier

Req 1400 Unit Strength 3 HP 13 Defense 65 Initiative: 18 Type: Infantry Move Type: Leg light Move: 4 Spot: 7 Melee: 95 Range:80 Trait: Assault, Heroic, Fearless
2 Boneswords STR 80 AP 30% Shots 6 Accuracy 100% -0%/hex Range 0 Terror

To do:
Ripper/Sky-slasher swarms
Warriors/Shrikes/Raveners
All other HQs
pizzagrenadier
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Re: tyranids stats crunching and idea thread (community proj

Post by pizzagrenadier »

ah i see, always thought exocrine is a long ranged unit. my mistake. :P
Dayta wrote:
Hive Crone
Req 750 Unit Strength 6 HP 7 Defense 50 Initiative: 14 Type: Aircraft Move Type: Hover Move: 5 Spot: 2 Melee: 60 Range:60 Trait: Assault

Weapons
Drool Cannon STR 50 AP 0% Shots 4 Accuracy 100% -10%/hex Range 1
4 Tentaclids STR 40 AP 50% Shots 2 Accuracy 100% -10%/hex Range 3 AA
Monstrous Scything Talons STR 60 AP 10% Shots 3 Accuracy 100% -0%/hex Range 0
Stinger Salvo STR 50 AP 10% Shits 2 Accuracy 100% -10%/hex Range 2 AA
how do you guys plan to split the weapons on crone, 4 here, we can only pick 3. so i assume 2 variants?
Xadie
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Re: tyranids stats crunching and idea thread (community proj

Post by Xadie »

According to the army codex: all crones come with drool cannon, 4 tentaclids and a pair of Scything Talons. On top of that crones may take either a Stinger Salvo or Cluster Spines for a price. It also can take "standard" Biomorphs, which are Toxin Sacs, Acid Blood, Adrenal glands and Regeneration.

In the Tabletop Cluster Spines are (large)-Blast + Assault Weapons without Armor penetration (AP: - ) and Stinger Salvo is a Assault Weapon with 4 shots and some penetration (AP: 4). Range on both weapons is 18".
Cluster Spines and Stinger Salvo are relative similar. Cluster Spines are skewed towards handling mass infantry without armor and Stinger Salvo is more for smaller better armored units (but still not good enough to nullify space marine power armor.)

Overall it's equip options don't change how you would handle them.
Dayta
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Re: tyranids stats crunching and idea thread (community proj

Post by Dayta »

Sorry for nothing yesterday, life happened and forgot. Anyway, here are the warriors and their variants. Did not include all possible weapons/combinations for the units, but included the primary variants This is mainly because the other options did not seem to add much to what the unit already does and/or compromises the viability of other units (internal balance). ex: rending claws would compromise genestealers,

Warriors

Req 300 Unit Strength 20 HP 3 Defense 35 Initiative: 14 Type: Infantry Type: Leg Medium Move: 4 Spot: 2 Melee: 60 Range:60 Trait: Assault, Leadership

Scything Talons STR 30 AP 15% Shots 3 Accuracy 100% -0% Range 0
Devourer STR 20 AP 0% Shots 3 Accuracy 100% -10% Range 2

Warriors with Venom Cannon or Barbed Strangler

Req 400 Unit Strength 15 HP 3 Defense 35 Initiative: 14 Type: Infantry Type: Leg Medium Move: 4 Spot: 2 Melee: 60 Range:60 Trait: Assault, Leadership

Scything Talons STR 30 AP 15% Shots 3 Accuracy 100% -0% Range 0
Devourer STR 20 AP 0% Shots 3 Accuracy 100% -10% Range 2
Venom Cannon STR 60 AP 0% Shots 1 Accuracy 100% -10%/hex Range 3
Barbed Strangler STR 40 AP 0% Shots 2 Accuracy 100% -10%/hex Range 3 Terror

Shrikes

Req 325 Unit Strength 20 HP 3 Defense 30 Initiative: 14 Type: Infantry Type: Hover Move: 5 Spot: 3 Melee: 60 Range:60 Trait: Assault, Flying, Leadership

Scything Talons STR 30 AP 15% Shots 3 Accuracy 100% -0% Range 0
Devourer STR 20 AP 0% Shots 3 Accuracy 100% -10% Range 2

Shrikes with Venom Cannon or Barbed Strangler
Req 425 Unit Strength 15 HP 3 Defense 30 Initiative: 14 Type: Infantry Type: Hover Move: 5 Spot: 3 Melee: 60 Range:60 Trait: Assault, Flying, Leadership

Scything Talons STR 30 AP 15% Shots 3 Accuracy 100% -0% Range 0
Devourer STR 20 AP 0% Shots 3 Accuracy 100% -10% Range 2
Venom Cannon STR 60 AP 0% Shots 1 Accuracy 100% -10%/hex Range 3
Barbed Strangler STR 40 AP 0% Shots 2 Accuracy 100% -10%/hex Range 3 Terror

Raveners
Req 275 Unit Strength 20 HP 3 Defense 30 Initiative: 14 Type: Infantry Type: Leg Light Move: 4 Spot: 1 Melee: 60 Range:60 Trait: Assault

2 Scything Talons STR 30 AP 15% Shots 4 Accuracy 100% -0% Range 0

Warrior Prime

Req 450 Unit Strength 20 HP 3 Defense 40 Initiative: 17 Type: Infantry Type: Leg Medium Move: 4 Spot: 3 Melee: 80 Range:80 Trait: Assault, Heroic

Scything Talons STR 30 AP 15% Shots 3 Accuracy 100% -0% Range 0
Devourer STR 20 AP 0% Shots 3 Accuracy 100% -10% Range 2
pizzagrenadier
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Re: tyranids stats crunching and idea thread (community proj

Post by pizzagrenadier »

hey no worries, real life comes first, take your time. :D besides, we are way ahead of schedule in terms of stats crunching.
Dayta wrote:
Carnifexes-
The first big guy, and still wrecking things. Skreamer Killer is the talons+bio-plasma, dakkafex is the devourers. Will list the other weapons for other variants.


Hive Tyrant
Any Combinations of 2 weapons total. (flying tyrant) Probably dakka version like carnifex, a lashipwhip+ heavy venom cannon version, and a version that has Boneswords+Stranglethorn.
i need some clarification guys regarding the carnifex and tyrants and flying tyrants variants and their cost. lets see if i get this right: ( note: i need very specific input regarding this. are those weapons configurations correct? are the costs correct ? ) also if you think there are too many variants feel free to trim it down.

seems like we will implement 5 carnifex variants:

1. two talons+bio-plasma ( Skreamer Killer) req cost 700
2. two devourers + two devourers ( dakkafex ) req cost ???? ( i heard it's slightly cheaper )
3. two wrecker claws + two wrecker claws ( Stone Crusher Carnifexes ) req cost ????? also whats the stats on wrecker claws?
4. two talons + heavy venomcannon req cost 700
5. two talons + Stranglethorn Cannon req cost 700

tyrant ( + flying version ) variants:

five land based tyrant variants: ( no tyrant guards and not swarmlord ) :

1. lashipwhip+ heavy venom cannon req cost 550
2. Boneswords+Stranglethorn req cost 550
3. two devourers + two devourers ( dakka tyrant ) req cost ????
4. two talons + Stranglethorn Cannon req cost 550
5. two talons + heavy venom cannon req cost 550

flying tyrant has the same 5 weapon configs , but what are the costs for flying version?

thanks!!
Dayta
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Re: tyranids stats crunching and idea thread (community proj

Post by Dayta »

pizzagrenadier wrote:hey no worries, real life comes first, take your time. :D besides, we are way ahead of schedule in terms of stats crunching.

i need some clarification guys regarding the carnifex and tyrants and flying tyrants variants and their cost. lets see if i get this right: ( note: i need very specific input regarding this. are those weapons configurations correct? are the costs correct ? ) also if you think there are too many variants feel free to trim it down.

seems like we will implement 5 carnifex variants:

1. two talons+bio-plasma ( Skreamer Killer) req cost 700
2. two devourers + two devourers ( dakkafex ) req cost 700 ( i heard it's slightly cheaper )
3. two wrecker claws + two wrecker claws ( Stone Crusher Carnifexes ) req cost 850 (also a boost to def to 70ish) also whats the stats on wrecker claws? Will add to the Carnifexes' entry, may need to nerf latter on
4. two talons + heavy venomcannon req cost 750
5. two talons + Stranglethorn Cannon req cost 750

tyrant ( + flying version ) variants:

five land based tyrant variants: ( no tyrant guards and not swarmlord ) :

1. lashipwhip+ heavy venom cannon req cost 650
2. Boneswords+Stranglethorn req cost 650
3. two devourers + two devourers ( dakka tyrant ) req cost 550
4. two talons + Stranglethorn Cannon req cost 600
5. two talons + heavy venom cannon req cost 600

flying tyrant has the same 5 weapon configs , but what are the costs for flying version?

thanks!!
The variants look pretty good if you don't mind doing so many of them. They Flyrant should be 75-100 more or so I think, depending on variant. Their main edge is speed and can move over rivers/other blocking terrain, which with their vision means you can set up ambushes on arty and such. The costs I put up are more guidelines, and not hard and fast rules. I've tried to take into account internal and external balance but without playing with these stats in game its an educated guess at best.

Also the genestealers:

Genestealers

Req 225 Unit Strength 40 HP 1 Defense 35 Initiative: 18 Type: Infantry Type: Leg Light Move: 5 Spot: 1 Melee: 85 Range:00 Trait: Assault

2 Rending Claws STR 30 AP 30% Shots 3 Accuracy 90% -0%/hex Range 0

Broodlord

Req 400 Unit Strength 20 HP 2 Defense 40 Initiative: 19 Type: Infantry Type: Leg Light Move: 5 Spot: 3 Melee: 90 Range: 00 Trait: Assault, Leadership

Monstrous Rending Claws STR 50 30% Shots 2 Accuracy 80% -0%/hex Range 0

Ymgarl Genestealers

Req 275 Unit Strength 30 HP 1 Defense 50 Initiative: 18 Type: Infantry Type: Leg Light Move: 6 Spot: 1 Melee: 75 Range:00 Trait: Assault

Monstrous Rending Claws STR 50 30% Shots 2 Accuracy 80% -0%/hex Range 0
Last edited by Dayta on Sun Feb 01, 2015 5:06 am, edited 1 time in total.
pizzagrenadier
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Re: tyranids stats crunching and idea thread (community proj

Post by pizzagrenadier »

awesome! thanks for the clarification.

i don't mind doing all of those variants, they are not that much work.

cheers!
Dayta
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Re: tyranids stats crunching and idea thread (community proj

Post by Dayta »

More Stats! Should be the last of the Codex Units. Next will do the stuff from the Leviathan Expansion book. Hopefully will be posted by end of today where I live.

Tervigon
2 "variants" representing the same thing. Basically to represent the termaguants that spawn from the Tervigon, either use the (6) shot count for stinger salvo, or the lower shot count and the termagaunt fleshborers.

Req ~900 Unit Strength 6 HP 8 Defense 55 Initiative: 12 Type: Walker Move Type: Walker Medium Move: 3 Spot: 1 Melee: 60 Range:60 Trait: Leadership, Assault, Fearless

Monstrous Scything Talons STR 60 AP 10% Shots 3 Accuracy 100% -0%/hex Range 0
Stinger Salvo STR 40 AP 0% Shots 3(6) Accuracy 100% -10%/hex Range 2
Termagaunt Fleshborers STR 25 AP 0% Shots 7 Accuracy 100% -10% Range 1

Ripper Swarms
High HP, easyish to instagib

Req 65 Unit Strength 20 HP 4 Defense 10 Initiative: 6 Type: Infantry Type:Hover Move: 5 Spot: 1 Melee: 35 Range: 35 Trait: Assault

Bite STR 15 AP 0% Shots 4 Accuracy 100% -0%/hex Range 0

Skyslasher Swarms
High HP, easyish to instagib and faster

Req 85 Unit Strength 15 HP 4 Defense 10 Initiative: 6 Type: Infantry Type:Hover Move: 6 Spot: 1 Melee: 35 Range: 35 Trait: Assault

Bite STR 15 AP 0% Shots 1 Accuracy 100% -0%/hex Range 0
pizzagrenadier
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Re: tyranids stats crunching and idea thread (community proj

Post by pizzagrenadier »

awesome!

we are almost at the end of stats crunching, i believe the new leviathan units plus the genestealer hybrids are the only ones left. :D

cheers!
nexusno2000
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Re: tyranids stats crunching and idea thread (community proj

Post by nexusno2000 »

pizzagrenadier wrote:awesome!

we are almost at the end of stats crunching, i believe the new leviathan units plus the genestealer hybrids are the only ones left. :D

cheers!
I vote for hybrids with conversion beamers! :-D
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Dayta
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Re: tyranids stats crunching and idea thread (community proj

Post by Dayta »

Yay life, least I got girl scout cookiees. Also edited in the ymgarl genestealers into the post that had the other variants and nerfed the Broodlords a bit. This is the stuff from the Leviathan expansion and should be the last of the units. Let me know of I missed any or if you have feedback on them since they've become available. Also feel free to bug me for a multiplayer game with nids. After all of the units are implemented I'll probably try to make a few single-player maps with them, although I don't know how to make a campaign.

Malceptor

Req ~900 Unit Strength 6 HP 7 Defense 60 Initiative: 12 Type: Walker Move Type: Walker Medium Move: 4 Spot: 1 Melee: 60 Range: 60 Trait: Fearless

Psychic Overload STR 100 AP 50% Shots 2 Accuracy 60% -10%/hex Range 2

Toxicrene

Req ~800 Unit Strength 6 HP 6 Defense 60 Initiative: 12 Type: Walker Move Type: Walker Medium Move: 4 Spot: 1 Melee: 60 Range: 60 Trait: Assault, Fearless

Choking Cloud STR 25 AP 0% Shots 3 Accuracy 90% -10%/hex Range 1
Hypertoxic Lashwhips STR 50 AP 40% Shots 3 Accuracy 80% -0%/hex Range 0

Tyrannocyte
Choose 1 Weapon

Req ~500 Unit Strength 6 HP 8 Defense 45 Initiative: 12 Type: Flier/transport Move Type: Hover Move: 1 Spot: 1 Melee: 40 Range: 40 Trait: Assault, Fearless

5 Venom Cannons STR 60 AP 0% Shots 4 Accuracy 100% -10%/hex Range 3
5 Barbed Stranglers STR 40 AP 0% Shots 7 Accuracy 100% -10%/hex Range 3 Terror

Sporocyst
Choose 1 Weapon+Spore Mines!

Req ~650 Unit Strength 6 HP 8 Defense 45 Initiative: 12 Type: Stationary Move Type: Stationary Move: 0 Spot: 1 Melee: 40 Range: 40 Trait: Assault, Fearless

5 Venom Cannons STR 60 AP 0% Shots 4 Accuracy 100% -10%/hex Range 3
5 Barbed Stranglers STR 40 AP 0% Shots 7 Accuracy 100% -10%/hex Range 3 Terror
Spore Mines! STR 30 AP 0% Shots 40 Accuracy 70% -0%/hex Range 4 Terror

Mucolid Spore Cluster

Req 200 Unit Strength 10 HP 3 Defense 30 Initiative: 1 Type: Infantry Type: Leg Light Move: 2 Spot: 1 Melee: 60 Range:60 Trait: assault

Big Explode! STR 60 AP 0% Shots 10 Accuracy 100% -0%/hex Range 0

Also one last thing, the reason I had Leadership instead of Heroic was to try to separate the stronger hive nodes from the weaker ones, since you've changed them to heroic the price increase should be roughly 125-200 on leadership units, depending on durability (more expensive on more durable units.
pizzagrenadier
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Re: tyranids stats crunching and idea thread (community proj

Post by pizzagrenadier »

hey dayta, a few questions and notes:

1. shouldn't maleceptor have some sort of melee attack? i'm pretty positive that i read somewhere that it has it. besides, look at it's huge talons. :shock:

2. toxicrene is a pretty awesome new unit, can we buff it's stats a bit ? :mrgreen: maybe add a few more shots? i kind of like xadie's suggestion regarding toxicrene, give it 6 lashwhip shots as opposed to only 3. shroud cover everywhere, maybe give it more defense? like 65-70 ish? or maybe classify it as infantry to take full advantage of cover? siege trait doesn't work right now, but i will give it to it's choking cloud anyway, it might work later. also buff choking cloud to str 35 as opposed to 25 ? will of course up the cost for this unit.

3. tyrannocyte doesn't have assault trait i think, i could be wrong though. but i think it only has like 5 venom cannons.

4. i will increase the req cost of those leadership units like warriors later after i release the entire army.

5. we still need stats for 1 more unit: genestealer hybrids/cult. i'm thinking give them lasgun plus mutated claws for melee ?

6. looking forward to your custom nids scenarios !! :D

cheers !!
Dayta
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Re: tyranids stats crunching and idea thread (community proj

Post by Dayta »

pizzagrenadier wrote:hey dayta, a few questions and notes:

1. shouldn't maleceptor have some sort of melee attack? i'm pretty positive that i read somewhere that it has it. besides, look at it's huge talons. :shock:

It does, but its actualy weaker in melee than the other MCs, but I figured since the psyker attack was so powerful it could be excluded to try to differentiate. That said, Monsterous scything talons could be added w/o much issue but with a small price increase.

2. toxicrene is a pretty awesome new unit, can we buff it's stats a bit ? :mrgreen: maybe add a few more shots? i kind of like xadie's suggestion regarding toxicrene, give it 6 lashwhip shots as opposed to only 3. shroud cover everywhere, maybe give it more defense? like 65-70 ish? or maybe classify it as infantry to take full advantage of cover? siege trait doesn't work right now, but i will give it to it's choking cloud anyway, it might work later. also buff choking cloud to str 35 as opposed to 25 ? will of course up the cost for this unit.

More attacks is possible, but it does have more AP than most things in the tyranid army. I'm not sure how to simulate the cover effect atm, otherwise the venomthrope would have it. we basically need to wait for the ork kustom field generator to become a thing. Infantry classification would work ok, but it actually has -1S -1T an -1 armor compared to other MCs. Also being infantry would let it get through the cities/be better all around. The main thing with choking cloud was that I wanted it to not kill vehicles really, and be anti-infantry. Its not that powerful on tabletop, but more shots would work better than more str. I should say that both toxicrene and malceptor have better fluff than actual power tabletop.

3. tyrannocyte doesn't have assault trait i think, i could be wrong though. but i think it only has like 5 venom cannons.

Oversight, my bad.

4. i will increase the req cost of those leadership units like warriors later after i release the entire army.

Just figured I'd bring it up since I noticed in the mod thread.

5. we still need stats for 1 more unit: genestealer hybrids/cult. i'm thinking give them lasgun plus mutated claws for melee ?

They're with the other genestealers in a prev post. The can get 1 of 3 buffs, +1Str, +1T or 1 better armor save, so their biggest advantage over normal is defense, but I tried to buff their attack using an existing weapon and balance via hit ratio. Say if you want it changed/special weapon, but tabletop they actually only have rending claws.

6. looking forward to your custom nids scenarios !! :D

Thanks :)

cheers !!
Congrats on getting the mod out and updated so quick.
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Re: tyranids stats crunching and idea thread (community proj

Post by pizzagrenadier »

hey dayta :

regarding maleceptor and toxicrene, i decide to give maleceptor monstrous scything talons with small price increase. for toxicrene, i will give it 5 shots of lashwhips, 5 shots of choking cloud ( same strength of 25 ) with siege trait , plus infantry type to simulate more cover saves. price will increase of course. for now i would rather make these units a bit overpowered, then we can always nerf them later.
Dayta wrote:
I'm not sure how to simulate the cover effect atm, otherwise the venomthrope would have it. we basically need to wait for the ork kustom field generator to become a thing.
wait a second! wait a second here, are you saying that you know the devs are working to add a trait that increases friendly units cover saves? is it coming in the expansion pack? :shock: if that's the case, that's awesome news, shroud cover is a very important faction trait for the nids.
Dayta wrote:
5. we still need stats for 1 more unit: genestealer hybrids/cult. i'm thinking give them lasgun plus mutated claws for melee ?

They're with the other genestealers in a prev post. The can get 1 of 3 buffs, +1Str, +1T or 1 better armor save, so their biggest advantage over normal is defense, but I tried to buff their attack using an existing weapon and balance via hit ratio. Say if you want it changed/special weapon, but tabletop they actually only have rending claws.
hmm, we are talking about completely different units here. you are talking about Ymgarl Genestealers, which i'm aware of. but i'm talking about genestealer cult/hybrids, which are half breed humans ( or any other sentient race ) with genestealer/nids genes. they are the offspring of hapless humans who are impregnated by genestealers, who then produce lots of half breed offspring. over the generations these half breed humans form cults to worship and herald the arrival of the great devourer. they would be in great numbers on a human planet, working in secret to topple governments, sabotage planetary defense so that the real nids invasion would have an easier time. they use looted human weapons like lasgun and use mutated claws for melee. i actually finished its unit graphics in the most recent pack 6 of the graphics pack, check out the 2nd screenshot of pack 6, hybrids are located to the right side of dimachearon.

i'm thinking we give them las or plasma infantry weapons, with claws for melee? basically make their stats similar to hive militia, but a bit stronger? and nexusno2000, conversion beamers is out of the question. :mrgreen: :P
Dayta wrote:
Congrats on getting the mod out and updated so quick.
thanks ! :D
Dayta
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Re: tyranids stats crunching and idea thread (community proj

Post by Dayta »

pizzagrenadier wrote:
wait a second! wait a second here, are you saying that you know the devs are working to add a trait that increases friendly units cover saves? is it coming in the expansion pack? :shock: if that's the case, that's awesome news, shroud cover is a very important faction trait for the nids.
Sadly I don't, but the Orks do have a wargear that is similar in function. Hopefully it'll make it into the game in some form.
pizzagrenadier wrote:
hmm, we are talking about completely different units here. you are talking about Ymgarl Genestealers, which i'm aware of. but i'm talking about genestealer cult/hybrids, which are half breed humans ( or any other sentient race ) with genestealer/nids genes. they are the offspring of hapless humans who are impregnated by genestealers, who then produce lots of half breed offspring. over the generations these half breed humans form cults to worship and herald the arrival of the great devourer. they would be in great numbers on a human planet, working in secret to topple governments, sabotage planetary defense so that the real nids invasion would have an easier time. they use looted human weapons like lasgun and use mutated claws for melee. i actually finished its unit graphics in the most recent pack 6 of the graphics pack, check out the 2nd screenshot of pack 6, hybrids are located to the right side of dimachearon.

i'm thinking we give them las or plasma infantry weapons, with claws for melee? basically make their stats similar to hive militia, but a bit stronger? and nexusno2000, conversion beamers is out of the question. :mrgreen: :P
Ah, I completely missed that, they haven't come up in tabletop for a decade i think and I was only looking at the rulebooks. My best guess would be a hive miltia with a single scything talon attack and las/autoguns. Overall should lose to Steel Legion Infantry in a ranged fight, tie with hive miltia at range and draw/win if they get to melee and cost slightly more. Since they're mostly a militia force they shouldn't have anything fancy like plasma weapons, maybe molotovs/similar.

Something like Req: ~90 Unit strength: 30 Def/move/type: Same as Militia Initiative: 4-5

I'm a bit forgetful on Militia stats, will need to look.
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Re: tyranids stats crunching and idea thread (community proj

Post by pizzagrenadier »

cool, we are all done for the stats then , thank you so much for the great help !! :D

cheers!
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Re: tyranids stats crunching and idea thread (community proj

Post by nexusno2000 »

You could, if you want more diversity, do several different hybrid units based on their generation. For example a mixed bunch of 1st and 2nd gens, who are much like cheaper, weaker purestrain. Then a mixed late-generation unit as well, comprising a mix of 2nd to 4th generations. You might not want to do a conversion beamer unit (so sad, I have fond memories of hybrids conversion beamers from the Space Hulk boardgame), but you could one light infantry weapons and knives, one HMG support, one anti-tank etc. Maybe also add unit with a 4th gen hybrid with psychics, plus some backup lasweapons.
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Re: tyranids stats crunching and idea thread (community proj

Post by pizzagrenadier »

nexusno2000 wrote:You could, if you want more diversity, do several different hybrid units based on their generation. For example a mixed bunch of 1st and 2nd gens, who are much like cheaper, weaker purestrain. Then a mixed late-generation unit as well, comprising a mix of 2nd to 4th generations. You might not want to do a conversion beamer unit (so sad, I have fond memories of hybrids conversion beamers from the Space Hulk boardgame), but you could one light infantry weapons and knives, one HMG support, one anti-tank etc. Maybe also add unit with a 4th gen hybrid with psychics, plus some backup lasweapons.
thanks for the suggestions nexusno2000, i think i will do just 2 variants of hybrids, light infantry version and anti tank version, both with claws as melee of course. i don't plan to do anymore than those, for the same reason as there aren't many militia units in the imp guard faction. it will distract from the flavor of the main army.

also aren't conversion beamers super rare? i quote warhammer 40k wiki: " The Conversion Beamer, also called a Conversion Beam Projector, is an incredibly rare and deadly antimatter-based pre-Heresy archeotech weapon most likely developed during the Dark Age of Technology. A Conversion Beamer is usually only wielded by a Space Marine Chapter's Master of the Forge or, in rare cases, agents of the Inquisition." i doubt that a bunch of shady halfbreed rebels can get there hands on those weapons. 8)
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Re: tyranids stats crunching and idea thread (community proj

Post by nexusno2000 »

And hybrids. Killing terminators on a 2+ since the dark age of technology :-D

It's a reference to Space Hulk. Hybrids would get random heavy weapons. The beamer was awesome!
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Re: tyranids stats crunching and idea thread (community proj

Post by Dayta »

nexusno2000 wrote:And hybrids. Killing terminators on a 2+ since the dark age of technology :-D

It's a reference to Space Hulk. Hybrids would get random heavy weapons. The beamer was awesome!
Space Hulk also had terminators dying horribly to genestealers. Broodlords were terrifying.

That said, normal/AT variants are probably the way to go.
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