| Author | Topic: CODEX GENESTEALERS Why didn't I post this earlier? (Read 212 times) |
Terrible_Trygon Chaos Lieutenant
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Joined: Jul 2007 Gender: Male  Posts: 409 Location: Bracknell, Berkshire, England Karma: 0 |  | CODEX GENESTEALERS Why didn't I post this earlier? « Thread Started on Dec 6, 2006, 6:34pm » | |
I had a go at making a full codex version of a vangaurd force of stealer. Not a cult at all. Just pure stealers. So here it is:
CODEX GENESTEALERS Copywrite Terrible_Trygon LTD. Produced 18/12/2005
HQ
0-1 ELDAR GENESTEALER BROOD
Pts/model...WS...BS...S...T...W...I...A...Ld...Sv .....25..........6......3....4...3....1...6...2...10...5+
Brood: 5-12
Bio-weapons: Eldar Genestealers have rending claws. As with all Genestealers they show slight mutability and the whole brood may take the following weapon-symbiotes and biomorphs-enhancements chosen from the list below at the points cost indicated per model.
Acid Maw * . . . . . . . . . . . . . . . . .4 points Extended Carapace (+1 Sv) . . . . .4 points Feeder Tendrils * . . . . . . . . . . . . . 1 point Flesh Hooks * . . . . . . . . . . . . . . . .1 point Enhanced Senses . . . . . . . . . . . . .4 points Twin-linked Devourers **, *** . . . 8 points Implant Attack . . . . . . . . . . . . . .3 points Scything Talons ** . . . . . . . . . . .4 points Toxin Sacs (+1 S). . . . . . . . . . . . 4 points Spinefists ** . . . . . . . . . . . . . . . .5 points Twin-linked Deathspitter **, *** . .10 points Scuttlers . . . . . . . . . . . . . . . . . . .4 points
* Eldar Genestealers may not have more than one of these biomorphs. ** Eldar Genestealers may only have one of these bio-weapons. *** For every 5 Eldar Genestealers in the brood you may field one of these bio-weapons.
SPECIAL RULES Super fast. As with all genestealers, Eldar Genestealers have fleet of foot, but because of the Eldar DNA, Eldar Genestealers roll two dices for fleet of foot. Pick the highest roll.
Synapse. Eldar genestealers have a highly evolved brain. This enables them to expand their brood telepathy to a higher level of power.
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ELITE
ORKOID GENESTEALER BROOD
Pts/model...WS...BS...S...T...W...I...A...Ld...Sv .....18..........6.....0.....4...5....1...4...2...10...5+
Brood:5-12
Bio-weapons: Orkoid Genestealers have rending claws. As with all Genestealers they show slight mutability and the whole brood may take the following weapon-symbiotes and biomorphs-enhancements chosen from the list below at the points cost indicated per model.
Acid Maw * . . . . . . . . . . . . . . . . .4 points Extended Carapace (+1 Sv) . . . . .5 points Feeder Tendrils * . . . . . . . . . . . . . 1 point Flesh Hooks * . . . . . . . . . . . . . . . .1 point Implant Attack . . . . . . . . . . . . . .3 points Scything Talons ** . . . . . . . . . . . 4 points Toxin Sacs (+1 S). . . . . . . . . . . . 4 points
* Orkoid Genestealers may not have more than one of these biomorphs. ** Orkoid Genestealers may only have one set of scything talons.
SPECIAL RULES Slow. Orks are slow. This is one of the letdowns of the Ork DNA. This affects the Orkoid Genestealer by reducing its speed so it cannot use fleet of foot like normal genestealers can.
Brood Telepathy. Orkoid Genestealers have their own brood telepathy, which allows them to function independently without the influence of the Hive Mind. Because of this, Orkoid Genestealer broods outside the range of any Synapse Creatures do not use the Instinctive Behaviour rules and instead take morale checks and pinning tests just like ordinary troops.
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TROOP
KROOT GENESTEALER BROOD
Pts/model...WS...BS...S...T...W...I...A...Ld...Sv .....11..........5.....0.....3...3....1...5...1...10...6+
Brood: 6-15
Bio-weapons: Kroot Genestealers have rending claws. As with all Genestealers they show slight mutability and the whole brood may take the following weapon-symbiotes and biomorphs-enhancements chosen from the list below at the points cost indicated per model.
Acid Maw * . . . . . . . . . . . . . . . . .3 points Extended Carapace (+1 Sv) . . . . .3 points Feeder Tendrils * . . . . . . . . . . . . . 1 point Flesh Hooks * . . . . . . . . . . . . . . . .1 point Implant Attack . . . . . . . . . . . . . .2 points Scything Talons ** . . . . . . . . . . . 3 points Toxin Sacs (+1 S). . . . . . . . . . . . 3 points Scuttlers . . . . . . . . . . . . . . . . . . .3 points
* Kroot Genestealers may not have more than one of these biomorphs. ** Kroot Genestealers may only have one set of scything talons.
SPECIAL RULES Fleet of Claw. Kroot Genestealers can scuttle towards their prey at analarming rate. They use Fleet of Foot as described on page 74 of the Warhammer 40.000 rulebook.
Weak Brood Telepathy. Kroot Genestealers have their own brood telepathy, which allows them to function independently without the influence of the Hive Mind. Kroot DNA is also very disfunctional. Because of this, Kroot Genestealer broods outside the range of any Synapse Creatures do not use the Instinctive Behaviour rules and instead take morale checks and pinning tests just like ordinary troops as a normal Genestealer would, but have their leadership decreased to 6. When within the range of a synapse creature it reverts back to 10.
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TROOP
GENESTEALER GROT BROOD
Pts/model...WS...BS...S...T...W...I...A...Ld...Sv .....8............4.....0.....3...3....1...4...1...10...6+
Brood: 8-20
Bio-weapons: Genestealer Grots have rending claws. As with all Genestealers they show slight mutability and the whole brood may take the following weapon-symbiotes and biomorphs-enhancements chosen from the list below at the points cost indicated per model.
Acid Maw * . . . . . . . . . . . . . . . . .2 points Extended Carapace (+1 Sv) . . . . .1 points Feeder Tendrils * . . . . . . . . . . . . . 1 point Flesh Hooks * . . . . . . . . . . . . . . . .1 point Implant Attack . . . . . . . . . . . . . .2 points Scything Talons ** . . . . . . . . . . . 2 points Toxin Sacs (+1 S). . . . . . . . . . . . 2 points Scuttlers . . . . . . . . . . . . . . . . . . .2 points Squat (+1 A, S and T) ***. . . . . . .3 points
* Genestealers Grots may not have more than one of these biomorphs. ** Genestealer Grots may only have one set of scything talons. *** For every 5 Genestealer Grots in the brood you may upgrade one to a Squat.
SPECIAL RULES Fleet of Claw. Genestealer Grots can scuttle towards their prey at an alarming rate. They use Fleet of Foot as described on page 74 of the Warhammer 40.000 rulebook.
Weak Brood Telepathy. Genestealer Grots have their own brood telepathy, which allows them to function independently without the influence of the Hive Mind. Grot DNA is also very disfunctional. Because of this, Genestealer Grot broods outside the range of any Synapse Creatures do not use the Instinctive Behaviour rules and instead take morale checks and pinning tests just like ordinary troops as a normal Genestealer would, but have their leadership decreased to 6. When within the range of a synapse creature it reverts back to 10.
Smallish Targets. Genestealer Grots are small, but not small enough to count as small targets. When shooting at them it is –1 to hit.
Swarm! If the Brood consists of more than 15 Genestealer Grots then the whole brood may gather and attack one single model. This model must be in base contact and in engaged with the brood in combat. The brood’s attacks are converted into 3, strength 8 attacks. No armour saves are allowed and invulnerable saves are reduced by –2 to a minimum of 6+.
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FAST ATTACK
RAVAGER GENESTEALER BROOD
Pts/model...WS...BS...S...T...W...I...A...Ld...Sv .....22..........6......0....4...4....1...6...3...10...5+
Brood: 5-12
Bio-weapons: Ravager Genestealers have rending claws. As with all Genestealers they show slight mutability and the whole brood may take the following weapon-symbiotes and biomorphs-enhancements chosen from the list below at the points cost indicated per model.
Acid Maw * . . . . . . . . . . . . . . . . .4 points Extended Carapace (+1 Sv) . . . . .5 points Feeder Tendrils * . . . . . . . . . . . . . 1 point Flesh Hooks * . . . . . . . . . . . . . . . .1 point Implant Attack . . . . . . . . . . . . . .4 points Scything Talons ** . . . . . . . . . . . 5 points Toxin Sacs (+1 S). . . . . . . . . . . . 4 points Bio Plasma * . . . . . . . . . . . . . . . .4 points
* Ravager Genestealers may not have more than one of these biomorphs. ** Ravager Genestealers may only have one set of scything talons.
SPECIAL RULES Winged. Ravager Genestealers are characterised by their large leathery wings. They have the Winged biomorph
Fleet of Wing. Ravager Genestealers can swoop toward their prey at a terrifying rate. They use Fleet as described on page 74 of the Warhammer 40.000 rulebook.
Deep Strike. Ravager Genestealers are known to swoop down from nowhere to attack their prey. Ravager Genestealers use Deep Strike as described on page 84 of the Warhammer 40,000 rulebook.
Brood Telepathy. Ravager Genestealers have their own brood telepathy, which allows them to function independently without the influence of the Hive Mind. Because of this, Ravager Genestealer broods outside the range of any Synapse Creatures do not use the Instinctive Behaviour rules and instead take morale checks and pinning tests just like ordinary troops.
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FAST ATTACK
GENESTEALER SERPENT BROOD
Pts/model...WS...BS...S...T...W...I...A...Ld...Sv .....22..........6......0....4...4....1...6...2...10...5+
Brood: 5-12
Bio-weapons: Genestealer Serpents have rending claws. As with all Genestealers they show slight mutability and the whole brood may take the following weapon-symbiotes and biomorphs-enhancements chosen from the list below at the points cost indicated per model.
Acid Maw * . . . . . . . . . . . . . . . . .4 points Extended Carapace (+1 Sv) . . . . .4 points Feeder Tendrils * . . . . . . . . . . . . . 1 point Flesh Hooks * . . . . . . . . . . . . . . . .1 point Implant Attack . . . . . . . . . . . . . .3 points Scything Talons ** . . . . . . . . . . . 4 points Toxin Sacs (+1 S). . . . . . . . . . . . 4 points Bio Plasma * . . . . . . . . . . . . . . . .4 points Cobra (+1 A, WS and I) ***. . . . . 6 points
* Genestealer Serpents may not have more than one of these biomorphs. ** Genestealer Serpents may only have one set of scything talons. *** For every 5 Genestealer Serpents in the brood you may upgrade one to a Cobra.
SPECIAL RULES Super fast. As with all Genestealers, Genestealer Serpents can fleet, but because of the Snake DNA, Genestealer Serpents roll two dices for fleet. Pick the highest roll.
Deep Strike. Genestealer Serpents can burrow just like the closely related cousins, the Ravener. Genestealer Serpents use Deep Strike as described on page 84 of the Warhammer 40,000 rulebook.
Brood Telepathy. Genestealers Serpents have their own brood telepathy, which allows them to function independently without the influence of the Hive Mind. Because of this, Genestealer Serpent broods outside the range of any Synapse Creatures do not use the Instinctive Behaviour rules and instead take morale checks and pinning tests just like ordinary troops.
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FAST ATTACK
ARACHNID GENESTEALER BROOD
Pts/model...WS...BS...S...T...W...I...A...Ld...Sv .....22..........6......3....4...4....1...6...2...10...5+
Brood: 5-12
Bio-weapons: Arachnid Genestealers have rending claws. As with all Genestealers they show slight mutability and the whole brood may take the following weapon-symbiotes and biomorphs-enhancements chosen from the list below at the points cost indicated per model.
Acid Maw * . . . . . . . . . . . . . . . . .4 points Extended Carapace (+1 Sv) . . . . .4 points Feeder Tendrils * . . . . . . . . . . . . . 1 point Flesh Hooks * . . . . . . . . . . . . . . . .1 point Implant Attack . . . . . . . . . . . . . .3 points Scything Talons ** . . . . . . . . . . . 4 points Toxin Sacs (+1 S). . . . . . . . . . . . 4 points Scuttling. . . . . . . . . . . . . . . . . . . .4 points Tarantula (+1 A, S and T) ***. . . . 6 points
* Arachnid Genestealers may not have more than one of these biomorphs. ** Arachnid Genestealers may only have one set of scything talons. *** For every 5 Arachnid Genestealers in the brood you may upgrade one to a Tarantula.
SPECIAL RULES Strangle Web. Arachnid Genestealers have an incredibly bloated tail that has formed into a large gland. At the end of this gland is an opening, which fires a sticky web that entangles its prey. This is the weapons profile:
...Weapon.............Rng.........Str...AP..........Type.......... Strangle Web ....Template....S+1....-....Assult 1, pinning
Super fast. As with all Genestealers, Arachnid Genestealers can fleet, but because of the Arachnid DNA, Arachnid Genestealers roll two dices for fleet. Pick the highest roll.
Brood Telepathy. Arachnid Genestealers have their own brood telepathy, which allows them to function independently without the influence of the Hive Mind. Because of this, Arachnid Genestealer broods outside the range of any Synapse Creatures do not use the Instinctive Behaviour rules and instead take morale checks and pinning tests just like ordinary troops as a normal stealer would.
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HEAVY SUPPORT
GENESTEALER MAXIMUS BROOD
Pts/model...WS...BS...S...T...W...I.....A.....Ld...Sv .....75..........4......0....7...5....3...4...3+1...10...4+
Bio-weapons: Genestealer Maximus have rending claws and scything talons. As with all Genestealers they show slight mutability and the whole brood may take the following weapon-symbiotes and biomorphs-enhancements chosen from the list below at the points cost indicated per model.
Acid Maw * . . . . . . . . . . . . . . . . .6 points Extended Carapace (+1 Sv) . . . . .7 points Feeder Tendrils * . . . . . . . . . . . . .2 point Flesh Hooks . . . . . . . . . . . . . . . . .1 point Adrenal Glands (+I WS) . . . . . . . .6 points Implant Attack . . . . . . . . . . . . . .6 points Bio Plasma *. . . . . . . . . . . . . . . . .7 points Toxin Sacs (+1 S). . . . . . . . . . . . .5 points
* Genestealer Maximus may not have more than one of these biomorphs.
SPECIAL RULES Slow. Genestealer Maximus are so muscle and armour bound their speed is greatly reduced so they cannot use fleet of foot like normal genestealers can.
Inhuman Strength. So powerful is the Genestealer Maximus that all wounds caused by them ignore armour saves in the same manner as power weapons.
Crushing Blow and Deafening Scream. When the Genestealer Maximus is in combat it may use its Crushing Blow and Deafening Scream ability. It will lose two attacks but its remaining 2 attacks will be strength 10 and will cause the whole squad in combat to roll a Leadership Test at -2. If the squad fails they flee in terror from the monster's wrath. Only Genestealer Maximus in base contact with an enemy can use the crushing blow and deafening scream ability. Tanks do not have to roll for a Leadership Test, as they don’t have a leadership to roll for.
Fearless. Almost nothing can stop a rampaging brood Genestealer Maximus. Because of this they are fearless as described on page 74 of the Warhammer 40,000 rulebook.
Brood Telepathy. Genestealers Maximus have their own brood telepathy, which allows them to function independently without the influence of the Hive Mind. Because of this, Genestealer Maximus broods outside the range of any Synapse Creatures do not use the Instinctive Behaviour rules and instead take morale checks and pinning tests just like ordinary troops.
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HEAVY SUPPORT
GARGANTUAN GENESTEALER
Pts/model...WS...BS...S...T...W...I.....A.....Ld...Sv .....140.........4......2....9...6...4...4...4+1...10...3+
Brood: 1
Bio-weapons: Gargantuan Genestealers have gargantuan rending claws and scything talons. As with all Genestealers they show slight mutability and the whole brood may take the following weapon-symbiotes and biomorphs-enhancements chosen from the list below at the points cost indicated per model.
BIOMORPHS Acid Maw * . . . . . . . . . . . . . . . . .6 points Extended Carapace (+1 Sv) . . . . 20 points Feeder Tendrils * . . . . . . . . . . . . .3 point Flesh Hooks . . . . . . . . . . . . . . . . .1 point Implant Attack . . . . . . . . . . . . . .8 points Scything Talons ** . . . . . . . . . . . .8 points Toxin Sacs (+1 S). . . . . . . . . . . . .6 points Enhanced Senses . . . . . . . . . . . . .5 points
* A Gargantuan Genestealer may not have more than one of these biomorphs
A Gargantuan Genestealer may chose one of the following weapon-symbiotes, mounted inside its thorax as if it were a biomorph.
WEAPON-SYMBIOTES Spinefists . . . . . . . . . . . . . . . . . .4 points Twin-linked Devourer . . . . . . . . .20 points Twin-linked Deathspitter . . . . . . .15 points Lash Whip . . . . . . . . . . . . . . . . .10 points
SPECIAL RULES Slow. Gargantuan Genestealers are so muscle and armour bound their speed is greatly reduced so they cannot use fleet of foot like normal genestealers can.
Monstrous Creature. Gargantuan Genestealers are among the biggest Genestealers known to Mankind. They can crush tanks and sweep troops away with one single sweep of its claws. Henceforth the Genestealer Maximus is a Monstrous Creature as described on page 55 of the Warhammer 40.000 rulebook.
Gargantuan Rending Claws. Gargantuan Genestealers have Gargantuan Rending Claws. These massive claws Ignore Armour Saves on a 5+ and ignore Invulnerable Saves on a 6+. Not even a void shield can protect against such a powerful weapon.
Fearless. Almost nothing can stop a rampaging Gargantuan Genestealer. Because of this they are fearless as described on page 74 of the Warhammer 40,000 rulebook.
Brood Telepathy. Genestealers Maximus have their own brood telepathy, which allows them to function independently without the influence of the Hive Mind. Because of this, Genestealer Maximus broods outside the range of any Synapse Creatures do not use the Instinctive Behaviour rules and instead take morale checks and pinning tests just like ordinary troops.
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HEAVY SUPPORT
GENESTEALER CRAB BROOD
Pts/model...WS...BS...S...T...W...I...A...Ld...Sv .....25..........4......0....5...5....2...4..D6..10...4+
Brood: 3-9
Bio-weapons: Genestealer Crabs have crushing claws. As with all Genestealers they show slight mutability and the whole brood may take the following weapon-symbiotes and biomorphs-enhancements chosen from the list below at the points cost indicated per model.
Acid Maw * . . . . . . . . . . . . . . . . .4 points Extended Carapace (+1 Sv) . . . . .6 points Feeder Tendrils * . . . . . . . . . . . . . 1 point Flesh Hooks * . . . . . . . . . . . . . . . .1 point Implant Attack . . . . . . . . . . . . . .4 points Toxin Sacs (+1 S). . . . . . . . . . . . .5 points Hermit Crab (+1 S, T and W) ***. .10 points
* Genestealer Crabs may not have more than one of these biomorphs. ** Genestealer Crabs may only have one set of scything talons. *** For every 3 Genestealer Crabs in the brood one may be upgrade one to a Hermit Crab.
SPECIAL RULES Slow. Genestealer Crabs have a chitinous shell and two massive crushing claws. All this weight means their speed is greatly reduced. They cannot use fleet of foot like normal genestealers can.
Deep Strike. Genestealer Crabs burrow into the ground so that they can surprise their enemy by springing up and attacking. Genestealer Crabs use Deep Strike as described on page 84 of the Warhammer 40,000 rulebook.
Brood Telepathy. Genestealers Crabs have their own brood telepathy, which allows them to function independently without the influence of the Hive Mind. Because of this, Genestealer Crabs broods outside the range of any Synapse Creatures do not use the Instinctive Behaviour rules and instead take morale checks and pinning tests just like ordinary troops.
Crushing claws. Genestealer Crabs have crushing claws. As well as giving them D6 attacks, it also gives them the rending ability.
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This is how you field some of the Codex Tyranid broods with codex genestealers.
HQ BROODLORD See page 36 of Codex Tyranids. May take 12 Genestealers in a retinue. 0-1 limitations are lifted for Genestealer swarms that are 1000 points and more, but you can only field one Broodlord for every 1000 points.
ELITE LICTORS See page 38 of Codex Tyranids. 0-1 limitations are lifted for Genestealer swarms that are 1000 points and more, but you can only field one Brood of Lictors for every 1000 points.
TROOP GENESTEALER BROOD See page 39 of Codex Tyranids. Fielded as normal.
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And here how to feild Codex Genestealer Broods in a Codex Tyranids Swarm.
USING CODEX GENESTEALERS WITH CODEX TYRANIDS If you want to field Broods from Codex Genestealers in your Standard Tyranid swarm then you can select anything you want. They only limitations are; 60% of your swarm must be from Codex Tyranids and you must have at least one Codex Tyranids brood in each Force Organisation Chart slot.
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At the moment I am working on Broodlord Traits which affect their stats, weapons and what Genestealer species they have in their retinue. Please do not quote from this post. It is to big.
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Joined: Jan 2007 Gender: Female  Posts: 227 Karma: 3 |  | Re: CODEX GENESTEALERS Why didn't I post this earl « Reply #1 on Dec 6, 2006, 8:57pm » | |
nice, have u thought about getting the codex: genestealer cult?
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Joined: Nov 2006 Gender: Male  Posts: 83 Location: Australia Karma: 1 |  | Re: CODEX GENESTEALERS Why didn't I post this earl « Reply #3 on Dec 8, 2006, 5:09am » | |
Cool. Is that your idea or has it been released?
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Joined: Nov 2006 Gender: Male  Posts: 83 Location: Australia Karma: 1 |  | Re: CODEX GENESTEALERS Why didn't I post this earl « Reply #5 on Dec 8, 2006, 8:06pm » | |
Sweet. Great job figuring all that out.
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Joined: Sept 2006 Gender: Male  Posts: 210 Location: FEST Karma: 3 |  | Re: CODEX GENESTEALERS Why didn't I post this earl « Reply #6 on Dec 8, 2006, 11:06pm » | |
the tyranids do NOT need any more legs up in the grim far-future.
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Joined: Jul 2007 Gender: Male  Posts: 409 Location: Bracknell, Berkshire, England Karma: 0 |  | Re: CODEX GENESTEALERS Why didn't I post this earl « Reply #7 on Dec 9, 2006, 1:09pm » | |
They could do with a few extra army list varients. Marines and chaos do, so should the thing that will eat them both.
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Joined: Sept 2006 Gender: Male  Posts: 210 Location: FEST Karma: 3 |  | Re: CODEX GENESTEALERS Why didn't I post this earl « Reply #8 on Dec 9, 2006, 7:23pm » | |
no. bad Trygon. bad
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Joined: Sept 2006 Posts: 68 Karma: -12 |  | Re: CODEX GENESTEALERS Why didn't I post this earl « Reply #10 on Jan 14, 2007, 10:59pm » | |
no, tyranids book is great the way it is.
people just need to be smarter.
I run a perfectly 'unbeatable' army composed of mostly genestealers (1500 points, 45 stealers, 30 hormagaunts, 3 zoan and 1 broodlord) http://codex40k.com/blog/gallery/tyranids/
I find it obnoxious how all the publications either say 'godzilla' or 'horde'. the most effective way is to use lots of mid-strength units with lots of rending.
however, if you would try to 'publish' this it might need a little more work. for mutability purposes (and since it's a vanguard) some mind-controlled guard would fit in nicely.
also for shooting, if you wanted an 'all-stealer' would be power-armored marine stealers (rending claws and bolters!), kind of like a predalien, but with armor
ELITE MARINE STEALERS Pts.....WS...BS...S...T...W...I...A...Ld...Sv .20.......6.....4....4...4...1....5...2..10...3+
weapons bolter and rending claws
upgrades Terminator armor (with weapons)....25 pts (access to terminator weapons?) Marine tactical squad weapons.........pts as listed normal tyranid /stealer upgrades......pts as listed veteran sergeant (synapse)..............18 pts (don't feel like thinking anymore)
the rule for 'almost small targets' for the grot stealers is over balanced. i'll hopefully come back later and give a more detailed review (since i just skimmed over it). pm me if you really want it (or a site to put it up on).
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Terrible_Trygon Chaos Lieutenant
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Joined: Jul 2007 Gender: Male  Posts: 409 Location: Bracknell, Berkshire, England Karma: 0 |  | Re: CODEX GENESTEALERS Why didn't I post this earl « Reply #11 on Jan 15, 2007, 6:21am » | |
That has to be the most insane idea I have ever seen. More of a Stealer Cult thing really.
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xenos Chosen
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Joined: Sept 2006 Posts: 68 Karma: -12 |  | Re: CODEX GENESTEALERS Why didn't I post this earl « Reply #12 on Jan 15, 2007, 6:52pm » | |
I was thinking that the models would be like marines bodies with stealers heads, top rending claws and lower marine arms...almost like a mutant. but it would be grown in the vats like other tyranids alongside a captured/dead marines, eat out the flesh and inhabit it's armor. how's that for background!
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Terrible_Trygon Chaos Lieutenant
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Joined: Jul 2007 Gender: Male  Posts: 409 Location: Bracknell, Berkshire, England Karma: 0 |  | Re: CODEX GENESTEALERS Why didn't I post this earl « Reply #13 on Jan 15, 2007, 6:55pm » | |
Instead of this then just make ideas for a parasite taht burrows into its victem and alters its genetic code.
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Saint Angelica Administrator
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Joined: Sept 2006 Gender: Female  Posts: 455 Location: Fenris Karma: 16 |  | Re: CODEX GENESTEALERS Why didn't I post this earl « Reply #14 on Jan 29, 2007, 6:15pm » | |
It's an interesting idea. I like how you played each race in along with it...
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