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Terrible_Trygon
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 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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 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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 Re: CODEX GENESTEALERS Why didn't I post this earl
« Reply #2 on Dec 7, 2006, 7:50am »

No.
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« Reply #3 on Dec 8, 2006, 5:09am »

Cool. Is that your idea or has it been released?
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 Re: CODEX GENESTEALERS Why didn't I post this earl
« Reply #4 on Dec 8, 2006, 7:49am »

Mine. If it was offical the world of 40K would be a whole lot nastier.....
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 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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 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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 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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 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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 Re: CODEX GENESTEALERS Why didn't I post this earl
« Reply #9 on Dec 9, 2006, 7:27pm »

Stop being xenoist.
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 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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 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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 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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 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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 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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