Hive Fleet Nidhoggr: Difference between revisions

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==Crunchy Bits AKA DELISHUSS BIOMASS==
==Crunchy Bits AKA DELISHUSS BIOMASS==
Hive Tyrant: Flamespurt weaponry, as well as a reconfigured Bio-Plasma blast transformed into a ball of molten rock. This deals typical Bio-Plasma damage, minus a 15%-25% shave in damage, while converting the deducted damage into a persistent AoE where the Bio-Magma strike hit. Lasts until it "Cools off".
Tyrant Guard: Close up, brutal melee bullet shields, now equipped with Flamer-like appendages on each side of its jaw, allowing it to spray a painful, firey death unto its foes.
"Blind Rampage" is now replaced by "Catalystic Breakdown": When a Hive Tyrant is killed in proximity of the Tyrant Guard, its biological systems begin to hemmorage, causing the TG to explode violently in a small area of effect.
Tyranid Warriors: Can now equip Flamespurt biomorphs, as well as have the "Pyroclasmic Venom Cannon". This biomorph has allowed the Warrior to shoot a spine that rapidly incinerates upon contact with the atmosphere, providing Melta damage, but effectively reducing the range due to the ammos combustiveness.
Warrior Shrikes: They now have a chance to detonate upon impact according to the Commanders will. Persistent flamer damage.
Raveners: "Psuedo-obsidian Carapace" biomorph. This biomorph reduces the damage of Flamer/Melta weapons considerably, but due to the brittleness of the armor, it increases the damage of all other weapon types.
"Magma Claw" biomorph: Increases damage against vehicles/monstrous creatures, and adds a chance to ignite the target. Due to the Raveners venom gland production rate, the Ravener needs to keep attacking a vehicle in order to build up the effects of the "Magma Claw".
NO GAUNTS WHATSOEVER.
Genestealer Brood: Can now evolve the "Magma Claw" biomorph, as well as "Caustic Reaction", which allows the Genestealer to detonate upon death, spraying all nearby units with thick, suppresive Ichor.
Lictors: "Magma Claw" biomorph. Not much I can think to really improve them here.
NO GARGOYLES/HARPIES
Zoanthrope: The Niddhoggr Zoanthrope is a pyrokineticist. Its basic damage has been reduced, but its attacks leave a patch of warp-scorched field in its wake. It no longer has a Warp-Shield.
"Scorch and Burn" ability allows the Zoanthrope to release a devastating area of effect psionic/fire attack around itself, violently repelling and igniting all units caught in its wake. Affects friendly units.
Venomthrope, renamed Magmathrope: "Spore Cloud" ability is replaced by "Smog Burst", an area of effect cover bonus(ally)/light fire damage(enemy) in a target location, or it can be sustained around the Magmathrope. All poison damage is converted into ignite.
Carnifexes. Oh dem Carnifexes.
"Frag Spines" now have the same effects as "Pyroclasmic Venom Cannon", although with damage and range being scaled as such.
"Bio-Plasma" is now "Bio-Magma".
Carnifexes have access to a new Bio-Morph, simply known as the "Flame Belcher". Essentially a twin-linked Flamer for Nids.
Hive Guard: "Impaler Cannon" now has the same effects as "Pyroclasmic Venom Cannon".
Biovore: ... Dunno how to balance them with the Niddhoggr Hive Fleet. May just remove them like the Gaunts.
Pyrovore: Unchanged.
Trygon: "Magma Claws" biomorph available.
Mawloc: "Magma Claws".
NO TERVIGON
Tyrannofex: "Acid Spray" is now "Magma Spray". Poison damage is now ignite. May have the "Magma Claws" biomorph, but really, a melee Tyrannofex?
((I'm going to let the community decide on special units and psychic powers @_@))


==External Links==
==External Links==

Revision as of 21:24, 27 May 2011

((Currently under development. Don't hurt me. This page is open to editing.))

/tg/ got tired of homebrew spess mareen chapters one day, so they decided to give the beloved Tyranids some upgrades.

Essentially lava-loving, geolithic Tyranids that deep-strike via meteors, hibernate under the planet's surface, and emerge as massive, ash-spewing, magma-gushing towers of flesh and organic crystal.

Tyranid Evolutionary Motivation: Fire hurts. Let's make it stop doing that.

Fluff

Physical Description: Identical to other Tyranid sub-species in biology, with the addition of various pores that secrete an obsidian-like substance over their bodies. The substance has been known to withstand melta bombs and flamer damage. Venom glands that are either normally dormant or inactive in some of the larger sub-species have been adapted to release a dual-chemcial reaction, known to react with hydrogen and oxygen in the air with pyroclasmic effects.

Hive Fleet Invasion normally starts by an inconspicous meteor shower, with monstrous creatures landing far from civilization and burrowing deep beneath the planets crust, positioning themselves near volcanic or caustic vents.

Crunchy Bits AKA DELISHUSS BIOMASS

Hive Tyrant: Flamespurt weaponry, as well as a reconfigured Bio-Plasma blast transformed into a ball of molten rock. This deals typical Bio-Plasma damage, minus a 15%-25% shave in damage, while converting the deducted damage into a persistent AoE where the Bio-Magma strike hit. Lasts until it "Cools off".

Tyrant Guard: Close up, brutal melee bullet shields, now equipped with Flamer-like appendages on each side of its jaw, allowing it to spray a painful, firey death unto its foes. "Blind Rampage" is now replaced by "Catalystic Breakdown": When a Hive Tyrant is killed in proximity of the Tyrant Guard, its biological systems begin to hemmorage, causing the TG to explode violently in a small area of effect.

Tyranid Warriors: Can now equip Flamespurt biomorphs, as well as have the "Pyroclasmic Venom Cannon". This biomorph has allowed the Warrior to shoot a spine that rapidly incinerates upon contact with the atmosphere, providing Melta damage, but effectively reducing the range due to the ammos combustiveness.

Warrior Shrikes: They now have a chance to detonate upon impact according to the Commanders will. Persistent flamer damage.

Raveners: "Psuedo-obsidian Carapace" biomorph. This biomorph reduces the damage of Flamer/Melta weapons considerably, but due to the brittleness of the armor, it increases the damage of all other weapon types. "Magma Claw" biomorph: Increases damage against vehicles/monstrous creatures, and adds a chance to ignite the target. Due to the Raveners venom gland production rate, the Ravener needs to keep attacking a vehicle in order to build up the effects of the "Magma Claw".

NO GAUNTS WHATSOEVER.

Genestealer Brood: Can now evolve the "Magma Claw" biomorph, as well as "Caustic Reaction", which allows the Genestealer to detonate upon death, spraying all nearby units with thick, suppresive Ichor.

Lictors: "Magma Claw" biomorph. Not much I can think to really improve them here.

NO GARGOYLES/HARPIES

Zoanthrope: The Niddhoggr Zoanthrope is a pyrokineticist. Its basic damage has been reduced, but its attacks leave a patch of warp-scorched field in its wake. It no longer has a Warp-Shield. "Scorch and Burn" ability allows the Zoanthrope to release a devastating area of effect psionic/fire attack around itself, violently repelling and igniting all units caught in its wake. Affects friendly units.

Venomthrope, renamed Magmathrope: "Spore Cloud" ability is replaced by "Smog Burst", an area of effect cover bonus(ally)/light fire damage(enemy) in a target location, or it can be sustained around the Magmathrope. All poison damage is converted into ignite.

Carnifexes. Oh dem Carnifexes. "Frag Spines" now have the same effects as "Pyroclasmic Venom Cannon", although with damage and range being scaled as such. "Bio-Plasma" is now "Bio-Magma". Carnifexes have access to a new Bio-Morph, simply known as the "Flame Belcher". Essentially a twin-linked Flamer for Nids.

Hive Guard: "Impaler Cannon" now has the same effects as "Pyroclasmic Venom Cannon".

Biovore: ... Dunno how to balance them with the Niddhoggr Hive Fleet. May just remove them like the Gaunts.

Pyrovore: Unchanged.

Trygon: "Magma Claws" biomorph available.

Mawloc: "Magma Claws".

NO TERVIGON

Tyrannofex: "Acid Spray" is now "Magma Spray". Poison damage is now ignite. May have the "Magma Claws" biomorph, but really, a melee Tyrannofex?

((I'm going to let the community decide on special units and psychic powers @_@))

External Links