Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
Warning: I didn't use legal Squad sizes, or even an HQ for the Chaos. I am aware of this. It was just an exercise in varied units versus this alien beast.
Tyranid "Swarm": 500(?) points
Duurkonii rules I used for this playtest:Pts/Model WS BS S T W I A Ld SvDuurkonii
500 6 - 10 8 5 4 3D6 10 2+
Duurkonii is a lumbering bio-construct of chitin and sinew, towering above the masses of Rippers and Gaunts that swarm around its ankles.
Duurkonii itself counts as a Monstrous Creature, as detailed on page 55 of the Warhammer 40,000 Rulebook.
Duurkonii knows no fear, having had such weak impulses stripped from its instincts.
Duurkonii has the Fearless rule, as detailed on page 74 of the Warhammer 40,000 Rulebook.
One of the first examples of an offensive reproductive Tyranid organism, Duurkonii is capable of emitting Spore Mines from deep within its spore cysts, as well as spawning teeming clusters of Rippers.
At the start of a battle, the Tyranid player may decide whether Duurkonii will spawn Spore Mines or Rippers for the duration of the battle. If the player chooses Spore Mines, they follow the normal rules for Spore Cysts on page 33 of the Tyranid Codex, and Spore Mines on pages 28 & 29 of the Tyranid Codex. If Rippers are chosen, Duurkonii may spawn one ripper base at the beginning of every turn. The Rippers are considered to be their own unit.
Duurkonii, as a conduit of the Hive Mind, is able to act as a Synapse Creature for the restless swarms it commands.
Duurkonii is a Synapse Creature, as detailed on page 28 of the Tyranid Codex.
Not unlike a Carnifex, Duurkonii has two sets of massive crushing claws, capable of destroying almost anything in their path.
Crushing Claws rules are detailed on page 31 of the Tyranid Codex.
Much like Carnifexes such as Old One-Eye, Duurkonii is amazingly resilient, capable of renewing damaged tissue in a matter of minutes.
At the start of every turn, Duurkonii may roll a D6 for every Wound it has lost. On a roll of 6+, it may regenerate 1 Wound, up to a maximum of 5. If Duurkonii has been slain, it may roll 5 D6. Each one that results in a 6+ represents a regenerated Wound, and Duurkonii gets back to its feet with that many Wounds. If none of the dice result in a 6+, Duurkonii is removed as a casualty.
Due to its ability to spawn its lesser brethren, Duurkonii always has a few Rippers nearby to aid it in taking down its latest target.
Duurkonii always has an extra D6 attacks. These extra D6 attacks are not Monstrous Creature attacks, and have the following profile; WS 3, S 3, I 2.
Feel No Pain
Duurkonii is virtually impervious to damage, and is so used to a barrage of enemy fire that it doesn’t even notice when it has been wounded.
Duurkonii has the Feel No Pain rule, as detailed on page 74 of the Warhammer 40,000 Rulebook.
Duurkoni, being the incredibly powerful conduit of the hive mind that it is, is usually at the head of any Tyranid force that encompasses it, and so is the primary target of enemy generals.
On the Force Organization Chart, Duurkonii takes up one HQ slot if the mission only allows for 1 HQ choice, and two if it allows for more.
When in dire peril, Duurkonii has been witnessed going into a frenzy of reproduction, giving birth to whole broods of warrior beasts to protect itself.
Once per game, Duurkonii may enter a Birthing Frenzy. Instead of producing a Ripper Swarm that turn, it may produce a brood of 8 Gaunts or Hormagaunts at the start of the turn. The brood may have one upgrade, but no more. The brood counts as its own unit. Due to the intensity of such an action, Duurkonii may not move or assault that turn.
Forces of Chaos: 583 points
Chaos Terminator Methural
Chaos Terminator Mordekai
Chaos Terminator Scalprae
Chaos Terminator Duthrall
-Icon of Tzeentch
Chaos Space Marine Exyre
Chaos Space Marine Ezrael
Chaos Land Raider Soulreaper
Chaos Biker Euthan
-Icon of Tzeentch
Turn 1: Heedless Charge
Tyranids: Although it took three rolls to avoid a tie, the Tyranids won priority. Duurkonii charged forward, producing a Ripper base as it went.
Chaos: Euthan sped towards the lumbering monstrosity, followed by Exyre and Ezrael. The Land Raider Soulreaper and the Chaos Terminator Squad chose to hang back and lay down some covering firepower.
Turn 2: Finally! A Hit!
Tyranids: Duurkonii moved forward another six inches, emitting more Rippers.
Chaos: Euthan continued forwards towards the behemoth, as Exyre and Ezrael followed at a more stately pace. Scalprae took a pair of potshots with his Reaper Autocannon, but both shots missed. Soulreaper managed to hit with its Heavy Bolter, but the shot pinged off the creature's hide. Its Lascannon, on the other hand, punctured Duurkonii's carapace.
Turn 3: Euthan's Last Stand
Tyranids: Regenerating its lost wound, Duurkonii and two of its three Ripper swarms charged into the heedless Euthan, annihilating the Biker, but not before he made an unsuccessful attack on one of the Rippers. With the Biker's corpse at its feet, the swarm turned its attention to Ezrael and Exyre.
Chaos: Ezrael wounded the monster with his Plasma Gun, after a Leadership test to target it over the Rippers. Exyre's Bolter shot didn't even ping the creature's hide, but Scalprae had better luck. A shot hit, but it also bounced off. Soulreaper's Lascannons had the same effect as before, wounding the Xenos-beast, but the Heavy Bolter proved uselss once more.
Turn 4: Reinforcements!
Tyranids: Duurkonii, sensing danger, curled up and vomited forth from its carapace a brood of deadly Hormagaunts, which, along with two of the Ripper bases, charged and eviscerated Exyre and Ezrael. The pair didn't even put up a fight.
Chaos: Soulreaper's Lascannons, Heavy Bolter, and Pintle-mounted Bolter used up all their shots on the Rippers, taking one base out. Scalprae shot once more, destroying another Ripper base.
Turn 5: The Fall of Mordekai
Tyranids: Duurkonii lumbered inexorable towards Soulreaper, as Mordekai fell to the swarm of Hormagaunts, taking one with him.
Chaos: The Hormagaunts' scythes flew, but none penetrated the Chaos Terminators' thick armor. The trio struck, and took out another Hormagaunt, but only after Soulreaper had failed to wound Duurkonii with all of its weapon systems.
Turn 6: Gaunts Piled Upon the Ground
Tyranids: Duurkonii regenerated another wound, and now had three Ripper swarms alongside it. The Chaos Terminators dealt a swift death to two more Hormagaunts.
Chaos: Soulreaper's weapons all failed to so much as ding the monster's armor, but the Hormagaunts had the same result against the Terminators. Yet another two gaunts fell to the Terminators' blades.
Turn 7: A Battle of Colossal Proportions
Tyranids: The alien hulk finally made contact with Soulreaper, destroying the mobile fortress with ease.
Chaos: With only three Terminators left, only one of whom could so much as hit Duurkonii, the forces of Chaos retreated, ceding defeat.
Outcome: Tyranid Victory
Report was good. Just wanted to say though that you might want to play test and use armies as how you did it is not a good way to judge. I can say this much, I wouldnt want to fight him unless I was using my eldar list. ( rending harlies FTW )
Also I would change his standing back up thing to be 1d6 and on like a 4/5+ he stands up with 1 wound and can roll to regen from there. Cause as it is with him rolling 5d6 it will be hard to fail that.
- You must set fire to water or you will be extinguished.
Hmmm, for Birthing Frenzy, maybe add a penalty to compensate? Perhaps adding a wound that cannot be regenerated would be make it a tougher choice. Not being able to move or assault is too weak a penalty imho.
woops double post :rofl
Last edited by LightningGus 3; October 6th, 2007 at 22:24.
the regen thing was probably the most stacked rule ive ever seen....i would probably change it so that wounds lost to things that str is higher or = to the TMCs tuffness, and cc attacks that dont allow rmor saves can't be regend.
also, i like how the CSMs had like 7 models, two of which coudnt even hurt the TMC, and a landraider. 255 pts for 2x TL lascannons and a TL heavy bolter...which is all it was good for because it wasnt xporting anything and 14 armor is LOL against str 10 2d6.
a more fair test against chaos would have been against like 3 triple lascannon preds, or some such thing. Maybe havocs with plasmas or lascannons or sumthin.
for 500 pts...i wouldnt let u use that thing
Maybe i was a bit harsh, to give better advice on making your MC a little more balanced i would change the regen rule for sure (the regular fex regen +feel no pain is pretty sufficient imo), and perhaps lower its attacks a bit. Am i misinturpreting or do you get 2d6 @ str10 MC and 1d6 @ ripper? I would perhaps change it to 3d3 str 10 atks.
Ultimately the thing that makes your critter the most balanced is the fact that he moves 6" and assaults 6"
When you combine Speed and Power you get Lightning.
That guy is impregnable.
I play nids and I wouldnt let myself use that;?.
His toughnes is just too high as the highest toughnes in the game is 8 give him six toughness and the regeneration rules need to be that when he dies he can come back on a 5+ with one wound.
Then all I ask is can I use the rules myself. :rofl
Now apocalypse has come out, go for it.
The character is a little overboard on its special rules, but if it could only be used in Apocalypse Missions, or standard games of over 3000 points then there will be plenty else on the battlefield besides a couple of plasma gun toting CSM who can kill it.
You can get a Hierodule for less than that, or a baneblade for similar to that and I'd rather go with either of those over your nasty beastie.
Good beastie, but a little too tough for less than 3k points IMO, but perfick for Apocalypse games
I can't say I've seen it all but I live for the things that keep me hollow.