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As we all know, in the latest edition, Biovores and Spore mines have become quickly meaningless units. Perhaps it is a product of the improved versatility of Carnifexes, or perhaps it is the increased durability of Zoanthropes. Suffice to say, there is little enough reason to elect Biovore units at present. Rather than try to reinvent the wheel, I propose we make them more attractive units by giving them more options. This concept ties in nicely with the planned release of new Biovore models for the upcoming Cityfight revision.
The soul of a Tyranid army should be mutability, so I have imagined a number of alternate spore mine choices to reflect the variability of living ammunition. In all cases, the spore mine effects have been derived from mechanisms displayed by naturally occurring insects, jellyfish, eels, and like creatures. The effects of these mines vary greatly, but special attention has been paid to operate around existing precedents and game mechanisms, both for the sake of balance and simplicity.
Following is a brief overview of the mines. Suggested specifications, point costs, and fluff are included below.
-Neumatacyst Mines- Based on the Box Jellyfish, this mine's stinger tendrils seek out a single model and administer a lethal neurotoxin sting.
-Boiling Blood Mine- Superheating and expelling it's own blood, this mine administers a deadly burst on lightly armored opponents.
-Strangler Mine- A modification of the Barbed Strangler seed, this mine entangles slow units, rooting them in place.
-Pheromone Burst Mine- The scent enzymes expelled by this unit drive Tyranid organisms into a frenzy against the unlucky unit covered by the pheromones.
-Concussion Mines- A lethal extrapolation of the Puffer fish, this mine detonates a sonic burst that stuns ground opponents and shakes vehicles.
-Bioelectric Pulse Mines- The terminal burst of bioelectricity this mine produces plays havok on the large, complex, Heavy weapons tanks and tactical squads carry into battle, disabling them for a brief while.
Neumatacyst Mines: 20 pts.
The ball of these mines does not store poison gas, explosives, or even biological acids. The translucent membrane houses instead clusters of eyes and four primal, linked brains. The danger of the Neumatacyst mine comes from the thin, stinging tendrils that hang from its body, some up to fifteen feet in length. Using its rudimentary eyes and brains, the Mine searches for gaps in armor before its tendrils wrap around the victim, each one expelling millions of microscopic stingers into the unfortunate target. The poison quickly corrodes the inner workings of machines, and living victims are even less fortunate. The venom causes paralytic pain for the seconds before it reaches the brain, resulting in instantaneous death. Vehicles are too large to be damaged by the caustic venom, and cannot be damaged by these spore mines.
Profile: Neumatacyst Mine- Strength 7 AP 3 Notes: Barrage*
(* Neumatacyst Mines only affect a single model. To determine which model is affected, place a blast template over the mine and roll a scatter dice. The mine attacks the unit under the template closest to the direction of the scatter. On a roll of "hit," the model underneath the template is affected instead.)
Boiling Blood Mine: 20 pts.
The pulsing, fleshy sac of the Boiling Blood mine looks something like a floating heart, its muscular walls twitching at regular intervals. Given its appearance, it should be no surprise that its method of attack should use its own lifeblood. Once it contacts an enemy unit, the organ releases chemicals into its blood stream, superheating the liquid. The muscular body then constricts, propelling its blood outward, at a temperature high enough to melt flesh and set bones on fire. Boiling Blood Mines that successfully wound opposing models inflict 2 wounds instead of 1.
Profile: Boiling Blood Mine- Strength 5 AP – Notes: Barrage, inflicts 2 wounds
Strangler Mine: 18 pts.
Tyranids have long used their rapidly growing alien flora as a weapon, particularly in the terrifying Barbed Strangler. The Strangler Mine is an offshoot of this weapon, designed to entrap its target, leaving them easy prey for the approaching swarm. Looking almost like obscenely large roses, the single tendril extending from the fleshy folds of the ball is covered in thick, jagged thorns. The rapid growth of the strangler organism has been retarded to increase its lifespan. Once it detonates, the thorns explode into growth, wrapping around any and all targets around them, binding legs to the ground, and punching through exposed flesh.
Profile: Strangler Mine- Strength 3 AP – Notes: Barrage, Large Blast, Entangle*
(* Units that suffer at least a single wound must make an Initiative test or be unable to move or shoot until the Tyranid Player’s next shooting phase. A roll of “6” always fails, regardless of Initiative.)
Pheromone Burst Mine: 8 pts
Though only the most advanced Tyranid organisms display any signs of independent awareness, even the most basic creature has instinctual reactions programmed into its behavior. The Pheromone mine, looking like nothing so much as a skull dragging bone-white tendrils, exploits this instinct. When it contacts an enemy unit, the skull deflates, releasing powerful pheromones all over its targets. These potent scent enzymes call all Tyranid organisms down on the unlucky unit, and adding a fanatic impulse to their assault.
Profile: Pheremone Burst Mine: Strength – AP – Notes: Barrage, Marked*
(* If one model in a unit is Marked, the whole unit becomes Marked until the end of the Tyranid player’s next turn. Tyranids gain the Preferred Enemy against Marked units. Additionally, Tyranids outside of Synapse range do not need to make an Instinctual Behavior test to assault Marked units.)
Concussion Mines: 12 pts.
Concussion mines do little permanent damage to the enemy. Once they contact opposing life forms, the blowfish body inflates to a critical mass and explodes violently, sending waves of concussive force outward, stunning and blasting their targets across the battlefield.
Profile: Concussion Mine: Strength – AP – Notes: Barrage, Pinning*
(* Units hit by concussion spores must make one pinning test per template with at least one model under it. Vehicles suffer a single, glancing hit, on a 4+ per template that touches them. Count a roll of "6" as Immobilized and Crew Stunned, but do not destroy the vehicle.)
Bioelectric Pulse Mines: 12 pts.
Filled with ionized fluids, this slimy, almost metallic-looking mine resembles, at first sight, a golden apple trailing silver cords. The appearance belies its organic nature, however, and when these spore mines encounter resistance, they collapse their inner partitions, instantly mixing their payload. The result of this suicidal action releases an intense electromagnetic pulse that arcs along high-energy weapons and highly conductive metals, melting and frying electronics.
Profile: Bioelectric Mine: Strength - AP - Notes: Barrage, EMP*
(* EMP only affects models and vehicles armed with Heavy weapons. Models hit by an EMP must roll a d6 for each weapon to see if they succumb to the blast. On a 5 or a 6, the weapon is disabled and may not be fired until the Tyranid player’s next shooting phase. Affected weapons that may be fired multiple ways may not be fired as a heavy weapon.)
Hmmm, there are some good ideas in there though I think that some mine types mightn't be needed or might be covered by current rules.
Other than that as far as I could see it looks okay
Playing tyranid I like your ideas but would modify a few things...
1. Neumatacyst Mines. Make them mones that can affect only one model at a time but remain in play even after hitting a squad... A bug floating sack with tendrills drifting on air currents, each time it touches a squad it inflicts hits equal to the number of mines in the barrage. I would drop the strength to 5 and the AP to 5, because even a pair of panty hose can protect against a box jellyfish so sealed power armor would definatly get a save. Increase cost to 30, as these could cause mass casualties to horde armys.
2. Boiling Blood Mine. Use the flamer template, like the bio-acid mines in 3rd ed.
3. Pheromone Burst Mine. Any tryanid unit within 12" and NOT under synapse control MUST charge the accected unit. They count as fearless untill the start of the tyranids next turn and when charging gain +2 attacks but all models in the brood take a S2 hit with no saves allowed at the end of the first assault phase.
4.Concussion Mines. The rules for infantry are good but should act like pinning(Ld). Against vehicles should be - Roll a d6, 1-4 crew shaken, 5-6 crew stunned. Otherwise they are way too powerfull.
5. Bioelectric Pulse Mines. Rules for infantry are good but should affect all weapons with S5 or more (tau pulse rifes should be affected as well as assault cannons). Should be "All units/vehicles touched by the plast marker may not fire any weapons which do, or may fire, with S5 or more... "
6. Massive mine markers. 25 pts. Massive mine markers are a special type of mine used by tyranid when standard mines are ineffective. Fire the biovores/deepstrike mines as normal. These mine DO NOT explode if they come in contact with an enemy. At the start of the tyranid players next turn a number of massive mine deep strikes on the point where the massive mine markers are located (AFTER strart of turn drift). Therse Massive mine may be of any type purchased by the Tyranid player and work in an identical way, exempt that, when they detonate they use the large blast template to determine hits, or in the case of flamer type weapons the template scatter direction is done twice to determine number of hits.
Great ideas none the less, would love to see more...
You missed the point of the mine. These are model-killers. If you want a sporemine that floats around and keeps attacking guys, you should propose a wholly new mine. And as for the AP, it may be based on jellyfish, but these things are Tyranid DNA- they know how to get the tendrils into even the smallest armor gap before the venom is delivered.Originally Posted by Da Springy NidsToo unreliable and the template is counter-intuitive to a model that must make base-contact to activate. Nobody used Bio-Acid in third edition for these very reasons.2. Boiling Blood Mine. Use the flamer template, like the bio-acid mines in 3rd ed.This complicates the concept unnessisarily.3. Pheromone Burst Mine. Any tryanid unit within 12" and NOT under synapse control MUST charge the accected unit. They count as fearless untill the start of the tyranids next turn and when charging gain +2 attacks but all models in the brood take a S2 hit with no saves allowed at the end of the first assault phase.The infantry effect IS a pinning test.4.Concussion Mines. The rules for infantry are good but should act like pinning(Ld). Against vehicles should be - Roll a d6, 1-4 crew shaken, 5-6 crew stunned. Otherwise they are way too powerfull.
The hit against vehicles is very mild and more than fair, given the scatter of barrage weapons. It's a 4+ chance to score a glancing hit (if the barrage hits), which is the same or worse than a lascannon hit against 90% of the vehicles out there. Let's try to remember than Biovores are a Heavy choice.Breaking it down to strength makes it too complicated. Simply specifying Heavy lets you focus on what it was intended for. Remember: there is no rule that says you can't buy multiple types of spore mines- just fire the best one for the moment.5. Bioelectric Pulse Mines. Rules for infantry are good but should affect all weapons with S5 or more (tau pulse rifes should be affected as well as assault cannons). Should be "All units/vehicles touched by the plast marker may not fire any weapons which do, or may fire, with S5 or more... "
You should seperate your own submission into another section.The other guy can shoot at your mines, you know? And a single hit causes it to explode. These markers would never get a chance to call down it's "air strike."6. Massive mine markers. 25 pts. Massive mine markers are a special type of mine used by tyranid when standard mines are ineffective. Fire the biovores/deepstrike mines as normal. These mine DO NOT explode if they come in contact with an enemy. At the start of the tyranid players next turn a number of massive mine deep strikes on the point where the massive mine markers are located (AFTER strart of turn drift). Therse Massive mine may be of any type purchased by the Tyranid player and work in an identical way, exempt that, when they detonate they use the large blast template to determine hits, or in the case of flamer type weapons the template scatter direction is done twice to determine number of hits.
If you want to modify your suggestions into your own ideas, that would be quite fine. The suggestions just don't operate within the intended scope of these suggestions.