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!
I'm setting up our first ever scenario-type mission. We don't have any kill teams yet so basically everyone is bringing 300 points. There will be two Blood Angels groups, a Tau and a Eldar group as well. I'm expecting four players and the entire scenario is based around a model that I secretely made with my extra nid parts.
Here is the dreaded Vampire Nid:
He's been sighted wiping out small towns and outposts and the Eldar, Tau and SM must team up to find and eradicate the new mutation before it returns to the Hive.
(Sorry for photo quality, I"m not that good yet, but you get the gist of it.
Here is one of his offspring:
This monstrous creature was made using the Monstrous Creature rules and has the following important characteristics:
S: 5 T: 5 WS: 5 BS: 0
Attacks 7 (yes, seven)
It has the following abilities:
Vampirism (Can generate wounds up to twice it's base profile if it rolls a 5 or 6 upon killing a model)
Resistance: Bolter weapons
And maybe replicating attack, I"m not sure yet cause it might be too much.
Basically the scenario goes like this:
1. The good side must find and destroy the vampire nid. They cannot see it until they are within six inches of it. It will be in one of the four bunkers.
2. The Tyranids are coming in four forms; an assault based Carnifex, A flying TL dev tyrant, A spawning pool that spawns one squad of random genestealers per turn, and a swarm of spinegaunts with synapse support from a zoanthrope at the edge of the board.
3. The Gene Pool can only be destroyed by placing the canister marked "x" within 2 inches of it. This canister can be carried by any unit, vehicle or otherwise that moves within two inches of it. The canister must then be depolyed within 2 inches of the genepool to stop it from spawning.
4. The Spinegaunts have without number, and will not stop coming until the zoanthrope is taken out.
5. Each player must bring 300 points. They should be diverse. None of the players will know what they are up against until the mission starts and everything is explained.
Basically, some players will have to use a fast-moving vehicle to move the canister while another player should bring his tank with twin-linked lascannon over to the hive-tyrant or carnifexe's lane. Tactics like this will be needed to win the game.
Here is the basic map:
I have the vampire-nid in a box with his sidekicks, no one playing has seen them yet and they will not be unveiled until they are "discovered" by moving withing six inches of them.
One Vampire offshoot is basically just a weak hormagaunt that reveals to the players that its much bigger version must be nearby.
The second Vampire offshoot is friendly, and will join the first squad that finds it. This offshoot has an implant attack that does three wounds for every one inflicted on the master vampire-nid. Basically this confused creature is the Vampire-nids main foil. Discovering it and using it may be the key to winning if enough heavy firepower has already been taken out by this point.
I win by wiping out all of their forces in seven turns. The good guys win by finding and destroying the vampire menace before the Tyranids could breed more of them.
I'm hoping that the vampire nid will live long enough to put some fear into them. It will get to rip apart the first squad that finds them but after that I'm worried that it's toughness of 5 will leave it wide open to some tank firepower. (Strenght of ten weapon insta-killing it would be very anti-climactic if it doesn't at least get to kill a squad or two first)
We are playing this tomorrow and I will update the page with the play-by-play and hopefully some pictures if we are not too drunk (Friends are coming over after so about halfway through we might start drinking )
Suggestions and comments welcome.
you can allways make the vampire immune to instadeath
Looks like a fun scenario. The Vampire Tyranids pics are hard to see because there is so much light behind him instead of the light shining on him. Your camera is focusing on the strongest avaliable light source. Try to take the pics again and post them, it would be nice to see them.
You didn't state the Vampire's armour save, that would give us a better idea of how good it is. I think it's fun you haven't show people the Vampire yet as it will make it more of a surprise. I find it unusual that one of the Vampire's offspring is friendly. Most people would shoot it on sight regardless of how nice it was to them. You could try an imperial agent as a subsitute who will help them destroy the Vampire.
When the players are trying to find the Vampire you could have it's location decided randomly. You could do this by placing markers at random on the gaming table. This will mean nobody will know where it is not even you. The markers could be placed in or around the bunkers so everybody has a good idea where it might be or totally at random to set everyone's nerves going. Using random markers will also keep the game fresh allowing the scenario to be played more than once and make the other players feel that they have as much control as you do.
You should also decide what powers if any the Zoanthrope has in addition to it's synapse power. Let us know how this Vampire Tyranid scenario works out.
Sounds like a really cool scenario though you probally should do the few tweeks Leech said. Other then that I can't give too much advice as I have no experience in scenarios. So good luck on this man and tell us about it when your done :yes: .
P.S. Don't get too drunk so that you don't remember it either :w00t: .
Is it me or does any other necron player get annoyed when they see people saying "Necrons eat souls". How is that even possible as souls are part of the warp and necrons want nothing to do with it? Eh probaly me just me being picky.
Tyranid Hivemind Member
Thanks for the ideas.
I'll try to take better pictures when I get home in the morning.
He has a 4+ armour save because unfortunately that was the highest the monstrous creature rules would allow, though I suppose I could just say he has a better one if I want.
The markers is a really good idea, but basically to pull this first one off I'm going to pull the vampire out at a time when I think it would be the most dramatic. I won't tell them this of course. The next time around I will do the markers thing.
Oh yeah the Zoanthrope has Synapse and Catalyst. Nothing too powerful, the focus should be to kill him to stop the swarm so basically he's going to try and hide around the board edge. If I decide the scenario was too easy after it's done maybe I will give him warp blast.
The "monstrous creature rules", are they rules to create your own MC? They had some for the older codexes, did they make a new one for R4?
your using the Creature Feature so i see how you get the 4+ save, but since hes a tyranid monstorus creature use some of the fex upgrades to and use extended carapace to make 3+ save. since your using the creature feature get the vampire with the swallowing abillity to instant kill any thing thats 25mm base if it get hit by it, since the vampire is snake like. i like how u made it resistant to bolter based weapons, guess the SM will need garlic bolts for this thing^_^
Last edited by Shriker; August 4th, 2006 at 02:55.
hive fleet of tyranids-2000pts
bad moonz orks-1500ptz
Orcs clan Red 'Eads-1000pts
Okay, we played out the mission and got some really nice pictures with a better camera and I will be posting them on monday for all to see.
Some changes we made before playing were:
1. Only infantry can "discover" the vampire-nid.
2. The Tyranid would be kind of "dumb" ie. I wouldn't remove casualties from the back etc. and the Tyarnids weren't smart enough to go for the canister holder because they wouldn't instinctively know what it did unless it was the only thing close enough to hit.
3. Five players ended up showing up so I added a another Carnifex to even things out a bit.
4. The Gene Pool spews Hormies with toxin sacs (5D6 per turn) until I ran out, then genestealers came out with randomly generated bio-morphs.
See you monday!