| Post/Author/DateTime | Post |
|---|---|
| POPE07-11-05, 01:10 AM | Has anyone done this? Know where I might be able to find it? Thanks. |
| weasel fierce07-11-05, 01:39 AM | We made Genestealers for AD&D, but they wound up being positively damn nasty :) They are perfect for an "aliens" type of game, the powerfull monster stalking around the party. |
| Gonbow07-11-05, 01:55 AM | Not exactly Tyranids, but pretty damn close are the Kython in Book of Vile Darkness. That's pretty much the only thing in the book that relates to Warhammer 40k. Well, that and the rules for using souls, I guess. But they are pretty nifty. I was trying to get opinions on a LA for them earlier. |
| Azatoth07-11-05, 02:03 PM | I think a single Genestealer could exterminate a low level party on its own. It might be an interesting project to to D20 a Tyrannid. how about this ? Genestealer Medium Aberration Hit Dice: 3d8+12 (25 hp) Initiative: +8 (+4 Dex, +4 Improved Initiative) Speed: 40 ft. (8 squares) Armor Class: 18 (+4 Dex, +4 natural), touch 14, flat-footed 14 Base Attack/Grapple: +2/+6 Attack: Adamantium claws +6 melee (1d10 +4) Full Attack: 2 Adamantium claws +6 melee (1d10 +4) and bite +1 melee (1d6 +2) and 2 claw +1 melee (1d8 +2) Space/Reach: 5 ft./5 ft. Special Attacks: Improved grab, pounce, powerful charge, rake Special Qualities: Darkvision 60ft. Saves: Fort +5, Ref +5, Will +3 Abilities: Str 19, Dex 19, Con 19, Int 10, Wis 10, Cha 10 Skills: Hide +8, Listen 0, Move Silently +8, Spot +4 Feats: Improved Initiative,Improved Sunder Environment: Any land Organization: Solitary Challenge Rating: 4 Treasure: None Alignment: Always neutral Advancement: 4-6 HD (Medium); 7-9 HD (Large) Level Adjustment: - Combat Improved Grab (Ex): If a creature with this special attack hits with a melee weapon (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. Unless otherwise noted, improved grab works only against opponents at least one size category smaller than the creature. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the improved grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on grapple checks, but is not considered grappled itself; the creature does not lose its Dexterity bonus to AC, still threatens an area, and can use its remaining attacks against other opponents. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text). When a creature gets a hold after an improved grab attack, it pulls the opponent into its space. This act does not provoke attacks of opportunity. It can even move (possibly carrying away the opponent), provided it can drag the opponent’s weight. Pounce (Ex): When a creature with this special attack makes a charge, it can follow with a full attack # including rake attacks if the creature also has the rake ability. Powerful Charge (Ex): When a creature with this special attack makes a charge, its attack deals extra damage in addition to the normal benefits and hazards of a charge. The amount of damage from the attack is given in the creature’s description. Rake (Ex): A creature with this special attack gains extra natural attacks when it grapples its foe. Normally, a monster can attack with only one of its natural weapons while grappling, but a monster with the rake ability usually gains two additional claw attacks that it can use only against a grappled foe. Rake attacks are not subject to the usual –4 penalty for attacking with a natural weapon in a grapple.A monster with the rake ability must begin its turn grappling to use its rake # it can’t begin a grapple and rake in the same turn. |
| POPE07-13-05, 11:46 PM | What would be the Tyranid type? Would they really be that powerful? Too powerful to use as the basis of an invasion type campaign? Has anyone done the Broodlord, Lictor or the Carnifex? |
| Gonbow07-13-05, 11:51 PM | Aberration, definitely. As far as power level goes; You can tone them down or juice them up as you want. Perhaps while your average genestealer is suited up as stated above, the passage to the to-be-invaded world weakens them significantly. Thus an early invasion goal is changing the enviroment to suit their biology/gain sufficient samples of local biology to adapt to it and regain full fighting functionality. That would explain the increasing power level as time goes on, to fit where your players are at. |
| weasel fierce07-14-05, 12:55 AM | An average genestealer can rip a terminator marine to shreds. So.. pretty darn nasty :) It depends of course, if you want Genestealers, or just a genestealer like creature |
| Great Cthulhu07-19-05, 11:23 PM | Sorry, but I'm just bumping this forward, because someone else asked the same question on tyranid stats. |
| spoogemonkey07-20-05, 02:49 PM | my suggestions: take out the bite and the grapple. Genestealers do neither. I like the rake, though - if they hit with both attacks. The attack plus should be higher and the AC less. In 40k they are not hardy, but they are deadly. They also have "rending" in 40k, but that can be represented by making a crit easier.... say.....natural 16. I suggest an AC of 15. and give them "move silently" @ +8... Genestealers should die to ranged weapons.... but if they make to melee..... uwe..... |
| weasel fierce07-20-05, 03:08 PM | my suggestions: take out the bite and the grapple. Genestealers do neither. Genestealers should die to ranged weapons.... but if they make to melee..... uwe..... I'd say a jaw full of long pointy teeth is a pretty good indication that they bite... If you want to stay true to the creature, keep in mind that in 40K, they are shot at with lasguns and boltguns. Bows and arrows would be an entirely different ordeal. If you want to spice things up, you can throw in some psionic stuff too, particularly dominance and paralysis type of effects |
| Gonbow07-20-05, 03:30 PM | The boltguns and lasguns are valid points only if you are converting them over to d20 as well and making them available to the players. If not, then crossbows and bows will have to be just as effective at killing them. Of course, in d20 modern you do actually have like, guns ;) |
| weasel fierce07-21-05, 12:44 AM | The boltguns and lasguns are valid points only if you are converting them over to d20 as well and making them available to the players. If not, then crossbows and bows will have to be just as effective at killing them. Of course, in d20 modern you do actually have like, guns ;) They dont have to. The Deathwing short story has a rather grim view of what happens when pre-gunpowder peoples fight genestealers ;) Its all up to how you want them to be, in your game |
| Wolf7207-21-05, 06:10 PM | They dont have to. The Deathwing short story has a rather grim view of what happens when pre-gunpowder peoples fight genestealers ;) Its all up to how you want them to be, in your game I'm sure evocation specialists, battle oriented sorcerors and magic weapons would even out things out. not up on WH40k, but I always thought of tyranids kinda like slivers from MtG (alike in the fact that they are relatively tough and usually arive in massive swarms) |
| TansinBane254407-22-05, 07:47 AM | I tried to make something up. I was trying to make something that wuld fit in a D&D setting without being too overpowered. Maybe I shouldn't have tried with the Carnifex. I am toying with the Zoanthrope, and the Warrior. I am thinking of giving this beast a few more hit-dice, special attacks, and a Higher CR. But what do you think of it so far (as a more elite version, opposed to the stomping juggernaught 'fex) I am trying to split the difference between a creature that is designed to take out battle tanks, and make it something that a party of adventurers could fight (And yet still fear) Carnifex Large Aberration Hit Dice: 6d8 + 36 (64 hp) Initiative: -2 Speed: 20 ft. (4 squares) Armor Class: 23 (+16 Natural, -1 Size, -2 Dex) Base Attack/Grapple: +9/+23 Attack: Claw +18 Melee (2d6+10) Full Attack: 2 Claws +18 Melee (2d6 +10), 2 Talons +16 Melee (1d8+10), 1 Bite +11 Melee (1d6+5) Space/Reach: 10 ft/10 ft Special Attacks: Breath Weapon, Special Qualities: Damage Reduction 5/-, Fast Healing 3, Saves:Fort +8, Will, +5, Ref +0 Abilities:Str 30, Dex 6, Con 23, Int 10, Wis 10, Cha 2 Skills: Climb +15, Jump +15, Spot +5, Feats: Cleave, Diehard, Endurance, Power Attack, Environment: Desert Organization: Solitary or Brood (1-3) Challenge Rating:9 Treasure: Nil Alignment: Neutral (Evil) Advancement:2-4 (Medium) A monstrous insectoid creature rears up on its hind legs. A pair of appendages on the upper thorax ends in huge crushing claws, while the lower appendages have smaller, but equally lethal, scything talons. Combat A carnifex is a monstrous juggernought. Wading into the thick of combat to tear apart its prey into easily digestible bits. Breath Weapon (Ex): A carnifex has an internal bladder filled with superheated bile it can spray in a 20 ft cone dealing 6d6 points of damage, half of this damage is fire damage, and half is acid. Once a Carnifex uses this breath weapon, it cannot use it again until 1d4 rounds later. A Reflex save (DC 18) halves the damage. The save DC is Constitution based. I don't know how this will be recieved. I tried... And hope for feedback! Look for my thread "Lurkers in the Waste (Giving Tyranids d20 Stats), and I have a few more ideas. |
| weasel fierce07-22-05, 12:12 PM | Seems okay, based on the little I know of 3.x stats. One nitpicky thing though. The breath weapon is not a fire/acid thing, but a bio plasma bolt, capable of shooting quite a distance, and wrecking tanks, unless they changed things in the 4th edition tyranid codex. But a breath weapon does propably work better for D&D |
| spoogemonkey07-22-05, 12:30 PM | uh.... armor class? |
| TansinBane254407-22-05, 04:04 PM | umm...yeah...oops! *Fixed* I never claimed I was competant :w00t: |