Your card wishes.

By Killax, in Warhammer 40,000: Conquest

Gozer Blade

Cost: 7

Shield: 2

Attachment

Relic. Chaos. Daemon Weapon.

Limit one relic per player.

Attach to target army unit.

Attached unit gets +2HP

Action: sacrifice Gozer blade and attached unit: Put a "Stay Puft marshmallow man" token into play at the same planet.

"I am Gozer the gozerian, Gozer the destructor. Choose the form of the traveller: Choose and perish!"

Stay puft marshmallow man

Type: token unit

Unique. Daemon.

8/8

Armourbane. Area effect: 2

grand_theft_leman_russ_by_i_disregard_gr

Type: Army

Cost: 5

Name: Leman Russ Hover Tank

Traits: Vechicke. Tank. Elite.

Combat Action: Exhaust this unit to have it gain Flying until the end of the phase.

- Go home Leman, your drunk!

Lord Solar Mojito

CMD: 3

ATK/HLT: 4/6

Inspired by the Leman Russ Battle Tank and Vaulting Harlequin...

So are we now making 40k conquest version of "Unglued"?

99120101115_LoganStormrider01.jpg

Santa Wolf

Army unit

cost: 6

Command: 2

Unique.

Space wolves. Elite. manifestation of awesome.

5/6

Flying

Naughty list : Battle Action: Exaust Santa wolf, reveal the top card from your deck. Destroy each enemy army unit on this planet with cost equal to the cost of the revealed card.

I dunno Robin, Im confused!

Sometimes Dreadnoughts Wolf and sometimes Valkyrie Dozer.

Cultist-chan_by_Poe.jpg

Cultist chan

Army unit

cost: 4

Command: 5

Unqiue

Chaos. Cultist.

1/6

+1 card bonus. +1 resource bonus.

reaction: when you win a planet, trigger that planet's ability twice.

angry_marines__by_halcoon_145-d5durlx.jp

Angry marines

Army unit

Cost: 5

Command: 1

Space marine. Anger .

2/3

Armourbane, Area effect: 1, Brutal.

Angry: Angry marines have +2 attack if your warlord has damage tokens on it.

Angry all the time: Angry marines have +2 attack if your warlord is bloodied.

Edited by Robin Graves

I dunno Robin, Im confused!

Sometimes Dreadnoughts Wolf and sometimes Valkyrie Dozer.

Dreadnought dozer!

Cunning Dreadnought Dozer Wolf.

Rare but lethal.

Edited by Killax

We keep this up we'll end up with enough cards for a full expansion! :D

I wonder how close FFG official versions will get to our homebrew stuff.

Back to normal again, but I have to say Robin Graves I really like your Tyranid designs.

I feel you did a stellar job with the 2 cost Ripper Swarm. It can also be a 1/4 with 3 Command when being Limited and when the faction other wise does not have these extreme Commands (like the Tau Recon Drone is 0 Cost and has 2 Command but also is limited).

However I do feel the bigger the body of the Tyranid the bigger it's "independence" of the Synapse is and thus ability to control...

Anyhow here we go!

436px-Swarmlord_%28Artwork%29.jpg

Type: Warlord

Cost: -

Name: The Swarmlord

Traits: Creature. Hive Tyrant.

Reaction: After this warlord commits to a planet or is declared as an attacker, target Tyranid army unit gets +1 ATK until the end of the Combat phase.

ATK/HLT: 2/7

HND/RSC: 7-7

2868498-kraken_tyranid_warrior.jpg

Type: Army (signature)

Cost: 2

Name: Warriors of the Endless Swarm

Traits: Creature. Warrior.

This unit gets +1 ATK for each Tyranid unit at this planet.

CMD: 1

ATK/HLT: 1/4

Type: Event (signature)

Cost: 2

Shield: 1

Name: Unremitting Warrior of the Hive Mind

Deploy Action: Remove all damage tokens from your Warlord. When your Warlord is bloodied return it to it's normal state and remove all damage tokens.

Type: Attachment (signature)

Cost: 1

Shield: 3

Name: Bone Sabres

Attach to a unique unit.

When attached unit deals damage to an non- Vechicle army unit destroy it.

Type: Support (signature)

Cost: 2

Name: Devoured Kha'la

Combat Action: Exhaust this support to move 1 Tyranid unit you control to a target planet.

More to come! Hope you guys like it.

Next up:

Old One Eye, Warlord, 2/8, Reaction: After this Warlord commits to a planet or is declared as an attacker, remove 2 damage counters from this unit...

Still working on his Army, Attachment, Event and Support.

Cheers,

Edited by Killax

Also, the initial idea behind the above design is that the Tyranids will have Token generators in the form of Events, Support and Units. I currently decided to avoid the obvious but stick more to the fluff behind the Swarmlord...

First of, thanks Killax!

I made them 1/4 because them rippers are a swarm of hundered of tiney creatures (just like back in warhammer swarms also had lots of wounds)

Second: I really like "warrior o t endless swarm" and "boneswords"

But unremeting warior of the hive mind is horribly powerfull! Thank god it's a deploy action. I'd make it similar to a relic/ one per deck, because if you can play 3 of these babies, your oponent has esiantly one less victory condition, because with a smart player, that warlord just. won't. die.

Old one eye is also very good! nice regeneration ability.

How about having the swarm ord give +2 attack instead of +1, or would that make him to good?

Edited by Robin Graves

Tyrant Guard:

Army unit

cost: 4

Command: 1

Tyranid. Elite

While Tyrant guard is ready oponents cannot attack at units with Hive Tyrant.

2/6

I made it so it works with your swarmlord (and not with Ol' one eye since that thing couldn't take tyrant guards-

He'res my concept of Ol' one eye if he was an army unit. I always pixctured him as this monster that wakes up on some planet and then goes on the rampage before the rest of the swarm arives:

Old One Eye

Type Army unit

Unique:

cost: 7

Command:2

Tyranid. Elite. Carnifex

Combat action: If old one eye is the only tyranid creature on this planet: Ready it. (Limited once per phase)

Action: Pay X resources: heal 2 damage from old one eye for each resource spent this way.

6/8

First of, thanks Killax!

I made them 1/4 because them rippers are a swarm of hundered of tiney creatures (just like back in warhammer swarms also had lots of wounds)

Second: I really like "warrior o t endless swarm" and "boneswords"

But unremeting warior of the hive mind is horribly powerfull! Thank god it's a deploy action. I'd make it similar to a relic/ one per deck, because if you can play 3 of these babies, your oponent has esiantly one less victory condition, because with a smart player, that warlord just. won't. die.

Old one eye is also very good! nice regeneration ability.

How about having the swarm ord give +2 attack instead of +1, or would that make him to good?

Thanks again mate! I hear ya!

Yeah the main idea of the Event is that it represents it's fluff, the Swarmlord even when defeated just shows up again in times of stress. I also feel that Nids can be one-upped in comparison with the other factions because they will have no allies to work with.

The reason I "downgraded" the Warriors is because when The Swarmlord would commit to the same planet and attack first it would be able to grow into a 4/4. Now normally it could be a 3/4 allready so I decided, for the cost, 1/4 is powerfull enough. Perhaps the Swarmlord's ability should be changed however... I feel it is REALLY powerfull. Initially it might not seem like a huge deal but currently it can target itself... I'll convert it back to Target Army Unit instead of Unit.

Imho a 2 drop should not be able to grow to a 4/4 without commitment and I also feel that in a way the Warlord should represent that the Tyranids become very capable when the Hive Mind is present but are very mediocre when this is not the case (as is represented in the miniature game and the fluff).

Tyrant Guard:

Army unit

cost: 4

Command: 1

Tyranid. Elite

While Tyrant guard is ready oponents cannot attack at units with Hive Tyrant.

2/6

I made it so it works with your swarmlord (and not with Ol' one eye since that thing couldn't take tyrant guards-

Looks excellent to me. I feel the Army should use the Trait Creature aswell as the Imperium often refers to them to that. It also is kinda cool to put Creature on a Warlord... Or at least that's how I feel about that :D .

I feel this unit would also work perfectly fine as a 2/5 with 2 command, but that are little personal changes. It would make it slightly better as the Fire Warrior Elites but also have something comparable. Because of the way these creatures have addapted they are however also quite capable of taking on Command when their Warlord is not present.

Which gets me into further thinking where I feel some Nids could use the Synapse Creature special rule, where they will gain Command Icons if the Warlord is present at the same planet... How do you like that idea?

He'res my concept of Ol' one eye if he was an army unit. I always pixctured him as this monster that wakes up on some planet and then goes on the rampage before the rest of the swarm arives:

Old One Eye

Type Army unit

Unique:

cost: 7

Command:2

Tyranid. Elite. Carnifex

Combat action: If old one eye is the only tyranid creature on this planet: Ready it. (Limited once per phase)

Action: Pay X resources: heal 2 damage from old one eye for each resource spent this way.

6/8

Yeah I also really like this version!

The main reason why I picked Old One Eye as a Warlord is because I feel the Tyranid are somewhat (obiously) lacking in special Characters. This is obvious as "character" should not be part of the Hive but makes it difficult to design Warlords.

I do really like this version of him as a creature aswell however, on the other side this would also work really well as your 'regular' Carnifex imho.

I like where you are going with the command icon- synapse thing.

But isn't a bit limited? you already win command strugle if you have your commander present, so adding more command icons would only be good in a situation where both warlords are on the same planet.

Still it works.

Change it from a trait to Keyword. " Synapse ": Units with Synapse have +1 command icon if they are on the same planet as your warlord.

Edited by Robin Graves

But i feel i could still better represent what synapse creatures are suposed to do.

Termagant brood

Army unit

cost 2

Command 0

2/2

Tyranid. Instinctive behaviour

This unit gets +1 command icon if it's on the same planet as a unit with Synapse .

Hormagaunt brood

Army unit

Cost 2

Command : 0

2/2

Tyranid. Instinctive behaviour

This unit gets +1attack if it's on the same planet as a unit with Synapse .

This feels more like it: the synapse creatures leading making the lesser beasts and making them more dangerous.

Also this wil get people to actualy play with tyranid warriors; unlmike the table top game: I haven't seen a 'nid army that used warriors in ages!

You do have a point with it being limited. Nontheless when this is put on a command-less unit that is very good in Combat and when Events are around that allow for your Warlord to re-commit or move from planet to planet I could see it leading to interesting situations. Making it hard to predict where the Tyranid Warlord will be.

In that same context I think it could be interesting for the lategame or when both Warlords meet, still allowing the otherwise mediocre to low Command Tyranids (much like Dark Eldar but with less insane Events/Attachments) to win Command struggles.

We see that the lack of Command Icons on many Dark Eldar units are migated by their Raid and Archon's Palace. I think it would be cool to see something like that for Tyranids aswell only more limited to where their Warlord is.

The cool thing about this rule is however (because it's quite limited in it's effect) is that you can print a giant range of single command Tyranid units without making it feel weak.

For example I think it would be interesting to see (for example) 3/2 Tyranid bodies for 2 with a single Command with the rule. In the lategame, when a single planet would contain two of these units and a Warlord it would add up to a 4 command presence which is quite powerfull.

Idea! We can use hyve fleet names as traits, similar like "blood angels" and "space wolves" to make variants of basic troops.

Termagant horde

Army unit

cost 2

Command 0

2/2

Tyranid. Leviathan. Instinctive behaviour

This unit gets +1 hit points and Brutal if it's on the same planet as a unit with Synapse .

This a strain of termagants evolved to combat aera effect.

Edited by Robin Graves

Idea! We can use hyve fleet names as traits, similar like "blood angels" and "space wolves" to make variants of basic troops.

Termagant horde

Army unit

cost 2

Command 0

2/2

Tyranid. Leviathan. Instinctive behaviour

This unit gets +1 hit points and Brutal if it's on the same planet as a unit with Synapse .

This a strain of termagants evolved to combat aera effect.

Im liking it more and more.

It would also allow for a unique Trait ammong them, making them more characterfull.

Edited by Killax

Having a lot of units that get bonuses from being near synapse units also replicates what would happen if the 'nids enemies start taking those out. In the tabletop you could even ignore the normal targeting rules and shoot at the "big ones".

Having a ranged unit take out a synapse creature weakening the rest of your army is quite a blow.

Still thats what Venomthropes are there for to counter.

Venomthrope

Army unit

Cost 3

2/3

Tyranid. Leviathan

Opposing units on this planet loose and can't have ranged aslong as Venomthrope is on this planet.

Area effect 1

Tervigon

Army unit

Cost 5

Tyranid. Monstrous creature

Command: 1

3/6

Synapse.

Combat action: Put a Termagant token on this planet. (Limited once per phase)

Edited by Robin Graves

Drifting away from the Nids a bit, since there clearly is a whole lot to work with (look FFG ;) look!)

Something Neutral for the fans:

1787234-453px_vindicare_assassin_dark_he

Type: Army (signature)

Cost: 3

Name: Unseen Vindicare Assassin

Traits: Assassin. Vindicare.

Ambush. Ranged.

Reaction: After this unit destroyed an enemy unit at this planet you may return it to your hand.

CMD: 0

ATK/HP 3/1

+++ MORE ASSASSINS WILL FOLLOW +++

Edited by Killax

Mawloc

Army unit

Cost: 6

Tyranid. Monstrous creature. Vanguard.

Command: 1

5/6

Ambush

Deploy action: When mawlock is deployed on a planet it deals 2 damage to each opposing non-flying unit on that planet.

Edited by Robin Graves