List of biomorphs

By Fabian3, in Deathwatch House Rules

Long time lurker and 40k player (since 2nd ed). We just shelfed our RT game after doing a one shot DW game since it was so epic. I am pretty much happy with things in DW but the lack of biomorphs for the Tyranids. Here is the list of what I think I might throw at my players.

Most of them taken from 2nd ed Nid codex. The number also equals the roll on a d10 if randomly rolling them.

Monsterous table

1. Adrenaline Sac - gives +2 to initiative, plus when activated as a free action gives preternatural speed for 1d5 rounds afterwards suffers one fatigue and must wait 1d10 rounds before it can be used again.

2. Voltage Field - +2 damage to melee and acts as a 30 strength field with a burn out of 01 - 10, all other fields have a chance to burn out if within 5m on a roll of 7-10 on a d10.

3. Enhanced Senses - heighten senses (sight, smell, and hearing) plus unnatural perception.

4. Hardened Carapace - +2 armor per size catagory (minium of 2) so a hulking would get 4, enormous would get 6 and so on.

5. Venom Sac - pretty much the same as the one in the book adding a +1d10 to damage with a -5 toughness per damage after armor and toughness.

6. Regenerate - adds regenerate 1 per size catagory.

7. Toughened Exoskeleton - adds 10 to toughness plus unnatural toughness.

8. Aura of Torment - minus 10 to pinning, fear, and command checks to all non-tyranid within wp bonus x 10m.

9. Warp Field - 60 strenght field with burn out of 01.

10. Null Zone - Chance to null a psychic power on a 7-10 on d10. <--- might chance to be more like the psychic hood opposed willpower test

Small/ normally sized table

1. Adrenaline Sac - remove the preternatural for horde just add +1 attack.

2. Hardened Carapace

3. Toxic Sac

4. Toughened Exoskeleton

5. Enhanced senses

I am thinking about normal and hulking getting one roll on table while enormous and massive get two and so on.

Let me know what you think about them and any changes you might add. I am also looking to add in the other weapons like the spinefist and spike rifle.

It's thematic, but there's a couple of minor things worth pointing out: Firstly that any tyranid that's genestealer-size or larger don't really need much extra 'help' against marines in close quarters. They are disgustingly dangerous enough as is!

Secondly, as the GM you need to do everything you can to slim-line, simplify, and speed-up everything that happens on your side of the GM screen. You're going to be dealing with lots of foes and lots of details. The players are going to be waiting for you to do maths far more often than the other way around. Hence, to get the most out of the game and keep up the high-speed, fast-running, action-orientated feel of the game, you need to stick to KISS as much as possible. Don't needlessly complicate things with additional dice roles, too many situational modifiers or -heaven forbid- things like giving stuff force shields, regeneration, or 'turn counters' for adrenaline sacs and stuff.

It might make it more fun for you, and maybe a little more fun for the players, but that's eclipsed by the time it takes to deal with, to my mind. While you're going 'errr' and checking for your regeneration, the players will be twiddling their thumbs.

Siranui said:

Don't needlessly complicate things with additional dice roles, too many situational modifiers or -heaven forbid- things like giving stuff force shields, regeneration, or 'turn counters' for adrenaline sacs and stuff.

To an extent I agree here- I think the stats/bonuses could be streamlined a bit, particularly for the hordes or numerous elites. For larger/master enemies you can stat it up as you're not going to have that many masters on the board to keep track of.

I think it's good, hardly more complicated than existing traits.

Now what I'd be looking for would be new, unique Nid creatures. Maybe in MOTX. There should be a new news entry for it in the coming days, I hope.

Alex

Thanks for the responces! I strongly do believe in the keeping it simply stupid, which is why I did try to keep them in-line with what one would see in other abilities and talents. The first idea I had for the warp field was to use it like a void shield from RoB with it having an AP value with set "wound" but thought that would take to much effort while using it as a field was pretty straight forward.

I didn't state it in the OP but as a GM I would mainly roll for the swarm at the beginning since they would have common traits, for example a swarm attacking a hive world with tight hallways where they can concentrate fire might have evolved hardened carapace and toughened exoskeletons to better weather the fire. While one attacking a world with cliffs and plateaus would have flesh hooks or wings(both of those not on my list but are in the game the flesh hooks are in DH creatures anathema).

Anyhow null zone as a d10 roll since not all monstrous tyranids have a psy rating.

Bottom table should read small/normal sized.

Since more armour to horde mobs wouldn't really do much (at least to heavy bolters and would punish basic weapons) maybe it can add say +10 or 15 mag for the hardened carapace if the horde has it.

I know Ak-73 I can't wait to see the newer creatures hopely more slaugths and enslavers as well.