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Monster:Tyranids Conversion
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<blockquote data-quote="AgelessOne" data-source="post: 4291552" data-attributes="member: 49933"><p>I have always been interested in converting creatures for use in my D&D campaigns. Since 4th edition certainly makes it easier to create and represent creatures and how they actually "feel" and work in combat, I am doing some conversions.</p><p></p><p>I am tackling the Tyranids...they are great monsters in my opinion. Perhaps emerging from the Astral Sea, or part of some horrific experiment.</p><p></p><p>My first attempt was a Hormagaunt- Think Alien if you don't play 40K. Teeth, Claws fast movement..Skirmisher</p><p></p><p>I used the minion because these creatures are should be cut down or blown up in large numbers.</p><p></p><p><img src="http://i222.photobucket.com/albums/dd41/Scoutzout/Hormagaunt.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>Several questions came up as I started to build them and I need input</p><p></p><p>Question one: Tyranids can evolve and therefore can have wings, strong legs for leaping and other variations that would make them faster, have envenomed attacks, stronger etc Should I create a different creature for each variant or is there some way to represent slight variations of the same species.</p><p></p><p>Question 2: Some creatures - particularly the more advanced ones in a Tyranid army can fight both in melee and shoot effectively. They essentially can fulfill multiple roles. Should these be soldiers with a melee and ranged attacks, or once again do I create variants for each genus of creature</p><p></p><p>Question 3: When assigning stats do you just pick the stats? I am using the Hormagaunts as a base creature and building stats for the larger ones from there. Does that make sense?</p><p></p><p>Question 4: The "Hive Mind" and proximity of makes the lesser Tyranids like the Hormagaunt immune to fear, morale, mind affecting spells. What are some ideas for a mechanic around this?</p><p></p><p>Question 5: The Hive Mind drives the entire brood and the "tactical" leaders are called "Synapse Creatures" who guide and direct the movements and actions of the lesser creatures. This is an aura like effect related to question 4. Any ideas on a mechanic for these two related components?</p><p></p><p></p><p>Finally how is XP assigned? Is it purely by role and HD?</p></blockquote><p></p>
[QUOTE="AgelessOne, post: 4291552, member: 49933"] I have always been interested in converting creatures for use in my D&D campaigns. Since 4th edition certainly makes it easier to create and represent creatures and how they actually "feel" and work in combat, I am doing some conversions. I am tackling the Tyranids...they are great monsters in my opinion. Perhaps emerging from the Astral Sea, or part of some horrific experiment. My first attempt was a Hormagaunt- Think Alien if you don't play 40K. Teeth, Claws fast movement..Skirmisher I used the minion because these creatures are should be cut down or blown up in large numbers. [IMG]http://i222.photobucket.com/albums/dd41/Scoutzout/Hormagaunt.jpg[/IMG] Several questions came up as I started to build them and I need input Question one: Tyranids can evolve and therefore can have wings, strong legs for leaping and other variations that would make them faster, have envenomed attacks, stronger etc Should I create a different creature for each variant or is there some way to represent slight variations of the same species. Question 2: Some creatures - particularly the more advanced ones in a Tyranid army can fight both in melee and shoot effectively. They essentially can fulfill multiple roles. Should these be soldiers with a melee and ranged attacks, or once again do I create variants for each genus of creature Question 3: When assigning stats do you just pick the stats? I am using the Hormagaunts as a base creature and building stats for the larger ones from there. Does that make sense? Question 4: The "Hive Mind" and proximity of makes the lesser Tyranids like the Hormagaunt immune to fear, morale, mind affecting spells. What are some ideas for a mechanic around this? Question 5: The Hive Mind drives the entire brood and the "tactical" leaders are called "Synapse Creatures" who guide and direct the movements and actions of the lesser creatures. This is an aura like effect related to question 4. Any ideas on a mechanic for these two related components? Finally how is XP assigned? Is it purely by role and HD? [/QUOTE]
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