Mind expanding on this?
We know of three human settlements, as well as hunters and the roving patrols around the eastern camp. Which do you want attacked and do you have a preferred method of doing so?
[X][Tyrant] Study why your connection to the hive mind is blocked
[X] [Swarm] Send the genestealers to ambush and infect isolated groups of locals to the west and send gaunts to hunt more grazers
[X] [Norn-Queen] Spawn 100 hand gaunts and 1000 aquatic rippers and send them to scout the ocean and start eating
[X] [Names] Aqua rippers-Shredders Hand gaunts-Manogaunts
Mind expanding on this?
We know of three human settlements, as well as hunters and the roving patrols around the eastern camp. Which do you want attacked and do you have a preferred method of doing so?
Patrols, hunters, individual homes if such exist. Hunt these few in number who venture away from settlments.
Ambush quickly in superiour numbers. Try not to leave much evidence behind.
ASSET UPDATE 3
Once again, you take stock of your resources
ASSETS:
1 Hive tyrant
1 Norn-Queen.
1 Stuck Bio-Ship
352 Hormagaunts (+52 from spawning)
857 Temagants (-10 from ambush +575 Spawned)
5 Lictors (+5 from spawning)
4 Warriors (+4 from spawning)
4 Genestealers (+4 from spawning) 1106 Biomass (+120 from Ship +200 from eating bears +200 from eating refuse from the Ship +500 from eating Grazers -150 Upkeep -1649 from various projects)
SHIP
Stuck
40% Blocked Passageways
Bio-cannon banks - INACTIVE
Chemical Sensors -30% Above Ground
Spawning Chambers - ACTIVE
Photosynthesis Flaps - 60 % effectivity due to low sunlight levels (rising due to longer days)
Snowpile
Creature Index
The statblock for our creatures contain the following statistics: Weapons: A short description of how it hurts people, as well as any special properties it has. Biomass: How much Biomass it takes to spawn one creature of this type. Recycle: How much Biomass we get back if we recycle the creature. Value indicated an empty stomach and all major limbs instact. GP: Gauntpower. Unit of Measurement that indicates how useful the creature is at Doing Things. Defined as the usefullness of one (1) Termagant.
Some units will have varying Gauntpower in different situations. For example a Zoanthrope's withered limbs make it wholly unsuitable for manual labour but it will have a very high Gauntpower for any phychic tasks it attempts.
Most advanced units will have GP equal to their Biomass in most situations, but will have more within their area of expertise. Special Abilities: If the Unit can do something than normal Gaunts simply cannot do at all. Gargoyles being able to fly, Genestealers opposable thumbs, or Zoanthropes psychic abilities are examples of Special Abilities.
Small, adorable, and numerous. The Termagant is a basic creature of the Gaunt genus armed with a simple but rapid-firing Fleshborer that fires a angry borer beetle at its target.
They are naturally cunning and even without guidance will use basic ambush tactics.
The stabbier cousin of the Termagant. Hormagaunts can run quickly on all six limbs of bound through the air with great leaps from their powerful back limbs. They are not as cunning as Termagants and will often simply try to bury and opponent under a mass of slicing limbs.
Stats:
Weapons: 2x Scyting Talons. Melee, Sharp.
Biomass: 1
Recycle: 0.8
GP: 0.8 1.3 GP in situations where their speed or leaping ability is used.
Its a Gaunt. But we gave it hands. Because we could. The knuckles are reinforced to enable running on all six limbs so they're fast as all hell. Completely unarmed though. But hey can work levers and doorknobs, and more complicated things under Synapse control, and they're very good at dragging and carrying things. Pretty handy little buggers.
Biomass: 1
Recycle: 0.8
GP: 3 For non-combat things where having hands are useful
Special Abilities: Opposable thumbs
The tiniest of babies. Ripper are more or less just a mouth with some rudimentary limbs for traction and just enough of a brain to launch the mouth at things.
Their entire purpose is to eat things and then recycle themselves to bring the eaten Biomass to the Ship.
They are very effetcive at that, returning their entire biomass upon recycling.
Stats:
Weapon: None
Biomass: 0.3
Recycle: 0.3
GP: 0.1 for anything not involving eating things. 0.5 for eating things.
Its a Ripper. But is swims. And breathes underwater. Its slower on land and more expensive than a normal Ripper but if what you're trying to eat is underwater, you'll need these.
Stats:
Weapon: None
Biomass: 0.5
Recycle: 0.5
Special Abilities; Amphibious
GP: 0.1 for anything not involving eating things. 0.5 for eating things.
Ah, the Lictor. Infiltrator supreme. Can operate very effectively without synapse support because they have excellent instincts for infiltration and can follow order pretty well.
They're unarmoured but have a suprising strength in their spindly limbs and can absolutely rip small squads to pieces before they can fire a single shot. They can scale walls with their flesh hooks and they get the memories of anyone whose brain they eat.
And as if that wasn't enough they can change both colour and texture to match their background, even when in motion, though they are detectable when moving as a blur in the air, they also have the exact same heat output as the area they're in so thermal vision fails against them and they can defeat most other sensors, including brainwave sensors by shutting down parts of their biology, up to and including going temporarily braindead.
They can't truly speak but can mimic short phrases form people they eat.
Their natural instincts are terror-based and if left to their own deviced they will act as a serial killer, killing their way up the prey hierarchy and leaving the victims are grisly trophies to be found, so as to spread fear among the prey.
Scary.
Weapons: Flesh-Hooks, Mantis-Limbs, Rending Claws, Feeder Tendrils
Biomass: 20
Recycle: 5
GP: 10 for manual labour, 50+* for infiltration work, 20 for actual combat
Special Abilities: Opposable Thumbs, Infiltration-Instincts, Brain-Eating Tentacles, Smart, Camouflage, Keen Senses, Flesh-Hooks, Mimicry
Genestealers. The other infiltration specialist. Frightfully fast shock troops woth four arms, each tipped with a clawed hand capable of shredding ceramite armour like so much paper, the true power of the Genestealer lies not in their battlefield prowess, deadly as they are, but instead in their stealth and intelligence.
While not as superlative infiltrators as Lictors are, Genestealers are nontheless completely quiet, faqst and can wioth time, soften their chitin to be able to compres their bodies to a unreal degree and fit through opening that one would think much too small for anything living. Genestealers have been noted to launch assaulkts of fortified position by crawling up the waste pipes and assaulting directly from the troopers toilets! (yes this is canon. Toilet-stealers are a thing)
Genestealers are also frightfully intelligent, being as smart as a human, or smarter but completely alien and with a intelligence that is bent completely towards infiltration and murder. They also posses a Brood Telepathy, enabling Genestealers in the same area (which can be as large as a city, or a Space Hulk) to create a small Hive Mind of their own, to pool their sense and communicate telepathically.
Genestealers have a genetic loyalty to the HIve Fleet, which is fortunate as they are generally just given orders to accomplish, and not kept under direct Synapse control unless needed.
Weapons: 4x Rending Claws. Melee. AP
Biomass: 10
Recycle: 2
GP: 3 For manual Labour, 20 for infiltration, 10 for Combat
Special Abilities: Brood Telepathy, Smart, Ovipositor, Opposable Thumbs, Compressible, Infiltration skills.
The most basic of Synapse organisms, a Tyranid Warrior is a towering beast with slashing claws and heavy chitin armour that relays the Synapse of the Hive Mind like a living antennae. They are not not true psykers and unlike more advanced Synapse Beasts, they are not in themselves intelligent but a greater synapse creature can act through them to coordinate the actions of lesser creatures around them.
*actual number unimportant. Unless opposed by very specialized countermeasures or the most vigilant of guardians, a Lictor will get into whatever it wants to get into. They're that good.
** Synapse creatures multiple the GP of any non-synapse creature on the same task by 1.3 due to greater coordination, and allows the Tyrant to direct the task remotely with all its intelligence and skill just as if the Tyrant were there. In effect, each non-intelligent Synapse creature allow our Tyrant to support another task.
This does not effect voting, Synapse creatures, unless specifically voted on, will simply attach themelves on appropriate tasks and boost them.
Numbers within parenthesis indicate change from last recorded level
Overall a good turn. We grew the Swarm massively, both in numbers and in competence. Our infantry Division now number more than a thousand, we have for the first time, secondary Synapse abilities and our stealth division is small, but extremely front-loaded and competent with as many Lictors as we have Genestealers!
We have also started research into the first of our bigger creatures, the Mawloc, even if there's a bit to go on that.
Maintenace is steady for this update but will see a minor increase next turn since we doubled our Gaunt numbers. But it will not be large, most Tyranids don't eat much unless they're deliberately stuffing themselves before throwing themselves in a digestion pool.
We do not haveas much Biomass as last turn, because we did not collect as much this. But still more than enough to make some big things.
Voting is now officially open again! Apart from the Normal [Tyrant] [Swarm] and [Norn-Queen] votes, please also vote [Names] to properly name our two new species, the Aquatic Ripper and Hand-Gaunt.
Also please ask if you think I've made a mistake or something is unclear.
En masse with the Gaunts, especially if Lictors or Genestealers disable some of the heavy stubbers before the Swarm well... swarms, absolutely yes.
We have more than a thousand Gaunts and if they don't get totally chewed up by the stubbers, they'll overwhelm the likely opposition, though the hunters will sell their lives dearly in the close confines of the vehicle unless we do something about that.
A Clan.-Camp suppoorts aboiut a thousand people, less than 5% of which are hunters.
Assuming of course, that you have the voting support to send enough forces
Voting is now officially open again! Apart from the Normal [Tyrant] [Swarm] and [Norn-Queen] votes, please also vote [Names] to properly name our two new species, the Aquatic Ripper and Hand-Gaunt.
Also, vbery sorry about the horrid pictures of the new species. I'm not open_sketchbook, I have roughly the artistic abilty of a small chalky rock, so I settled for getting the idea across rather than accuracy
[x]tyrant: figure out the hive mind blockage
[x]swarm: send out 2 stealers to the clan camps, 2 stealers to the city states; Warriors lead hunting parties to hunt for biomass and destroy isolated hunter groups. Gaunts continue to clear out the ship
[x]Norn-queen: Spawn 100 handygaunts, and if there is time, have them help the hunting teams collect the spoils.
Fuckton of Biomass, heavy lifting and digging, if we want to free the lower batteries.
Which would result in us getting a pretty formidable artillery emplacement, even if we only get the upper ones working. We'd still be bringing capital ship-grade weapons to a light skirmish!
Please specify the weaponry for the warriors. Or if you don't feel familiar enough with Tyranid fluff, what you want the weapons to do (i.e rapid-firing anti-infantry, anti-armour, indirect fire mortar, jack-of-all-trades, etc) and I'll choose the closest to your wish.
Also if you want one or both pair of blade-limbs to be replaced with guns.
Rippers aren't bad at everything; they're very, very good at eating.
They're little more than mouths with teeth, after all.
Edit: Also the art for the Handy-gaunts and aquatic rippers isn't loading for me; not sure if that's on my end or not.
Rippers aren't bad at everything; they're very, very good at eating.
They're little more than mouths with teeth, after all.
Edit: Also the art for the Handy-gaunts and aquatic rippers isn't loading for me; not sure if that's on my end or not.
Probably on my end, since they link to images on my facebook.
Does the map load? If it doesn't, its on my end since they're all on my facebook and I'll get them on a proper imagehost once I get home from work. If it DOES load but the new species don't, then its probably on your end
Probably on my end, since they link to images on my facebook.
Does the map load? If it doesn't, its on my end since they're all on my facebook and I'll get them on a proper imagehost once I get home from work. If it DOES load but the new species don't, then its probably on your end