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  1. #1
    Chaplain
    Join Date
    Nov 2009
    Location
    Scotland
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    276

    Default 'Fixing' Ripper Swarms

    Another of my side projects, after all the controversy the last one cause this one is safer. Concept stolen from Atrotos:

    Do you, as I do, have a bunch of Ripper bases you got in Gaunt and Warrior boxes, like some free McDonalds toy, but don't use them because Rippers, despite having an awesome song, are rubbish?

    Me too. That's why I'm fixing it.

    Ripper Swarms- Fast Attack choice, 16 points a base:

    WS:2, BS:2, S:3, T:3, W:3, I:3, A:4, Ld:5, Sv:6+

    Composition: 3-10 Ripper Swarms

    Unit Type: Beasts, Swarms

    Weapons and Biomorphs: Claws and Teeth, Chitin

    Rules: Instinctive Behaviour-Feed, Fearless, Mindless, Swarms, Rending

    Options: The entire brood may take:

    Spinefists at +5 points a base
    Adrenal Glands at +4 points a base
    Toxin Sacs at +4 points a base
    The Tunnel Swarms ability for +2 points a base

    Not much needed to be done, but let me know if they're any better now.
    Last edited by Master Bryss; 02-06-2010 at 06:04 AM.
    Cyberscape7 and I build conversions IN A SHED. WITH CLIPPERS N' GLUE!
    My Beloved Blog: http://www.bryssling.blogspot.com/

  2. #2
    Librarian
    Join Date
    Jul 2009
    Location
    Northampton, England
    Posts
    657

    Default

    Rippers need to not count towards FOC and not count as a Kill Point. Nuff Said.
    Back after a few years absence. Please PM me any changes to how the forum works - I currently have no idea how to make line breaks, and this is quite important to me. >.>

  3. #3
    Chaplain
    Join Date
    Nov 2009
    Location
    Scotland
    Posts
    276

    Default

    If I did that, I think Rippers might get Chaos Spawn Syndrome. They don't use up a slot but you still don't take them.

    The rules I've done makes them better as an alternative to Raveners, the only thing is that it phases out Winged Rippers as they basically have the same charge range now.
    Cyberscape7 and I build conversions IN A SHED. WITH CLIPPERS N' GLUE!
    My Beloved Blog: http://www.bryssling.blogspot.com/

  4. #4
    Veteran-Sergeant
    Join Date
    Aug 2009
    Location
    Boston, MA or Athens, Greece
    Posts
    217

    Default

    I wish I had some idea of what Ripper Swarms were like before you changed them so I could actually comment. It does seems like this version of Rippers could actually do something but they're not cheap so I guess that's balance. Nice job.

    As it stands I think "Vulnerable to Blasts' is missing but maybe that's part of the 'Swarms' rule?

    Thanks for the mention too. Cheers.
    "No one hides from the Eye, No one hides from the Sky!"

  5. #5
    Chaplain
    Join Date
    Nov 2009
    Location
    Scotland
    Posts
    276

    Default

    In the new Codex Rippers are Troops, have the same stats I gave them, but only Initiative 2, are Infantry and don't have Rending. The brood options are identical to the ones they have in the Codex.

    And yes, Vulnerable to Blasts comes free with the Swarms rule.

    Oh yeah, they used to cost 10 points a base.
    Cyberscape7 and I build conversions IN A SHED. WITH CLIPPERS N' GLUE!
    My Beloved Blog: http://www.bryssling.blogspot.com/

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