Talk:Hive Fleet Nidhoggr

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Pyrovore Stats[edit]

Well, after a productive chat, I made my first custom unit for Nidhoggr. The Pyrovore is a misunderstood creature often thrown at enemy tanks in order to get blown up and template-roast nearby infantry. Seeing as Nidhoggr's Tyranids are already beings of heat and magma, their 'Jotunn'-subspecies are far more productive... Costing as much as a Zoanthrope, and with both close-range and assault attacks, they are no longer solely squad-killers.

Number-tuning suggestions are much appreciated, as I am absolutely no good with stat-cost balancing, in 40K or anything else.

Nidhoggr Pyrovore Brood: 'Jotunn' Brood

Unlike their more traditional brethren, the Pyrovores of Nidhoggr, first recorded as a sub-species at the Imperial Mines of Jotunn VI (shortly before the mines were captured and the planet lost), are beings of pure, unrelenting pain. Massive, stone-black plates guard a vibrant orange interior loaded with more thermal hormones and reactive biles than two 'standard species' Pyrovores put together. Playing the role of bunker-buster and anti-installation explosive, the Jotunn are considerably more stable chemically than their non-thermal brethren. However, this does not mean they are explosion-proof: If under control by the Hive Mind, they can be manually detonated for apocalyptic effect, sundering tanks and levelling dug-in positions in order for larger monsters to pour into the gap and break the body and soul of the enemy...


Composition: 1-3 Pyrovores --- 60 Points per model

Unit Type: Elite -WS: 4, BS: 3, S: 4, T: 5, W: 2, I: 1, A: 1, Ld: 6, Sv: 4+

Weapons and Biomorphs:

-Hardened Carapace -- Upgrade to Bonded Obsidian Carapace (+2 T): 25 points

-Claws and Teeth -- Upgrade to Bio-Obsidian Claws and Teeth (+1 S): 10 points

-Acid Blood

-Flame Sprayer -- Upgrade to Flame Belcher (Twin-Linked Flame Sprayer): 10 points

Special Rules: Instinctive Behavior - Feed

Controlled Volatility / Controlled Detonation: Due to the evolutionary precision with which the Jotunns have obtained their bio-flame, they are less suceptible to auto-ignition under heavy fire. However, should the Hive Mind see fit, the chemicals within can be auto-ignited and perectly rationed for apocalyptic effect against bunkers, vehicles, or over-packed infantry formations. -Same rules as 'Volatile', with explosion only occurring on a natural 6. -After moving, instead of attacking or engaging enemies in an assault, any or all Jotunn within double synapse range can be self-detonated, resulting in all units within 6" of the Jotunn taking a strength 4, AP 2 hit.

Magma Maw: The Jotunn's acidic maw drips a horrid, red-orange stew of chemothermal compounds due to its natural excesses of thermal hormones. -Treat as Acid Maw

Jotunn's Flamespurt: Evolving in harsh, geologically active environs have given the Jotunn an even deadlier natural weapon in their back-mounted symbiotes, with two direction-mobile firing diaphragms resulting in no possible escape from the hellfire.. -Treat as 'Flamespurt', with type changed to Assault 2, and using two simultaneous templates to mark targets. Any target hit by two templates has two attacks made against it.

Ideas/Suggestions/Ideas to Improve the Hive Fleet[edit]

I'm not on 4chan 24/7, so please use this area to relate your own personal ideas.

If this is still alive, I'm building some fluff and a codex for these guys. Current ideas include a Tyrannofex biomorph that shoots raveners like Angry Marines, tervigons as transport mediums and some kind of relationship with necrons. These eat minerals right? So they're the only tyranids who will hunt necrons --Ravenous Tyrannofex (talk) 16:33, 14 November 2014 (UTC)

Additional Comments/Criticisms[edit]

Best idea evar --FlintTD 07:34, 27 May 2011 (UTC)

Can we include actual weapon and biomorph stats? I'd like to have some numbers in my crunch... Munch munch 23:47, 28 May 2011 (UTC)

Sure. As soon as we get some crunchers for the numbers. Starting a Nidhoggr thread about it, give me a few minutes hours to get some information. Ragnasal 23:54, 28 May 2011 (UTC)

I like it, but I think the whole Meteor thing should be looked at a bit closer. While it sounds pretty cool, I'd like to hear some fluff about how it's done. Do they snatch chunks of planets they've already harvested? Also, fire do hurt, but what was the original catalyst for this? A splinter fleet getting too close to a star? 'Nids fighting too many pyromaniacs? As well as the size increase. CrazyThang 23:42, 1 July 2011 (UTC)

Maybe... they first discovered meteor-riding, and then developed the magma looks because most of the time the meteor impact burns too much of the occupants inside, or the meteor dug too deep into the mantle of a planet. Indonesian gentleman 02:14, 18 November 2011 (UTC)