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Made in ca
Dour Wolf Priest with Iron Wolf Amulet






Canada

*EDIT*PDF Version 1.4 of the Codex is now complete, and attached to this post. You can download it below. A lot of changes have been made since the first version was released, and now the Fandex is pretty much in its final stage. However, we still need to playtest it, so if you use it then any results would be much appreciated!*EDIT*

I'm thinking of making a fan-made Tyranid Codex, similar to Melissia's Sisters of Battle Codex or Just Dave's Chaos Space Marines Codex. However, I think it's a good idea to get some feedback on changes people would like to see, and list them here.

Here's some ideas I've been toying with currently:
-I think that Synapse Creatures should have the Eternal Warrior rule. This will make Warriors worth taking again and will lessen the impact of force weapons (although Trygons, Carnifexes, etc will still be affected obviously). However, I will give Tervigons less wounds to compensate for this advantage.
-Hive Tyrants should have a 5++ save (at the very least, as an option)
-Lictors should be able to assault the turn they arrive
-The Elites section needs to be reordered, or maybe the FOC needs to be altered (sort of like what the Space Wolves get with their HQs).
-A lot of the biomorphs in the current Codex are crap (crushing claws anyone?), and some were omitted completely in 5th ed (eg, Symbiote Rippers). I'm sure I'm not the only one who likes customizing his units, so I'd like to see more worthwhile biomorphs and more options.
-Genestealers should have some sort of frag grenade equivalent.
-Some of the dumb rulings from the FAQ should be overturned.

Anyway, feel free to chime in with more ideas if you have 'em. And if you think the fandex is a dumb idea... well, go ahead and say that too.
 Filename Tyranids Fandex v1.4.pdf [Disk] Download
 Description V1.4 of the fandex - requires the 5th Ed Tyranids Codex to use.
 File size 918 Kbytes

This message was edited 8 times. Last update was at 2011/11/08 16:14:46


 
   
Made in ca
Twisted Trueborn with Blaster




Fredericton, NB

If Warriors have EW then their points cost had better go up by a fair bit

Know thy self. Everything follows this.
 
   
Made in ca
Dour Wolf Priest with Iron Wolf Amulet






Canada

Well people think they're overcosted at the moment as it is, but if their stats went down a bit (maybe 2W, 5+ save, etc) then they could compensate and cost 35pts.

   
Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

Symbiote rippers were removed because they were a reference to the 4th ed method of winng combat, which was outnumbering and negative modifiers if you were 3:1, and greater negatives if 4:1. Same for Thornback.

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Made in us
Fixture of Dakka





San Jose, CA

Ok, here are some of my opinions.

Andilus Greatsword wrote:
-I think that Synapse Creatures should have the Eternal Warrior rule. This will make Warriors worth taking again and will lessen the impact of force weapons (although Trygons, Carnifexes, etc will still be affected obviously). However, I will give Tervigons less wounds to compensate for this advantage.

Too strong. There's a good reason why GW removed EW in the first place. It's just OP. Besides, with Shadows protection, nids have a good chance of surviving GK force weapons. What I recommend is to make Tyranid Primes like Daemon Heralds. You can take 2 primes for each HQ FOC slot.


-Hive Tyrants should have a 5++ save (at the very least, as an option)

That's a good suggestion. Make it like Warp Field, only it's a 5++ version called Warp Shield (or something like that). Though that means you're going to have to raise their cost slightly (maybe +15pts).


-Lictors should be able to assault the turn they arrive

I like the 4th edition lictor rules. Can assault but must deploy in area terrain.


-The Elites section needs to be reordered, or maybe the FOC needs to be altered (sort of like what the Space Wolves get with their HQs).
-A lot of the biomorphs in the current Codex are crap (crushing claws anyone?), and some were omitted completely in 5th ed (eg, Symbiote Rippers). I'm sure I'm not the only one who likes customizing his units, so I'd like to see more worthwhile biomorphs and more options.

Cool. I like the 4th edition biomorphs, though GW wanted to simplify everything with 5th. Gimme back my 5W, T7 2+ carnifexes with tusks and scythed tail.


-Genestealers should have some sort of frag grenade equivalent.

Sounds like a 2pt upgrade per stealer.


-Some of the dumb rulings from the FAQ should be overturned.

Amen.


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Made in ca
Dour Wolf Priest with Iron Wolf Amulet






Canada

jy2 wrote:Ok, here are some of my opinions.

Andilus Greatsword wrote:
-I think that Synapse Creatures should have the Eternal Warrior rule. This will make Warriors worth taking again and will lessen the impact of force weapons (although Trygons, Carnifexes, etc will still be affected obviously). However, I will give Tervigons less wounds to compensate for this advantage.

Too strong. There's a good reason why GW removed EW in the first place. It's just OP. Besides, with Shadows protection, nids have a good chance of surviving GK force weapons. What I recommend is to make Tyranid Primes like Daemon Heralds. You can take 2 primes for each HQ FOC slot.


I knew you could come up with some good opinions, you've know more about what works for Nids than I do. You're right though, EW is really good... I do like the Daemon Heralds idea, I will definitely be working that one in.

jy2 wrote:

-Hive Tyrants should have a 5++ save (at the very least, as an option)

That's a good suggestion. Make it like Warp Field, only it's a 5++ version called Warp Shield (or something like that). Though that means you're going to have to raise their cost slightly (maybe +15pts).


Yeah, I was thinking of making it a weaker version of Warp Field (Warp Shield is a good name for it too). Probably will be a 15pt upgrade.

jy2 wrote:

-Lictors should be able to assault the turn they arrive

I like the 4th edition lictor rules. Can assault but must deploy in area terrain.


Good idea, otherwise they're pretty much guaranteed to wreck something the turn they arrive. I dug up my 3rd Ed Tyranids Codex, so I'm looking through that to get some inspiration, but I will check out the 4th Ed rules for Lictors soon and figure out something to make them worth taking.

jy2 wrote:

-The Elites section needs to be reordered, or maybe the FOC needs to be altered (sort of like what the Space Wolves get with their HQs).
-A lot of the biomorphs in the current Codex are crap (crushing claws anyone?), and some were omitted completely in 5th ed (eg, Symbiote Rippers). I'm sure I'm not the only one who likes customizing his units, so I'd like to see more worthwhile biomorphs and more options.

Cool. I like the 4th edition biomorphs, though GW wanted to simplify everything with 5th. Gimme back my 5W, T7 2+ carnifexes with tusks and scythed tail.


I dunno how much customization I'll put in there, but we'll see. I want me some scythe tails and tusks and stuff though!

jy2 wrote:

-Genestealers should have some sort of frag grenade equivalent.

Sounds like a 2pt upgrade per stealer.


Fair enough.

jy2 wrote:

-Some of the dumb rulings from the FAQ should be overturned.

Amen.

Especially Primes in Spore Pods.

   
Made in au
Norn Queen






Note also the bug in the rules for 4th edition Lictors meant that even though they're required to deep strike into area terrain, they still need to take a dangerous terrain test. Add to the rule that they ignore this.
   
Made in cn
Blackclad Wayfarer





From England. Living in Shanghai

I think every nid player has thought about this at some point since the new dex came out.

Instead of making synapse creatures EW, how about giving them a psychic power to give a unit EW for a turn? Only certain units have it available (say Tervigon and Hive Tyrant) and give it a limited range (either 6" or 12").


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Made in ca
Dour Wolf Priest with Iron Wolf Amulet






Canada

-Loki- wrote:Note also the bug in the rules for 4th edition Lictors meant that even though they're required to deep strike into area terrain, they still need to take a dangerous terrain test. Add to the rule that they ignore this.


Good point, I probably wouldn't have noticed if you hadn't told me. I will do that.

Lukus83 wrote:I think every nid player has thought about this at some point since the new dex came out.

Instead of making synapse creatures EW, how about giving them a psychic power to give a unit EW for a turn? Only certain units have it available (say Tervigon and Hive Tyrant) and give it a limited range (either 6" or 12").



Ooh I really like that suggestion! Ideas that are outside the box like this one are very welcome, I don't want this to be just an amalgamation of the various Codices so far (if only to make sure I don't get sued haha).

   
Made in cn
Blackclad Wayfarer





From England. Living in Shanghai

TBH there is a lot that can be done to improve the book without changing how the army plays. So what are you looking at changing? If it's weapon stats and stuff then those are reasonably simple if you have played enough and know what works and what doesn't(for example making Pyrovores AP3 and so Spore pods only scatter D6" would make them very viable).

Alternatively you can look at changing the very core rules of the book, psychic powers, unit stats, etc. It would probably be sensible to do a bit of both but limit the core rules changes since it could really screw up balance without extensive testing.

This message was edited 1 time. Last update was at 2011/10/12 02:29:01


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Made in us
The Hive Mind





Spore pods scattering 2d6 is fine.

Swarmlord should have EW, no extra points.

Re-evaluate the special torso gun on the HT interfering with Wings or Armored Shell - because it does, no one should ever take it.

2 Primes per HQ slot

Lictors (and Deathleaper) need to be able to assault the turn they come in.

Just give the Doom Deep Strike and add 30 points to him. I'd try and get him EW but that's just overkill.

Warriors should not cost 30 points per model. I haven't playtested them costing less so I'm not sure where a good number is, but I'd bet around 20. Or give them FNP base.

Spinefists should be a free swap for Fleshborers on Termagants.

(Maybe) Rippers should cost less.

Harpies should be T6.

Pyrovores should get Fleet and be moved to FA (maybe Beast also/instead?)

Raveners should be able to use Trygon tunnels.

Trygon tunnels should be useable the same turn the Trygon emerges, and units should be able to assault if they use the tunnel.

Carnifexes need a point reduction, or get something (regen?) added for free. Crushing Claws should not lower I to 1. WS should be raised to 5ish, BS lowered to 2. (biomorph to make them 3/3 for free if you want). Maybe more wounds?

Tyrannofex should be nuked and the Rupture Cannon (and all other T-fex things like the 2+ save) be moved to the Carnifex as biomorphs.

Some of these are pie in the sky, some I really believe should happen.

My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals.
 
   
Made in ca
Dour Wolf Priest with Iron Wolf Amulet






Canada

Lukus83 wrote:TBH there is a lot that can be done to improve the book without changing how the army plays. So what are you looking at changing? If it's weapon stats and stuff then those are reasonably simple if you have played enough and know what works and what doesn't(for example making Pyrovores AP3 and so Spore pods only scatter D6" would make them very viable).

Alternatively you can look at changing the very core rules of the book, psychic powers, unit stats, etc. It would probably be sensible to do a bit of both but limit the core rules changes since it could really screw up balance without extensive testing.

Yeah, I'm going through the Codex now, seeing what I would like changed. Pyrovores definitely need to be AP3, I might argue that they should be S6 too. Dunno if I'll change Spore Pods to scatter D6" instead of 2D6" but we'll see. I'm trying not to mess around with things too much, but it would be nice if some people did play test the book though...

rigeld2 wrote:Swarmlord should have EW, no extra points.

Hmm perhaps, he's already a beast to kill though...

rigeld2 wrote:Re-evaluate the special torso gun on the HT interfering with Wings or Armored Shell - because it does, no one should ever take it.

Agreed, this is definitely something I am going to change.

rigeld2 wrote:Just give the Doom Deep Strike and add 30 points to him. I'd try and get him EW but that's just overkill.

Well he can always just enter with a pod.

rigeld2 wrote:Warriors should not cost 30 points per model. I haven't playtested them costing less so I'm not sure where a good number is, but I'd bet around 20. Or give them FNP base.

Again, still figuring out what to do with these guys. A 5++ invul would help without making them OP, and they could probably get away with costing about 25-30pts.

rigeld2 wrote:Spinefists should be a free swap for Fleshborers on Termagants.

Agreed again, I'm going to make Spinefists and Spike Rifles free upgrades for the whole squad.

rigeld2 wrote:(Maybe) Rippers should cost less.

I'll just make them not kill themselves on a whim, and then we'll see.

rigeld2 wrote:Harpies should be T6.

Maybe. They will have to have a (relatively) low save though to compensate, since they are supposed to be somewhat fragile.

rigeld2 wrote:Pyrovores should get Fleet and be moved to FA (maybe Beast also/instead?)

That's a good idea. I wasn't sure where to put them, or how exactly to change them, but that is a very good suggestion.

rigeld2 wrote:Raveners should be able to use Trygon tunnels.

That would make sense.

rigeld2 wrote:Trygon tunnels should be useable the same turn the Trygon emerges, and units should be able to assault if they use the tunnel.

Hmm well at that point things start to get into balancing issues - I can see this one being abused. They probably should be able to use it until the turn after it arrives, but I would let them assault from it.

rigeld2 wrote:Carnifexes need a point reduction, or get something (regen?) added for free. Crushing Claws should not lower I to 1. WS should be raised to 5ish, BS lowered to 2. (biomorph to make them 3/3 for free if you want). Maybe more wounds?

I'm probably going to make Fexes cheaper and give them more mutability than what they currently have - most of their biomorphs are and they die like suckers. Crushing Claws will likely be changed to D6+1 attacks at regular I. I will likely make WS/BS mutable, starting at WS3/BS2. I dunno if I'll add the option for more wounds though.

rigeld2 wrote:Tyrannofex should be nuked and the Rupture Cannon (and all other T-fex things like the 2+ save) be moved to the Carnifex as biomorphs.

I'm going to keep the Tyrannofex, but maybe make it a bit cheaper (~250 with Rupture Cannon).

   
Made in us
Fixture of Dakka





San Jose, CA

Ok, this thread has got me thinking about what changes I would like to see about the Tyranid codex. Now I am proposing some changes, but I don't feel it is necessary to change the overall structure of the codex. Basically, my goal is not to overhaul the new tyranid codex. Rather, it is more cosmetic changes that will enhance/optimize the units in the codex without drastically changing the way they play. I will also give reasons for my changes. This may be long so I will start with 1 FOC slot at a time.

In this post, I will concentrate on the Tyranid HQ selections.


HQ


Hive Tyrant
IMO, the hive tyrant in this edition is too expensive. For example, the 5th edition flying dakkarant - a winged hive tyrant with dual twin-linked devourers - now costs 260pts. Back in 4th edition, the same flyrant (with slightly different stats) with wings and 2x tl-devourers only cost 151pts! And for only 10pts more, you can give the older tyrant BS4. What's the difference? The newer 5th edition tyrant had better WS (WS8 vs WS5(6), 1 more attack, free Shadows in the Warp, and 2 new psychic powers. However, the base cost for the older 4th edition tyrant was only 75pts compared to 170pts for the new tyrant. Sure, the older tyrant was under-costed, but I don't believe that the newer tyrant warranted such a big price hike.

Recommended Changes:
This one is simple enough. Just reduce the cost of the newer Tyrant. I would cost him at no more than 140pts base +15pts for Warp Shield for a total of 155pts base.

Options:
May take the following biomorph:
Enhanced Senses (+1 BS) . . . . . +10pts

Also, I'd give him this special rule (and this is also available to the Swarmlord):

Warp Shield: The hive tyrant emits a field of psychic energy somewhat akin to the zoanthropes. This energy field helps to deflect incoming attacks, though due to the size of the tyrant, it is slightly weaker than those projected by zoanthropes.

Warp Shield grants the hive tyrant (or Swarmlord) a 5+ Invulnerable Save.

Hive Will: The Hive Mind projects its power into a unit, protecting them from harm and forcing them to continue fighting, even if they suffer grievous wounds.

This psychic power is cast in the Tyranid Movement phase. If it is passed, a single Tyranid unit within 12” gains the Eternal Warrior universal special rule until the beginning of the next Tyranid turn. The target of this power can be the caster, if you wish.

Note: I've increased the cost of the Tyrant by +15pts for this power.

Cost = 170pts base

-- EDIT --

I raised his base cost from 130pts (before Warp Field upgrade) to 140pts base. There's no reason why the tyrant should be discounted more than the carnifex, which I only dropped by 30pts.

I like the Hive Will psychic power that was suggested in this thread and will be adding it to the Tyrant and Swarmlord. For the Tyrant, I will adjust his price by +15pts to reflect this change. Also, I like the suggestion for Enhanced Senses and will be adding it as well.



Swarmlord
Recommended Changes:
I would also give the Swarmlord the Warp Shield special rule. In addition, regarding his Psychic Monstrosity special rule, I would have it apply to both Synapse as well as Shadows in the Warp.

The Swarmlord also has the following psychic power:
Hive Will

Cost = 315pts

-- EDIT --

I've included Hive Will as one of his psychic powers at +15pts.


Tyrant Guard Brood
The previous, 4th edition tyrant guards had better stats (same stats except +1 I and +3 LD), free lash whips and only cost 45pts. The newer 5th edition tyrant guards has Blind Rampage, which doesn't really justify its point increase and lowered stats.

Recommended Changes:
Lower its cost.

Options:
Armoured Shell . . . . . +20pts per model
Lash whip . . . . . +5pts per model
Boneswords . . . . . +10pts per model

Cost = 50pts base

-- EDIT --

I've lowered the cost of his boneswords.

I also gave it the option for Armoured Shell.



Tervigon
I actually think that the rules for the tervigon is quite good and his cost is fair. The fact that he can also be a troop choice makes him quite a good unit.

Recommended Changes:
I would change the psychic power Dominion to extend to both Synapse and Shadows of the Warp.

Options:
Psychic Beacon . . . . . +50pts

This particular tervigon resonates the power of the Hive Mind very strongly. In game terms, the tervigon is a very strong psyker.

The tervigon may cast 2 psychic powers on the tyranid player's turn. It may cast the same power twice or 2 different powers.

Cost = same as current codex

-- EDIT --

I've added an option to let the tervigon cast 2 psychic powers each turn.


Tyranid Prime
I would like to see more Tyranid Primes available a la Daemonic Heralds. I would also like to give them more 2 more weapon options (venom cannon and barbed strangler) as well as an option for to buff up the army.

Recommended Changes:
May take up to 2 tyranid primes for each HQ FOC slot.

May replace its devourer for:
Barbed Strangler . . . . . +10pts
Venom Cannon . . . . . +15pts

May purchase the following:
Ferocious Attack . . . . . +25pts

-- EDIT --

Wings . . . . . +25pts (becomes jump infantry)

Ferocious Attack: The Tyranid Prime has the unique ability to drive tyranid units mad with battlelust. Whether this ability is psychic in nature or just pheramones emitted by the Prime, scientists are still struggling to find out. One thing they do know, psychic hoods have no effect on this power.

This power lasts for 1 assault phase and can be used at the beginning of every assault phase. The Tyranid Prime can give 1 unit within 6" either 1) +1 Attack or 2) Preferred Enemy.

Cost = same as current codex


Parasite of Mortrex
Not much to say about this HQ, except that he seems to be a bit over-priced for what he brings to the army. I'd probably cost him at 140pts.

Recommended Changes:
Cost = 140pts


This message was edited 9 times. Last update was at 2011/10/31 04:56:42



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Made in eu
Alluring Sorcerer of Slaanesh






Reading, UK

I was thinking on the Mycetic Spore the other day, how about adding a 'Synapse Node' to it which adds the Synapse ability?

It acts as a Synapse creature but due to it being further out there from the main force the area of effect is only 6 inches rather than 12. Might not make much of a difference but could prove useful when you want to keep some of your lesser organisms up the other end of the board.

Just a thought.

Carnifex could do with a big cost adjustment.

This message was edited 1 time. Last update was at 2011/10/12 07:36:52


No pity, no remorse, no shoes 
   
Made in cn
Blackclad Wayfarer





From England. Living in Shanghai

So today at work I was thinking about some changes that may be of use. Jy2 came up with some good ideas, but thankfully most of mine are different. Here's what I have:

Pyrovores S6 AP3. No points increase or reduction.

Venomthropes lose their cover save ability and replace with night fight for all untis with a model within 6".

Allow Lictors to assault the turn they arrive from reserve. Change Pheromone Trail to apply as long as there is a Lictor alive when rolling for reserves (this would apply even if the Lictor itself is still in reserve).

New rule for Lictors:

Master Hunter: At the beginning of the game each Lictor brood chooses a single non-vehicle model (this can be a sergeant, an IC or some other character). That Lictor brood gains Preferred Enemy and Furious Charge against that particular model. All shooting attacks made against that model also count as Twin-Linked.

Deathleaper is an Upgrade Character. Deathleaper loses Where is it? and Where'd it go? but regular lictors gain What was that?. Deathleaper keeps It's after me! All Deathleapers shooting and close combat attacks may be allocated by the Tyranid player, even if the Deathleaper is not in base to base with that character.

Lictors now cost 70pts each with the Deathleaper cost at an additional 80pts.


This message was edited 1 time. Last update was at 2011/10/12 12:11:59


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Made in gb
Raging Ravener




Norwich

I'm in agreement with a lot of this.

Couple of considerations:

Warrior prime: I feel there should be an option to take wings for this guy so he can join shrike units.

Carnifex: Overpriced. I remember the old second edition 'fex to be walking death with dreadnought armour! Possible rule changes could be:

1) Lower cost
2) Fleet/beast movement: I can understand him being a little slow and ponderous but his stride pattern should count for something (The old editions movement stat accounted for this).
3) Higher W
4) Sv of 2+
5) Living battering ram: I've always liked the idea that, as a giant wrecking ball, any 'fex that charges into combat not only gains +2 to int but also inflicts D6 Str4 Ap- impact hits resolved before anyone swings.

Obviously I'm not suggesting all of these should happen but certainly tweaking from one or two would help.

Parasite of Mortex: The Tyranid player should be able to choose to spawn rippers or not.

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Advice and constructive criticism is always appreciated. 
   
Made in ca
Dour Wolf Priest with Iron Wolf Amulet






Canada

Jy2 makes some very good points. The Tyranid codex doesn't really need a complete overhaul, but it does need some serious patching which would be difficult to fix in an FAQ. I'm gonna keep taking suggestions and working on my fandex, but if Jy2 keeps updating his version then we might end up having a couple different Codices on this thread...

Lukus83 wrote:Venomthropes lose their cover save ability and replace with night fight for all untis with a model within 6".

This makes them worse though, 5+ cover is better I think. I'm not really planning on changing Venomthropes, I think they're really good as they are.

Lukus83 wrote:Allow Lictors to assault the turn they arrive from reserve. Change Pheromone Trail to apply as long as there is a Lictor alive when rolling for reserves (this would apply even if the Lictor itself is still in reserve).

New rule for Lictors:

Master Hunter: At the beginning of the game each Lictor brood chooses a single non-vehicle model (this can be a sergeant, an IC or some other character). That Lictor brood gains Preferred Enemy and Furious Charge against that particular model. All shooting attacks made against that model also count as Twin-Linked.

Deathleaper is an Upgrade Character. Deathleaper loses Where is it? and Where'd it go? but regular lictors gain What was that?. Deathleaper keeps It's after me! All Deathleapers shooting and close combat attacks may be allocated by the Tyranid player, even if the Deathleaper is not in base to base with that character.

Lictors now cost 70pts each with the Deathleaper cost at an additional 80pts.

Good suggestions for Lictors,

   
Made in us
Fixture of Dakka





San Jose, CA

disty wrote:
Warrior prime: I feel there should be an option to take wings for this guy so he can join shrike units.

I forgot about the Shrikes! I will give the Prime an option for wings so that he can join the Shrikes.


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ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

BTW, giving Warriors and Primes Psychic powers would make them more vulnerable to Daemonbane. As current, shadow in the warp is one of the Nids only respites from GK, forcing them to faiol more tests and take more perils. But Tyrants, Tervigons and Zoanthropes are all vulnerable to Daemonbane.

I'm celebrating 8 years on Dakka Dakka!
I started an Instagram! Follow me at Deadshot Miniatures!
DR:90+S++G+++M+B+IPw40k08#-D+++A+++/cwd363R+++T(Ot)DM+
Check out my Deathwatch story, Aftermath in the fiction section!

Credit to Castiel for banner. Thanks Cas!
 
   
Made in gb
Tough Tyrant Guard






uk

How about adding the speculated horvigon- such that you can have a unit that spawns those too? Or just an option on the tervigon so that it can. Maybe an increase in points as horms are arguably more capable than termagants.

This message was edited 1 time. Last update was at 2011/10/12 17:32:50


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Hive Fleet Kronos 3500pts
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1000pts and growing fast
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Made in gb
Raging Ravener




Norwich

Reanimator wrote:How about adding the speculated horvigon- such that you can have a unit that spawns those too? Or just an option on the tervigon so that it can. Maybe an increase in points as horms are arguably more capable than termagants.


Although I'm a fan of the "Horvigon" in principle, fluff wise Hormagaunts are (for some reason that eludes me) egg layers. I'd prefer the point for upgrades for them brought in line with those of gargoyles though!

If any new unit is needed it's another reliable mech buster. There's always hope that we could just wait it out until 6th edition where hopefully they address the tin can dominance.

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disty wrote:If any new unit is needed it's another reliable mech buster. There's always hope that we could just wait it out until 6th edition where hopefully they address the tin can dominance.

Thissomuch.

And yes - Hormagaunts should cost 1/1 for AG/TS not 2/2.

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Ya know, this thread kinda reminds of the time both Bell of Lost Souls and 3++ did articles on how to improve the Tyranids codex within a few days of each other. Weird coincidence aside, both were interesting. Links to their respective articles are in the names.

Btw, liking those ideas jy2. You're on quite a roll this week!

This message was edited 7 times. Last update was at 2011/10/12 18:12:32


 
   
Made in us
Fixture of Dakka





San Jose, CA

Elite


Hive Guard Brood
The only thing I feel that the hive guard needs is better range. 36" is more in the territory of venom cannons so I'm going to go with 30" Impaler cannons for the modest price increase of +5pts per model.

Recommended Changes:
Impaler Cannon - Range: 30" (everything else remains the same)

Cost = 55pts each


Lictor Brood
I like the older, 4th edition lictors ability to assault on the turn they come in. Balance that out by allowing them to come in only in particular areas (area terrain) and raising its price a little and it wouldn't be too over-powering. I will also alter its Pheromone Trail special rule so that it is +1 to Reserves if you have a lictor in the army.

Also, for lictors, I want to give tyranid players more incentive to use them in their army. I will do this under the entry for the Deathleaper.

Recommended Changes:
Chameleonic Skin: Lictors always start the game in reserve, even in missions that do not normally use this rule. When lictors become available, they are placed in any piece of area terrain that is more than 1" away from any enemy model. Lictors may not move on the turn that they arrive, though they can shoot (or run) and assault as normal.

Pheromone Trail: Having lictors in the tyranid army adds +1 to the tyranid player's reserve rolls. This +1 bonus does not stack with the Pheromone Trail of other lictors or the Deathleaper, but will stack with Hive Commander or the Swarmlord's Alien Cunning. In addition, if any unit is deploying via Deepstrike, they may be placed within 6" of the lictor and will not scatter as long as the lictor was on the board at the beginning of the Movement phase. This ability does not work if the lictor itself has arrived from reserves during the same turn.

Cost = 75pts each


Deathleper
I want to give tyranid players more incentive to use the Deathleaper. How am I going to do this? In 2 ways:

1) Take him out of the crowded and competitive Elite FOC slots and make him a HQ character instead.

2) With the Ambush Army special rule.


Recommended Changes:
Change the Deathleaper to a HQ choice.

Add the following Special Rule:
Ambush Army: In the very rare instance that the Deathleaper is not working solo, it has been spotted by a very, very few lucky survivors to be in the company of other lictors. What they were doing, even those survivors could not tell. They were just glad to be alive after their entire company was butchered by these secretive monsters.

Lictors count as scoring units in an army with the Deathleaper.

Deathleaper Chameleonic Skin: This works exactly like the Chameleonic Skin of normal lictors (see above), with the exception that the Deathleaper may be placed anywhere on the board and not just in area terrain.

Cost = Same as current


Venomthrope
The only change I would make about this unit is to lower its cost to encourage more people to use it.

Recommended Changes:
Cost = 45pts each


Zoanthrope
What I really liked about the 4th edition zoanthropes is the old Psychic Scream psychic power. That power has since been changed in the new tyranid codex, but I am going to bring it back with a different name.

Recommended Changes:
Psychic Choir: Zoanthropes are such strong psychic creatures that they can emit a pulse of psychic "noise", or energy, that confuses and overwhelms the mind of its enemies.

This psychic power is used by the Zoanthrope in its Shooting phase and lasts until the beginning of the tyranid player's next turn. Any enemy units with models within 18" of a zoanthrope that successfully uses this power suffer a -1 to all Leadership tests. This modifier is cumulative with that of other zoanthrope's Psychic Choirs within range as well as those of the Broodlord's Aura of Despair.

Note that because this power does not target a particular unit directly, it is not affected by such special rules such as Aegis and Reinforced Aegis that requires the psychic power to be cast upon the target directly. Also, because the zoanthrope may only use 1 psychic power each turn, it will not be able to use its Warp Blast/Lance on the same turn that it uses its Psychic Choir.

Cost = Same as current


Doom of Malan'tai
If anything, this unit is under-costed for its ability. I'd say 120pts is a fair price for him. Also, it is a psyker and has Shadows in the Warp. I think it needs to be a Synapse creature as well.

Recommended Changes:
Add the following Special Rule:
Synapse Creature

Cost = 120pts


Pyrovore
Of all the units in the tyranid codex, IMO this is probably one of the weakest ones. Such a nice model but with such crappy rules. While other units need only minor tweaking, I am going to do a major overhaul on the pyrovore to make it a more attractive and viable tyranid unit. GW should thank me because I will make their model sell.

How am I going to make them a decent unit? With the following changes:

1) I'm going to increase the brood size to a maximum of 5. Not because I want GW to sell more models, but because of reason #4 below.

2) I'm going to reduce the cost of each model to make them more cost-effective. How am I going to do this? By dropping Acid Maw. I understand that fluff-wise, it's jaws are filled with an acid powerful enought to melt through steel, but that's no reason to make them power weapons. The way I see it, this non-assault unit doesn't need power weapons. Rather, it tries to flay its target alive before going in for the kill. It literally cooks its food before eating it. That's just its natural instincts.

So I'm going to price it at 30pts after dropping Acid Maw.

3) What is one of the main detractions of this unit? It is basically a one-and-done unit, and not a very good one at that. That means you will probably get the chance to use this unit only once before it gets assaulted and killed. Now usually that's ok for a sacrificial unit, but this unit is neither cheap nor particularly good at what it does considering the other options tyranids have at their disposal. In order to make this unit more viable, I'm going to make it so that it doesn't necessarily have to die after firing its flamespurt just once. As a matter of fact, if played properly, the tyranid player should be able to get multiple uses out of them. Moreover, it will be a real threat to horde or GEQ armies. How am I going to do this? Think of the Imperial Guard Hellhound or the Grey Knight Heavy Incinerator.

4) Now here's the best part. I am going to make pyrovores actually dangerous. This is what's going to get people to use this unit. I am going to make the pyrovore a threat to both infantry and vehicles, and I am going to give them the range to do so. How? Think of Eldar fire prisms and vibro-cannons. Yes, I am going to give them the ability to combine fire. The more pyrovores in the brood, the more powerful the flamespurt. That's also why I wanted to increase the number of models in the brood (reason #1).

Recommended Changes:
Unit Composition: 1-5 Pyrovores

Flamespurt:

Range: Template, S: 5, AP: 4, Assault 1*, Combine Fire

* To fire the flamespurt, place the template so that the narrow end is within 6" of the pyrovore and the large end is no closer to the pyrovore than the narrow end. The flamespurt is then treated like any other template weapon. A pyrovore can fire its flamespurt even if it is subject to Instinctive Behaviour - Feed.

Combine Fire:

A brood of pyrovores may combine their shooting to fire 1 single flamespurt. This flamespurt may be measured from any model in the unit, though that model must have LOS to the intended target (the other models do not need LOS to the target, though they forgo their normal shooting). For every pyrovore after the 1st model that contributes to the flamespurt, add +1 to the Strength of the flamespurt and +6" to its Range. Thus, for example, a brood of 5 pyrovores can Combine Fire to fire a S9 flamespurt out to 30". The brood must either be in Synapse range or pass their Instinctive Behaviour test in order to attempt Combine Fire.

Cost = 30pts each



Ymgarl Genestealer Brood
The only thing I would change about this unit is to give them Frag Spines and factor it into their costs.

Recommended Changes:
Add to its Weapons and Biomorphs:
Frag Spines (as per p.46 of the Tyranid codex)

Cost = 26pts each

This message was edited 8 times. Last update was at 2011/10/26 04:09:18



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I like everything except the dropping of acid maw. They can chew through metal and stone but not Flak armour?

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I'm assuming you can Combined Fire the pyros outside of Synapse? Just wanted to be clear. Other than that I like.

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San Jose, CA

Deadshot wrote:I like everything except the dropping of acid maw. They can chew through metal and stone but not Flak armour?

Yes, maybe they can chew through metal, but that's no reason to give them power weapons. I see their physiology as well as their behavior to be more like that of a biovore. They are not the ferocious carnivores like that of some of the other tyranids (i.e. carnifexes, trygons, mawlocs). Rather, they are the type that will kill their prey first by flaying it alive and then feasting on its burnt carcasses. The way I see it, they literally cook their food before eating it.


rigeld2 wrote:I'm assuming you can Combined Fire the pyros outside of Synapse? Just wanted to be clear. Other than that I like.

That's actually a good observation. I'm going to say that they can combine fire as long as they pass their Instinctive Behaviour. If they fail it, then they can't link together as 1 single entity to combine fire. That requires organization and when they are in feeding mode, they do not have the control to organize themselves.

This message was edited 1 time. Last update was at 2011/10/12 22:16:43



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Bonkers Buggy Driver with Rockets





Berkeley, CA

This should be a fun to read exercise. Thanks for that.

Paul Cornelius
Thundering Jove 
   
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Dour Wolf Priest with Iron Wolf Amulet






Canada

I'm liking the suggestions people are coming up with. Jy2's Pyrovore is very interesting, but I think I'm going to go in a different direction with the beasty when I get around to releasing my suggested Fandex. I really liked the Fast Attack idea that was suggested earlier...

   
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Tough Tyrant Guard





From my amazing 4 games so far with nids, I've always had to use warriors for extra synapse. The sheer number of wounds a 5 strong brood has, combined with the not-so-meager firepower 4 deathspitters and a VC/strangler can put out, I've found that they are effectively the tyranid version of terminators. Would I like them to have a 3+ armor or 5+ invuln? Heck yeah. Though I've never had them not make up their cost. Only thing I'd really like to see on them is the ability to take a few more of the biomorphs. Miasma, or maybe a PF like weapon in the group would be great. Having a 5 man warrior group taken out of the game by an armless dreadnought is lame, considering those 5 warriors cost twice as much as the dread normally. Now, if you tied the Invuln to the prime (5++?) and had it alpha warrior give the normal warriors the same save, or one worse, when he's attached; fantastic. Also, for those of you who are sane and chose to ignore it, myself and my group thought it was absolutely fine for a prime to ride in a pod with a warrior brood, or even outflank with them from Hive Commander.

The idea of making Primes 2/HQ is a nifty idea at first, then you realize the potential synergy of having 4 groups of WS6 bs4 warriors stoping around the board killing everything, even more so if we give them 5++. Another idea is let him take wings so he can join shrikes, or maybe even a snake tail so he can romp around with raveners. Doom should really be like 120 for what it can do. And considering how may ways tyranids can modify leadership, it is completely plausable that the doom landing next to two full tac/strike/purifier/any-expensiveish-meq squads could potentially erase them from the game. Oh, and definitely reduce the cost on the T-fex.

The flamespurt combine thingy is interesting, till you have a group of them ninja-firing their template across the board each turn @ str9 (remember, the template itself has a 7 or 8" range. Also, if you're keen on that idea, make it so the template is only 1/2 str or something against vehicles, no idea why considering nid's lack of AT... ... .. nvm I'm an idiot

One last idea I had was to have a way to make TMC stubborn. I've lost most of my monstrous creatures to no retreat wounds due to khorne berserkers multicharging a trygon and a squad of gants/hive guard/etc. ... ... .. bingo!
Give rippers a rule that if they are in BTB w/ a TMC they reduce the number of no retreat! rules TMC have to make by 1 for each swarm. Only regular rippers though, we'll have to squatifiy sky-slashers, mostly to be ironic.

This message was edited 1 time. Last update was at 2011/10/12 22:50:11


 
   
 
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