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Made in mx
Towering Hierophant Bio-Titan




Mexico

If you aren't a Tyranid player, you probably have heard of the current 6th edition Tyranid Codex and that it was not exactly what we Tyranid players really wanted. It is probably not as bad as you have heard, but still it is bad.

If you are a Tyranid player, well I hope you like my own fan made version .

I attached a version of the 6th edition codex made with some alterations and a few special rules. This "codex" is only rules, there is no fluff yet (and TBH I will probably copy paste 99.99% of the already existent fluff).

Please tell me if you liked it or you hated it and why. Or if you have any suggestions, or if you have any doubts about the wording (English is not my native tongue), or if you will like to either play it or play against it.
And tell me if you found something particularly overpowered, cheesy (especially the Doom of Malan’tai, that guy is IMO impossible to make uncheesy) or underpowered.

Also, the Parasite isn't there yet, sorry for that but I have no idea how to write him/her/it.
 Filename Tyranid Codex 6.9.3.pdf [Disk] Download
 Description
 File size 1071 Kbytes

This message was edited 13 times. Last update was at 2014/08/15 04:45:58


 
   
Made in za
Fixture of Dakka




Temple Prime

Megabyte sized?

Already this is more than your average fandex!

I'll give it a thorough review tomorrow but I'm seeing promising things from my skim over.

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in es
Raging Ravener






Ive read through the whole codex and its a mixture between a dream come true and borderline over powered on a lot of units.

Some of the ideas like the grapple, different Pyrovore shots and new stat lines are amazing and in my opinion how they should be, more realistic and realistic.

The new Broodlord should not have a Sv 3+ given its amazing statline, with the Protective Carapace altered form this will change to a Sv 2+ and thats just insane.

Saying that some of the ideas are far too strong, the mawloc with ap 1 weapons is too much i think and the hive guard should be back to Sv 4+ if its up to 3 wounds.

Deathleapers "killing strike" makes it very strong and a very viable assassin.

Tyrannofex new weapons are awesome as is the new harpy rule, but the hive crone should not have that extra wepon under any circumstances.

You've done the impossible and made Old One Eye a good unit! What he should have been in the current codex imo, he looks amazing now i must admit but should at least be 300 points for T7 Sv 2+.

The Doom of Malan'Tai is just plain obscene but i love it so we'll let that one slide aha.

New Trygon Prime invulnerable save is a very interesting and clever idea i must say.

The Swarmlord is now a complete and utter murder machine. With 2-3 warlord traits, 2+ Sv and Xeno Crystals its just too strong to justify no matter the points. Bring it to 3+ or drop the magic crystals i think (So much win though, i love him as you made him). The bonesword special rule is too strong, ID on 5+ is just far too strong i think.

Yay back to re rolling ones with Scything Talons, you're doing gods work my son.

Tail biomorphs i completely agree with, especially the Bone Mace.

WARP FIELD is far too strong i think, although i love it. :(
I do like the new names for Psychic powers though

Over all you have done a simply amazing job and its exactly what the tyranid codex should have been like. It is a little over powered in places, some models have improved stats that they just shouldnt get but things can be tweaked. It does suck being a bug player at the moment but who knows, maybe people would let us us this new codex update. I can understand the changes to a lot of things and i have fallen in love with the possibilities from this.

Once again, a fabulous job my friend!

This message was edited 1 time. Last update was at 2014/05/16 22:10:08


 
   
Made in us
Lurking Gaunt




Massively tone down the Swarmlord or give him two types of bone sabres one as an upgrade.

That 3 result on Adaptation. I don't think 2 warp charge points is enough for a 2+/3++. Could you imagine an army of Flying Tyrants with that save?

I do love what you did with the rest. Serpentine Creature is a good idea and the Tunneling leader is different. LOVE the options warriors have and the primes are worth investing in. Even if my venom cannon isn't blast anymore(grrr)

All in all, I would play this.

You'd see me dumping a ton of points in an underground assault army.

This message was edited 1 time. Last update was at 2014/05/16 22:42:45


 
   
Made in za
Fixture of Dakka




Temple Prime

Erm, the Swarmlord IDs on any successful to wound role ATM.

And the Swarmlord isn't too out of place in a game of Seerstars and Uber-daemons.

Or where Horus Luprecal can be taken as a Lord of War.

I wouldn't mind the Swarmlord being taken from the regular HQs and made into an outright Lord of War though. He has no place in any but the biggest games anyway.

As I have said before, the best way to balance is to balance according to the strongest.

So this book should be balanced with Taudar, Astra Marines, or Daemons in mind rather than hope for an average.

The Swarmlord being able to beat just about anything in assault is also rather meaningless if he can't really get there due to being as slow as he is anyway.

This message was edited 5 times. Last update was at 2014/05/16 22:49:00


 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in mx
Towering Hierophant Bio-Titan




Mexico

Ok... the changes for the next version:

I'm going to remove the Warp Barrier mode for the Warp Shield. But the other 2 modes will stay.

Hive Crone's Bio-Plasmic gun is also going to be removed, but the Crone is going to be able to take Bio Plasma instead for free. Also Bio-plasma is going to gain a streams mode, either assault 3 or 2 (I'm not sure yet), but I want the Crone to be able to spit plasma at other flyers.

Broodlords and Hive Guards are going to lose the 3+ armour save, back to 4+.

And I forgot to add the Bio-Plasma option to for the Carnifexes. They will cost 10 pts.

Dual Boneswords are going to be increased to 15 pts

Old One is going to be increased to 300 pts.

Swarmlord is going to be increased to 325 pts.

No changes for the Doom of Malant'ai yet, but the changes to Warp Field should help.

New version with the changes should be up this night in 4-5 hours.
   
Made in us
Lurking Gaunt




 Kain wrote:
Erm, the Swarmlord IDs on any successful to wound role ATM.


Bone sabres, at the moment, do not have ap1 and reroll all successful saves. I think, keep one and make the other mutated or improved bone sabres.
He's insane. He will destroy anything in melee with the stat line there.


Edit:

To add, with a Master Level 3, you might as well go for Onslaught. Run and Assault would help get him into combat turn 2.


Automatically Appended Next Post:
 Tyran wrote:

Swarmlord is going to be increased to 325 pts.


I'd actually go down in points, make him 285(his normal points) with the option to mutate his bone sabres for 20 points. (Keep his base weapon with the option to get your upgrades)

He was over costed in our book, you just brought him into a playable spectrum by adding Eternal Warrior and 2+ armor. I'd honestly go for all three powers in Adaptation; cast Catalyst Onslaught and Warp Field on him every turn to have a 2+\3++, Feel No Pain, Run and Charge Monster.

This message was edited 2 times. Last update was at 2014/05/16 23:54:41


 
   
Made in mx
Towering Hierophant Bio-Titan




Mexico

New version is up.

Unseeablething wrote:



Automatically Appended Next Post:
 Tyran wrote:

Swarmlord is going to be increased to 325 pts.


I'd actually go down in points, make him 285(his normal points) with the option to mutate his bone sabres for 20 points. (Keep his base weapon with the option to get your upgrades)

He was over costed in our book, you just brought him into a playable spectrum by adding Eternal Warrior and 2+ armor. I'd honestly go for all three powers in Adaptation; cast Catalyst Onslaught and Warp Field on him every turn to have a 2+\3++, Feel No Pain, Run and Charge Monster.


I made him 295pts with the option to buy Xeno Crystals for 20 pts, 285 doesn't feels fair after all the bonuses I gave him.
   
Made in fi
Focused Fire Warrior




Helsinki

I didn't have time to look through it in detail and compare everyhting to the current codex but mostly I like what I see. Two things though that I don't like: first, that the tervigon now can spawn termagants without dubles stopping it is in my opinion way to good since you can just hide behind a wall for 5 turns and hope the enemy doesn't have barrage and get about 50 gants. The other thing that helps this is that tyrant guard can now join tervigons so you could grab two or three while tou are taking a flyrant, stick them to the tervigon and march up the table with a 15 wound T6 unit that spawns around 10 gaunts a turn. There's, probably more to comment but I don't have the time. The serpentine body id awsome though and something I've been hoping GW eould have included.

My armies:
vior'la sept 12k
Erik Morkai's great company 6k
dark mechanicus, the dearth of hope, 8k
rothwyr morwan's company 1,5k
Adeptus custodes 2k
AoS, The forgotten order, SE, 3k 
   
Made in mx
Towering Hierophant Bio-Titan




Mexico

 Dantioch wrote:
I didn't have time to look through it in detail and compare everyhting to the current codex but mostly I like what I see. Two things though that I don't like: first, that the tervigon now can spawn termagants without dubles stopping it is in my opinion way to good since you can just hide behind a wall for 5 turns and hope the enemy doesn't have barrage and get about 50 gants. The other thing that helps this is that tyrant guard can now join tervigons so you could grab two or three while tou are taking a flyrant, stick them to the tervigon and march up the table with a 15 wound T6 unit that spawns around 10 gaunts a turn. There's, probably more to comment but I don't have the time. The serpentine body id awsome though and something I've been hoping GW eould have included.

Ok, I'm going to consider changing it.
Although the Tervigon needs a Termagant unit within 6" to spam, so you can stop spamming if you kill all the gants near it.
   
Made in mx
Towering Hierophant Bio-Titan




Mexico

 Dantioch wrote:
I didn't have time to look through it in detail and compare everyhting to the current codex but mostly I like what I see. Two things though that I don't like: first, that the tervigon now can spawn termagants without dubles stopping it is in my opinion way to good since you can just hide behind a wall for 5 turns and hope the enemy doesn't have barrage and get about 50 gants. The other thing that helps this is that tyrant guard can now join tervigons so you could grab two or three while tou are taking a flyrant, stick them to the tervigon and march up the table with a 15 wound T6 unit that spawns around 10 gaunts a turn. There's, probably more to comment but I don't have the time. The serpentine body id awsome though and something I've been hoping GW eould have included.


Ok, here is the idea, Tervigons now only spawn 2D6 termagants, but on a double they spawn an additional D6 and take a wound.
The models spawned are added to an unit within 6" and they gain the same biomorphs as the unit they are joining, note that I mean biomorphs like Toxin Sacs and Adrenal Glands, not weapons.
Maybe I should give them the option to give their spawned Termagants either Fleshborers, Spinefists or Spike Rifles, as those weapons have the same cost and similar performances.

New version should be up in a few hours.

EDIT: new version is up.

This message was edited 3 times. Last update was at 2014/05/18 22:01:03


 
   
Made in mx
Towering Hierophant Bio-Titan




Mexico

New version is up, updated for 7th Edition.

Most MC received a price discount to make up for the nerf to Smash.

Changes to Zoanthropes, Doom of Malan'tai, some Psychic powers, and SitW.

VC and HVC have been buffed.

Changes to Swarmlord.

Tervigon's spawn Termagants reverted to original for simplicity sake.

Adrenal Glands are now cheaper to Trygons, Trygons Primes and Tyranid Primes.

Also some fixes.

This message was edited 1 time. Last update was at 2014/05/29 00:10:50


 
   
Made in us
Been Around the Block







Dear lord the doom would be insane, pop him in a pod and leech life turn one wounding most models on 2s AP 2 ignores cover.
Not to mention 2+ armor or 3++ with warp field, up to ML 10 and more along with that.

Even at 300 points I fail to see how he's balanced especially with T5 before possible iron arm.

Overall though I like the codex, not perfect but a better take on the bugs that most, I look forward to reading this in more detail.

Come watch me and my friends play good games poorly on Boss Room Ahead

Have a wonderful day  
   
Made in mx
Towering Hierophant Bio-Titan




Mexico

 Gavik Dross wrote:
Dear lord the doom would be insane, pop him in a pod and leech life turn one wounding most models on 2s AP 2 ignores cover.
Not to mention 2+ armor or 3++ with warp field, up to ML 10 and more along with that.

Even at 300 points I fail to see how he's balanced especially with T5 before possible iron arm.

Overall though I like the codex, not perfect but a better take on the bugs that most, I look forward to reading this in more detail.


I have a lot of problems with that guy. In one hand once it gets some wounds it becomes insane, on the other hand, if it fails cause some wounds it becomes a dead weight of 300 pts so you see why I am reluctant to increase its cost.

This message was edited 1 time. Last update was at 2014/05/30 16:53:10


 
   
Made in us
Been Around the Block







I'm not certain it's the points that need a change, he just has too much stuff IMO. Between super killy spells, snowballing all his stats,awesome defenses , you can't even tie him up as he can cast while in CC.

Come watch me and my friends play good games poorly on Boss Room Ahead

Have a wonderful day  
   
Made in mx
Towering Hierophant Bio-Titan




Mexico

mmh,. ok I will see what I can change



Automatically Appended Next Post:
Ok, the Doom of Malan'tai's unique powers have been nerfed.
And it can't cast witchfires in CC anymore, but its CC abilities have been slightly improved.

This message was edited 3 times. Last update was at 2014/05/31 16:52:20


 
   
Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

I'd say leave the Nid hate at the door for the time being. We already know that SM and Tyranids get a new codex every edition. Just 1 year or so of this with the way the schedule's going.

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 us
Been Around the Block







Ok, been reading through it and I'm gonna post my thoughts as I can, overall I like it, defiantly needs some play testing and what-not but that's the whole point of this affair.

Note; Before reading this that I do not play nids, nor am I particularly competitive, just giving my two cents in for what they're worth.

Color Scheme and their meaning
Spoiler:

Green; Fine, usually just matches the book or seems perfectly alright.
Blue Good but needs some tweaking or play testing just to see how it works out.
Dark Blue Needs some changes I think either to simplify them or make them less powerful.
Red Scary things I think would be broken or far too powerful.

Special Rules;
Spoiler:

Burrow Perfectly fine
Feeder organism; Overall I think it’s an interesting rune, perhaps a little complicated. With it being on so few units and the nids having so many special rules already I think it would just be best to drop it all together.
Instinctive behaviors; Good overall
Overwhelming numbers; Cool, just what the bugs always wanted.
Shadows of the warp; -1 to LD for psychers cool, -1 to all tests they make is painful, maybe too painful I haven't had much experience with the new psychic phase but any way you slice it -1/6th chance for powers to work is scary. Not saying it’s OP but I would like to see it on the table top.

Synaptic creature : I would just reword this to give the models fearless.

Warlord Table:
Spoiler:

Overall I like the table, I wish every army had table akin to the Tau and AM ones with good options all around.

1) Synaptic Lynch pin: Fine
2) Orbital Bombardment: I’m not wild about this one, I think it would both be very good (if you can pick the kind of mines for each target) with the warlord’s BS. And would take a lot of time every turn. Never have I seen the warp storm table go off and thought “yay, can’t wait to roll for every unit on the field”. I would remake it into a 1 use bombardment akin to space marine one, more powerful but inaccurate
3) Adaptive biology; Ok, I would make it 5+ just because that’s what FNP is now a days and on a hive tyrant with 2+ armor 4+ would be annoying.
4) Tactical Monstrosity ; Fine
5) Psychic Monstrosity; Seems very good, lots of talk about chaos sorcs getting this ability, not overpowered I’d say but very good
6) Mind Eater: Good, I would remove the select who accept thing though as that’s very scary and would give your opponent a few ways to counter play it. (mainly by running away)

Psychic Powers:
Spoiler:

Overall I’d say they were very good, maybe a too much so if the bugs have access to BRB powers as well. I might just remove warp field and make them one table as well for simplicity but having 2 is alright.

Adaptation;
Primaris Dominion; Fine
1) Catalyst; Fine
2) Onslaught; Ok. but I think letting units charge after running is scary, especially considering gaunts could then have a 30 inch charge (6+(6+3) run +(12+3) charge)) and that it a very scary concept
3) Warp field; Wow, scary power, maybe too good especially when considering most all your MC’s have access to it. Who needs to purchase 2+ for a tyrant when I can just get this power instead. I would either remove it and give them something else giving zoans a 3++ automatically like they have in the codex. I defiantly think it needs some toning down for sure.

Devastation
Primaris The Horror; Fine
1) Paroxism; Fine
2)Psychic Scream; Fine
3)Warp Blast; Since blast mode it AP3 I’d just make it WC 2 to simplify the power

[/spoiler]
It's a fun read, I plan on going through the rest of it when I can, hope the feedback helps.

Come watch me and my friends play good games poorly on Boss Room Ahead

Have a wonderful day  
   
Made in mx
Towering Hierophant Bio-Titan




Mexico

Thanks for the feedback, it always helps

Ok, about Feeder Organism, it is there to represent the collecting of biomass, I know it is somewhat complicated, but I'm going to keep it because fluff.

Synapse, well, the reason I don't say fearless is because Fearless comes with some fallbacks that don't make sense on Tyranids, like being unable to go to ground.

About Shadow in the warp, maybe it is going to be a modifier to Deny the Witch rolls instead.

I'm going to see what I can do with the warlord traits, but Mind Eater seems fine, Daemons already have access to that. Also with the changes to 7th edition the challenger can be targeted by models outside the challenge.

Also, being able to assault after running is something Tyranid players dream since 6th edition, so the change to Onslaught is staying, it is needed specially in the heavily shooting edition of 7th edition. I'm rather going to change the rules to Hormagaunst, they only can apply the +3 to running or charging, not both in the same turn.


Automatically Appended Next Post:
 Deadshot wrote:
I'd say leave the Nid hate at the door for the time being. We already know that SM and Tyranids get a new codex every edition. Just 1 year or so of this with the way the schedule's going.

I'm not sure what you want to say with that.


Automatically Appended Next Post:
New version with the changes is up.

This message was edited 2 times. Last update was at 2014/06/01 21:50:33


 
   
Made in mx
Towering Hierophant Bio-Titan




Mexico

New version is up. The most notorious change is that the Swarmlord is now Lord of War
   
Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

 Tyran wrote:
Thanks for the feedback, it always helps

Ok, about Feeder Organism, it is there to represent the collecting of biomass, I know it is somewhat complicated, but I'm going to keep it because fluff.

Synapse, well, the reason I don't say fearless is because Fearless comes with some fallbacks that don't make sense on Tyranids, like being unable to go to ground.

About Shadow in the warp, maybe it is going to be a modifier to Deny the Witch rolls instead.

I'm going to see what I can do with the warlord traits, but Mind Eater seems fine, Daemons already have access to that. Also with the changes to 7th edition the challenger can be targeted by models outside the challenge.

Also, being able to assault after running is something Tyranid players dream since 6th edition, so the change to Onslaught is staying, it is needed specially in the heavily shooting edition of 7th edition. I'm rather going to change the rules to Hormagaunst, they only can apply the +3 to running or charging, not both in the same turn.


Automatically Appended Next Post:
 Deadshot wrote:
I'd say leave the Nid hate at the door for the time being. We already know that SM and Tyranids get a new codex every edition. Just 1 year or so of this with the way the schedule's going.

I'm not sure what you want to say with that.


Automatically Appended Next Post:
New version with the changes is up.


I'm saying leave the Nid hate at the door. At the time I made that post it was clear the release schedule was accelerating. Afterall, codexes every other month, new edition 2 years early. Nid Codex is usually updated every 2-3 years for each edition, so with the new edition being released in half the time its likely they'll be updated by the end of 2015. With the new release schedule yet again they'll definitely be updated by 2015.

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 mx
Towering Hierophant Bio-Titan




Mexico

 Deadshot wrote:



I'm saying leave the Nid hate at the door. At the time I made that post it was clear the release schedule was accelerating. Afterall, codexes every other month, new edition 2 years early. Nid Codex is usually updated every 2-3 years for each edition, so with the new edition being released in half the time its likely they'll be updated by the end of 2015. With the new release schedule yet again they'll definitely be updated by 2015.


We will see, still I don't have many hope on GW on this moment.
   
 
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