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After the two or three threads on how to fix the 'Nids, and the other two on how to fix certain units, I think that I could turn that into a decent fandex. Balanced fandex, awaaaaaay!
CODEX
TYRANIDS
Warlord Traits (thanks to jifel, ALEXisAWESOME, and StarHunter25)
Spoiler:
1: Exalted Synapse – The Warlord is a direct conduit of the Hive Mind, capable of controlling creatures that are much further away. The Warlord’s Synapse range is increased by 4”.
2: Old Adversary - The Hive Mind has seen this opponent before, not once, but many hundreds of times. The Hive Mind creates the Warlord with the knowledge of past battles in order to bring about a swift end to this conflict. The Warlord and his unit gain the Preferred Enemy rule against their current opponent.
3: Eater of Worlds – The Warlord cares not for the relics of old nor strategic command points; soon all will be consumed. The Warlord and his unit are Scoring.
4: Gestalt Conscious – Once per game, all Tyranid units within 18" may use the warlord's leadership for any leadership or morale tests they are need to make. In addition, they may also choose to use the warlord for drawing line of sight, be it for shooting (affects cover) or assault. This effect lasts until the beginning of the player's next turn.
5: Indescribable Horror – The Warlord is a fearsome beast, inspiring fear that shakes even the most steadfast of men and xenos alike. The Warlord and all units within 6” have the Fear rule.
6. Hive Commander – The Warlord has a strategy set in motion before the battle even began. Choose a single troop unit. That unit may outflank and gains the Acute Senses rule. In addition, while the Warlord is alive, add +1 to your reserves rolls.
Army Special Rules
Spoiler:
Synapse Certain powerful creatures in the Tyranid swarm are powerful psychic monstrosities, and are capable of channeling the Hive Mind's will through themselves and into those minor creatures around them. (thanks to Grey Templar and Marik Law):
Each Synapse Creature (such as a Tervigon or Hive Tyrant) has their own effects on those in their Synapse range. Those effects will be listed in their unit profile. Synapse Range is 12" unless otherwise stated.
All Syanpse Creatures count as being Psychic Mastery level 1 (unless the unit entry specifies otherwise) and may expend one Warp Charge to give all friendly models in Synapse Range one of the following rules: Fearless, Eternal Warrior, Rampage. Each separate Synapse Creature's Synapse effects stack. This is cast as a Blessing psychic power that affects all models within Synapse Range.
However, if the "minor" creatures are not within the Synapse range, then they are subject to their own instincts. Some are rather shy creatures, unwilling to get close to enemies, but some are beasts at heart and will gladly make the closest enemy their next victim.
If a model is not in Syanpse range at the beginning of the turn, they must take a Leadership Test. If they fail, they are subject to one of the two following rules:
Instinctive Behavior - Lurk: A Tyranid model with Instinctive Behavior - Lurk, when not in Synapse range, may not run or assault that turn and must move towards the nearest cover if they fail their Leadership Test. If they pass their Leadership test, they may run, but not assault, and they gain the Counter-Attack special rule.
Instinctive Behavior - Feed: A Tyranid model with Instinctive Behavior - Feed, when not in Synapse range, must move, and assault if possible, the nearest enemy unit if they fail their Leadership Test. If they pass, they gain the rage special rule, but must still move and assault the nearest enemy unit if assault is possible.
The Shadow in the Warp One of the most distressing effects of the Hive Mind is the shadow is casts over the Warp. Communications are severed, psykers lose their minds, and normal men and women feel a fear they have never felt before. Psychic powers lose effectiveness and are far tougher to cast, putting the Psyker in greater peril than usual.
All models in the Tyranid army gain the Adamantium Will rule as long as they are in Synapse Range. If an enemy psyker is in Synapse Range of any Synapse Creature, their psychic tests must be taken on 3D6. However, no non-Tyranid Psyker can suffer Perils of the Warp. The power simply fails to be activated. Tyranid Psykers are still affected by Perils of the Warp, or rather, Perils of the Hive Mind.
Psychic Powers The Hive Mind is of such power that it easily blots out the warp, substituting its own psychic presence.
Spoiler:
Warp Field - This grants a model a 4+ Invulnerable save. If the model spends a warp charge in the movement phase, the Field becomes a 3+ invulnerable save. If this power is listed in the Wargear section of a unit's profile, then they start with the power automatically. Zoanthrope Broods that spent a warp charge to make the save a 3+ save does it for the whole unit, not a single model.
Warp Blast - 1 Warp Charge - This is a witchfire psychic power that uses the following profile: R: 24" S:5 AP:3 Assault 1, Blast
Warp Lance - 1 Warp Charge - This is a witchfire psychic power that uses the following profile: R: 18" S:10 AP:2 Assault 1, Lance. If the model spends an additional Warp Charge it also gains the Beam rule.
Catalyst - 1 Warp Charge - This is a Blessing power that grants a single friendly unit within 12" the Feel No Pain rule.
All Tyranid Psykers may also draw their powers from the Biomancy, Telepathy, and Telekinesis tables in the Warhammer 40,000 rulebook.
Biomorphs and Mutations
The Tyranids would be extinct if it were not for their ability to evolve and adapt to given situations. If there are heavy weapons deployed, the Swarm manifests beasts with thick shells and tough hides; if they are facing opponents laying down fields of plasma, they evolve an immunity to intense heat. Tyranids do gain extra attacks from having more than one close combat weapon; instead, if they gain an extra attack, it will be clearly stated.
Mutations
Spoiler:
Enhanced Senses - More eyes and a few antennae are all that is needed to gain more information, allowing a creature to have greater accuracy when shooting their weapons. A model with Enhanced Senses has +1 BS. This bonus is taken into account when firing Snap Shots, meaning most models with fire their Snap Shots at BS2.
Extra Sensory Organs - A model with Extra Sensory Organs has the Night Vision and Acute Senses special rules.
Predictive Fighter - A model with this mutation is an assault specialist, utilizing multiple senses and an intricate knowledge of the Swarm's past fights. This gives a model +1WS.
Tusked - A Tusked model gains the hammer of Wrath rule. If they already have that rule, their Hammer of Wrath attack is AP3.
Adamantine Hide - A model with this mutation gains +1 Toughness.
Bestial Strength - A model with this mutation gains +1 Strength.
Regeneration - This grants the It Will Not Die rule.
Adrenal Glands - This gives a model +1 Initiative.
Toxin Sacs - Attacks made by a model with this rule are poisoned (4+)
Implant Attack - A model with an implant attack mutation inflicts instant death on a to-wound roll of 6.
Frag Spines - The model counts as being equipped with both Assault and Defensive grenades.
Searing Venom - Any to-hit roll of 6 automatically causes a wound - no further roll is necessary.
Ripper Host - Whenever a model with this mutation is killed, put a Ripper base in its place for every wound the model started with. That Ripper base is now part of the unit.
Secondary Organs - A model with this mutation gains +1 Wound.
Acid Blood - Whenever a model with this mutation loses a wound, the attacking unit suffers a single Poisoned (4+) attack per wound lost.
Acid Maw - Close combat attacks made by models with this mutation are AP2 against non-vehicle models and gain the Armorbane rule against Vehicles.
Toxic Maisma - At the end of each turn, any enemy models in base contact with a model with this mutation must take a toughness test or suffer a wound. Saves can be taken against wounds caused this way.
Wings - A model with this mutation adds the Jump unit type to its other type(s). A Monstrous Creature with this mutation becomes a Flying Monstrous Creature.
Chameleonic Skin - This gives a model +1 to any cover save.
Biomorphs The weaponry of the Swarm is part devastating and part disgusting. From beetles that explode on contact to grubs that have their fleshed ripped off and are then shot at the enemy, the Swarm has an endless supply of deadly mechanisms to kill their enemies.
Close Combat
Spoiler:
Claws and Teeth - Simple bestial weapons, though the bigger they are, the more they hurt. A model armed with Claws and Teeth counts as being armed with a close combat weapon as defined in the Warhammer 40,000 rulebook.
Scything Talons - Large scythe-like blades made for quick slicing movements. A model equipped with a pair of Scything Talons gains +1 attack. If they are equipped with 2 pairs of Scything Talons, they may re-roll all misses in close combat. They do not gain an additional attack for the second pair of Scything Talons.
Crushing Claws - Massive crab-like appendages made for crunching rather than slicing. A model equipped with Crushing Claws strikes at Initiative 1 and gains D3 additional attacks, rolled each assault phase. A model with two pairs of Crushing Claws gains 2D3 attacks.
Boneswords - Boneswords are living weapons, capable of repairing themselves and ensuring that the host has a keen edge at all times. A model with Boneswords ignores armor saves in close combat. If a model suffers an unsaved wound caused by a Bonesword, it must take a Leadership test on 3D6 or suffer Instant Death. Models that are immune to Instant Death suffer two wounds if they fail the Leadership Test.
Lash Whips - Truly sentient biomorph that can seek out and restrain enemies while the host does as it pleases. A model with a Lash Whip causes all models in base contact to have their Initiative reduced to 1. If a model has a pair of Lash Whips, any models in base contact also lose an attack, to a minimum of 1.
Rending Claws - Similar to Scything Talons, Rending claws are smaller and capable of quicker strikes, allowing for more precision. A model with Rending Claws gains the Rending rule. A model with two pairs gains the Shred rule.
Mace Tail - This biomorph is a solid sphere of bone, capable of crunching bone and armor. A model with a Mace Tail may make a single extra attack at Initiative 1 at full strength and AP3. This is not taken into account when halving attacks for Smash.
Scythe Tail - This biomorph is a double bladed weapon made for slicing rather than pounding. A model with a Scythe Tail may make D3 extra attacks at half strength and AP4. These attacks are not taken into account when halving attacks for Smash.
Ranged Combat
Spoiler:
Acid Spray - This is a ranged weapon that uses the following profile : R: template S:6 AP:3 Type: Heavy 1, Torrent
Barbed Strangler - This weapon uses the following profile: R: 36" S:4 AP:5 Type: Assault 1, Large Blast, Trapped*
* A unit hit by a Barbed Strangler suffer the effects of the Strikedown rule.
Bio-Plasma - This is a ranged weapon with the following profile: R: 12" S:7 AP:2 Type: Assault 1
Bio-Plasma Barrage - This is a ranged weapon with the following profile: R: 18" S:7 AP:2 Type: Assault 2, Blast
Cluster Spines: This weapon uses the following profile: R: 18" S:5 AP:- Type: Assault 1, Large Blast
Deathspitter - This weapon used the following profile: R: 18" S:6 AP:- Type: Assault 1, Blast
Devourer - This weapon uses the following profile: R: 18" S:4 AP:- Type: Assault 3.
- Brainleech worms may be selected as an ammo type, changing the profile to R: 18" S:6 AP:- Type: Assault 6
Flamespurt Cannon - This weapon uses the following profiles and must choose which to use each shooting phase:
R: Template S:5 AP:4 Type: Assault 1, Torrent
R: 18" S:8 AP:1 Type: Assault 1, Melta
Fleshborer - Designed for close ranged combat, this weapon is capable of melting armor and flesh alike. This weapon uses the following profile: R: 12" S:3 AP:5 Type: Assault 1, Poisoned (4+)
Fleshborer Hive - This is a far more deadly version of the Fleshborer and uses the following profile: R: 12" S:4 AP:5 Type: Assault 20, Poisoned (5+)
Heavy Venom Cannon - This large weapon uses the following profile: R: 36" S:9 AP:3* Type: Assault 2
*Against Vehicles, this weapon counts as being AP2
Impaler Cannon - This weapon uses the following profile, and can be fired at a target regardless of whether or not the firer has Line of Sight to the target or not: R: 24" S:8 AP:4 Type: Assault 2
Ripper Tentacles - This weapon uses the following profile: R: 6" S:6 AP:- Type: Assault 6
Rupture Cannon - This weapon uses the following profile: R: 48" S:8 AP:3 Type: Assault 2, Rupture*
* If both shots hit, the weapon uses S10 AP2 and gains the Lance rule.
Spike Rifle - One of the longer-ranged weapons in the Tyranid arsenal, the Spike Rifle is essentially a miniature Impaler Cannon. This weapon uses the following profile: R: 24" S:3 AP:- Type: Assault 1
Spinefist - This weapon uses the following profile: R: 12" S:3 AP:4 Type: Assault X*, Twin-linked
*This weapon fire as many times as the model wielding it has attacks.
Spore Cannon - This weapon uses the following profile: R: 48" S: X AP: X Type: Heavy 1, Barrage, X. The Spore cannon can choose one of the following Spores to fire each phase. The S, AP, and final type values change depending on the Spore fired:
- Acid Spore - S:5 AP:3, Armorbane
- Frag Spore - S:4 AP:6, Large Blast
- Plasma Spore - S:7 AP:2, Blast
Spores are detailed further in the Vore unit type.
Stinger Salvo - This weapon uses the following profile: R: 18" S:5 AP:4 Type: Assault 4
Stranglethorn Cannon - This weapon uses the following profile: R: 36" S:6 AP:5 Type: Assault 1, Large Blast, Trapped*
* A unit hit by a Stranglethorn Cannon suffer the effects of the Strikedown rule.
Strangleweb - This weapon uses the following profile: R: Template S:X* AP:- Type: Assault 1, Trapped
*This weapon uses the wielders strength as its strength value. It also rolls to wound against a models strength instead of its toughness
Thorax Swarm - This weapon uses the following profiles, and may be fired in addition to any other weapon the model has:
Electroshock Grubs - R: Template S:5 AP:5 Type: Assault 1
Dessicator Larve - R: Template S:1 AP:- Type: Assault 1, Fleshbane
Shreddershard Beetles - R: Template S:3 AP:- Type: Assault 1, Rending
Venom Cannon - This heavy weapon uses the following profile: R: 36" S:6 AP:4 Type: Assault 3
Armor
Spoiler:
Chitin - This armor confers a 6+ armor save.
Reinforced Chitin - This armor confers a 5+ armor save.
Hardened Carapace - This armor confers a 4+ armor save.
Bonded Exoskeleton - This armor confers a 3+ armor save.
Armored Shell - This armor confers a 2+ armor save.
Units
HQ Hive Tyrant
Spoiler:
170 points
......................WS...BS...S...T...W...I....A...Ld...Sv Hive Tyrant......8.....3....6...6....4...5...4...10...3+
Composition: 1 Hive Tyrant
Unit Type: Monstrous Creature (Character)
Wargear: Two pairs of Scything Talons, Bonded Exoskeleton
Special Rules: Synapse Creature (Hive Tyrant), Psyker (Mastery Level 2)
Synapse Creature (Hive Tyrant) - When friendly units are in Synapse Range of the hive Tyrant, they can choose to pass or fail any morale test and automatically regroup.
Options:
Hive Tyrants are found in many forms, but the most common are either heavily armored, flying, or walking clouds of poison. A Hive Tyrant may choose one of the following forms:
- Armored Monstrosity – This includes Armored Shell and Secondary Organs mutations – 30 points
- Mephitic Nightmare – This includes the Toxic Miasma and Toxin Sacs mutations, as well as the Spore Cloud ability, explained in the Venomthrope unit entry – 45 points
- Winged Horror – This includes the Wings and Extra Sensory Organs mutations – 60 points
The Hive Tyrant may take replace any set of Scything Talons with the following:
- Lash Whip and Bonesword ---------------------------- Free
- Twin-Linked Deathspitter ------------------------------- 10 points
- Twin-Linked Devourers with Brainleech Worms - 15 points
- Venom Cannon -------------------------------------------- 15 points
- Heavy Venom Cannon ----------------------------------- 30 points
May take one of the following:
Thorax Swarm --------------------------------------------- 10 points
Bio-Plasma ------------------------------------------------- 20 points
Bio-Plasma Barrage -------------------------------------- 30 points
May take the following mutations:
- Frag Spines ---------------------------------------------- 5 points
- Extra Sensory Organs --------------------------------- 8 points
- Tusked ---------------------------------------------------- 10 points
- Implant Attack ------------------------------------------ 10 points
- Bestial Strength ----------------------------------------- 12 points
- Toxic Miasma -------------------------------------------- 12 points
- Toxin Sacs ------------------------------------------------- 15 points
- Ripper host ----------------------------------------------- 15 points
- Mace Tail* ------------------------------------------------ 15 points
- Scythe Tail* ----------------------------------------------- 15 points
- Regneration ---------------------------------------------- 20 points
* a model may only have one, not both.
May take one of the following, unless they already have it:
- Predictive Fighter --------------------------------------10 points
- Enhanced Senses -------------------------------------- 10 points
- Adrenal Glands ----------------------------------------- 10 points
- Secondary Organs ------------------------------------- 15 points
- Adamantine Hide -------------------------------------- 25 points
The Swarmlord
Spoiler:
270 points
......................WS...BS...S...T...W...I....A...Ld...Sv Swarmlord......9.....3....6...6....5...6...4...10...3+
Composition: 1 (unique)
Unit Type: Monstrous Creature (Character)
Wargear: Two pairs of Bone Sabres, Bonded Exoskeleton
Bone Sabres - These are Boneswords that inflict instant death. Any successful invulnerable save made against wounds inflicted by Bone Sabres must be re-rolled.
Special Rules: Synapse Creature (Swarmlord), Blade Parry, Psyker (Mastery Level 3), Lord of the Swarm
Synapse Creature (Swarmlord) - When friendly units are within Synapse range, they can choose to pass or fail any leadership test they take and automatically regroup. In addition, it's syanpse range is increased to 18" and at the start of each shooting phase it may grant a unit in Synapse range one of the following rules: Preferred Enemy (Everything), Furious Charge, or Rage. This rule lasts until the end of that turn's Assault Phase.
Lord of the Swarm - The Swarmlord may pick a Warlord trait.
Blade Parry - The Swarmlord can parry with incredible speed, even at range. The Swarmlord has a 5+ Invulnerable save, which is increased to 4+ in close combat.
Tyrant Guard
Spoiler:
60 points
.........................WS...BS...S...T...W...I....A...Ld...Sv Tyrant Guard.....5......3....5...6....2...4...2.....7....3+
Composition: 1-3 Tyrant Guard
Unit Type: Infantry
Wargear: Two pairs of Scything Talons, Bonded Exoskeleton
Special Rules: Shieldwall, Blind Rampage, Instinctive Behavior - Feed
Shieldwall - A Hive Tyrant or the Swarmlord may join a unit of Tyrant Guard exactly as if they were Independent Characters. Tyrant Guard do not take up a FOC slot.
Blind Rampage - If a Hive Tyrant or the Swarmlord is killed while part of a unit of Tyrant Guard, the Tyrant Guard gain the Furious Charge and Rampage rules.
Options:
A Tyrant Guard may take the following for +15 points:
- Armored Shell
May take the following:
Bio-Plasma -------------------------------------------------- 20 points
Bio-Plasma Barrage -------------------------------------- 35 points
May replace any of the Scything Talons with one of the following:
- Rending Claws --------------------------------------------- Free
- Lash Whip --------------------------------------------------- 5 points
- Bonesword -------------------------------------------------- 15 points
May take one of the following:
- Adrenal Glands ------------------------------------------ 10 points
- Secondary Organs -------------------------------------- 15 points
- Adamantine Hide ---------------------------------------- 25 points
Tervigon
Spoiler:
170 points
...................WS..BS...S...T...W...I....A...Ld...Sv Tervigon......3.....3....5...6....6...1...3...10...3+
Composition: 1 Tervigon
Unit Type: Monstrous Creature (Character)
Wargear: Claws and Teeth, Stinger Salvo, Bonded Exoskeleton
Special Rules: Synapse Creature (Tervigon), Psyker (Mastery Level 2)
Synapse Creature (Tervigon) - When friendly units are in Synapse Range of the Tervigon, they may use the Tervigon's Leadership instead of their own for any Leadership Test they need to take and are immune to the effects of the Strikedown or Concussive rules.
Spawn Termagants - The Tervigon has a voracious appetite for one reason: to feed its brood. A Tervigon is capable of growing Termagants within its belly, and will unleash them once they have fully matured. At the beginning of each Tyranid movement phase, roll 3D6 and place that many Termagants equipped with Fleshborers on the table within 6" of the Tervigon. These Termagants form a new unit and have the same mutations that the Tervigon does. If a double is rolled when attempting to spawn Termagants, they are still created and placed in the table but the Tervigon may not use this ability again for the rest of the game.
Options:
The Tervigon may take the following:
- Armored Shell -------------------------------------------- 30 points
The Tervigon
May replace its Claws and Teeth with one of the following:
- Lash Whip and Bonesword - free
- Scything Talons -------------------------------------------- 5 points
- Crushing Claws ------------------------------------------- 10 points
May replace its Stinger Salvo with one of the following:
- Cluster Spines --------------------------------------------- Free
- Twin-Linked Devourers with Brainleech Worms - 15 points
- Fleshborer Hive -------------------------------------------- 20 points
May take the following:
Bio-Plasma -------------------------------------------------- 20 points
May take any of the following mutations:
- Ripper host ------------------------------------------------ 10 points
- Extra Sensory Organs ---------------------------------- 13 points
- Tusked ----------------------------------------------------- 15 points
- Implant Attack -------------------------------------------- 10 points
- Toxin Sacs ------------------------------------------------ 15 points
- Bestial Strength ----------------------------------------- 17 points
- Toxic Maisma -------------------------------------------- 17 points
- Mace Tail* ------------------------------------------------- 15 points
- Scythe Tail* ----------------------------------------------- 15 points
- Regneration ---------------------------------------------- 25 points
* a model may only have one, not both.
May take one of the following:
- Enhanced Senses -------------------------------------- 15 points
- Adrenal Glands ------------------------------------------ 15 points
- Secondary Organs -------------------------------------- 25 points
- Adamantine Hide ---------------------------------------- 25 points
Warrior Prime
Spoiler:
60 points
Up to Two Warrior Primes may be taken per single organization slot
.............................WS...BS...S...T...W...I....A...Ld...Sv Warrior Prime......6.....4......5...5....3...5...4...10...3+
Composition: 1 Warrior Prime
Unit Type: Infantry (Character)
Wargear: Two pairs of Scything Talons, Bonded Exoskeleton
Special Rules: Synapse Creature (Tyranid Prime), Psyker (Mastery Level 1), Alpha Warrior, Independent Character
Alpha Warrior: All models in the unit joined by a Warrior Prime use the Prime's Weapon Skill and Ballistic Skill.
Synapse Creature (Tyranid Prime): When friendly units are in Synape range of the Tyranid Prime, they benefit from any Toxin Sacs or Enhanced Senses upgrades if the Tyranid Prime has purchased the upgrades. Note that if the unit already has these Mutations, they gain no benefit
The Warrior Prime may take one of the following:
- Wings -------------------------------------------- 15 points
The Warrior Prime may take replace any set of Scything Talons with the following:
- Devourer------------------------------------------------------ Free
- Deathspitter ------------------------------------------------- 5 points
- Rending Claws --------------------------------------------- 5 points
- Pair of Boneswords--------------------------------------- 10 points
- Barbed Strangler------------------------------------------- 10 points
- Lash Whip and Bonesword -----------------------------15 points
- Venom Cannon -------------------------------------------- 15 points
May take one of the following:
- Predictive Fighters -------------------------------------- 10 Points
- Adrenal Glands ------------------------------------------ 10 points
- Enhanced Senses -------------------------------------- 15 points
- Secondary Organs -------------------------------------- 15 points
- Adamantine Hide ---------------------------------------- 20 points
Parasite of Mortrex
Spoiler:
170 points
.....................................WS..BS.....S...T...W...I....A...Ld...Sv Parasite of Mortrex......5.....3......6...4....3...6...4...10...3+
Composition: 1 Parasite of Mortrex (Unique)
Unit Type: Jump Infantry (Character)
Wargear: Rending Claws, Implant Attack, Bonded Exoskeleton, Wings, Ripper Host
Special Rules: Synapse Creature (Parasite of Mortrex), Implant Parasite, Independent Character
Synapse Creature (Parasite of Mortrex) - When friendly Ripper or Sky-slasher units are in Synaspe range of the Parasite of Mortrex, they are scoring. Other friendly Tyranid units that are within Synapse range may use the Parasite's Leadership instead of their own for any leadership tests they must take. Rippers within 24" of the Parasite of Mortrex count as being in Synapse range.
Implant Parasite - For each unsaved wound caused by the Parasite of Mortex, the model that takes those wounds must take a toughness test. If they fail, roll a D6 per failed toughness test. Then place that many Ripper bases within 6" of the Parasite of Mortrex, making sure to place them no closer than 1" to the enemy models. If a Ripper base cannot be placed due to impassable terrain or being to close to enemy models, it is not placed and instead latches itself onto the Parasite. Whenever the Parasite attacks, the Rippers may attack as if they were a separate unit that is composed of however many bases latched onto the Parasite. Up to three Ripper bases may be attached to the Parasite.
"The Sarge is acting Strangely..." - Each enemy unit that outflanked may have been infected with Rippers. At the end of their movement phase, one model from each of those units that arrived from reserves using the Outflank rule must take a toughness test. If the test is failed, place a new Ripper unit consisting of D6 bases within 6" of the enemy unit.
ELITES Hive Guard Brood
Spoiler:
50 points per model
.............................WS...BS...S...T...W...I....A...Ld...Sv Hive Guard...........4.....4......5...6....2...2...2....7....4+
Composition: 1-3 Hive Guard
Unit Type: Infantry
Wargear: Impaler Cannon, Claws and Teeth, Hardened Carapace
Special Rules: Instinctive Behavior - Lurk
The Hive Guard may take replace their Impaler Cannon with one of the following:
- Venom Cannon -------------------------------------------- 10 points
- Heavy Venom Cannon ----------------------------------- 15 points
- Twin-linked Devourer with Brainleech Worms----- 15 points
May take the following mutations:
- Extra Sensory Organs ---------------------------------- 8 points
- Ripper host ----------------------------------------------- 10 points
- Toxic Maisma -------------------------------------------- 12 points
- Toxin Sacs------------------------------------------------- 15 points
- Regneration ---------------------------------------------- 20 points
May take the following:
- Enhanced Senses -------------------------------------- 15 points
Lictor Brood
Spoiler:
75 points per model
...................WS...BS...S...T...W...I....A...Ld...Sv Lictor...........6.....3......6...4....3...6...3...10....5+
Composition: 1-3 Lictors
Unit Type: Infantry
Wargear: One pair of Rending Claws, one pair of Scything Talons, Reinforced Chitin, Chameleonic Skin, Flesh Hooks
Special Rules: Hit and Run, Move Through Cover, Fleet, Instinctive Behavior - Lurk, Stealth, Pheromone Trail
Flesh Hooks: Barbed hooks are embedded in the Lictor's chest and are able to be shot out at nearly supersonic speeds. They are connected to the Lictor by a tough cord, enabling the Lictor to pull itself to something or others to it. Flesh Hooks have a range of 8" and may be used in one of the following ways per turn:
- In the movement phase, a Lictor may use the Flesh Hooks to latch onto terrain of any kind and pull himself towards it. He may also pull himself up to different levels of a building or fortification as long as where he wants to target is within 8".
- In the shooting phase, the Lictor may use the Flesh Hooks as a shooting weapon with no strength or AP value. Instead, if the enemy is hit, the closest model to the Lictor is pulled out of coherency with its unit. In the Assault phase, that model is treated as its own unit (but does not give up a Victory point if slain) and counts as making a disordered charge.
Pheromone Trail: Lictors always start the game in Reserve, regardless of whether or not the Mission uses that rule. When they come in from Reserve they are placed anywhere on the table that is more than than 1" away from enemy models. If a Lictor is on the board at the beginning of any movement phase except the turn he comes in from Reserve, the player adds +1 to any reserve rolls. Any friendly models wishing to arrive via Deep Strike that want to land within 6" of the Lictor do not Scatter.
Each Lictor may take the following mutations:
- Extra Sensory Organs ---------------------------------- 8 points
- Ripper host ----------------------------------------------- 10 points
- Implant Attack -------------------------------------------- 10 points
- Bestial Strength ----------------------------------------- 12 points
- Toxic Maisma -------------------------------------------- 12 points
- Toxin Sacs------------------------------------------------- 15 points
- Regneration ---------------------------------------------- 20 points
May take one of the following:
- Adrenal Glands ------------------------------------------ 10 points
- Enhanced Senses -------------------------------------- 15 points
- Secondary Organs -------------------------------------- 15 points
- Adamantine Hide ---------------------------------------- 25 points
Deathleaper
Spoiler:
150 points
...............................WS...BS...S...T...W...I....A...Ld...Sv Deathleaper...........9.....4......6...4....3...7...4...10....5+
Composition: 1 Deathleaper (Unique)
Unit Type: Infantry
Wargear: One pair of Rending Claws, one pair of Scything Talons, Reinforced Chitin, Chameleonic Skin, Flesh Hooks
Special Rules: Hit and Run, Move Through Cover, Fleet, Instinctive Behavior - Lurk, Shrouded, Pheromone Trail, Fearless, Killing Strike, "It's After Me!", "What Was That?", Where is it?", "Where'd it go?"
"It's after me!" - Choose one enemy character to be the victim of the Deathleaper's mind games, then roll a D3. The Leadership of that character is reduced by the amount rolled.
"What was that?" - All enemy models roll one less dice (to a minimum of one) when moving through Difficult Terrain.
"Where is it?" - If a model wishes to shoot at the Deathleaper, they must first see how far away it is. If it is 0-12" away, then they may shoot normally. If it is 13" -23" away from the enemy unit, it gains +1 to its Cover save. If it is 24" to 36" away, it gains +2 to its cover save, and if it is past 36" from the enemy unit it cannot be seen at all and the enemy unit may not fire this turn.
"Where'd it go?!" - If the Deathleaper ends its movement phase more than 6" from enemy models, the owning player may elect to have the Deathleaper "disappear." The Deathleaper is removed from play and placed in Reserves. It may come in automatically in the next movement phase and can be placed as per the Pheromone Trail rule.
Killing Strike: The Deathleaper rends on a 5 or 6.
Venomthrope Brood
Spoiler:
60 points per model
...............................WS...BS...S...T...W...I....A...Ld...Sv Venomthrope........3.....4......4...4....2....3...2....6....5+
Composition: 1-3 Venomthropes
Unit Type: Infantry
Wargear: One pair of Lash Whips, Reinforced Chitin, Toxic Maisma
Special Rules: Instinctive Behavior - Feed, Spore Cloud, Toxic Touch
Spore Cloud - Each Venomthrope exudes an impenetrable cloud of poison, and to inhale it is to bring about literal brain melting and horrific seizures. The cloud is so thick that oftentimes foes find it hard to place shots on the Venomthrope. However, even if a Venomthrope is killed, that does not mean it goes right away; it lingers, a deadly parallel to the overall effects of the Swarm, even if that are vanquished. The Venomthrope unit and all models within 6" have the Shrouded rule and count as being armed with defensive grenades. In addition, any non-vehicle model attempting to charge a unit covered by this rule must take a dangerous terrain test.
If the Venomthrope unit is killed, place a large blast marker where they were. For the next turn, any friendly models that are on the marker gain the shrouded rule and any enemies that enter or assault a model on the marker must take a toughness test.
Toxic Touch - Venomthrope close combat attacks have the Fleshbane rule.
Each Venomthrope may take the following mutations:
- Frag Spines ----------------------------------------------- 5 points
- Extra Sensory Organs ---------------------------------- 8 points
- Ripper host ----------------------------------------------- 10 points
- Implant Attack -------------------------------------------- 10 points
- Bestial Strength ----------------------------------------- 12 points
- Toxic Maisma -------------------------------------------- 12 points
- Toxin Sacs------------------------------------------------- 15 points
- Regneration ---------------------------------------------- 20 points
May take one of the following:
- Predictive Fighters -------------------------------------- 10 Points
- Adrenal Glands ------------------------------------------ 10 points
- Enhanced Senses -------------------------------------- 15 points
- Secondary Organs -------------------------------------- 15 points
- Adamantine Hide ---------------------------------------- 20 points
Zoanthrope Brood
Spoiler:
60 points per model
.........................WS...BS...S...T...W....I....A...Ld...Sv Zoanthrope......3.....4......4...4....2....3...1...10....5+
Composition: 1-3 Zoanthropes
Unit Type: Infantry
Wargear: Claws and Teeth, Reinforced Chitin, Warp Field
Special Rules: Synapse Creature (Zoanthrope), Brotherhood of Psykers
Synapse Creature (Zoanthrope) - For each Zoanthrope in the unit after the first, the Synapse range grows by 2". All models within a Zoanthrope's Synapse range gain the Stubborn rule. In addition, for each Zoanthrope in the unit after the first, they gain a Psychic Mastery Level.
Each Zoanthrope may take the following mutations:
- Frag Spines ----------------------------------------------- 5 points
- Extra Sensory Organs ---------------------------------- 8 points
- Ripper host ----------------------------------------------- 10 points
- Toxic Maisma -------------------------------------------- 12 points
- Toxin Sacs------------------------------------------------- 15 points
- Regneration ---------------------------------------------- 20 points
May take one of the following:
- Enhanced Senses -------------------------------------- 15 points
- Secondary Organs -------------------------------------- 15 points
- Adamantine Hide ---------------------------------------- 20 points
The Doom of Malan'tai
Spoiler:
150 points per model
...............................WS...BS...S...T...W...I....A...Ld...Sv Deathleaper...........4.....4......X...4....4...4...3...10....5+
Composition: 1 Deathleaper (Unique)
Unit Type: Infantry
Wargear: Reinforced Chitin, Claws and Teeth
Special Rules: Instinctive Behavior - Feed, Absorb Life, Fearless, Psychic Strength, Spirit Leech, Warp Field, Cataclysm, Psychic Mastery Level 3
Absorb Life - The Doom gains +1 wound for each unsaved wound it inflicts to a maximum of ten wounds.
Psychic Strength - The Strength value of the Doom is equal to the number of wounds it has.
Spirit Leech - During each shooting phase, including your enemy's, each non-vehicle unit within 6" of the Doom must take a leadership test on 3D6. If the test is failed the unit suffers one wound for each point they failed by, with no armor saves allowed.
Cataclysm - 1 Warp Charge - This is a witchfire psychic power that uses the following profile: R:24" S:X AP:1 Assault 1, Large Blast. The Strength of this power is equal to the number of wounds that the Doom has when the power is used. After the power has been used, but before gaining any wounds, the Doom take D3 wounds. No saves may be taken against these wounds.
Vore Brood
Spoiler:
40 points per model
Though Pyrovores and Biovores are a common sight on any Tyranid battlefield, those two aren't the only types. There are Vore-type creatures (too large to be gants or warriors, but too small to be in the same class as Carnifexes or Hive Tyrants) that spew an incredibly acidic spray capable of melting through all but the toughest armor. They are possessed of meager intelligence, and it is generally accepted that the weapons they sport have a greater intelligence than the actual Vore itself.
..............WS...BS...S...T...W...I....A...Ld...Sv Vore........3......3.....5....5...2...1...1....6....4+
Spore.....0......0.....1....1...1...1...1....1....-
Composition: 1-3 Vores
Unit Type: Infantry
Wargear: Claws and Teeth, Hardened Carapace
Special Rules: Instinctive Behavior - Lurk, Acid Maw, Volatile, Spore Mine (Spore only)
Spore Mine - If, when a Spore is fired, there are no models hit, do not resolve the shot as missed. Instead, the Spore stays in its place and is a separate unit from the Vore. From then on, each movement phase it may move D6" in any direction, chosen by the owning player. If, at the end of any movement phase, a Spore Mine ends its movement within 1" of an enemy model or takes a wound, it explodes at the start of the shooting phase, counting as if the Vore had shot it at the unit it is closest to. If the Spore does not have a Blast type, the hit is resolved against a single model at half strength (rounding up).
Volatile - The acids within a Vore are so volatile that if the mixing chamber is breached, they spew everywhere, melting through even the best armor. If a Vore loses its last wound, place the small blast marker over where it was. All models under the blast marker take a single S4 AP3 hit.
Options:
Each Vore -
May replace their Hardened Carapace with one of the following:
- Bonded Exoskeleton - 10 points
- Armored Shell ---------- 20 points
May take one of the following:
- Flamespurt Cannon --------------------------------------- 5 points
- Spore Cannon ---------------------------------------------- 5 points
- Twin-Linked Heavy Venom Cannon ------------------ 15 points
- Two Crushing Claws ------------------------------------- 15 points
- Bio-Plasma Barrage -------------------------------------- 25 points
- Acid Spray ---------------------------------------------------- 60 points
May take one of the following:
- Predictive Fighters -------------------------------------- 10 Points
- Adrenal Glands ------------------------------------------ 10 points
- Enhanced Senses -------------------------------------- 15 points
- Secondary Organs -------------------------------------- 15 points
- Adamantine Hide ---------------------------------------- 20 points
TROOPS Tyranid Warrior
Spoiler:
Tyranid Warrior
75 points
...............WS...BS...S...T...W...I....A...Ld...Sv Warrior ...5......3....4...4....2...4...3...10...4+
Composition: 3 Tyranid Warriors
Unit Type: Infantry
Wargear: Two pairs of Scything Talons, Hardened Carapace
Special Rules: Synapse Creature (Tyranid Warrior)
Synapse Creature (Tyranid Warrior): When friendly units are in Synapse range of a Tyranid Warrior, they gain the Counter-Attack USR. Additionally, any non-synapse creature may add 1 to its Leadership characteristic, though this bonus is not cumulative.
Up to 6 additional Warriors may be included for 25 points each
The entire brood may replace either set of Scything Talons with the following:
- Devourer --------------------------------------------------- free
- Rending Claws--------------------------------------------- free
- Deathspitter ----------------------------------------------- 5 points
- Pair of Rending Claws ----------------------------------- 10 points
- A Pair of Boneswords------------------------------------ 10 points
- Lash Whip and Bonesword ---------------------------- 15 points
One Tyranid Warrior may replace a single set of Scything Talons with one of the following:
If the Brood has 9 models in it, an additional Warrior may take one as well
- Barbed Strangler------------------------------------------- 10 points
- Venom Cannon -------------------------------------------- 15 points
The entire brood may take the following mutations:
- Frag Spines ------------------------------------------------ 5 points/model
- Toxin Sacs-------------------------------------------------- 5 points/model
- Bestial Strength ------------------------------------------ 5 points/model
- Extra Sensory Organs ----------------------------------- 8 points/model
- Bonded Exoskeleton------------------------------------15 points/model
The entire brood may take one of the following:
- Adamantine Hide --------------------------------------- 5 points
- Predictive Fighters ------------------------------------- 8 Points
- Enhanced Senses -------------------------------------- 10 points
- Adrenal Glands ----------------------------------------- 10 points
Genestealers
Spoiler:
70 points
.........................WS...BS...S...T...W...I....A...Ld...Sv Genestealer......6.....1.....4...4....1...6...2.....9....5+
Broodlord...........7.....1.....5...5....3...7...4....10..4+
Composition: 5 Genestealers
Unit Type: Infantry, Broodlord is Infantry (character)
Wargear: Rending Claws, Claws & Teeth, Reinforced Chitin
Special Rules: Brood Telepathy, Fleet, Infiltrate, Move Through Cover, Psyker ML 1 (Broodlord Only), Where’d They Come From?!?
Where’d They Come From?!?: Any brood of Genestealers which rolls a 6 on its reserve roll may assault on the turn it arrives.
Up to 15 additional Genestealers may be included for 14 points each. A single Genestealer may be upgraded to a Broodlord for an additional 56 points
All Genestealers in the brood may replace their claws and teeth with the following:
- Pair of Scything Talons-------------------------------------------- 2 points
- Pair of Rending Claws---------------------------------------------3 points
All Genestealers in the brood may take the following mutations:
- Frag Spines ------------------------------------------------ 2 points /model
- Extra Sensory Organs ----------------------------------- 6 points /model
- Toxin Sacs -------------------------------------------------- 6 points /model
- Bestial Strength ------------------------------------------- 8 points /model
- Hardened Carapace ------------------------------------- 8 points/model
The entire brood may take one of the following:
- Predictive Fighters -------------------------------------- 10 Points/model
- Adrenal Glands ------------------------------------------ 7 points /model
- Adamantine Hide ---------------------------------------- 15 points/model
The Broodlord may…
- Replace its Claws and Teeth with Scything Talons for 2 points, or Rending Claws for 5 Points
May take any of the following mutations
- Frag Spines (2 points)
- Extra Sensory Organs (6 points)
- Toxin Sacs (6 points)
- Enhanced Senses (10 points)
- Bestial Strength (10 points)
- Implant Attack (15 points)
- Bonded Exoskeleton (15 points)
Termagant
Spoiler:
30 points
.............................WS...BS...S...T...W...I....A...Ld...Sv Termagant...….......3.....3…..3....3...1...4....1....5....6+
Composition: 10 Termagants
Unit Type: Infantry
Wargear: Fleshborer, Claws & Teeth, Chitin
Special Rules: Instinctive Behavior – Lurk, Move Through Cover
Up to 20 additional Termagants may be included for 3 points each
All Termagants in the brood may replace their Fleshborer with the following:
- Spinefists---------------------------------------------------1 point/model
- Spike Rifle--------------------------------------------------1 point/model
-Devourer----------------------------------------------------4 points/model
For every 10 models, a single Termagant may replace their Fleshborer with a strangleweb for 5 points, 7 if the Bestial Strength mutation has been purchased.
The entire brood may take the following mutations:
- Enhanced Senses--- ------------------------------------- 3 points /model
- Toxin Sacs-------------------------------------------------- 1 points /model
- Bestial Strength ----------------------------------------- 2 points /model
-Reinforced Chitin-----------------------------------------2 points/model
- Adrenal Glands ------------------------------------------ 2 points /model
- Adamantine Hide ---------------------------------------- 2 points/model
Up to 20 additional Hormagaunts may be included for 4 points each
The entire brood may replace their Claws & Teeth with Scything Talons or Rending claws for 3 points/model
The entire brood may take the following mutations:
- Toxin Sacs------------------------------------------------- 1 points /model
- Bestial Strength ----------------------------------------- 2 points /model
- Reinforced Chitin---------------------------------------- 2 points/model
- Adrenal Glands ------------------------------------------ 2 points /model
- Adamantine Hide --------------------------------------- 2 points/model
Ripper Swarm Brood
Spoiler:
Ripper Swarm Brood
30 points
........................WS...BS...S...T...W...I....A...Ld...Sv Ripper base........2.....2….3...3....3...2...4....5....6+
Composition: 3 Ripper bases
Unit Type: Infantry
Wargear: Claws and Teeth, Chitin
Special Rules: Instinctive Behavior – Feed, Fearless, Mindless, Swarms
Up to 7 additional Ripper bases may be included for 10 points each
The entire brood may replace their Claws & Teeth with Scything Talons or Rending claws for 2 points/model
The entire brood may take the following mutations:
- Toxin Sacs------------------------------------------------- 1 points /model
- Bestial Strength ----------------------------------------- 2 points /model
- Reinforced Chitin----------------------------------------2 points/model
- Adrenal Glands ------------------------------------------ 2 points /model
- Adamantine Hide --------------------------------------- 2 points/model
FAST ATTACK
Tyranid Shrike Brood
Spoiler:
75 points
...............WS...BS...S...T...W...I....A...Ld...Sv Warrior ...5......3....4...4....2...4...3...10...4+
Composition: 3 Tyranid Shrikes
Unit Type: Jump Infantry
Wargear: One pair of Scything Talons, Devourer, Hardened Carapace, Wings
Special Rules: Synapse Creature (Tyranid Shrike)
Synapse Creature (Tyranid Shrike) - When friendly units are in Synapse range of a Tyranid Shrike, they gain the Furious Charge USR. Additionally, any non-synapse creature may add 1 to its Leadership characteristic, though this bonus is not cumulative.
Up to 6 additional Shrikes may be included for 25 points each
The entire brood may replace the pair of Scything Talons with the following:
- Devourer --------------------------------------------------- free
- Rending Claws------------------------------------------- free
- Deathspitter ----------------------------------------------- 5 points
- Pair of Rending Claws --------------------------------- 10 points
- A Pair of Boneswords----------------------------------- 10 points
- Lash Whip and Bonesword ----------------------------15 points
One Tyranid Warrior may replace a single set of Scything Talons with one of the following:
If the Brood has 9 models in it, an additional Warrior may take one as well
- Barbed Strangler------------------------------------------- 10 points
- Venom Cannon -------------------------------------------- 15 points
The entire brood may take the following mutations:
- Frag Spines ---------------------------------------------- 5 points/model
- Toxin Sacs------------------------------------------------- 5 points/model
- Bestial Strength ----------------------------------------- 5 points/model
- Extra Sensory Organs --------------------------------- 8 points/model
- Bonded Exoskeleton------------------------------------15 points/model
The entire brood may take one of the following:
- Adamantine Hide ------------------------------------- 5 points
- Predictive Fighters ----------------------------------- 8 Points
- Enhanced Senses ----------------------------------- 10 points
- Adrenal Glands --------------------------------------- 10 points
Tyranid Ravener Brood
Spoiler:
75 points
...............WS...BS...S...T...W...I....A...Ld...Sv Warrior ...5......3....4...4....2...5...3...10...4+
Composition: 3 Tyranid Warriors
Unit Type: Beasts
Wargear: Two pair of Scything Talons, Hardened Carapace
Special Rules: Instinctive Behavior – Feed, Acute Senses, Deep Strike
Up to 6 additional Raveners may be included for 25 points each
The entire brood may replace any pair of Scything Talons with the following:
- Pair of Rending Claws------------------------------------ free
- A Pair of Boneswords------------------------------------ 10 points
- Lash Whip and Bonesword -----------------------------15 points
The entire brood may take the following mutations:
- Frag Spines ---------------------------------------------- 5 points/model
- Toxin Sacs------------------------------------------------- 5 points/model
- Bestial Strength ----------------------------------------- 5 points/model
- Extra Sensory Organs --------------------------------- 8 points/model
- Bonded Exoskeleton-----------------------------------15 points/model
The entire brood may take one of the following:
- Adamantine Hide ------------------------------------- 5 points
- Predictive Fighters ------------------------------------ 8 Points
- Enhanced Senses ----------------------------------- 10 points
- Adrenal Glands --------------------------------------- 10 points
Sky-Slasher Swarm Brood
Spoiler:
10 points per base
........................WS...BS...S...T...W...I....A...Ld...Sv Ripper base........2.....2….3...3....3...2...4....5....6+
Composition: 3 Sky Slasher bases
Unit Type: Infantry
Wargear: Claws and Teeth, Chitin
Special Rules: Instinctive Behavior – Feed, Fearless, Mindless, Swarms
Up to 6 additional Ripper bases may be included for 4 points each
The entire brood may replace their Claws & Teeth one of the following:
- Scything Talons – 2 points/base
- Rending claws ---- 2 points/base
- Spinefists ---------- 4 points/base
The entire brood may take the following mutations:
- Toxin Sacs------------------------------------------------ 1 points /base
- Bestial Strength ----------------------------------------- 2 points /base
- Reinforced Chitin----------------------------------------2 points/base
- Adrenal Glands ----------------------------------------- 2 points /base
- Adamantine Hide --------------------------------------- 2 points/base
Gargoyles
Spoiler:
60 points
.............................WS...BS...S...T...W...I....A...Ld...Sv Termagant...….......3.....3…..3....3...1...4....1....6....6+
Composition: 10 Gargoyles
Unit Type: Jump Infantry
Wargear: Fleshborer, Claws & Teeth, Chitin, Blinding Venom
Special Rules: Instinctive Behavior – Lurk
Up to 20 additional Gargoyles may be included for 6 points each
All Gargoyles in the brood may replace their Fleshborer with the following:
- Spinefists---------------------------------------------------1 point/model
- Spike Rifle--------------------------------------------------1 point/model
-Devourer----------------------------------------------------4 points/model
For every 10 models, a single Gargoyle may replace their Fleshborer with a strangleweb for 5 points, 7 if the Bestial Strength mutation has been purchased.
The entire brood may take the following mutations:
- Toxin Sacs------------------------------------------------ 1 points /model
- Bestial Strength ----------------------------------------- 2 points /model
-Reinforced Chitin-----------------------------------------2 points/model
- Adrenal Glands ------------------------------------------ 2 points /model
- Adamantine Hide ---------------------------------------- 2 points/model
- Enhanced Senses--------------------------------------- 3 points /model
Harpy
Spoiler:
160 points
...............WS...BS...S...T...W...I....A...Ld...Sv Warrior ...3......3....5...5....4...5...2...10...4+
Composition: 1 Harpy
Unit Type: Flying Monstrous Creature
Wargear: Twin-linked Stranglethorn Cannon, Stinger Salvo, Spore Mine Cysts, Scything Talons, Wings, Hardened Carapace
Special Rules: Instinctive Behavior – Lurk, Fearless, Sonic Screech
Sonic Screech – When the Harpy charges or Vector Strikes a non-vehicle unit, it unleashes a painful screech. If it charges a unit, it counts as having assault grenades and the enemy unit halves their Initiative for the rest of the turn. If the Harpy Vector Strikes a unit, the unit counts as moving through difficult terrain in that units next movement phase and they halve their initiative for the rest of the turn.
Spore Mine Cysts – The Harpy is laden with several giant cysts along its underside, each one containing several dozen spore mines. Instead of performing a Vector Strike, the harpy may instead choose to drop a spore mine of the same variety as the Spore Cannon, with the same stats. If it does so, the mine scatters D6”. If it does not have a blast type, it instead automatically hits. Against vehicles, non-blast spores hit the Front armor.
The Harpy may replace the twin-linked Stranglethorn Cannon with one of the following:
- Twin-linked Heavy Venom Cannon ----------------- 10 points
- Twin-linked Impaler Cannon ------------------------- 10 points
- Twin-linked Devourer with Brainleech Worms --- 15 points
The Harpy may take the following mutations:
- Frag Spines ----------------------------------------------- 5 points/model
- Toxin Sacs------------------------------------------------- 5 points/model
- Bestial Strength ----------------------------------------- 5 points/model
- Extra Sensory Organs ---------------------------------- 8 points/model
- Bonded Exoskeleton ----------------------------------- 15 points/model
The entire brood may take one of the following:
- Adamantine Hide -------------------------------------- 5 points
- Predictive Fighters ------------------------------------ 8 Points
- Enhanced Senses -------------------------------------- 10 points
- Adrenal Glands ----------------------------------------- 10 points
Spore Mine Cluster
Spoiler:
30 points
...............WS...BS...S...T...W...I....A...Ld...Sv Warrior ...-.......-....1....1....1...1...1....-......-
Composition: 3 Spore Mines
Unit Type: Infantry
Wargear: Spore Mine
Special Rules: Orbital Deployment, Spore Mine (as per the Vore entry)
Up to three additional Spore Mines of any variety may be added for 10 points each. The various types may be found in the Spore Cannon weapon entry.
Orbital Deployment – Spores are not just launched from beasts. Oftentimes they are directly sent into the planet’s atmosphere to wreak havoc on flying vehicles and anything else that gets too close. Spore Mines have the Deep Strike rule.
HEAVY SUPPORT
Carnifex Brood
Spoiler:
140 points per model
Carnifexes are living battering rams, capable of tearing apart tanks and soldiers alike. Once a Carnifex starts its charge, there is little that can stop it.
..............WS...BS...S...T...W...I....A...Ld...Sv Carnifex..3......3....9...6...4...3....4...7....3+
Composition: 1-3 Carnifexes
Unit Type: Monstrous Creature
Wargear: Two Pairs of Scything Talons, Bonded Exoskeleton
Special Rules: Instinctive Behavior – Feed, Living Battering Ram, Fearless
Living Battering Ram – A Carnifex running at full speed is a sight to fear, for a charging Carnifex is truly an unstoppable force. A Carnifexes Hammer of Wrath attack is AP2 against non-vehicle models and is resolved against every model in base contact. It has the armorbane rule against vehicle models.
Options:
Each Carnifex -
May replace any set of Scything Talons with the following:
- Lash Whip and Bonesword ---------------------------- Free
- Pair of Boneswords -------------------------------------- 10 points
- Twin-Linked Deathspitter ------------------------------- 10 points
- Twin-Linked Devourers with Brainleech Worms -- 15 points
- Venom Cannon -------------------------------------------- 15 points
- Pair of Crushing Claws ----------------------------------- 20 points
- Heavy Venom Cannon ----------------------------------- 30 points
May take one of the following:
Thorax Swarm --------------------------------------------- 10 points
Bio-Plasma ------------------------------------------------- 20 points
Bio-Plasma Barrage -------------------------------------- 30 points
May take the following mutations:
- Frag Spines ---------------------------------------------- 5 points
- Extra Sensory Organs --------------------------------- 8 points
- Tusked ---------------------------------------------------- 10 points
- Implant Attack ------------------------------------------ 10 points
- Bestial Strength ----------------------------------------- 15 points
- Toxic Miasma -------------------------------------------- 15 points
- Toxin Sacs ------------------------------------------------ 15 points
- Ripper host ---------------------------------------------- 15 points
- Mace Tail* ------------------------------------------------ 15 points
- Scythe Tail* ---------------------------------------------- 15 points
- Acid Maw ------------------------------------------------- 20 points
- Regneration --------------------------------------------- 20 points
* a model may only have one, not both.
May take up to two of the following:
- Predictive Fighter --------------------------------------10 points
- Enhanced Senses -------------------------------------- 10 points
- Adrenal Glands ----------------------------------------- 10 points
- Secondary Organs ------------------------------------- 15 points
- Adamantine Hide -------------------------------------- 25 points
Old One Eye
Spoiler:
260 points
......................WS...BS...S....T...W...I....A...Ld...Sv Old One Eye....3.....3....10...7...4...1....4...8....3+
Composition: 1 Old One Eye (Unique)
Unit Type: Monstrous Creature (Character)
Wargear: One Pairs of Scything Talons, One Pair of Crushing Claws, Bonded Exoskeleton
Special Rules: Instinctive Behavior – Feed, Living Battering Ram, Fearless, Alpha Leader, Berserk Rampage, Rapid Regeneration
Rapid Regeneration – Old One Eye has the It Will Not Die rule, however it gains a wound on a roll of 4+.
Berserk Rampage – Old One Eye has the Rage and Rampage rules.
Alpha Leader – Any friendly unit within 8” of Old One Eye may use his Leadership for any leadership or morale test they are required to make.
Trygon
Spoiler:
200 points per model
Trygons are miniature bio-titans, larger than even the massive Carnifex.
....................WS...BS...S...T...W...I....A...Ld...Sv Trygon...........5......3...6...6...6....4....6...8....3+
Trygon Prime.5......3...6...6...6....4....6...10...3+
Composition: 1 Trygon
Unit Type: Monstrous Creature, Trygon Prime is Monstrous Creature (Character)
Wargear: Two Pairs of Scything Talons, Bonded Exoskeleton, Bio-electric Pulse, Containment Spines (Trygon Prime only)
Special Rules: Instinctive Behavior – Feed (Trygon only), Deep Strike, Fearless, Fleet, Subterranean Assault, Synapse Creature (Trygon Prime only)
Synapse Creature (Trygon Prime) – The Trygon Prime is an inspiring presence on the battlefield, though only to its own kind. All models in Synapse Range may use the Trygon Prime’s Leadership instead of its own whenever it needs to take a Leadership or Morale Test.
Bio-electric Pulse – This weapon uses the following profile: R: 12” S:5 AP:- Type: Assault 6
Containment Spines - This weapon uses the following profile: R: 18” S:5 AP:- Type: Assault 12
Options:
A Trygon –
May be upgraded to a Trygon Prime for 40 points
May replace its Bonded Exoskeleton with an Armored Shell for 30 points.
May take one of the following:
Thorax Swarm --------------------------------------------- 10 points
Bio-Plasma ------------------------------------------------- 20 points
May take up to two of the following:
- Predictive Fighter --------------------------------------10 points
- Enhanced Senses -------------------------------------- 10 points
- Adrenal Glands ----------------------------------------- 10 points
- Secondary Organs ------------------------------------- 15 points
- Adamantine Hide -------------------------------------- 25 points
Mawloc
Spoiler:
170 points per model
Mawlocs are as large as Trygons, but serve a different purpose; the tunnels they dig not only serve as paths for Tyranid creatures, but is they criss-cross enough times they can create massive sinkholes, disabling entire regiments at a time.
...........WS...BS...S...T...W...I....A...Ld...Sv Trygon..3......0...6...6...6....4....6...8....3+
Composition: 1 Mawloc
Unit Type: Monstrous Creature
Wargear: Claws and Teeth, Bonded Exoskeleton
Special Rules: Instinctive Behavior – Feed, Deep Strike, Fearless, Burrow, Hit and Run, Terror from the Deep.
Options:
A Mawloc –
May replace its Bonded Exoskeleton with an Armored Shell for 30 points.
May take one of the following:
Thorax Swarm --------------------------------------------- 10 points
Bio-Plasma ------------------------------------------------- 20 points
May take up to two of the following:
- Predictive Fighter --------------------------------------10 points
- Enhanced Senses -------------------------------------- 10 points
- Adrenal Glands ----------------------------------------- 10 points
- Secondary Organs ------------------------------------- 15 points
- Adamantine Hide -------------------------------------- 25 points
Tyrannofex
Spoiler:
250 points per model
The Tyrannofex is the Tyranid’s heavy-weapons platform. Heavily armed and armored, the Tyrannofex is rarely seen charging into close combat, instead opting to devastate the enemy at long range.
....................WS...BS...S...T...W...I....A...Ld...Sv Tyrannofex....3.....3....6...6....6...1....3....8....2+
Composition: 1 Tyrannofex
Unit Type: Monstrous Creature
Wargear: Claws and Teeth, Armored Shell, Acid Spray, Stinger Salvo, Thorax Swarm with Electroshock Grubs
Special Rules: Instinctive Behavior - Lurk, Fearless
Options:
Each Tyrannofex -
May take Replace the Acid Spray with one of the following:
- Fleshborer Hive -------------------- 10 points
- Rupture Cannon ------------------- 15 points
- Two Impaler Cannons ------------ 15 points
- Two Heavy Venom Cannons ---- 20 points
May replace the Stinger Salvo with one of the following:
- Cluster Spines --------- Free
- Flamespurt Cannon -- 10 points
- Spore Cannon --------- 10 points
- Bio-plasma Barrage -- 10 points
May exchange the Thorax Swarm with Electroshock Grubs with:
- Dessicator Larve ---------------- Free
- Shreddershard Beetles -------- Free
- Ripper Tentacles ---------------- 5 points
May take the following mutations:
- Frag Spines ----------------------------------------------- 5 points
- Extra Sensory Organs ---------------------------------- 8 points
- Ripper host ----------------------------------------------- 10 points
- Toxic Maisma -------------------------------------------- 12 points
- Regneration ---------------------------------------------- 20 points
May take any of the following:
- Enhanced Senses -------------------------------------- 15 points
- Secondary Organs ------------------------------------- 15 points
- Adamantine Hide -------------------------------------- 20 points
More to come!
This message was edited 32 times. Last update was at 2013/06/23 13:37:27
Finally someone has the good thought to compile all the great ideas behind making a better nid. I', sure the end result will be great, but am I too late to give ideas into the codex? Because I'm finding the warlord table rather...lacking in power compared to other, newer tables. For example Tau can for a turn re-roll all ones, or there unit JSJ's 3d6, or no LoS can be taken against them. All very powerful stuff, while the only one here I'd be hoping for better synapse range for more fearless. Ld matters little vs. so many fearless things and as nids Tervigons take care of all your scoring needs. Also a tiny thing that I don't like how the word strategy is used twice, but that's a crazy me thing ^^ So would it be imposing if I gave another option based on it?
Unknown strategy: Same
Alien strategist: One non warlord tyranid unit can out flank, and all out flanking units may re-roll side to determine where they come in.
Aura of despair: Enemy characters in a challenge must pass a leadership test, even if they would normally automatically pass, if failed they cannot attack. The warlord also causes fear, if they do so already, the test must be taken on a -1.
Leader of beasts: Warlord synapse bubble grows 6 inches, and all tyranids infantry inside may roll an extra dice when running, picking whichever they want.
Bane of sentience: Enemy models within shadow in the warps range are at -1 Leadership. The warlord also may choose an enemy unit at the start of the game, the warlord gains preferred enemy against this unit.
Eater of Worlds: The warlord is counted as scoring,
(The Swarmlord can roll on this table TWICE, keeping both results)
Have I made them to powerful maybe? I just think its more in line with the power of the newer warlord traits
An idea for the Codex, won't be offended at all if not used.
I never liked how Synapse worked. Insects which typically have a "hive mind" can give simple orders from miles away using various methods. So I have the following suggestion/idea:
SYNAPSE CREATURE A unit with this special rule, and any unit it joins, is Fearless. In addition, this special rule will have bonus effects depending on which creature has it.
Example - Hive Tyrant Synapse Creature: Friendly units within 12" of the Hive Tyrant can choose to pass or fail any Morale test they are called upon to make and can regroup automatically. They are also immune to the Fear special rule.
INSTINCTIVE BEHAVIOR If there is ever less Synapse Creatures than there is units with this special rule OR if the unit does not have a model within 12" of a Synapse Creature, then this special rule takes effect. (( Otherwise remains unchanged. ))
Also a cool suggestion (or at least in my mind its awesome) is to have Mutation Unlocks depending on which Tyranids you take. Essentially the wider variety of creatures you have, the more mutations you have access to (excluding some basic mutations). For example, if you take a unit of Ymgarl Genestealers, your Gaunts could benefit by having some kind of mutation based around the Ymgarl Genestealers. Or, if you wanted to keep it simple, just base it off what HQ units you have in the army.
CURRENT PROJECTS Chapter Creator 7th Ed (Planning Stages)
Thanks both of you, those are great ideas! I'm gonna put it in a word doc before putting it up here, so I'm gonna compile a few more ideas then get it out here.
I'll keep a casual eye on this project, as I enjoyed your Sallies dex. I however dislike Nids and they're probably the army I know least about. I'm curious how this works out.
Mordian Iron Guard - Major Overhaul in Progress
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Live near Halifax, NS? Ask me about our group, the Ordo Haligonias!
I have some ideas for tyranid-only 'fortifications'
-Spore Chimney: Has the same spore cloud effect as venomthropes currently do (5+ cover, DT to non-tyranid units, enemy units always disorganized charge). 3.5" diameter, 8" tall. T8, 4w 3+ sv. 1-3 per fortification slot (?) points
-Capillary Tower: 6" Synapse/Shadows bubble. Same dimensions as chimney, completely impassible to non-tyranid models. 1-5 per for slot. (?) points
-Brood Nest: Any non-MC/non-synapse unit that is completely destroyed is placed in reserves instead of just going away per nest. 5" diameter x ~ 2" tall. T8, 4w, 3+sv 1-3 per slot. (?) points
And I'll agree with ALEX, the WL traits seem meh. I came up with a few, but apparently they are "TOO OP OMG." If you want to use one of them here they are:
1: Exalted Synapse: Extends synapse range by 6" (making it 18") Also, tyranid models within 6" improve their Feel No Pain roll by 1. Units without it gain Feel No Pain (6+).
2: Master of the Swarm: All termigant, hormagaunt, and gargoyle* broods purchased (so no tervigon shenanigans), when destroyed, are automatically restored to full strength and placed into ongoing reserves. These new units have exactly the same upgrades and are still considered to be a part of their respective Force Organization Chart locations for purposes of scoring and Victory Points.
3: Choked Skies: Any non-tyranid flier or swooping flying monstrous creature has it's movement impeded. Fliers that move more than their minimum distance must take a dangerous terrain test, and swooping flying monstrous creatures must pass a grounding test
4: Gestalt Conscious: Once per game, all tyranid units within 18" may use the warlord's leadership for any leadership or morale tests they are need to make. In addition, they may also choose to use the warlord for drawing line of site, be it for shooting (affects cover) or assault. This effect lasts until the beginning of the player's next turn.
5: Voracious Hunger: The warlord and any tyranid unit within 6" may re-roll Sweeping Advance check. Any unit successfully swept by a unit affected by this ability awards an extra victory point. However, units that are successful may not consolidate after combat, as they are busy devouring their fallen foes.
6. No idea. Seriously. Imagination train didn't just derail, it crashed into a ravine.
*Only if warlord is Jump Infantry/FMC
Swarmlord may re-roll result, but must accept second
Also good luck with warriors, there are currently 50 different ways to "fix" them, and opponents believe all 50 are overpowered/broken/toogood/etc, yet they think riptides are perfectly balanced
This message was edited 1 time. Last update was at 2013/05/31 01:36:24
Aura of despair: Enemy characters in a challenge must pass a leadership test, even if they would normally automatically pass, if failed they cannot attack. The warlord also causes fear, if they do so already, the test must be taken on a -1.
Mutations (mucks around with your statline) and a crap ton of options should also make a return.
For example, Improved depth perception for improving BS by 1 so your flying dakkarant can get more hits off.
The swarmlord and tyrant guard should at least get options for wings, armored shell, and regeneration.
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.
Calgar does. You can have artificer or terminator armor or a power sword.
Not like anyone goes for the sword.
Also the Swarmlord is spawned with different bodies. Logically his form would be modified by each hive fleet that creates him to suit a need. Armored shell and regeneration would be for pushing into heavily fortified areas, while wings would be to lead an aerial assault for example.
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.
Kain wrote: Calgar does. You can have artificer or terminator armor or a power sword.
Not like anyone goes for the sword.
Also the Swarmlord is spawned with different bodies. Logically his form would be modified by each hive fleet that creates him to suit a need. Armored shell and regeneration would be for pushing into heavily fortified areas, while wings would be to lead an aerial assault for example.
That's true about Calgar, maybe just an exception that proves the rule?
I think Swarmlord should maybe just get the 2+ armour save as standard. And Tyrant guard should get some more options.
Mutations need to be handled carefully. Stat boosts are probably not the way to go; look at what happened in 3rd and 4th with that. People worked out a couple of optimal builds and everything else was junked and never used.
I think that the simple "confers a special rule" approach is a good one because it is much clearer and easy to keep track of. The 5th Ed book was on the right track with this, it just failed to go far enough.
Let's take the Hormagaunt brood as an example. Right now, all they have is the option for Toxin Sacks and Adrenal Glands. Why not just give them a couple of good, useful options and make Tyranid players actually choose between a few of them?
Maybe give them the options for Toxin Sacks, Adrenal Glands, Acid Blood, Implant Attack and Blinding Venom, then allow the Tyranid player to choose up to two of the five?
All of a sudden you have real choices with what your Hormagaunts can do. Do you make bugs that spit venom and have poison dripping from their claws? Do you make cheap bugs with Acid Blood that are intended to literally suicide rush the enemy and inflict even more damage when they die?
That sort of thing can help un-do the cookie-cutter effect that came with the stat boosts to build "optimal bugs", but still captures the feel of a mutable army.
Also, on the subject of artillery, here's some improvements for the Biovore.
In addition to the current spore mine it can take:
.Acid spore mine 10 points: S5 Ap3 - Has armorbane (No blast though)
Frag spore mine 5 points: S4 Ap4 Small blast: Rending
Toxin spore mine 5 points: S1 Ap4 Poisoned(4+) Large blast.
And it can take skyfire and interceptor for five points each (obviously you'd need an acid spore mine for this to be worthwhile though!)
A bigger version that launches meiotic spore mines (the bigger FW ones) would be like so.
Organi-vore
WS 3, BS 3, S 5, T 5, W 3, I 1, A 1, Ld 5, Sv 5+
Wargear: Largely identical to the Biovore except with a meiotic spore launcher instead, which is identical to the spore mine launcher with the exception of launching at a range of 96' instead of the biovore's 48' and as it fires the meitoic spore, it has S5 Ap3 large blast.
Acid spore mine 10 points: S6 Ap2 - Has armorbane (No blast though)
Frag spore mine 5 points: S5 Ap3 Small blast: Rending
Toxin spore mine 5 points: S1 Ap3 Poisoned(4+) Large blast .
And it can take skyfire and interceptor for five points each (obviously you'd need an acid spore mine for this to be worthwhile though!)
Still thinking on what a pyro version of this would be like.
And a unit from my earlier noob days.
Flakvore
First seen in the ranks of Hive Fleet kraken, the Flakvore is a derivative of the Biovore genus that is has been adjusted for the purpose of dealing with aircraft, firing specialized spore mines that possess hard chitin rather than fragile skin to allow for increased penetration, these organisms explode once they sense that they are near their target, spraying shrapnel to increase the chances of successfully hitting, or can be set by the will of the hive mind to only explode after penetrating a target to increase the likelihood of defeating heavy armour at the cost of accuracy. Notably, due to the extremely high velocities at which they launch their projectiles in order to reach and destroy high flying bombers, they are quite fearsome ground vehicle hunters, their mines being quite capable of piercing through a tank.
They have come to be feared by Imperial pilots and drivers and targeted with extreme prejudice whenever possible. One flaw with their morphology is that they contain such a volume of explosive mines within their bodies that if they are penetrated violently enough, they will explode with devastating consequences. Often, entire Flakvore batteries were destroyed by a single lucky shot, such as during now widely spoken of incident in the Battle of Octarius where a stray shot from a tankbusta veered away from the Carnifex the greenskin was aiming at and slammed into a Flakvore, the resulting chain reaction caused by the simultaneous destruction of thousands of Flakvores placed closely together created a crater at least five hundred meters deep and seven and a half kilometers wide, as well as wiping out countless millions of Tyranids in the cataclysmic explosion. Some Orks claimed that it rained bits and pieces of Tyranids for at least a day following the incident.
WS2 BS3 S4 T4 W2 I1 A2 Ld6 Sv4+
Cost: 95 pts (?)
Composition: 1-3 Flakvores
Weapons and Biomorphs:
Claws and Teeth
Flak spore launcher: Can be fired with either of the following profiles: Range: 30 ' (60' against fliers) S6 AP4 blast, Heavy 1, flak cloud (The blast may hit fliers, but the user must choose and declare whether the blast will only affect fliers or if it will only affect ground units), Rending, missile lock, Skyfire, Interceptor. Or Range 30 (60' against fliers), S7, AP2, Heavy 1, 5+ Rending, Skyfire, Interceptor
Armoured Carapace
Special rules:
Instinctive behavior: Lurk
Steady: If a flakvore foregoes moving for a turn, it may "Dig in" to grant itself the benefit of the twin-linked USR next turn, this benefit will remain as long as the Flakvore does not move, doing so also improves any cover save the Flakvore may have by one, if it does not already have a cover save, it gains a 6+ cover save.
Cook off: If a flakvore is killed with a weapon that would inflict instant death, place a large blast template over it with the following profile: S7 AP2, ignores cover,5+ Rending. Being killed by weapons with template, melta, and/or blast rules will also trigger this effect.
I'm tenatively placing these in the heavy support section. The addition of rending was made to better allow them to pierce vehicles (specifically heavily armoured aircraft) without giving them a high enough strength to overpower them against infantry. These were created more to evoke giant anti-aircraft guns like the famed 88mm or ww2 than the "more dakka" flak cannons put on half tracks that the Imperial Hydra and the Ork's flakkadakka gun are based off of.
Replace any set of Scything Talons with:
- Crushing Claws*, 10 points per model
- Stranglethorn Cannon***, 25
- Heavy Venom Cannon***, 25
- Impaler cannon***, 30 points per model.
- Twin-linked Devourers with Brainleech Worms, 15 points
- Twin-linkedDeathspitters with Deathscream Grubs***, 30 points
Take any of the following:
- Frag Spines, 5 points
- Adrenal Glands, 5 points
- Toxin Sacks, 5 points
- Regeneration, 20 points
- Armored Shell, 20 points
- Adamantium Tusks 15 points
- Mace tail. 15 points
*An Erinyes that takes two sets of Crushing Claws gains 2D3 additional attacks instead of the usual D3.
**An Erinyes with Deathscream Grubs fires it's deathspitters Strength 7, AP5, and assault 6.
*** An erinyes with two impaler cannons, stranglethorns, or heavy venom cannons may fire them independently of one another or together to benefit from twin-linking and rerolling to wound or penetrate.
Unit-specific Special Rules and weapons:
Skyfall: Upon vector striking or in situations where the Erinyes is entitled to hammer of wrath attacks, the Erinyes may roll d3+1 additional attacks to represent the fury of it's sudden impacts. But only if it is either swooping or gliding, a grounded Erinyes may not receive these bonuses until it takes to the skies again. When vector striking other fliers, the Erinyes also gets hammer of wrath bonus attacks.
Bio-plasma barrage: A shrieking discharge of lethal bioplasma fired forth from it's gaping maw which can be modulated by careful arrangement of several structures within it's throat to provide either a barrage of blasts, a long stream that burns through cover, or two lances than can penetrate even vehicle armor, this weapon has the following profiles. Rng 18', S7 AP2 Assault 3 Blast or S6 AP3 Assault Template Torrent 6', or Rng' 18 S8 AP1 Assault 2 Melta.
Scythe tail: An Erinyes may make 1d3+1 additional attacks while vector striking or assaulting at half strength.
Adamantium Tusks: Grants the rage and rampage USR.
Mace tail: As scythe tail, but at full strength and with only one attack.
Fluff: Sensing that it's airforce required greater firepower, the Hive Mind has produced the Erinyes to fulfill the role of ground attack and heavy air superiority, signified by it's shrieking roar that heralds a storm of firepower, the Erinyes serves as an intermediary for the larger Harridan and the smaller Harpy. Often described as a flying carnifex, the Erinyes is actually quite distinct,, created using genetics from multiple sources, including Space Marines, Orkoids, Exodite Dinosaurs and Dragons, and Kroot, the Erinyes can be likened to a somewhat fat six limbed dragon. While there are obvious traits from the Carnifex genus such as it's relatively powerful build, many alterations had to be made in order to make it flight worthy.
Specializing in tearing open tanks, the Erinyes can appear with little warning, devastate a vehicle or enemy monster, and then be gone before proper retaliation can be unleashed upon it. It's primary weapon is it's unusually modulable bioplasma and superheated gas production ability. It can fire off a barrage of explosive orbs, a potent stream that can sear through cover, or deadly beams that can strike through tank armor.
Against other aircraft, the Erinyes can prove to be a surprisingly deadly foe, unleashing that special brand of Tyranid overkill into the opposing flier. Against ground targets, it sweeps overhead, diving down before unleashing a terrible barrage of attacks.
This message was edited 1 time. Last update was at 2013/05/31 09:00:14
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.
If Eldar get a knight Titan, I say we get a Harridan!
Heavy Support:
Harridan: Flying MC: 260
WS 1 BS 3 S 7 T 6 W 5 I 1 A 3 Ld. 10 3+ Armor save
Synapse, Shadow
Winged Monstrosity: Harridans must always start the game in reserve, and can never be grounded. They may also never choose to ground themselves willingly, and must always remain in Swoop mode. Harridans also may never contest objectives,but are still contesting for the purpose of Linebreaker.
Brood Mother: When a Harridan arrives from reserves, any Gargoyles in reserve automatically arrive. Any Gargoyles within 24" of the harridan count as being in Synapse Range
Starts with: Spore Mine cysts, (see Harpy) Stinger Salvo, Heavy Barbed Strangler
May exchange Barbed Strangler for:
Twin linked Impaler Canon +15
TL Heavy Venom Cannon +20
Twin-linked Devourers with Brainleech free
The Harridan may purchase Toxin sacks for +15 (which apply to vector strikes) and transfers these to Gargs within 12"
Regenerate: +30
This message was edited 1 time. Last update was at 2013/05/31 09:09:59
jifel wrote: If Eldar get a knight Titan, I say we get a Harridan!
Heavy Support:
Harridan: Flying MC: 260
WS 1 BS 3 S 7 T 6 W 5 I 1 A 3 Ld. 10 3+ Armor save
Synapse, Shadow
Winged Monstrosity: Harridans must always start the game in reserve, and can never be grounded. They may also never choose to ground themselves willingly, and must always remain in Swoop mode. Harridans also may never contest objectives,but are still contesting for the purpose of Linebreaker.
Brood Mother: When a Harridan arrives from reserves, any Gargoyles in reserve automatically arrive. Any Gargoyles within 24" of the harridan count as being in Synapse Range
Starts with: Spore Mine cysts, (see Harpy) Stinger Salvo, Heavy Barbed Strangler
May exchange Barbed Strangler for:
Twin linked Impaler Canon +15
TL Heavy Venom Cannon +20
Twin-linked Devourers with Brainleech free
The Harridan may purchase Toxin sacks for +15 (which apply to vector strikes) and transfers these to Gargs within 12"
Regenerate: +30
Erm...we already have a Harridan. And it's much bigger.
See my Erinyes for a tyranid flier that doesn't downgrade an existing apocalypse unit.
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.
Biovore changes are super, though I don't think skyfire/interceptor fits it's role.
Organivore is fine as well, though maybe keep the standard meiotic spore profile (a S5 AP3 large blast will annihilate most non-TEQ squads), then have it spawn it's d6-2 of ONE spore type
I'd hold off on pyrovore upsizing until we can come up with an agreeable change to the 'vore itself.
I like the flakvore, though it might actully be a tad bit overcosted. As an example, a squad of havocs w/ 4 flak missiles costs 175 points, where 3 of these costs (tentatively) 205. I'd drop them down to 65 each, and drop the AP on the singe shot to AP3.
the Erinyes was the tricky one for me. If it's an HQ bug, it just competes with the HT. If fast, it just completely overshadows the harpy. I'd go with changing the harpy to make it a better shooty skybug, and have this one be the CC version. Have skyfall do what it does, but also allow it to charge from swooping mode though perhaps force it to roll 3d6 drop highest. Bio-plasma barrage is over the top though. Even for this thing's point cost, having a triple plasma cannon or a half torrent flamestorm cannon or a two shot fusion blaster is... well.. a bit.
If you are super attached to this part, Have it start with the blast one, then have the torrent and melta versions as One or the Other upgrades. Summary of stuff for this buggy -- Only CC weapon biomorphs (Claws/LW&BS/2xBoneSwords), better vector strike/HoW, can assault from swooping on 3d6 charge, upgradable super bio-plasma. Oh, and all MC are relentless anyway, so that USR being specifically added is unnecessary.
On to my things:
My biggest idea so far has been to simply change the venom cannon to have split fore modes. S7 AP4 Assault (2/3), or S6 AP4 small blast, while heavy would be S9 AP3 assault (3/4) or S8 AP3 small blast. Counts any Explodes! result as Immobilized instead.
If I can convince my buddies to play against some of these new things i'll give it a go. They may be apprehensive considering none have defeated the Great Devourer in 6th edition yet....
Alright, so move some Erinyes guns to the harpy while shifting the CC biomorphs to the Erinyes. Bio-plasma barrage I just put in so you could go "lawl it's breathing spehss fire."
I think that'd work.
This message was edited 1 time. Last update was at 2013/05/31 16:10:36
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.
Oh don't get me wrong, breathing SPEHHS FAHRR on SPEHS MURENS is something I enjoy greatly, it was just a tad overzealous in it's first iteration. That is the purpose of this forum afterall, to come up with silly ideas, realize they aren't so silly, then have the community help iron out the kinks. If anything, tyranids need more magical space fire.
Also Eldercaveman's synapse idea has some very interesting possibilities, might give that a test soon as well. Hopefully one my gaming buddies will finally accept to play a game against me. I have freaking Yarrik syndrome in my area...fml
How would you stat out the replacement bioplasma breath?
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.
I think another Flyer or Winged unit should have some sort of anti-aircraft ability, like Gargoyles always using their BS to shoot at aircraft instead of using Snap Shot (as the Gargoyles can just fly up to a point where they can hit it better).
Maybe a new type of Spore Mine that only effects certain types of units, particularly reeking havoc on aircraft and Deep Striking units.
DRIFTER SPORE
SPECIAL RULES
Floating Menace: While units on the ground remain relatively safe from drifter spores, they make orbital drops and flying any aircraft incredibly dangerous.
If a Flyer comes within 6" of a drifter spore, it will receive a Strength 6 hit which hits automatically for each drifter spore within 6" of the Flyer, with any Armour Penetration rolls of 6 automatically causing a Penetrating Hit if it already wouldn't. The spore is removed after.
In addition, any unit which Deep Strikes within 6" of a drifter spore must take an Initiative test (a roll of 6 is always a fail). Each unit that fails the test receives an automatic Strength 6 hit with the Rending special rule, with no saves of any kind possible. The spore is removed after.
CURRENT PROJECTS Chapter Creator 7th Ed (Planning Stages)
I think the Biovore changes are nice, but the only thing I'm not fond of is the only weapon you have given it that can interact with its Skyfire rule, would only be able to hurt Ork Flyers or Rear armour. Maybe give it the equivalent of an Autocannon?
As for my synapse idea, maybe it could be combined with the Levels of Synapse in the original post, so the more Synapse creatures you have the stronger the level of synapse is.
So when are we going to stop beating around the bush and tackle the 3 units that really make us Nid players cry. Warriors, Carnifex' and Genestealers?
Some suggested changes for Rippers, give them Rending, and for every model(unit?) they roll a D6, on a 6+(5+?) add one base of Rippers to the unit.
I will edit these ideas for more detail and actual rules write ups, later when I am less hungover.
This message was edited 1 time. Last update was at 2013/05/31 23:02:15
So when are we going to stop beating around the bush and tackle the 3 units that really make us Nid players cry. Warriors, Carnifex' and Genestealers?
I am all over this. As I've mentioned in my previous posts on Tyraid revisions, I'm always in favour of trying to make the rules changes both effective and also hopefully pushing a given Tyranid unit a little closer to the way it is described in the background.
First of all, I propose a variation on the Synapse rule.
Synapse and Shadow in the Warp Per the current Tyranid Codex, with the following changes:
1) Tyranid units containing at least one model with the Synapse or Shadow in the Warp special rules gain Adamantium Will.
2) At the start of the Tyranid player's turn, any unit containing at least one model with the Synapse special rule draw upon the power of the Hive Mind to grant either itself or another friendly Tyranid unit within its own Synapse range one of the following special rules: Eternal Warrior, Fleet, Furious Charge or Preferred Enemy. A Hive Tyrant (including the Swarmlord) may grant two abilities, which may be granted to separate units and both units may be granted the same ability.
(This makes Synapse feel much more like a controlling intelligence, passively buffs Tyranid Warriors and Shrikes, and encourages the Tyranid player to make hard choices about playing defensive with Eternal Warrior or being a bit more risky and using the offensive rules.)
Tyranid Prime Per the current Tyranid Codex, but with the following additional options/changes:
- Replace its Devourer with a Venom Cannon or Barbed Strangler at 20 points.
- May take Wings at 25 points.
- May join a brood of Warriors or Shrikes that is going to deploy in a Mycetic Spore or Deep Strike respectively.
(A minor buff to the Tyranid Prime, allowing it to form a small "Warrior Devastator squad" if you like, to accompany Shrikes and of course to join its kin in those Spores, which is insane for it not to be able to do.)
Genestealers Per the current Tyranid Codex, but with the following additional options/changes:
- "Alien Agility": Genestealers and Broodlords are inhumanly agile and have been known to dodge bullets even at close range. Genestealers and Broodlords do not suffer the penalty to their Initiative for charging enemies through cover, and instead fight in their normal Initiative order.
- "Hidden Horrors": Genestealers and Broodlords are extremely stealthy, taking advantage of any cover to avoid detection. Genestealers and Broodlords always have the Stealth special rule, and in addition if an un-engaged unit of Genestealers (and their Broodlord) remain stationary for the duration of the Tyranid player's turn they also gain the Shrouded special rule until the start of their next turn.
(Two very simple changes that make Genestealers a fearsome shock trooper again and mitigate the "cannot charge on the first turn if you infiltrate" problem without simply saying "yeah, we'll let them break that rule and charge on the first turn".)
Carnifex Per the current Tyranid Codex, but with the following additional options/changes:
- Increase Toughness to 7, and gains Feel No Pain (5+).
- Living Battering Ram also gives a Carnifex D3 Hammer of Wrath attacks when charging instead of the normal single attack, and these are additionally resolved with AP2 and have the Armourbane special rule.
(Again, two very simple changes to enhance the durability of the Carnifex whilst keeping it distinct from the T6/6W crowd, increase its hitting power in assault and hopefully bring it a little closer to the image of the unstoppable juggernaut charging towards you completely oblivious to the lasers being fired at it's face)
Venom Cannons and Heavy Venom Cannons Replace these entries in the Codex with the following:
- Venom Cannon: Range 36", Strength 7, AP4, Assault 2
- Heavy Venom Cannon: Range 36", Strength 8, AP4, Assault 3
(This returns them to medium power anti-vehicle weapons, quietly buffs the anti-tank power of Carnifexes, Hive Tyrants and Harpies and gives Tyranids another potential answer to the Flyer problem. Really, a weapon firing exploding crystals at supersonic speeds that is useless against fast-moving airborne targets? Tsk.)
And this concludes my quick hit on the three units we're quietly edging around!
This message was edited 2 times. Last update was at 2013/06/01 14:14:01
As we all know, the Pyrovore is so terrible we all forgot it existed.
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.
Kain wrote: As we all know, the Pyrovore is so terrible we all forgot it existed.
Well, I fixed the Flamespurt, now called the Flamespurt Cannon. Pretty much just gave it torrent. Though, the problem is that it is primarily an anti-horde unit, which the Tyranids don't need more of.
Kain wrote: As we all know, the Pyrovore is so terrible we all forgot it existed.
Well, I fixed the Flamespurt, now called the Flamespurt Cannon. Pretty much just gave it torrent. Though, the problem is that it is primarily an anti-horde unit, which the Tyranids don't need more of.
What do you think of my add-ons?
And how to balance out the Erinyes' plasma breath of doom?
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.
Kain wrote: As we all know, the Pyrovore is so terrible we all forgot it existed.
Well, I fixed the Flamespurt, now called the Flamespurt Cannon. Pretty much just gave it torrent. Though, the problem is that it is primarily an anti-horde unit, which the Tyranids don't need more of.
What do you think of my add-ons?
And how to balance out the Erinyes' plasma breath of doom?
I like them, I think that the plasma breath o' doom isn't too bad. Heck, an Exterminator Plasma cannon is S7 AP2 Heavy 3 blast.
Automatically Appended Next Post: Oh, and I added in a BUNCH of stuff, as well as Hive Tyrant and Swarmlord stats.
This message was edited 1 time. Last update was at 2013/06/01 16:57:07
I also suggest wings as purchasable upgrades for tyrant guards so they can keep up with their charge at all times. Although as I said on another thread, a killer armadillo like the TG would be an odd sight to see in the skies.
This message was edited 2 times. Last update was at 2013/06/01 20:03:20
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.