| Author |
Message |
 |
|
|
 |
|
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2009/09/18 00:46:55
Subject: Codex: Tyranids (fan-brew)
|
 |
Decrepit Dakkanaut
|
I'm just going to use this thread to post some ideas for the next Tyranid Codex:
Tyranid Army Special Rules
The Hive Mind
Tyranids are all psychic, with psychic power increasing as the Tyranid's caste becomes higher, meaning that low-caste Tyranids are psychic receivers at best, and that high-caste Tyranids can not only broadcast their will to their underlings, but also to dominate them and force them to carry out its will regardless of the cost to themselves.
In game terms, some Tyranids are psychic and have the psychic power Synapse, representing a node in the Tyranid Hive Mind. Synapse is always active, does not require a psychic test, and cannot be negated by way of Psychic Hoods.
Synapse bearing models are always Fearless, and embody the Tyranid will to dominate and enslave all life. Non-synapse bearing units with a model within 12" of a Synapse are Stubborn, and may use a Synapse model's leadership for all morale and pinning tests.
Instinctive Behaviour
Lower-caste Tyranids are used to be directed by higher-caste Tyranids, and so will often revert to instinctive behaviour when deprived of that reassuring direction. Tyranids outside of Synapse range at the beginning of the Tyranid player's turn must take a morale check. If they pass it, then they may act normally. If they fail the morale check, then they must either Fall Back or Go To Ground. Tyranids fall back towards the nearest Tyranid with Synapse, rather than towards their deployment zone board edge.
Move Through Cover
Tyranids are hexapeds used to moving through the tangled environments of Tyranni-formed worlds, and the interiors of Tyranid Hive-Ships, and have the Move Through Cover universal special rule.
Living Ammunition
Tyranids use weapons made out of living organisms, which often fire either living organisms or the seeds of living organisms into their adversaries. The damage caused by these organisms can be catastrophic as they burrow around in their new hosts ripping them apart from the inside. Weapons with the Living Ammunition rule may re-roll to wound rolls. Weapons with the Living Ammunition rule and either blast or large blast do not re-roll to wound rolls, but instead create a piece of area terrain of the same size and shape of the blast marker; this terrain is both difficult and dangerous.
Spore Mine Clusters
The Tyranids make extensive use of Spores Mines, organisms resembling armoured jellyfish, in the place of conventional artillery, mines, and demolitions. While they have a profile and may be deployed on the table as a result of Deep Strike or a brood of Biovores firing, they are not a Tyranid unit and their destruction does not award kill points. There are three types: Pyro-acid, Bio-Frag, and Toxin. Units of Spore Mines that detonate have their blast resolved as a barrage. Spore Mines models will detonate, convert to blast markers, under the following conditions:
1. They move within 1" of an enemy model
2. They are deployed within 1" of an enemy model
3. A Tyranid uses the Synapse power to detonate them,
4. They are wounded. Spore Mines that are wounded are not resolved as casualties. Instead one of them, players choice, acts as the initial blast in the barrage.
Spore Mine
WS0 BS0 S0 T3 W1 I1 A0 LD10 Sv-
Type: Infantry
Special Rules: Mindless, Slow and Purposeful
Pyro-acid is Rg- S4 AP4 Large Blast, Ignores Cover
Bio-Frag is S8 AP5 Ordnance, Blast
Toxin is Rg- S1 AP3 Large Blast, Poison (2+)
Tyranid Ranged Weapon Symbiotes
Barbed Strangler
Rng36", S8, AP5, Assault 1, Large Blast, Pinning, Living Ammunition
Venom Cannon
Rng36", S9, AP3, Assault 2, Blast
Devourer
Rng18", S3, AP- Assault 2, Living Ammunition
Deathspitter
Rng24", S6, AP5, Assault 1, Blast
Fleshborer
Rng12", S4, AP5, Assault 1, Living Ammunition
Spinefist
Rng12", 3, AP5, Assault 1, Twin-linked
Bio-Plasma
Rng12", S7, AP2, Assault 1, Blast
Tyranid Close Combat Weapons
Bonesword
These are Force Weapons. See the rulebook.
Lash Whip
These are a close combat weapon. In addition, every model in base to base contact with a Lash Whip loses 1 attack, down to a minimum of 1.
Crushing Claws
These are close combat weapons that add +1D3 attacks for charging, rather than the usual bonus of +1.
Scything Talons
These are close combat weapons and always come in pairs, granting the Tyranid bearing them +1 attack.
Tyranid Rending Claws
These are Rending Weapons. In addition, units equipped with Tyranid Rending Claws may add the number of 1s rolled to hit to any armour penetration rolls made by the unit. This represents the Tyranid brood hooking together and acting like one great organism and tearing apart armour with their combined strength. A unit of Genestealers, for example, that rolled three 1s to hit, and two 6s to penetrate AV12 may roll 1D6+1D3+4+3 (penetration dice plus rending penetration dice plus strength plus tyranid rending bonus) for each penetration roll.
Hive Mind Powers
Synapse
A Synapse bearing creature can draw upon the strength of the Hive Mind, to sustaining it through grievous harm, or to drive a subordinate past the limits of endurance. In this way the Synapse psychic power can be used as a normal psychic power cast during the Tyranid player's shooting phase instead of shooting, and whose effect last until the next Tyranid shooting phase. The power can either affect the caster, or a Tyranid unit within 12". A Tyranid affected by the Synapse psychic power in this way is immune to the effects of Instant Death, although weapons causing Instant Death will negate Feel No Pain as normal. Alternately, a Tyranid can use the Synapse power to detonate a
Catalyst
This power is cast at the beginning of any Assault phase on a unit within 24". This unit gains the Feel No Pain rule for the rest of that player's turn.
The Horror
This power is cast instead of shooting during the Tyranid Shooting phase. The Tyranid player nominates a unit within 24". If they pass the psychic test successfully then that unit is pinned.
Psychic Scream
This power is cast instead of shooting during the Tyranid Shooting phase. If cast successfully, the player rolls 1D6 and for the rest of the turn all enemy units within 12" of the Tyranid have their leadership for morale, pinning, and psychic tests reduced by the result.
The Shadow in the Warp
This power may be cast at the start of the Tyranid player's turn prior to the Movement phase. While it is active, any enemy psychic powers cast within 12" of a Synapse model are negated on a 1D6 roll of 4+. It lasts until the beginning of the next Tyranid turn.
Warp Blast
This power is a psychic shooting attack and is cast instead of shooting another ranged weapon during the Shooting phase. It has the following profile:
Rng36" S8 AP1 Assault 1, Melta, Blast
Warp Field
This power is cast at the beginning of the Tyranid player's turn prior to the Movement phase, and it confers a 5+ Invulnerable save on any unit within 12" of the caster, including the caster's own unit.
Edit: made some corrections.
|
|
This message was edited 1 time. Last update was at 2009/09/18 22:16:58
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/09/18 08:05:02
Subject: Codex: Tyranids (fan-brew)
|
 |
Elite Tyranid Warrior
|
Thats very powerful.
Nurglitch wrote:I'm just going to use this thread to post some ideas for the next Tyranid Codex:
Tyranid Army Special Rules
The Hive Mind
Tyranids are all psychic, with psychic power increasing as the Tyranid's caste becomes higher, meaning that low-caste Tyranids are psychic receivers at best, and that high-caste Tyranids can not only broadcast their will to their underlings, but also to dominate them and force them to carry out its will regardless of the cost to themselves.
In game terms, some Tyranids are psychic and have the psychic power Synapse, representing a node in the Tyranid Hive Mind. Synapse is always active, does not require a psychic test, and cannot be negated by way of Psychic Hoods.
Synapse bearing models are always Fearless, and embody the Tyranid will to dominate and enslave all life. Non-synapse bearing units with a model within 12" of a Synapse are Stubborn, and may use the Synapse model's leadership for all morale and pinning tests.
Nice change, and better than the current fearless. BUT = if they fail, where do they fall back to, and do they autorally?
Living Ammunition
Tyranids use weapons made out of living organisms, which often fire either living organisms or the seeds of living organisms into their adversaries. The damage caused by these organisms can be catastrophic as they burrow around in their new hosts ripping them apart from the inside. Weapons with the Living Ammunition rule may re-roll to wound rolls. Weapons with the Living Ammunition rule and either blast or large blast do not re-roll to wound rolls, but instead create a piece of area terrain of the same size and shape of the blast marker; this terrain is both difficult and dangerous.
Thats a really cool idea, especily for BS
Spore Mine Clusters
The Tyranids make extensive use of Spores Mines, organisms resembling armoured jellyfish, in the place of conventional artillery, mines, and demolitions. While they have a profile and may be deployed on the table as a result of Deep Strike or a brood of Biovores firing, they are not a Tyranid unit and their destruction does not award kill points. There are three types: Pyro-acid, Bio-Frag, and Toxin. Units of Spore Mines that detonate have their blast resolved as a barrage. Spore Mines models will detonate, convert to blast markers, under the following conditions:
1. They move within 1" of an enemy model
2. They are deployed within 1" of an enemy model
3. A Tyranid uses the Synapse power to detonate them,
4. They are wounded. Spore Mines that are wounded are not resolved as casualties. Instead one of them, players choice, acts as the initial blast in the barrage.
Spore Mine
WS0 BS0 S0 T3 W1 I1 A0 LD10 Sv-
Type: Infantry
Special Rules: Mindless, Slow and Purposeful
Pyro-acid is Rg- S4 AP4 Large Blast, Ignores Cover
Bio-Frag is S8 AP5 Ordnance, Blast
Toxin is Rg- S1 AP3 Large Blast, Poison (2+)
Slightly too powerful Id say. Try this:
Pyro-acid is Rg- S4 AP4 Large Blast, Ignores Cover
Bio-Frag is S6 AP5 Ordnance, Blast
Toxin is Rg- S1 AP3 Large Blast, Poison (4+)
Tyranid Ranged Weapon Symbiotes
Barbed Strangler
Rng36", S8, AP5, Assault 1, Large Blast, Pinning, Living Ammunition
Venom Cannon
Rng36", S9, AP3, Assault 2, Blast
Devourer
Rng18", S3, AP- Assault 2, Living Ammunition
Deathspitter
Rng24", S6, AP5, Assault 1, Blast
Fleshborer
Rng12", S4, AP5, Assault 1, Living Ammunition
Spinefist
Rng12", 3, AP5, Assault 1, Twin-linked
Bio-Plasma
Rng12", S7, AP2, Assault 1, Blast
These need to be S:S+X, Assault X I think (I see where you and HBMC are coming from, but I prefer it the current way). This is a massive nerf for TMC/Warrior mounted Devourers, and would make Warriors with VC/BS overpowered. I assume your taking bioplasma off gargs? Personly Id leave it as is now. Maybe add spike rifle/strangle web.
Tyranid Close Combat Weapons
Bonesword
These are Power Weapons. See the rulebook.
If only Tyrants can use this, its a bit pointless. +1S to CC attacks or Force weapon would be better?
Lash Whip
These are a close combat weapon. In addition, every model in base to base contact with a Lash Whip loses 1 attack, down to a minimum of 1.
Crushing Claws
These are close combat weapons that add +1D3 attacks for charging, rather than the usual bonus of +1.
Thats nice, but rather weak. Id leave it at +1D3 attacks (all the time) or make it as Sycthing talons that give +D3 on the charge.
Scything Talons
These are close combat weapons and always come in pairs, granting the Tyranid bearing them +1 attack.
Tyranid Rending Claws
These are Rending Weapons. In addition, units equipped with Tyranid Rending Claws may add the number of 1s rolled to hit to any armour penetration rolls made by the unit. This represents the Tyranid brood hooking together and acting like one great organism and tearing apart armour with their combined strength. A unit of Genestealers, for example, that rolled three 1s to hit, and two 6s to penetrate AV12 may roll 1D3+1 and add that to the penetration result.
This is a cool idea, but Im confused by the example. Wouldn't it be 6+D3+3 to pen?
Hive Mind Powers
Synapse
A Synapse bearing creature can draw upon the strength of the Hive Mind, to sustaining it through grievous harm, or to drive a subordinate past the limits of endurance. In this way the Synapse psychic power can be used as a normal psychic power cast during the Tyranid player's shooting phase instead of shooting, and whose effect last until the next Tyranid shooting phase. The power can either affect the caster, or a Tyranid unit within 12". A Tyranid affected by the Synapse psychic power in this way is immune to the effects of Instant Death, although weapons causing Instant Death will negate Feel No Pain as normal. Alternately, a Tyranid can use the Synapse power to detonate a
Catalyst
This power is cast at the beginning of any Assault phase on a unit within 24". This unit gains the Feel No Pain rule for the rest of that player's turn.
The Horror
This power is cast instead of shooting during the Tyranid Shooting phase. The Tyranid player nominates a unit within 24". If they pass the psychic test successfully then that unit is pinned.
Both excellent ideas to improve rather useless powers
Psychic Scream
This power is cast instead of shooting during the Tyranid Shooting phase. If cast successfully, the player rolls 1D6 and for the rest of the turn all enemy units within 12" of the Tyranid have their leadership for morale, pinning, and psychic tests reduced by the result.
The Shadow in the Warp
This power may be cast at the start of the Tyranid player's turn prior to the Movement phase. While it is active, any enemy psychic powers cast within 12" of a Synapse model are negated on a 1D6 roll of 4+. It lasts until the beginning of the next Tyranid turn.
Personly Id have it as a Psychic hood that functions vs a power cast/effecting within 12" of the user AND any Synaps creature
Warp Blast
This power is a psychic shooting attack and is cast instead of shooting another ranged weapon during the Shooting phase. It has the following profile:
Rng36" S8 AP1 Assault 1, Melta, Blast
Slightly OTT methinks. It is simply enough to leave as is and give 'thropes BS4, especily with the VC change
Warp Field
This power is cast at the beginning of the Tyranid player's turn prior to the Movement phase, and it confers a 5+ Invulnerable save on any unit within 12" of the caster, including the caster's own unit.
|
|
This message was edited 1 time. Last update was at 2009/09/18 16:18:12
Armys: , , , Skaven
Number of Threads Won: 1 |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/09/18 09:08:27
Subject: Codex: Tyranids (fan-brew)
|
 |
Owns Whole Set of Skullz Techpriests
Versteckt in den Schatten deines Geistes.
|
A lot of that is actually very similar to the way eventually did it in our Codex. After lots of trials and test games we gave up on the S = Creature's Strength Assault X = Creature's attacks and just gave profiles to everything.
I would suggest making Deathspitters S7 though. I know that sounds like a lot, but it makes Tyranid Warriors interesting, something more than a HTH weapon, and gives them something to pair with Barbed Stranglers.
I'd also make the Devourer Assault 3. The thing had the same rate of fire as Heavy Bolter in 2nd Ed, I see no reason to take that away from the 'Nids. One question though, how would Dakkafexes be worth it firing 4 TL-S3 shots a turn with these rules? 'Course, this assumes that Dakkafexes even exist in your rules.
Who would have Boneswords? If it's just the Tyrant, I suggest making it a Force Weapon.
Your Crushing Claws are certainly an improvement and a good idea.
Shadow of the Warp is a general army special rule in our Codex, rather than a power.
Your Psychic Scream is nifty.
The Warp Blast is very powerful - one wonders why you'd take any other power.
The Horror is interesting, but could range from 'useless' to 'Fear of Darkness powerful' - I'm assuming that if the unit is Fearless they'd be immune?
So what are the unit rules?
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/09/18 17:41:14
Subject: Codex: Tyranids (fan-brew)
|
 |
Decrepit Dakkanaut
|
Tyranid Biomorph Wargear
Acid Maw
A Tyranid equipped with an Acid Maw may re-roll to wound rolls during the first turn of an assault. This cannot be combined with Implant Attacks, Tusked, Bio-Plasma, Enhanced Senses, or Feeder Tendrils.
Adrenal Glands
These external glands allow a Tyranid model to add 1D6" to any movement in the Movement phase.
Bonded Exoskeleton
+1T
Enhanced Senses
Tyranids with Enhanced Senses gain the Acute Senses rule. This cannot be combined with Implant Attacks, Tusked, Bio-Plasma, Acid Maw, or Feeder Tendrils.
Extended Carapace
+1Sv. This cannot be combined with Winged or Leaping.
Feeder Tendrils
If a unit of Tyranids including a model with Feeder Tendrils inflicts unsaved wounds on an enemy unit, then the Tyranid army gains Preferred Enemy so long as that unit survives. This cannot be combined with Implant Attacks, Tusked, Bio-Plasma, Enhanced Senses, or Acid Maw.
Flesh Hooks.
As before
Implant Attacks
A Tyranid model with Implant Attacks causes Instant Death on unsaved wounds. This cannot be combined with Acid Maw, Tusked, Bio-Plasma, Enhanced Senses, or Feeder Tendrils.
Leaping
Tyranids with Leaping move like Beasts for the purposes of gaining Fleet and charging 12" in the assault phase. This cannot be combined with Winged or Extended Carapace.
Mace or Scythe Tail
A Mace Tail add +1 attack to a Tyranid equipped with one.
A Scythe Tail adds +1D6-3 attacks to a Tyranid equipped with one.
Regenerate
Instead of shooting that turn, the Tyranid may gain +1W up to the number it started the game with.
Reinforced Chitin
+1W
Serpentine
Tyranids that are Serpentine may move 9" and assault move 9". They may not run. If the Tyranid player wishes, they can be held in reserve and Deep Strike onto the board. However, if they Deep Strike, then they ignore difficult terrain, and get shifted to ride beside impassible terrain.
Scuttlers
Tyranid units composed entirely of Scuttlers may Scout.
Spine Bank
The Tyranid is equipped with Assault Grenades.
Spore Cysts
A Tyranid equipped with Spore Cysts may pop out one or more Spore Mines within 6". If the Tyranid is popping out more than one Spore Mine, it loses a wound for every extra Spore Mine produced. The Spore Mines must be all of the same kind, and the Tyranid cannot lose its last wound to produce a Spore Mine.
Symbiotic Rippers
A Tyranid equipped with Symbiotic Rippers adds +1 to their combat resolution exactly as it they had caused an extra wound.
Thornback
A Tyranid equipped with a Thornback inflicts a S3 AP- hit on any attackers that roll a 1 to hit it in close combat.
Toxic Miasma
Any enemy unit engaged in close combat with a unit of Tyranids including a Tyranid with Toxic Miasma reduces their WS by 1.
Toxin Sacs
A Tyranid equipped with Toxin Sacs gains Poison (4+) for their attacks.
Tusked
Tyranides equipped with Tusks gain +2 bonus attacks for charging rather than the usual +1. This cannot be combined with Implant Attacks, Acid Maw, Bio-Plasma, Enhanced Senses, or Feeder Tendrils.
Winged
Tyranids with Wings count as Jump Infantry for the purposes of moving. This cannot be combined with Leaping or Extended Carapace. Automatically Appended Next Post: Tyranid Army List
HQ
Hive Tyrant
WS6 BS3 S6 T6 W4 I5 A3 Ld10 Sv3+
Type: Monstrous Creature
A Hive Tyrant has three basic options: Foot, Winged, or Serpentine. If the Tyrant is Winged, then Gargoyles may be taken as Troops and Tyranid Warrior Broods may be Winged. If the Tyrant is Serpentine, then Ravener Broods may be Troops.
Psychic Powers:
All Hive Tyrants have the Synapse psychic power.
1. Foot
Weapons
A Tyrant may take up to a total of 4 Weapons
Bone Sword (1)
Lash Whip (1)
Scything Talons (2)
Crushing Claws (2)
Twin-Linked Deathspitter (2)
Venom Cannon (2)
Barbed Strangler (2)
Twin-Linked Devourer (2)
The Hive Tyrant may have one of the following heads:
Bio-Plasma, Acid Maw, Tusked, Enhanced Senses, Toxin Sacs, Implant Attacks, or Feeder Tendrils
The Hive Tyrant may have two of the following psychic powers beyond Synapse:
Catalyst, The Horror, Psychic Scream, The Shadow in the Warp, Warpfield.
The Hive Tyrant may have any of the following Biomorphs:
Adrenal Gland, Extended Carapace, Bonded Exoskeleton, Reinforced Chitin, Toxin Sacs, Toxic Miasma, Flesh Hooked, Regeneration, Symbiotic Rippers.
2. Serpentine
Weapons
A Tyrant may take up to a total of 4 Weapons
Scything Talons (2)
Crushing Claws (2)
Twin-Linked Deathspitter (2)
Twin-Linked Devourer (2)
The Hive Tyrant may have one of the following heads:
Bio-Plasma, Acid Maw, Tusked, Enhanced Senses, Toxin Sacs, Implant Attacks, or Feeder Tendrils
The Hive Tyrant may have two of the following psychic powers beyond Synapse:
Catalyst, The Horror, Psychic Scream, The Shadow in the Warp, Warpfield.
The Hive Tyrant may have any of the following Biomorphs:
Adrenal Gland, Toxin Sacs, Toxic Miasma, Flesh Hooked, Regeneration
3. Winged
Weapons
A Tyrant may take up to a total of 4 Weapons
Scything Talons (2)
Crushing Claws (2)
Twin-Linked Deathspitter (2)
Twin-Linked Devourer (2)
The Hive Tyrant may have one of the following heads:
Bio-Plasma, Acid Maw, Tusked, Enhanced Senses, Toxin Sacs, Implant Attacks, or Feeder Tendrils
The Hive Tyrant may have two of the following psychic powers beyond Synapse:
Catalyst, The Horror, Psychic Scream, The Shadow in the Warp, Warpfield.
The Hive Tyrant may have any of the following Biomorphs:
Adrenal Gland, Toxin Sacs, Toxic Miasma, Flesh Hooked, Regeneration
|
|
This message was edited 1 time. Last update was at 2009/09/18 22:24:23
|
|
|
 |
 |
|
|
|