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Made in ca
Dour Wolf Priest with Iron Wolf Amulet






Canada

UPDATE: So I had too much free time today, and managed to get my rough early version of the fandex done. It's attached to the first post, so feel free to download it and offer any suggestions you have...

Just a note, it requires the 5th ed Tyranids codex, because it refers back to it a lot for the rules I left unchanged. There is a (mostly comprehensive) list of changes on the 2nd page as well.

Also, I hope Jy2 finishes his improvements list so we can have a couple different Codices on here.

   
Made in us
Fixture of Dakka





San Jose, CA

Troop


Tyranid Warrior Brood
The warriors as they are right now are a liability. Very expensive and easily insta-gibbed. Sure they can withstand small-arms fire, but there's just too many S8 guns available nowadays. What I'd like to do is to make them cheaper so that you can take more of them. My solution? Knock off 1W and then drop their price down to 22pts.

Also, I'd like to give them a few more options weapons-wise.

Recommended Changes:
Tyranid Warrior - 2 Wounds (everything else remains the same)

One tyranid warrior in the brood may exchange its devourer for:
Incendiary Vomit . . . . . +5pts
Metal-rot . . . . . +10pts

Incendiary Vomit:
The warrior carries a sac filled with a highly toxic substance that burns on contact which it sprays onto the target at close range.

Incendiary Vomit . . . . . Range: Temp, S: 5, AP: 4, Assault 1

Metal-rot:
This short-ranged weapon shoots a jet of highly corrosive acid that will eat through metal in a matter of seconds. While the initial impact is not too strong, the rate at which it dissolves matter, inorganic and organic, is astounding.

Metal-rot . . . . . Range: 12", S: 4, AP: 2, Assault 2**

** The Metal-rot adds an additional +D6 when rolling to penetrate a vehicle's Armour Value.

Cost = 22pts base each


Genestealer Brood
They desperately need assault grenades. I will provide that as an option. Also, I think the costs for some of their options are a little high. I will adjust that as well.

Recommended Changes:
The entire brood may take:
Adrenal Glands . . . . . +2pts
Frag Spines (assault grenades) . . . . . +2pts
Toxin Sacs . . . . . +2pts

Cost = base same as the current codex


Broodlord
Have the same options at the same costs as the genestealers above. Otherwise, everything else remains the same as in the codex.


Mycetic Spore
For a monstrous creature, it sure isn't very tough. I'd like to increase its Toughness to 5 and price it at 45pts. Also, I think its guns are terribly expensive, considering that other TMC's (tyranid monstrous creatures) get guns like cluster spines/stinger salvo for free. I'm going to reduce the price of its wargear just a little.

Also, I'd like to reverse one of the FAQ's regarding the Mycetic Spores.

Recommended Changes:
Mycetic Spore - Toughness 5

May take one of the following:
Cluster Spines . . . . . +5pts
Stinger Salvo . . . . . +5pts
Twin-linked Deathspitter . . . . . +5pts
Barbed Strangler . . . . . +10pts
Venom Cannon . . . . . +15pts

FAQ Reversal - Independent Characters (IC's) may deploy with a unit in a mycetic spore so long as there is available space in the spore.

Cost = 45pts base

Termagants
Termagants are fine, though I believe the devourers are over-costed.

Recommended Changes:
The entire brood may replace their fleshborers for:
Devourer . . . . . +3pts


Hormagants
Hormagants are also fine except for the costs of their upgrades.

Recommended Changes:
The entire brood may take:
Adrenal Glands . . . . . +1pt
Toxin Sacs . . . . . +1pt


Ripper Swarms
Not much change here, besides their overcosted upgrades.

Recommended Changes:
The entire brood may take:
Spinefists . . . . . +3pts per base
Adrenal Glands . . . . . +3pts per base
Toxin Sacs . . . . . +3pts per base





Automatically Appended Next Post:
------------------------------------------------


Nice work on the codex so far, Andilus.

I will look it over and offer you some comments/suggestions tomorrow on how you can improve upon it. I do see some things that I like, such as Hive Will and Mutations for some of the units.

This message was edited 4 times. Last update was at 2011/10/13 06:10:54



6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in eu
Alluring Sorcerer of Slaanesh






Reading, UK

Looking good so far, a couple o' comments.

If you remove allowing cover saves from the Doom's Spirit Leech I think you're going to have to boost the points cost on it for sure. Cover saves are the one saving grace for your opponent. The Dooms pretty powerful as it is.

Not sure the Crushing Claws are as good as the existing incarnation as, from what I read it as, you risk only making a single attack. They should be an upgrade not a hindrance especially at the same cost as the current. Is this how they were in the ed before?

Possibly an mutation enhancement for increased toughness? I think that would be great to make the Tyranid warriors better as well, they are 'the most adaptable of all the Tyranid Bioforms' after all. Maybe something along the lines of Toughened Hide?

Glad to see you liked the Synapse Node idea

Edit: Ah, I see you have made the Doom an upgrade character. My bad. That seems to put it at more respectable cost.

This message was edited 1 time. Last update was at 2011/10/13 09:28:52


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





From England. Living in Shanghai

Like what you have done so far. Will give it a thorough read when I get the time and give more feedback.

Looking for games in Shanghai? Send a PM 
   
Made in ca
Dour Wolf Priest with Iron Wolf Amulet






Canada

Pilau Rice wrote:If you remove allowing cover saves from the Doom's Spirit Leech I think you're going to have to boost the points cost on it for sure. Cover saves are the one saving grace for your opponent. The Dooms pretty powerful as it is.

Edit: Ah, I see you have made the Doom an upgrade character. My bad. That seems to put it at more respectable cost.

Yeah, I was going

Pilau Rice wrote:Not sure the Crushing Claws are as good as the existing incarnation as, from what I read it as, you risk only making a single attack. They should be an upgrade not a hindrance especially at the same cost as the current. Is this how they were in the ed before?

Yup that's how they were in 4th ed, but at the time Carnifexes only had 3 attacks, so on average you'd be getting the same amount. I was thinking of making it D6+1, but changed it for some reason. It's a good point though, half the time the Carnifex will be getting less attacks than normal, so I think I'll make it D6+1 again.

Pilau Rice wrote:Possibly an mutation enhancement for increased toughness? I think that would be great to make the Tyranid warriors better as well, they are 'the most adaptable of all the Tyranid Bioforms' after all. Maybe something along the lines of Toughened Hide?

Good point, I probably should give them the +1T mutation. At the moment, only the Carnifex has all the mutations.

Pilau Rice wrote:Glad to see you liked the Synapse Node idea

You're welcome! It's a very cool idea - sacrifice the firepower of the Mycetic Spore, but turn it into a synapse beacon for the rest of the army. I can see people taking a few of them and just dropping them across the field to add Synapse coverage. I think adding Shadow in the Warp might be a little OP though.


Automatically Appended Next Post:
Aw I just realized I forgot to put The Red Terror into the army list. I'll upload an updated PDF in a couple days, and that one will include suggested improvements and I'll put that beasty in like I intended to. I'm also thinking of including an Apocalyptic units section to bring Hierophants, Harridans, etc into 5th ed (and clear up the whole "Warp Field" rule that inevitably pops up in a Hierophant discussion).

This message was edited 1 time. Last update was at 2011/10/13 15:55:24


   
Made in us
Spawn of Chaos




The Eye of Terror, by the will of the Dark Gods

Looks really fun!

takes what was cool and fun in both ed. 4 and 5 with a little homebrewin' . . .

I'm lovin it so far

I'd play Andilus' or Jy2's Tyranids

-WIP-
Chaos Marines
Tau
Necrons 
   
Made in ca
Dour Wolf Priest with Iron Wolf Amulet






Canada

I've uploaded an updated version of the Codex - you can download it on the first page.

Changes in V1.1: Lowered the cost of upgrades on Genestealers, Mycetic Spores and Hormagaunts; lowered the cost of Tyranid Warriors; changed crushing claws again; added Mutations for Tyranid Warriors and Shrikes; actually put the rules for The Red Terror in ; added an Apocalyptic Units section; reformatted sections of the Army List to waste less space; added some images

   
Made in us
Automated Rubric Marine of Tzeentch




Milwaukee, Wisconsin

If anyone wants to play test this on vassal I would be completely willing to play a game, pm me and we can organize it

 
   
Made in ca
Dour Wolf Priest with Iron Wolf Amulet






Canada

Aw noticed a couple more issues in the new PDF, but I'll FAQ the biggest ones for the moment til I put up v1.2:

-Gargoyles are 6 points NOT 10. Dunno why I did that. I'll have to scan through the rest of the army list and make sure I didn't mess up any others...
-Trygon Primes have Synapse Creature and Shadow in the Warp

Anyway, just to test out the Codex, I made myself a fun little fast attack list, starring Hormagaunts:

HQ
Hive Tyrant - 285pts
-Inhuman Strength
-Adrenal Glands
-Hive Commander
-Old Adversary
-Thorax Swarm with Dessicator Larvae
-Wings
-Leech Essence, Paroxysm

ELITES
3x Hive Guard - 165pts

3x Hive Guard - 165pts

2x Venomthropes - 90pts

TROOPS
15x Hormagaunts - 190pts
-Adrenal Glands
-Inhuman Strength

Hormagon - 200pts
-Cluster Spines
-Catalyst

15x Hormagaunts - 190pts
-Adrenal Glands
-Inhuman Strength

Hormagon - 200pts
-Cluster Spines
-Catalyst

15x Genestealers - 270pts
-Toxin Sacs
-Frag Spines

FAST ATTACK
10x Gargoyles - 80pts
-Adrenal Glands
-Toxin Sacs

10x Gargoyles - 80pts
-Adrenal Glands
-Toxin Sacs

The Red Terror - 150pts

HEAVY SUPPORT
Trygon - 290pts
-Prime Upgrade
-Armoured Shell
-Regeneration

TOTAL - 1995PTS

Basically, the plan is to keep one of the Hormagaunt units in reserves with the Red Terror, Trygon, Gargoyles and Genestealers. The Hormagons will spawn Hormagaunts which will swarm the enemy lines. Chances are with the +1 Hive Commander bonus, the Trygon will show up by turn 2 or 3, and with any luck the reserved Hormagaunts will be able to assault out of the tunnel. Meanwhile, the flying Tyrant will make the most out of his threat range and just tear up the field with his epic S8 on the charge!! I imagine there's going to be a lot of mutation + adrenal gland combos...

Which brings me to a possible balancing issue. S5 Hormagaunts on the charge is just mean. I'm not sure about the mathhammer though, but it may not be much nastier than the standard adrenal glands/toxin sac combo. Also, if you take Adrenal Glands, Enhanced Reflexes and get the charge with a Carnifex, it will strike at I5!!!

   
Made in cn
Blackclad Wayfarer





From England. Living in Shanghai

Ok I have had a bit of a read. Some pointers:

I don't think Hive Commander has to stack. With Lictors being more viable and adding that to the Swarmlords bonus to reserves it probably isn't as necessary.

The Prime has BS3 but I think that's an error since it has the Alpha Warrior rule.

The Doom of Malantai needs an entry for his own transport.

I'm personally not a fan of giving gaunts Blinding Venom. By doing so you are really undermining Genestealers, especially after you take into account the mutations that Hormagaunts can get. Same with Frag Spines. Gaunts are fodder and should be treated as such.

I don't see the need for Fearless and Stubborn on a lot of the MC's. I would stick with just Fearless.

I also think the Carnifex has been given too many biomorph options. I know the kit allows for some crazy conversions, but it just feels a bit too crowded in his slot.

Now don't take these negatives the wrong way. I think a lot of the work is solid, but some things have clearly become overpowered. It feels more of amalgam of the previous Codex combined with the new one which is great. Overall I like it.

Looking for games in Shanghai? Send a PM 
   
Made in ca
Dour Wolf Priest with Iron Wolf Amulet






Canada

Lukus83 wrote:Ok I have had a bit of a read. Some pointers:

I don't think Hive Commander has to stack. With Lictors being more viable and adding that to the Swarmlords bonus to reserves it probably isn't as necessary.

Good point, and fair enough. You can easily get everything to come in whenever you want it to with all the reserves bonuses. So yeah, I think I'll change that.

Lukus83 wrote:The Prime has BS3 but I think that's an error since it has the Alpha Warrior rule.

Ya... I did that because I thought it was odd that he had a higher BS than the Tyrant. But you're right, it makes Alpha Warrior useless if I change it, so I'll put it back.

Lukus83 wrote:The Doom of Malantai needs an entry for his own transport.

Well the reason I put it like that is because you have to choose whether the Zoanthropes get their own transport or if the Doom takes it and goes off by itself since he has to be deployed independently. If you still think it should be changed though then I'll do it.

Lukus83 wrote:I'm personally not a fan of giving gaunts Blinding Venom. By doing so you are really undermining Genestealers, especially after you take into account the mutations that Hormagaunts can get. Same with Frag Spines. Gaunts are fodder and should be treated as such.

Good point.

Lukus83 wrote:I don't see the need for Fearless and Stubborn on a lot of the MC's. I would stick with just Fearless.

I gave them stubborn because if they get caught in a multi-assault they can take a ton of No Retreat! wounds which will kill them off... but I suppose if they're Fearless then Stubborn won't even matter.

Lukus83 wrote:I also think the Carnifex has been given too many biomorph options. I know the kit allows for some crazy conversions, but it just feels a bit too crowded in his slot.

Now don't take these negatives the wrong way. I think a lot of the work is solid, but some things have clearly become overpowered. It feels more of amalgam of the previous Codex combined with the new one which is great. Overall I like it.

Well Fexes are supposed to be customizable, but they could do with some reining in... And yeah, I do think that some elements have become somewhat OP so anyone who can help me balance it is appreciated.

   
Made in us
Fixture of Dakka





San Jose, CA

@Andilus:

Sorry, but I really haven't had time to fully go over your fandex yet, though I have given it a cursory glance (the very 1st version, at least). When I am done with my "ideas", I will give you more in-depth comments.

I will look at it mainly from a balance perspective - whether or not the changes imbalances the game. Although our goal here is to make the nids much more playable against the newer codices, we also need to consider how these changes affect the older ones....namely, do they make our nids too strong?

Now back to my suggestions for a modified tyranid codex.


------------------------------------------------------------------


Fast Attack


Tyranid Shrike Brood
I would like to bring these guys more inline with the tyranid warriors. You lower the costs and they become a much more feasible unit. The best way to do that IMO would be to take out 1W. Bring them back to 2W like they were in the 4th edition.

Also, I'd like to leave them with the same 4+ save as the tyranid warriors to give people more of an incentive to take them. Then, instead of pricing them at 27pts, I'd cost them at 30pts each. So it's warriors at 22pts and for +8pts more, you can make them jump infantry. Why would people still take warriors over shrikes? For the simple reason that warriors are scoring and shrikes aren't. But at least now with the same saves, more people may try them out.

Recommended Changes:
Shrike 2 Wounds, Sv 4+ (everything else remains the same)

Cost = 30pts base


Raveners
Raveners are very good as they are. There really isn't anything I want to change about them. I do, however, want to give them the Stealth special rule and I will do it for free.

Recommended Changes:
Silent and Quick: Raveners are very fast. They usually dart from 1 terrain to another in the blink of an eye. They are also very quiet due to their snake-like movements. It is their speed and soundlessness that makes them very good if not unthinking ambushers.

Raveners have the Stealth USR.

Cost = same as current codex


Sky-Slasher Swarm
Their cost is too high. That's why people will never take them. I would drop their costs just slightly and price out their upgrades the same as their cousins, the ripper swarms.

Recommended Changes:
The entire brood may take:
Spinefists . . . . . +3pts per base
Adrenal Glands . . . . . +3pts per base
Toxin Sacs . . . . . +3pts per base

Cost = 13pts base


Gargoyles
Perfect. No changes necessary.


Harpy
For such a fragile beast, the only thing I think they need is a price reduction. It should cost no more than the hive tyrant, which I originally priced at 130pts before Warp Shield. Then add +10pts for its Turbo-charge Bombardier special rule.

Also, with regards to their Spore Mine Cysts, what good is it if you can only move 12"? It isn't really that practical as many times, you can't even clear your target. What I suggest is that since it is a one-time use weapon, the harpy can move 24" just once per game when they off-load their spore mines.

Recommended Changes:
Turbo-charge Bombardier: The harpy can expend a large amount of energy to burst forwards 24". It usually does this when it needs to drop its Spore Mine Cysts, though it doesn't necessary have to do so.

Once per game in the Movement Phase, the Harpy can opt to move 24". It may drop its spore mines during this move as normal or shoot afterwards, but it may not run or assault on the turn it moves 24".

Cost = 140pts base


Spore Mine Clusters
IMO, they are a little pricey for a unit that's easily avoided and that you hardly have any control over. I would price them at no more than 7pts each. I'd also reduce the minimum to 2 spores.

Recommended Changes:
Composition: 2-6 Spore Mines

Cost = 7pts each






Automatically Appended Next Post:


------------------------------------------------------------------


Ah crap! I saved the Fast Attack changes over the Elites changes!

Ah, dammit!

This message was edited 3 times. Last update was at 2011/10/26 00:30:12



6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in us
Fixture of Dakka





San Jose, CA

------------------------------------------------------------------


Heavy Support


Carnifex Brood
Ah, one of the staples of the competitive 4th edition tyranid build - the carnifex. Back then, you could get a dakkafex (carnifex with 2 twin-linked devourers and BS3) for 113pts. The current 5th edition dakkafex costs 200pts! Back then, a plain carnifex with 2 scything talons was only 101pts! Now, it's 160pts. While I admit that the 4th edition fexes were under-priced, the new 5th edition fexes are, in my opinion, over-priced, just like the newer tyrants. I'd say 130pts for the newer fexes is a more appropriate price for them.

Also, one thing I really missed about the older fexes were their ability for customization via biomorphs. I know GW is trying to simplify things with their newer codices, but I would like to bring back just a few of their biomorphs. Why? Because their kits come with them. It's just such a waste not to be able to use them - the different types of tails, the different heads, etc.


Recommended Changes:
Options:
Armoured Shell . . . . . +40pts

Extended Carapace . . . . . +30pts

As a carnifex ages, it starts developing thicker armour plates, and its carapace starts to fuse. Layers of muscle, bone and cartilage grow together to form a tough but flexible sheathing over its few vital spots.

The carnifex with Extended Carapace gains +1 Toughness.

Tail Weapon - Mace . . . . . +10pts

Prehensile tails with knobbed, bladed or spined tips have been observed on larger Tyranid bio-constructs. In combat, these tails lash about in the area behind the creature, making them dangerous to approach or surround.

If the carnifex is in base contact with at least 4 or more enemy models at the beginning of the Assault phase, then it can make a special attack depending on what tail it has. These tail attacks are conducted at Initiative 1.

Mace Tail - +1 Attack at the carnifexes' full strength.

Tail Weapon - Scythe . . . . . +15pts

Scythe Tail - +1D3 Attacks at half the carnifexes' strength (rounded down).

Tusks . . . . . +10pts

Some carnifexes sprout curving tusks of adamantium-laced chitin from their head. These tusks allow them to charge with devastating consequences.

A carnifex with Tusks gains +2 Attack on the charge instead of the normal +1 Attack for charging.


Cost = 140pts base

-- EDIT --

Gave them the option for Armoured Shell.

Increased base cost of carnifex from 130pts to 140pts.



Old One Eye
This guy needs to toughen up. He costs +100pts more than a regular carnifex but is hardly any more survivable. I think 200pts is a more appropriate starting price for him, and then I'm going to give him Extended Carapace (+30pts) as well as +1 Wound (+30pts) to toughen him up some. This will bring his net price back to the same as it is in the codex, but he's going to be much more survivable.

Everything else will remain the same.

Recommended Changes:
Old One Eye - 5 Wounds total

Weapons and Biomorphs:
Extended Carapace (+1T) - see Carnifex Brood above.

Cost = same as current codex


Biovore Brood
Perfect. No changes necessary.


Trygon
The trygon is alright. The only thing I would change about it is the Trygon Prime upgrade, which I feel is too expensive.

Also, I'd like to give it 2 biomorph options. First option is a Tail Weapon. That is because his kit has several options for tails and they can be used to represent his tail as a weapon. Secondly, I'd like to give it an option for Extended Carapace. This will give it more survivability against plasmas, meltas, lances and missile launchers as it is so hard to get cover for the trygon. I did think about giving it the option for Armoured Shell, however 2+ save on a 6 Wound monstrous creature may be just a little too much. Besides, it's hard to imagine a monster rapidly burrowing through the ground with such heavy armor on it.

Recommended Changes:
Subterranean Assault: See as codex, with the exception that the unit may assault on the turn it comes in via Subterranean Assault. +10pts.

Options:
Armoured Shell . . . . . +50pts (it's got more wounds than the carnifex)

Extended Carapace (+1T, see Carnifex Brood above) . . . . . +40pts (it's got more wounds than the carnifex)

Tail Weapon - Scythe . . . . . +15pts

Upgrade a Trygon to a Trygon Prime . . . . . +30pts

Cost = 210pts base cost

-- EDIT --

Changed Subterranean Assault at +10pts.

Gave it the option for Armoured Shell.

Increase cost from 200pts to 210pts.



Mawloc
Since the mawloc is of the same stock as the trygon, I will give it the same biomorph options.

Recommended Changes:
Options:
Extended Carapace (+1T, see Carnifex Brood above) . . . . . +40pts (it's got more wounds than the carnifex)

Tail Weapon - Scythe . . . . . +15pts

Cost = same as current codex


Tyrannofex
This beast is way too expensive for what it can do. It's stats are alright. The costs for its options are good. It just needs to go down in price. 220pts is a fair price for this beast.

I would also like to give it the option for the Extended Carapace biomorph to keep it more inline with the other Tyranid monstrous creatures.

Recommended Changes:
Options:
Extended Carapace (+1T, see Carnifex Brood above) . . . . . +40pts (it's got more wounds than the carnifex)

Cost = 220pts base


------------------------------------------------------------------


So that concludes my suggestions for a revised Tyranid codex. I need to go back and redo the Elite FOC slot because it got deleted from this thread (due to my own carelessness). I may also go back and make a couple of changes to the changes that I have made for the sake of game balance.

This message was edited 2 times. Last update was at 2011/10/31 04:51:57



6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in ca
Dour Wolf Priest with Iron Wolf Amulet






Canada

It does look like a well-balanced set of changes Jy2. Of course, some play-testing is gonna be in order...

   
Made in us
Lord of the Fleet





Texas

Methinks Mawlock needs a price reduction since no one uses it over the Trygon

Unless of course the Lictor thing solves its problem.

 
   
Made in us
Regular Dakkanaut




I'm uncomfortable with giving Genestealers the frag spines option, since nothing on that model looks like spines, and having frag spines only available on the Carnifex and Genestealers is even weirder than having them only avaiable on the Carnifex.

Instead, I'd just give them the following special rule (with love to Space Hulk):

They're in the walls! : Genestealers have an instinctive knack for overrunning fortified positions, scaling walls and squeezing through tiny spaces with preternatural speed. They have the Move Through Cover USR and count as having assault grenades.

Do they need to cost more with assault grenades? I'm guessing yeah, since the grenade-less, fleet-less, inflitrate-less (but power-weapon-toting and invulnerable-save-having) Death Cult Assassin clocks in at 15. So, maybe 16 per 'Stealer.

Also, I think Carnifexes should have the following rule:

Living Battering Ram: The carnifex is so bulky and powerful that it does not need to search for weak points to destroy a vehicle. Basically a tank itself, it can destroy vehicles through sheer mass and momentum. If a carnifex moved 6" in the movement phase, it can elect to body slam a vehicle in the assault phase rather than attack in the usual fashion. Assault moves are made as normal. Both the Carnifex and the vehicle take a single S9 hit. This hit does not roll 2D6 for armor penetration and is resolved against the armor facing charged by the Carnifex. As with ramming, Skimmers can dodge, but the sentience of the Carnifex make it harder to do so, so they dodge on a 4+ (5+?).

(Less sure about this part: ) If a Carnifex ran in the shooting phase, it may not assault in the usual fashion, but may still assault a vehicle as outlined in Living Battering Ram.

This message was edited 3 times. Last update was at 2011/10/18 13:10:25


 
   
Made in ca
Dour Wolf Priest with Iron Wolf Amulet






Canada

Interesting suggestions. I like the "They're in the Walls!" rule, it's nice and fluffy. The only reason I gave them frag spines was for simplicity, but I like that one.

Also, I'm kind of confused about the changed Living Battering Ram. Do you mean that it should be like a Carnifex version of a Tank Shock? I might change the suggestion a bit, but it's an interesting idea.

kenshin620 wrote:Methinks Mawlock needs a price reduction since no one uses it over the Trygon

Unless of course the Lictor thing solves its problem.

Well fixing the FAQ helps out somewhat, and yeah Lictors help too. It's totally possible to have Mawlocs show up on Turn 2 every game now.

   
Made in us
Regular Dakkanaut




Also, I'm kind of confused about the changed Living Battering Ram. Do you mean that it should be like a Carnifex version of a Tank Shock? I might change the suggestion a bit, but it's an interesting idea.


Not exactly. Rules-wise, I want it to work basically like ramming, but it would be resolved in the assault phase, after an assault move. Basically give Carnifexes another option against vehicles that moved at cruising speed. I edited the original post for clarity.

This message was edited 1 time. Last update was at 2011/10/18 13:09:02


 
   
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Ah ok, I've got it now. Makes it easier for them to hit, I didn't see the point but now I've got it.

   
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NeutronPoison wrote:I'm uncomfortable with giving Genestealers the frag spines option, since nothing on that model looks like spines, and having frag spines only available on the Carnifex and Genestealers is even weirder than having them only avaiable on the Carnifex.

Instead, I'd just give them the following special rule (with love to Space Hulk):

They're in the walls! : Genestealers have an instinctive knack for overrunning fortified positions, scaling walls and squeezing through tiny spaces with preternatural speed. They have the Move Through Cover USR and count as having assault grenades.

Do they need to cost more with assault grenades? I'm guessing yeah, since the grenade-less, fleet-less, inflitrate-less (but power-weapon-toting and invulnerable-save-having) Death Cult Assassin clocks in at 15. So, maybe 16 per 'Stealer.

Also, I think Carnifexes should have the following rule:

Living Battering Ram: The carnifex is so bulky and powerful that it does not need to search for weak points to destroy a vehicle. Basically a tank itself, it can destroy vehicles through sheer mass and momentum. If a carnifex moved 6" in the movement phase, it can elect to body slam a vehicle in the assault phase rather than attack in the usual fashion. Assault moves are made as normal. Both the Carnifex and the vehicle take a single S9 hit. This hit does not roll 2D6 for armor penetration and is resolved against the armor facing charged by the Carnifex. As with ramming, Skimmers can dodge, but the sentience of the Carnifex make it harder to do so, so they dodge on a 4+ (5+?).

(Less sure about this part: ) If a Carnifex ran in the shooting phase, it may not assault in the usual fashion, but may still assault a vehicle as outlined in Living Battering Ram.


I don't think people would use this single attack over all the Carnifex attacks already at 2d6 armour pen, however, if it automatically stunned vehicles, as in, they couldn't run away next turn, maybe it would work.

 
   
Made in us
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4 S9 attacks hitting AV10 on 6's and penning on 2d6 (so auto-penning, lol) fail to do anything about 48% of the time, but you may get more than one pen. One auto-hitting S9 attack on AV11 fails to pen about 1/3 of the time, and fails to do anything at all 1/6 of the time. Both of them average the same number of pens per attempt. *shrugs* - a decent risk-reward trade-off, I think.

Another thing:

Catalyst should be used at the beginning of each player's movement phase. Twice as many psychic tests to fail/perils, but now losing first turn against a gunline is no longer as catastrophic.

This message was edited 5 times. Last update was at 2011/10/18 14:54:20


 
   
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Norn Queen






Dublin, Ireland

Really great work to date guys, absolutely love it.

A few changes I feel might help are below. They are a mix of grammer, phraselogy and rule ideas/clarifications.

Under the mutations section I would list the mutations and thier points cost just for clarity and easy of uses sake.

Unless otherwise stated, Mutations must be
purchased for every model in the unit at the points
cost listed.


Change to: Mutations can be purchased for their alloted points cost per unit. However, each model in the unit must have the same mutation.
As it stands it reads like you must give each unit mutations which I dont think is fair (or was this intended?).

Some Hive Tyrants are
tactical geniuses, knowing when to direct their
troops to arrive and crush their prey.


Change to: Some Hive Tyrants aretactical geniuses, knowing when to direct their troops to arrive and devour their prey.

better enabling it to sneak up upon its prey, and
appear unexpectedly in the midst of a patrol that
did not survey its surroundings thoroughly.


Remove:
that did not survey its surroundings thoroughly
Superfulous.

Fandex says:
When they arrive, they must be placed in area terrain


What if there is no area terrain for them to placed in? Are they lost/delayed/placed in open terrain? Clarification needed.

As the Harpy flies, it drops
explosive spores onto the heads of enemies below,
many of which are explosive.


Remove fist use of explosive, duplication.

When a Pyrovore is killed, roll a D6. On a 4+, the
strike has caused the beast to explode. All models
within D6” of the slain Pyrovore suffer a Strength
4 AP- hit.


I would add in an additional rule to give the Pyrovore a little more flexibilty.
When the Pyrovore is killed any vehicles within D6" take a glancing hit on a roll of a 6+ as its acidic blood penetrats weak spots on the vehicle armour.

It means that the Pyrovore is never going to wreck a vehicle but it may stop a crew from shooting or cause a weapon destroyed result.
I think a 6+ here is better then the infantry 4+ because vs parking lots, rolling a 6 for the radius could be overly devastating.

I dont have the Codex here but as it stands only one unit may use the tunnel per turn is that correct?

with amendment –
units may assault the turn they arrive from the
Trygon's tunnel.

If not then an amendment is needed. Only one unit should be allowed to charge per turn, having 4-5 broods of Raveners emerge and be able to charge is too overpowered.

MYCETIC SPORE
See Tyranids Codex, page 54, with amendment –
Independent characters may ride with a unit they
are attached to in a Mycetic Spore.


Remove. There are other ways of getting your ICs up the table in a fast manner. I think this is overpowered. Imagine a large Tyranid Warrior brood landing with a Prime attached inside. Its a best of both worlds scenario imo.

Alien Cunning: Whilst the Swarmlord is alive,
you may add +1 to any of your reserves rolls. In
addition, if any of your units arrive from reserves
using the outflank ability, you may reroll the dice
to determine which table edge they arrive from.


Does this stack with Hive Commander? It should. Otherwise a HT/SL combo as a HQ choice only gets a single +1 reserve roll. Most other armies these days have multiple ways and rolls to manipulate reserves. Nids should be no different.

This psychic power is cast in the Tyranid
Movement phase


Change to: This psychic power is cast at the beginning of the Tyranid Movement phase.

Flamespurt: Pyrovores are characterized by the
bio-weapon protruding from their backs. When an
enemy draws near, this weapon fires a spray of
blazing flame which reduces any foe to ash.
Range Strength AP Type
Template 6 3 Assault 1*
*The Pyrovore may fire its flamespurt even if it is
subject to Instinctive Behaviour.


Giving the Flamespurt the *reliable* potential to damage/destroy medium armour vehicles is too powerful, especially since its a template weapon, used correctly it could hit multiples.
Change to a Str5. In addition could it be given the Hellhound template rule where start and end of template can be placed anywhwere within 18"s to give it more flexibility. If so consider dropping AP to 4 (3 is quite high for this range).

The impaler cannon fires sixfoot
spines which are designed to pierce the
armour on a battle tank, or spear a man through.


Change to: The impaler cannon fires large solid spines which are designed to penetrate the armour on a battle tank or pierce all but the toughest of personal armour.

allows the creature to
tear apart tanks with ease, or sweep away entire
squads in a single swipe.


Change to: allows the creature to tear apart tanks with ease, or decimate entire squads in a single swipe.

Some of the stealthier units


Change to: Some of the stealthier creatures

Hive Node: Occasionally, the Hive Mind will
produce Gaunts with a glimmer of intelligence –
these leader-Gaunts act as a lesser-synapse beacon
to ensure that the Hive Mind's will is enacted.
As long as the model with the Hive Node is alive,
the unit's Leadership is increased to 8.


I would remove this altogether. The fundamental tactical challenge with the Nids is trying to balance your Synapse range/units with your gaunts. It makes the Nids unique and presents a gameplay challenge. Giving them above average Leadership on units defeats this completely. You should still have to build a list that has enough Synapse to cover the board whilst also coordinating your gaunts movement around this. With a very decent LD8 why have instinctive behaviour at all?

After this,
roll a D6 – on a 1, the model which spawned the
Mine takes a wound with no saves allowed.


Too dangerous.
Change to: After this, roll a D6 – on a 1, the model which spawned the Mine takes a wound. Armour saves cannot be taken but cover saves can.

At the height of a Tyranid
invasion, Ripper Swarms writhe under the feet of
the larger Tyranid creatures.


Change to: At the height of a Tyranid invasion, Ripper Swarms scuttle under the feet of the larger Tyranid creatures, overwhelming defenses through sheer weight of numbers.
The original dosent "go anywhere" as a description.

At the end of each player's turn, all enemy models
in base contact with a Tyranid with toxic miasma
suffer a wound on a 4+. Saves (but not cover
saves) may be taken as normal.


Needs clarification: If an enemy is in btb contact with the Tyranid how is it getting a cover save? Btb can only be achieved in hth where covers saves dont apply.


Some Tyranid creatures are able to
project a shield of energy, which can deflect
incoming attacks which even the monstrosity's
armour could not.
A model with the Warp


Change to (word duplication): Some Tyranid creatures are able to project a shield of energy, which can deflect incoming attacks, even those that would bypass its normal armour.

I think some clarification is needed around the Tyrants mutations costs, specifcally 10 points for IS/ER. For 10 you can purchase AGs which do the same thing. Granted AGs are situational (charging) but ideally thats what a HT should be doing and if supported winning its combat. Im actually unsure which to amend. The IS dosent give him T4 insta gib ability and Str7vs6 against T3 is moot anyway. Vs vehicles it makes AP more attractive but not by much. ER giving +1 I is much more appealing especially vs armies like Eldar/DE. Is 10 too little for this? Open to you guys ideas here. I just dont think they synch well points wise.

The Swarmlord needs Hive Will as a psychic power. Its a well thought out ability which the Nids need and being able to only target one unit with it is fair. However, the SL not having it but taking up half of the HQ choice leaves a gap.

I think the Tyrant Guard need either one of the following options:
A. Allow any model in the brood to take a LW/BS so you can do some wound shinanigans. As it stands they will still drop too quickly to AP3/poison spam which many armies can do.
B. Allow the brood to take armoured shell for +20 points a model. This means they can survive AP3 spam but still only have 2 wounds each in addition to now costing 70 points which is pricey enough. Str8 will still be wounding them on 2s etc.

Ok I have had a bit of a read. Some pointers:

I don't think Hive Commander has to stack. With Lictors being more viable and adding that to the Swarmlords bonus to reserves it probably isn't as necessary.

I strongly disagree here as per points above. Allow them to stack. Other armies can, Nids should be no diferent.

The Prime has BS3 but I think that's an error since it has the Alpha Warrior rule.

Noted too.

The Doom of Malantai needs an entry for his own transport.

I'm personally not a fan of giving gaunts Blinding Venom. By doing so you are really undermining Genestealers, especially after you take into account the mutations that Hormagaunts can get. Same with Frag Spines. Gaunts are fodder and should be treated as such.

Agreed.

I don't see the need for Fearless and Stubborn on a lot of the MC's. I would stick with just Fearless.

Agreed.

I also think the Carnifex has been given too many biomorph options. I know the kit allows for some crazy conversions, but it just feels a bit too crowded in his slot.

Now don't take these negatives the wrong way. I think a lot of the work is solid, but some things have clearly become overpowered. It feels more of amalgam of the previous Codex combined with the new one which is great. Overall I like it.


Got a bit more but am out of time here. Lots of other great input btw by others, some I agree with others not. I'll try and get through it tomorrow.
Hope some of the post sparked some ideas.

Dman137 wrote:
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By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.

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Ratius wrote:I dont have the Codex here but as it stands only one unit may use the tunnel per turn is that correct?

with amendment –
units may assault the turn they arrive from the
Trygon's tunnel.

If not then an amendment is needed. Only one unit should be allowed to charge per turn, having 4-5 broods of Raveners emerge and be able to charge is too overpowered.

1st, Raveners can't use the tunnel - they're Beasts and the tunnel only allows Infantry.
2nd, I disagree with your statement of "overpowered"

MYCETIC SPORE
See Tyranids Codex, page 54, with amendment –
Independent characters may ride with a unit they
are attached to in a Mycetic Spore.


Remove. There are other ways of getting your ICs up the table in a fast manner. I think this is overpowered. Imagine a large Tyranid Warrior brood landing with a Prime attached inside. Its a best of both worlds scenario imo.

Um... what? No, there's really no other ways (besides adding wings) of getting the Prime up the table. Also, not being able to have an IC join a unit in a Spore is one of the "WTF?!" things from the FAQ.
So landing 10 models behind enemy lines that can shoot with average strength... yeah, just imagine what that'd be like. Or you can look at a unit of deep striking terminators, podding in terminators, etc.

Alien Cunning: Whilst the Swarmlord is alive,
you may add +1 to any of your reserves rolls. In
addition, if any of your units arrive from reserves
using the outflank ability, you may reroll the dice
to determine which table edge they arrive from.


Does this stack with Hive Commander? It should. Otherwise a HT/SL combo as a HQ choice only gets a single +1 reserve roll. Most other armies these days have multiple ways and rolls to manipulate reserves. Nids should be no different.

Since this is an exact copy of the codex power (tweaked to say "is alive" instead of "on the board" iirc) yes, they'd stack like the FAQ says.

Flamespurt: Pyrovores are characterized by the
bio-weapon protruding from their backs. When an
enemy draws near, this weapon fires a spray of
blazing flame which reduces any foe to ash.
Range Strength AP Type
Template 6 3 Assault 1*
*The Pyrovore may fire its flamespurt even if it is
subject to Instinctive Behaviour.


Giving the Flamespurt the *reliable* potential to damage/destroy medium armour vehicles is too powerful, especially since its a template weapon, used correctly it could hit multiples.
Change to a Str5. In addition could it be given the Hellhound template rule where start and end of template can be placed anywhwere within 18"s to give it more flexibility. If so consider dropping AP to 4 (3 is quite high for this range).

I'm sorry - Strength 6 is reliable AT? Against medium armor?/

Hive Node: Occasionally, the Hive Mind will
produce Gaunts with a glimmer of intelligence –
these leader-Gaunts act as a lesser-synapse beacon
to ensure that the Hive Mind's will is enacted.
As long as the model with the Hive Node is alive,
the unit's Leadership is increased to 8.


I would remove this altogether. The fundamental tactical challenge with the Nids is trying to balance your Synapse range/units with your gaunts. It makes the Nids unique and presents a gameplay challenge. Giving them above average Leadership on units defeats this completely. You should still have to build a list that has enough Synapse to cover the board whilst also coordinating your gaunts movement around this. With a very decent LD8 why have instinctive behaviour at all?

With a LD8 you still have ~50% chance of failing IB tests.

After this,
roll a D6 – on a 1, the model which spawned the
Mine takes a wound with no saves allowed.


Too dangerous.
Change to: After this, roll a D6 – on a 1, the model which spawned the Mine takes a wound. Armour saves cannot be taken but cover saves can.

... a cover save from spawning something from inside your body? You must not like dangerous terrain tests either.

At the end of each player's turn, all enemy models
in base contact with a Tyranid with toxic miasma
suffer a wound on a 4+. Saves (but not cover
saves) may be taken as normal.


Needs clarification: If an enemy is in btb contact with the Tyranid how is it getting a cover save? Btb can only be achieved in hth where covers saves dont apply.

Cover saves apply if you're in area terrain in b2b - outside of close combat. If a template roams over and covers a unit that's in an assault, and that unit is in area terrain - you get cover saves.
Since Toxic Miasma isn't a close combat attack, you'd get a cover save - except that the rule disallows cover saves.


OP:
I agree that Hive Commander doesn't need to stack with itself, but you should clarify whether or not you can join an IC to the outflanked troops. (I'm assuming that ability is kept - since you don't have it listed in the fandex)
Hormagaunt's have Move Through Cover listed twice under Special Rules in the army list section (page 17)
The Red Terror doesn't have Swallow Whole under the army list (page 19)

This message was edited 1 time. Last update was at 2011/10/19 20:17:21


My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals.
 
   
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Longtime Dakkanaut




Brazil

Andilus Greatsword wrote:-Genestealers should have some sort of frag grenade equivalent.


I dont agree with this, Genestealers just own anything in CC in the game. Nothing have a chance against them and their outflank+I6+huge ammount of attacks. Frag lack is meant to be their weakness.

If my post show some BAD spelling issues, please forgive-me, english is not my natural language, and i never received formal education on it...
My take on Demiurgs (enjoy the reading):
http://www.dakkadakka.com/dakkaforum/posts/list/537654.page
Please, if you think im wrong, correct me (i will try to take it constructively). 
   
Made in us
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They really don't. They're good at CC, but they don't "own anything in CC".

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






Canada

Lots of good points Ratius, I'll touch on a few of them that don't speak for themself:

Ratius wrote:Under the mutations section I would list the mutations and thier points cost just for clarity and easy of uses sake.

Unless otherwise stated, Mutations must be
purchased for every model in the unit at the points
cost listed.


Change to: Mutations can be purchased for their alloted points cost per unit. However, each model in the unit must have the same mutation.
As it stands it reads like you must give each unit mutations which I dont think is fair (or was this intended?).

Yeah, I've been wondering how to do mutations since I put them in. Currently they're split up between units is because I'm trying to limit them somewhat, while still leaving them as an option. I might relocate them though and have separate sections for Infantry and Monstrous Creature mutations though, and then put a note in the unit's army list entry that it can purchase mutations.

Ratius wrote:I think some clarification is needed around the Tyrants mutations costs, specifcally 10 points for IS/ER. For 10 you can purchase AGs which do the same thing. Granted AGs are situational (charging) but ideally thats what a HT should be doing and if supported winning its combat. Im actually unsure which to amend. The IS dosent give him T4 insta gib ability and Str7vs6 against T3 is moot anyway. Vs vehicles it makes AP more attractive but not by much. ER giving +1 I is much more appealing especially vs armies like Eldar/DE. Is 10 too little for this? Open to you guys ideas here. I just dont think they synch well points wise.

Hmm you bring up some good issues there. I did purposefully make IS/ER cost the same amount as Adrenal Glands since they need the charge in order to get the bonuses for that, and it doesn't change their base stats. I think I'll lower the cost of IS though if I make a mutations chart.

Ratius wrote:Fandex says:
When they arrive, they must be placed in area terrain


What if there is no area terrain for them to placed in? Are they lost/delayed/placed in open terrain? Clarification needed.

Agreed, I think I'll add a clarification along the lines of "if there is no area terrain on the table, then they must be placed as close to a line of sight blocking terrain piece as possible. If there are none, then the Lictor may be placed anywhere."

Ratius wrote:
When a Pyrovore is killed, roll a D6. On a 4+, the
strike has caused the beast to explode. All models
within D6” of the slain Pyrovore suffer a Strength
4 AP- hit.


I would add in an additional rule to give the Pyrovore a little more flexibilty.
When the Pyrovore is killed any vehicles within D6" take a glancing hit on a roll of a 6+ as its acidic blood penetrats weak spots on the vehicle armour.

It means that the Pyrovore is never going to wreck a vehicle but it may stop a crew from shooting or cause a weapon destroyed result.
I think a 6+ here is better then the infantry 4+ because vs parking lots, rolling a 6 for the radius could be overly devastating.

I don't know if I'll do this exact change, but I'll will change up effects vs vehicles. Perhaps I'll change the effect to D3" because you're right, a 12" diameter is pretty wide.

Ratius wrote:I dont have the Codex here but as it stands only one unit may use the tunnel per turn is that correct?

Correct, otherwise it would definitely be OP.

Ratius wrote:
MYCETIC SPORE
See Tyranids Codex, page 54, with amendment –
Independent characters may ride with a unit they
are attached to in a Mycetic Spore.


Remove. There are other ways of getting your ICs up the table in a fast manner. I think this is overpowered. Imagine a large Tyranid Warrior brood landing with a Prime attached inside. Its a best of both worlds scenario imo.

This is an issue that was brought up when the FAQ was released, where it stopped Nid players from being able to do bring in ICs. I think it's a weird amendment, since Marine players can do it, and the damage they can dish out is worse than what 9 Warriors and a Prime can. The enemy will still be able to shoot the Tyranids for a turn anyway. If anyone else feels the same way though then I'll take it under advisement. (I wish I could find a picture of John McClane saying "Take this under advisement jerkweed!" )

Ratius wrote:
Alien Cunning: Whilst the Swarmlord is alive,
you may add +1 to any of your reserves rolls. In
addition, if any of your units arrive from reserves
using the outflank ability, you may reroll the dice
to determine which table edge they arrive from.


Does this stack with Hive Commander? It should. Otherwise a HT/SL combo as a HQ choice only gets a single +1 reserve roll. Most other armies these days have multiple ways and rolls to manipulate reserves. Nids should be no different.

Yup, that stacks, and so do Lictors.

Ratius wrote:
Flamespurt: Pyrovores are characterized by the
bio-weapon protruding from their backs. When an
enemy draws near, this weapon fires a spray of
blazing flame which reduces any foe to ash.
Range Strength AP Type
Template 6 3 Assault 1*
*The Pyrovore may fire its flamespurt even if it is
subject to Instinctive Behaviour.


Giving the Flamespurt the *reliable* potential to damage/destroy medium armour vehicles is too powerful, especially since its a template weapon, used correctly it could hit multiples.
Change to a Str5. In addition could it be given the Hellhound template rule where start and end of template can be placed anywhwere within 18"s to give it more flexibility. If so consider dropping AP to 4 (3 is quite high for this range).

Will do.

Ratius wrote:
Hive Node: Occasionally, the Hive Mind will
produce Gaunts with a glimmer of intelligence –
these leader-Gaunts act as a lesser-synapse beacon
to ensure that the Hive Mind's will is enacted.
As long as the model with the Hive Node is alive,
the unit's Leadership is increased to 8.


I would remove this altogether. The fundamental tactical challenge with the Nids is trying to balance your Synapse range/units with your gaunts. It makes the Nids unique and presents a gameplay challenge. Giving them above average Leadership on units defeats this completely. You should still have to build a list that has enough Synapse to cover the board whilst also coordinating your gaunts movement around this. With a very decent LD8 why have instinctive behaviour at all?

I put it in there as an option, and a relatively expensive one at that so that people won't abuse it. It's mostly there for a unit you know is going to be hanging back at an objective that you don't want to go running off because they failed Instinctive Behaviour.

Ratius wrote:
At the end of each player's turn, all enemy models
in base contact with a Tyranid with toxic miasma
suffer a wound on a 4+. Saves (but not cover
saves) may be taken as normal.


Needs clarification: If an enemy is in btb contact with the Tyranid how is it getting a cover save? Btb can only be achieved in hth where covers saves dont apply.

That's actually what the Tyranids Codex itself says, I just changed the way that it wounds a model.

Ratius wrote:The Swarmlord needs Hive Will as a psychic power. Its a well thought out ability which the Nids need and being able to only target one unit with it is fair. However, the SL not having it but taking up half of the HQ choice leaves a gap.

Well they can still take Tervigons, but I'll do this anyway since Tyrants can take it.

Ratius wrote:
The Prime has BS3 but I think that's an error since it has the Alpha Warrior rule.


Ratius wrote:Noted too.

Noted also. V1.1 was a sort of quick patchwork of the first codex I put out. I'm currently working on V1.2 which will add some of the suggestions I've been getting and fix a bunch of formatting errors, and other things.

Ratius wrote:
I'm personally not a fan of giving gaunts Blinding Venom. By doing so you are really undermining Genestealers, especially after you take into account the mutations that Hormagaunts can get. Same with Frag Spines. Gaunts are fodder and should be treated as such.


Ratius wrote:Agreed.

Good points, I'll remove it and make it a Gargoyle-only thing again.

Ratius wrote:
I don't see the need for Fearless and Stubborn on a lot of the MC's. I would stick with just Fearless.


Ratius wrote:Agreed.

...yeah. That was a brain-fart on my part to try to counter multi-assault No Retreat wounds. I might still try to figure out a fix, but chances are I'll just keep the rules as they are. In any case, Stubborn is gone.

Ratius wrote:Got a bit more but am out of time here. Lots of other great input btw by others, some I agree with others not. I'll try and get through it tomorrow.
Hope some of the post sparked some ideas.

Plenty, I'm going to give you a writing credit in V1.2 Thanks for the advice, and feel free to add more when you have time.


Automatically Appended Next Post:
rigeld2 wrote:OP:
I agree that Hive Commander doesn't need to stack with itself, but you should clarify whether or not you can join an IC to the outflanked troops. (I'm assuming that ability is kept - since you don't have it listed in the fandex)

Ok, I'll clarify Hive Commander. It seems fair to me to let an IC outflank with a unit of Troops.

rigeld2 wrote:Hormagaunt's have Move Through Cover listed twice under Special Rules in the army list section (page 17)

Yeah I noticed that today and fixed it up for the next version of the Fandex.

rigeld2 wrote:The Red Terror doesn't have Swallow Whole under the army list (page 19)

Good catch. Fixed.

This message was edited 1 time. Last update was at 2011/10/19 20:48:39


   
Made in us
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rigeld2 wrote:
With a LD8 you still have ~50% chance of failing IB tests.


False. It's about 28% (10/36).
   
Made in us
The Hive Mind





NeutronPoison wrote:
rigeld2 wrote:
With a LD8 you still have ~50% chance of failing IB tests.


False. It's about 28% (10/36).

You're right - I screwed that up. So charge some points to bring it up to a 7 - changes from ~70% failure rate to ~60%.

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






Canada

rigeld2 wrote:
NeutronPoison wrote:
rigeld2 wrote:
With a LD8 you still have ~50% chance of failing IB tests.


False. It's about 28% (10/36).

You're right - I screwed that up. So charge some points to bring it up to a 7 - changes from ~70% failure rate to ~60%.

Yeah I think I'll do this. I used to take Hive Nodes all the time with my little 3rd Ed Nid army, so I wanted to bring them back for the Fandex in some capacity. I'm going to lower the cost to about 5-10pts though.

   
Made in ie
Norn Queen






Dublin, Ireland

Im wary of turning this thread into a quoting tofro but I'd like to answer some of Rigs concerns just to explain the logic behind the suggested rules.

1st, Raveners can't use the tunnel - they're Beasts and the tunnel only allows Infantry.
2nd, I disagree with your statement of "overpowered"


Good point, forgot about the beasts rule. However, I still disagree with having unlimited units allowed to use it. Despite the rather downbeat reviews of the Nids codex they do have several options for getting troops around the board quickly and efficently - wings, pods, deepstrikes, run+fleet, infiltrate, Ymargls/Lictor special rules etc. To have what amounts to a deployment portal with 3 or 4 squads of tooled up Hormys or Warriors pour out with the ability to charge in addition to these is too overpowered. Again I'll reiterate, as a general you must use and adapt to the drawbacks in your army, adding in this tunnel removes a drawback. It means Nids have the potential to become hyper manouverable, something which they dont necessarly need due to the options listed above.

Um... what? No, there's really no other ways (besides adding wings) of getting the Prime up the table. Also, not being able to have an IC join a unit in a Spore is one of the "WTF?!" things from the FAQ.


Sorry, some confusion here on my part, are we saying only Primes have this ability or can HTs etc?
With Primes I could agree, however only if they are joined to a unit of Warriors. Maybe a nice compromise?

I'm sorry - Strength 6 is reliable AT? Against medium armor?/


Probably meant to say light-medium. Vs Av10 you are penning on 4s with a Str of 6 (50% chance), AV11 it goes to 33% chance, still not too shoddy for a weapon with a template.
Vs side armor of your medium tanks (Razors, Chimeras etc), you can still pen/glance at 33%. Bascailly, I think the Nids in this new Fandex the Nids have a new decent number of anti armour abilities, I just dont see the Pyrovores role primarily as this. At str5 it gives him a little flexibility but not a huge amount. Str 6 is already instgibbing Eldar, IG and DE. Str 5 with Ap3 seems more balanced to me.

... a cover save from spawning something from inside your body?


That wasnt my reading of the description. Yes, the spore does spawn from inside its body but its then placed within 2" which is clearly outside. In area terrain etc I think having the cover save is fair. Its analagous to throwing a hand grenade but it not going far enough, your fatigues wont protect you from it but maybe that nearby metal crate will.
Also if you arent in cover - well tough luck!

Cover saves apply if you're in area terrain in b2b - outside of close combat.


I still dont understand this The rule says:
At the end of each player's turn, all enemy models
in base contact with a Tyranid with toxic miasma
suffer a wound on a 4+. Saves (but not cover
saves) may be taken as normal.


The only way you can be in btb contact is if you are engaged in hand to hand from the assault phase. The rules state 1" must be kept between all enemy models. Therefore the cover save line is superfluous?


When they arrive, they must be placed in area terrain

What if there is no area terrain for them to placed in? Are they lost/delayed/placed in open terrain? Clarification needed.

Agreed, I think I'll add a clarification along the lines of "if there is no area terrain on the table, then they must be placed as close to a line of sight blocking terrain piece as possible. If there are none, then the Lictor may be placed anywhere."


I'd actually amend this again to:
When they arrive they must be placed in area terrain that is not occupied by any enemy models. If there is none available they must be placed as close to BLOS terrain as possible. If this is till not an option they can be placed anywhere.

My logic is that in the original writing it enables a Lictor to get the drop on virtually any enemy unit in any area terrain. That could be espeiclaly lethal. However in the new iteration a smart opponent can try and occupy as much terrain as possible (similar to the Ygmarls ruling). Again we have to bear in mind the myriad of different table and terrain layouts, we've all seen the tabletops that have two pieces of cover It means that your opponent has options to defend but dosent compltely handicap the Lictor as he can still get into BLOS terrain or even deploy in the open.

Im still very much set against the hive node idea. I know its a throw back to 3rd ed and some people liked it but reviewing the Nids codex history went something like:
2nd - immune to basically all psychology and break tests. Even immune to many general LD tests. Basically a biological machine that could never be broken.
3rd - hive node idea introduced after the removal of many psychology rules from 2nd. Synapse wasnt as fleshed out as 5th and it was a bit of a stop gap imho.
4th - Synapse changed to remove ID protection, HN removed
5th - Synapse basically gives the USR of fearless which has its advantages and disadvantages. More Synapse units introduced (Primes, Trygon Alpahs, special characters etc)
I think the HN option removes the disadvantages of fearless for Nids. WE now have a trade off with more Synapse creatures/options vs the low Ld of things like Gaunts/Raveners etc.
Its a tactical trade off Nids players need to deal with and adapt to. I make a crass comparision but it would be like giving DE T4 all round, it removes a fundamental and very characterful "weakness" to the army.

A few other things whilst reviewing:

I think Ymgarls need to go up a point or two. A two point inc for frag spinces per model isnt enough. I still dont think they are ultra amazing but with their alter forms and other rules they are extremely strong. I would say around 28 might be fairer. Against your average trooper, they will hit and would on 3s (+1 str morph) with a potential to rend, go first and have 3 attacks on the charge. Next round they can go def with +1 T and a 4+ save. Quite hardy too.

The Mycetic spore has no overall points total in the Fandex - it says refer to Nid codex only.

-Predictive fighters (+1WS) . . . . . . . . . . . .1 point

There are entries under the Hormagaunts mutations that read as above.
Change to:
X point per model
for clarity.

Quite concerned with the Red Terror.
As he stands he can hit on 3s, wound on 2s with 6 dice(on the charge) whilst rerolling those misses due to 2x SCs. That means his % chance to perform his swallow idea is quite high.
Think about him vs SM captains s4 t4, still hitting on 3s, wounding on 2s, Eldar seers, hitting on 3s, wounding on 2s, instagibbing etc.
I think hes quite overpowered for a 150 point model in this respect. He could chompthrough your characters quite easily.
He could be amened to state his swallow cant be used vs anything with an inv save or reduce his WS so he needs to get quite lucky to get those 4 hits.

Heirodule Options:
May replace a single set of scything talons with:
-Two stranglethorn cannons . . . . . . . . . . . . . . .free
-Two Hierodule bio-cannons .


Clarification: Since he has two sets of scything talons this means he can have 4 bio cannons in total at assault 6. Thats 24 str 10 shots on a 600 point model? Even the Heirophant dosent put out that amount of firepower! Reduce it to a single biocannon per SC perhaps?

I'll hopefully get into the Tyranid Warrior conumdrum tomorrow.

Plenty, I'm going to give you a writing credit in V1.2


Aw thanks so much, thats really cool

Dman137 wrote:
goobs is all you guys will ever be

By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.

"Feelin' goods, good enough". 
   
 
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