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Made in gb
Regular Dakkanaut





With brand new tyranid codex approaching, I was wondering what people would like to change about nidz, what new rules they could get and why.

I've already seen interesting proposition that Tyranids should get army-wide bonuses depending on who they are playing against.
So what rules would you like to change or what new rules/units would you like new codex to include?
   
Made in us
Agile Revenant Titan






Austin, Texas.

There was already a huge thread about this i believe in the gernal discusussion.

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Mostly Plastic Crack, but I do dabble in Cardboard Cocaine. 
   
Made in us
Elite Tyranid Warrior





How about this for a change to the Trygon tunneling assault rule:

After a Trygon deepstrikes via tunneling it may make an immediate move of up to 6 inches. Place a tunnel exit marker at the point of the original deep strike. Following this the Trygon may not move in the upcoming movement phase and cannot assault in the turn that it deepstrikes (but it may shoot)

If a Trygon Tunnel exit marker is clear it can be used as a deployment point for units with no models with greater than toughness 5 (other units are too large and bulky) that make successful reserve roll. Deploy the unit as it had entered via deepstrike at that point. Units entering play via a Trygon Tunnel cannot move the turn they enter. But they may shoot AND assault.

Trygon Tunnel exits remain in effect for the remainder of the game unless destroyed. They have the following statistics

Toughness 7, Armor save 4+, 3 wounds

This message was edited 2 times. Last update was at 2013/11/17 08:21:51


 
   
Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

I'd remove that bit about the Toughness. Instead just say no Very or Exetremely bulky units (other than Ravagers).

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