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Made in ru
Fixture of Dakka




Temple Prime

 Hansisaf wrote:
How about giving Mycetic spores an upgrade to spawn gaunts?
Hmm...droppable Tervigons essentially?

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



 
   
Made in au
Norn Queen






 Hansisaf wrote:
How about giving Mycetic spores an upgrade to spawn gaunts?


Gaunts don't need any more buffing. The Tervigon has fantastic synergy with them.

Hormagaunts could really use a similar upgrade, which is why I mentioned earlier bringing back the Brood nest. Basically a static respawning point for a Hormagaunt brood - like the old Without Number rule, but from a static, destroyable location so opponents can, if they want, get in and stop the flood of Hormagaunts.

Doesn't have the sheer buffing ability of the Tervigon, nor the psychic potential, nor the synapse potential. But it's a way to add respawnability to Hormagaunts without shoehorning in a 'Horvigon'.

But then, I'd be ecstatic to see Tervigons get renamed to Malefactors, and have their spawning ability changed so you choose at list creation what kind of Gaunt it spawns - Hormagaunts, Termagants, Spinegaunts or Devilgaunts. Obviously each having a different point cost. it's basically a reimagined Malefactor anyway.

I'd also be excstatic to see the Tyrannofex's dumb name stricken from the record and named an Exocrine, since with a Rupture Cannon it's basically a reimagined Exocrine, with some weapon upgrades.

Then give us a Haruspex, basically a suped up Carnifex, and a Dactylis, a giant Biovore.

This message was edited 2 times. Last update was at 2013/05/16 01:10:59


 
   
Made in no
Dakka Veteran




I would like the nids to have a larger range of different choices for their units, and i would love to see warriors being useful in some sense, currently all they do is being a desperate synapse hoping there isnt str 8 on the table.

 
   
Made in fi
Shunting Grey Knight Interceptor




Finland

Do you people seriously want tyranids to be the new necrons that everyone hates playing against? Because some of those changes you are wish-listing are ridiculous.

2013 Wins/Losses in Tournaments
Necrons (with various allies ): 9/3 
   
Made in nl
Devious Space Marine dedicated to Tzeentch





The Hague (NL)

 Shan1 wrote:
Do you people seriously want tyranids to be the new necrons that everyone hates playing against? Because some of those changes you are wish-listing are ridiculous.


If you add up all the suggestions in this thread, ofcourse you get a ludicrous codex. But the great thing about Warhammer imho is, if a unit is strong, the cost can be higher to offset this. I'm sure GW can balance our codex.

What I really would like, though, is to be able to make a viable list without a Flyrant and Tervigon(s).

12k+ pts Chaos Marines, Heretic Guard and Daemons (The Scourged)
2k pts Tyranids (Hive Fleet Hornet) 
   
Made in za
Fixture of Dakka




Temple Prime

 Shan1 wrote:
Do you people seriously want tyranids to be the new necrons that everyone hates playing against? Because some of those changes you are wish-listing are ridiculous.

Care to list actual examples rather than gripe?

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



 
   
Made in ca
Pewling Menial




Toronto, Canada. My spirit will never die

At the moment, there are a lot of anti-armour weapons that are high strength and low AP, which makes them effective as anti-MCs weapons too. I feel the effectiveness of anti-tank weapons against MCs should be reduced, and TMCs then balanced by being more susceptible to anti-infantry weapons. The way I see that happening, is a change in how TMC are durable. Rather then giving TMCs better saves (which will get punched through by melta, Las., plas.), I'd rather give them more wounds. To offset their additional wound or two, I believe their armour should be reduced to 4+ that cannot be upgraded. That way S4+ arms can hurt them and massed S4 (bolters, shootas, etc.) can be a viable way to rip up TMCs. A T6 W6 Fex could be taken down by enough bolter-bobs/Boyz/Firewarriors.. and that means all that medium fire isn't shooting at the Warriors, gaunts and rippers.


Synapse is part of what makes the Tyranid Codex distinct. I'd like it emphasized, and make it interesting. Empower it by giving those within synapse range EW or FNP. Tone down that positive by making synapse an 8" bubble. - not everything has to be in multiples of 6"


Allow the Tyranid Prime to join a squad, or at least a Warrior squad, coming in by spore. Alternatively, make the prime an upgrade of a warrior/shrike.


Give Warriors/Shrikes a weapon alternative to bone swords that gives them the Smash USR.


If your army has Genestealers, allow it to take IG as allies of convenience




 
   
Made in za
Fixture of Dakka




Temple Prime

I actually think the tyranids need more good AP weapons period. A rupture cannon being less effective against space marines than predator tanks is ridiculous.

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



 
   
Made in us
Regular Dakkanaut





 Kain wrote:
I actually think the tyranids need more good AP weapons period. A rupture cannon being less effective against space marines than predator tanks is ridiculous.


Preaching to the choir but I do love the sound of your voice.
   
Made in fi
Shunting Grey Knight Interceptor




Finland

 Kain wrote:
 Shan1 wrote:
Do you people seriously want tyranids to be the new necrons that everyone hates playing against? Because some of those changes you are wish-listing are ridiculous.

Care to list actual examples rather than gripe?

Multi-wound T5 warriors
Eternal Warrior warriors
Pretty much all warlord trait lists listed, they would be okay if they had even some bad ones on them, You should look Dark angel and CSM list, they arent supposed to be all good ones like ones listed here are..
Fleshbane torrent pyrovore
Cheaper tervigons

I do agree that tyranid codex needs alot point adjustment and some protection against ID, and no, eternal warrior isnt the answer, maybe give better chance (Like 3+) Deny the witch. Other wise tyranids are a pretty solid codex,

This message was edited 1 time. Last update was at 2013/05/16 09:36:48


2013 Wins/Losses in Tournaments
Necrons (with various allies ): 9/3 
   
Made in nl
Brainy Zoanthrope





Warriors need some protection from ID to make themm usefull.

Options i like.

Go down to having 2 wounds and T5.

Tyranid Prime Alpha rule allows Warriors to use his toughness aswell ( let prime join outflanking/ds broods )

Synapse makes all units within counts all weapons -1 str for the purpose of ID.

   
Made in gb
Helpful Sophotect





Hampshire

Exactly how does a 3+ deny the witch help against ID?
   
Made in fi
Shunting Grey Knight Interceptor




Finland

The Infinite wrote:
Exactly how does a 3+ deny the witch help against ID?

Force weapons are the thing nids are afraid of, of course warriors die to missiles and meltas, but that really isnt the case. IIRC all other mutliwound models are T6 or something, nids need protection from force weapons, or atleast the big guys need.

2013 Wins/Losses in Tournaments
Necrons (with various allies ): 9/3 
   
Made in gb
Helpful Sophotect





Hampshire

 Shan1 wrote:
The Infinite wrote:
Exactly how does a 3+ deny the witch help against ID?

Force weapons are the thing nids are afraid of, of course warriors die to missiles and meltas, but that really isnt the case. IIRC all other mutliwound models are T6 or something, nids need protection from force weapons, or atleast the big guys need.


You might want to read the rulebook, p37 "Deny the Witch rolls cannot be taken against Force weapons".

It's Warriors that are the problem not MCs; every nid force includes Tervigons, Tyrants and Trygons, I haven't seen Warriors, Raveners or Shrikes played at all for the last 3 years and with good reason. Ranged ID is crippling for them and their points cost does not reflect how easily they die to it.
   
Made in us
Tough Tyrant Guard





Someone here should take the time to amass all of the ideas into an article, and then put a tally next to each idea to show how much people want that particular item.

Force weapons are the thing nids are afraid of, of course warriors die to missiles and meltas, but that really isnt the case. IIRC all other mutliwound models are T6 or something, nids need protection from force weapons, or atleast the big guys need.


I'm fine with a warrior or two dieing to missiles/meltas each turn, but what bothers me is losing an entire brood to a single battlecannon shot, when 1/2 the points amount of terminators shrug and go 'meh.' In my area the most common use for warrior squads is 3-strong synapse bubbles with a strangler, hoping for that pinning test to go off so other broods strike at initiative through cover kinda-ish.
   
Made in gb
Helpful Sophotect





Hampshire

If you could assign the bigger nids to gaunt broods, within reason, 3-6 per brood, and gave them Character status so they could LOS (hell, even if it was only Warriors that got Character) then I think they'd be a lot more worthwhile. Plus, you might just see something other than podded-Zoanthropes, Doom and Hive Guard in the elite slot.
Hell, even Pyrovores become a lot more attractive if they could be used to defend scoring units via wall of death.
   
Made in za
Fixture of Dakka




Temple Prime

 Shan1 wrote:
 Kain wrote:
 Shan1 wrote:
Do you people seriously want tyranids to be the new necrons that everyone hates playing against? Because some of those changes you are wish-listing are ridiculous.

Care to list actual examples rather than gripe?

Multi-wound T5 warriors
Eternal Warrior warriors
Pretty much all warlord trait lists listed, they would be okay if they had even some bad ones on them, You should look Dark angel and CSM list, they arent supposed to be all good ones like ones listed here are..
Fleshbane torrent pyrovore
Cheaper tervigons

I do agree that tyranid codex needs alot point adjustment and some protection against ID, and no, eternal warrior isnt the answer, maybe give better chance (Like 3+) Deny the witch. Other wise tyranids are a pretty solid codex,
The tyranid codex is inflexible and immutable, if you don't have a core few units, you lose.

See my megapost for making Tyranids the most flexible and swarmy army again.

The Tau should not outadapt US and the orks should not outnumber us.

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



 
   
Made in us
Sneaky Lictor




Wherever they tell me

I made this wishlist a little while back:

HQ
-Hive Tyrants need like a 10 point base drop, but make it so Flyrants cost just as much
-Tervigons are fine, but shouldn't be scoring (slight nerf)
-Swarmlord needs about a 10-20 point drop
-Prime needs a model, the ability to take wings, and join Warriors in a Spod

Elite
-Hive Guard are fine
-Lictors need to be able to assault out of deep strike, and give the +1 reserve bonus without being on the table.
-Deathleaper needs to be able to assault out of deep strike, all attacks are precision strikes, and give the +1 reserve bonus without being on the table.
-Venomthropes need to give a shrouded bubble.
-Zoanthropes are fine
-Doom needs a slight points increase, maybe 10-20 points.
-Ymgarls are fine
-Pyrovore desperately needs torrent and maybe +1 Toughness and Attacks. That might be swinging the pendulum a little far though.

Troop:
-Warriors need to be T: 5 W: 2. I'm leaning away from eternal warrrior because I do feel they should be able to be insta-killed.
-Genestealers need to be able to assault when coming in from reserve (not Spod though)
-Termagants are fine
-Hormagants need to be 5 ppm
-Rippers need some help, not sure what

Fast Attack:
-Shrikes need the same treatment as warriors
-Raveners need the same treatment as warriors
-Gargoyles are fine, being able to suicide flyers would be really nice though.
-Sky-slashers need some help, not sure what
-Harpy really needs some AA options, and shouldn't be a joke
-Spore Mines would make great AA if they worked like jellyfish. Tentacles that go down for a very long ways, and are nearly invisible. Just enough to grab onto the mine so it can retract and hit the plane. Definitely a feasible AA method.

Heavy Support:
-Carnifex should be about 20 points cheaper, with a 20 point upgrade to have a 2+ save. Getting rid of their armored shell was stupid.
-Old One Eye really needs to not suck. Giving him an invul save might help.
-Biovores seem fine to me, but giving them an AA option would be really nice.
-Trygons seem fine to me.
-Mawlocs I'd like to see have some kind of accurate deep strike. Maybe make it so they only scatter 1D6, that'd make them dramatically better.
-Tyrannofex I'd like to see being BS 4, and with a lot more options. Keep the points akin to that of a Land Raider, but make it a better unit. Give it more than 1 gun that can reach out and touch people at 36"+



Since flyers were introduced, I've always felt that air to air should be fast attack and AAA types should be heavy support. Every codex should have 3+ options to counter flyers, each with different capabilities.

For instance:
-A ground based one that has the option of hitting aircraft.
-A flying one that has the option of hitting aircraft.
-A flying one that can only hit aircraft, but ensures air superiority.


-Rabid


Tyranids 10000 points
Orks 3500 points
Raven Guard 3000 points
 
   
Made in us
Regular Dakkanaut



Portland, OR

We need to keep synapse. Maybe bring back EW as part of the effect, as this effectively dealt with a lot of the issues Warriors had. Yes, it can nerf Force Weapons a bit, but the Hive Mind is supposed to be largely psychically unassailable so why the heck not? It only becomes really hideous on Hive Tyrants and the odd 'Fex that's apparently too scared to leave the comfort of Synapse range, and only against that sort of weapon.

Some representation of Without Number would be great, it's a swarm army that while beatable should feel sort of overwhelming to fight. When you beat bugs you should feel like it was a close shave. How about bringing back a new Shoot The Big Ones/Target Priority rule versus 'nids? The army starts to falter as you destroy synapse monsters but the waves of scuttling beasties make it really difficult to focus since they're trying to eat your face.

I have not had a problem winning games in 6E, I usually either wipe or come darn close, I play neither Tervigons or Flyrants and I often bring a bunch of Warriors, Hormagaunts and even the odd Lictor, and only two 'Fexes. I think revisiting all the 'classic' units is going to be necessary. Some units usually function poorly right now:

Hormagaunts: As previously stated by another poster, these should be beasts. Done and done, fixed.

Genestealers: Not sure what to do with them. The current Rending rules make them not the awful combat beasts they used to be. If these guys hit you and you survive it used to be a huge deal, now they are just not very scary. If they were the same as now but cheaper they would be fine, otherwise they need some oomph.

Lictors: These need to go back to the hidden deployment of old in my opinion, or effectively deep strike in cover with no mishap or scatter, something. Pheremone Trail should be active from turn one. Maybe give them something akin to the Ymgarl Dormant rule.

addendum: How about Rending on 5 or 6 for Lictors and Stealers, like Deathleaper? That would make both units once again combat monsters, with a simple fix.

I personally don't like the special characters. They are very good but playing tyranids for me is about soulless devourers and only caring about your units' tactical value. I don't see the point. You should instead have a mutable Tyrant with a lot of interesting options.

Shift around the force org slots. Tervigons never should have been Troops. Go back to Warriors as HQ/Elites perhaps, or make Primes a unit (3-6 maybe) and debuff them a tad? Do Primes as a 1-3 HQ that functions as an IC? I think the Elites slot is far too crowded since it contains units that, depending on edition, were (for me at least) pretty auto-include (Zoanthropes, Warriors and Lictors) and newer units one wants to try out, like Hive Guard and Venomthropes. This has always been a problem for them, unlike Chaos (who can rock the marks on HQ and cult troops) One solution to this could be some sort of Tyrant based decision for the nature of your army- for example a winged Tyrant might open up Gargoyles and Flying Rippers as Troops, another option might open up a more Nidzilla feel, another could gear the list more toward Genestealers and Lictors coming out of the walls, endless swarms, or psychic beasties and terror tactics, etc.. What if you flat out PICK your Warlord trait from such a list of options when you uild your list, rather than the pre-game roll?

I quite like the Tyranids and I haven't had much problem keeping them competitive, but they do need some fixes. They just need to make all the units decent again.






   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

 -Loki- wrote:
 Hansisaf wrote:
How about giving Mycetic spores an upgrade to spawn gaunts?


Gaunts don't need any more buffing. The Tervigon has fantastic synergy with them.

Hormagaunts could really use a similar upgrade, which is why I mentioned earlier bringing back the Brood nest. Basically a static respawning point for a Hormagaunt brood - like the old Without Number rule, but from a static, destroyable location so opponents can, if they want, get in and stop the flood of Hormagaunts.

Doesn't have the sheer buffing ability of the Tervigon, nor the psychic potential, nor the synapse potential. But it's a way to add respawnability to Hormagaunts without shoehorning in a 'Horvigon'.

But then, I'd be ecstatic to see Tervigons get renamed to Malefactors, and have their spawning ability changed so you choose at list creation what kind of Gaunt it spawns - Hormagaunts, Termagants, Spinegaunts or Devilgaunts. Obviously each having a different point cost. it's basically a reimagined Malefactor anyway.

I'd also be excstatic to see the Tyrannofex's dumb name stricken from the record and named an Exocrine, since with a Rupture Cannon it's basically a reimagined Exocrine, with some weapon upgrades.

Then give us a Haruspex, basically a suped up Carnifex, and a Dactylis, a giant Biovore.


I've always thought the Tervigon should have an upgrade to spawn Hormagaunts instead of Termigants.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in za
Fixture of Dakka




Temple Prime

 Grey Templar wrote:
 -Loki- wrote:
 Hansisaf wrote:
How about giving Mycetic spores an upgrade to spawn gaunts?


Gaunts don't need any more buffing. The Tervigon has fantastic synergy with them.

Hormagaunts could really use a similar upgrade, which is why I mentioned earlier bringing back the Brood nest. Basically a static respawning point for a Hormagaunt brood - like the old Without Number rule, but from a static, destroyable location so opponents can, if they want, get in and stop the flood of Hormagaunts.

Doesn't have the sheer buffing ability of the Tervigon, nor the psychic potential, nor the synapse potential. But it's a way to add respawnability to Hormagaunts without shoehorning in a 'Horvigon'.

But then, I'd be ecstatic to see Tervigons get renamed to Malefactors, and have their spawning ability changed so you choose at list creation what kind of Gaunt it spawns - Hormagaunts, Termagants, Spinegaunts or Devilgaunts. Obviously each having a different point cost. it's basically a reimagined Malefactor anyway.

I'd also be excstatic to see the Tyrannofex's dumb name stricken from the record and named an Exocrine, since with a Rupture Cannon it's basically a reimagined Exocrine, with some weapon upgrades.

Then give us a Haruspex, basically a suped up Carnifex, and a Dactylis, a giant Biovore.


I've always thought the Tervigon should have an upgrade to spawn Hormagaunts instead of Termigants.

Well, not an upgrade that would cost anything, more of an option. It's not like Hormies really have enough to justify costing more than Termagaunts.

I think we should also have the genestealer patriarch return as the squad leader for genestealers, with a Ymgarl version as well, essentially being the current broodlord. The broodlord will instead get a buff and points increase and become an HQ choice so you can have your genestealer cult. It also comes in Ymgarl format too.

Instead of a separate dex for genestealer cultists, we could have the Inquisitorial retinue system where it's essentially an entirely different army you can unlock by having a certain HQ unit, in this case the Broodlord.

Genestealer cultists in general would be dirt cheap, but they do unlock access to vehicles, typically lower quality stuff they probably stole from the local PDF with the occasional tank or flier, along with artillery (certainly not IG grade though, a genestealer cultist focused list would essentially be a PDF with added gribblies)

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.

MEQ players may hate you for it though.

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



 
   
Made in us
Tough Tyrant Guard





New Idea!!

Add spore chimneys to any MC/FMC upgrade set. Any enemy flier must make a DT test if they fly withing x distance of it, and enemy non-tyranid FMC must take a grounding test

Also, from the warlord thread I came up with these:
1: Exalted Synapse: Extends synapse range by 6" (making it 18") Also, tyranid models within 6" 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
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 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
6: Extension of the Hive Mind: If the warlord becomes a psyker, And adds 1 to it's mastery level. (Prime becomes ML1, hive tyrant would be ML2)

*Only if warlord is Jump Infantry/FMC
*snip*
Swarmlord may re-roll result, but must re-roll second

   
Made in us
Ragin' Ork Dreadnought




Synapse as a more vital piece of Synergy. Certain creatures are more powerful at Synapse, and depending on how Synapsey you are you get more buffs. Maybe... most Synapse creatures are level 1 synapse, a couple are level 2, maybe the swarmlord is level 3? (Or even level 4 and you make hive tyrants level three...)
For every Synapse point nearby, add one and consult the chart. (So if you have two Zoanthropes (level 1) and a Tervigon (level 2) within 12" then you have four points.)
0 - Instinctive behavior
1 - No benefits or penalties
2 - Use the highest leadership in Synapse range
3 - Fearless
4 - All above, Preferred Enemy (Any target within 12" of a Synapse creature buffing the current squad)
5 - All above, Feel no Pain
6 - All above, Eternal Warrior
7+ - All above, may substitute any In-range Synapse creature's BS or WS

These are just stand-ins, but you get the point. The more synaptic you are, the tougher you are. (With some exceptions, of course. Genestealers might always count as level 4 regardless of how many synapse creatures would be nearby, etc.)

Also, make Warriors a character upgrade to lead guants and gants.
   
Made in us
Sneaky Lictor




Wherever they tell me

Waaaghpower wrote:
Synapse as a more vital piece of Synergy. Certain creatures are more powerful at Synapse, and depending on how Synapsey you are you get more buffs. Maybe... most Synapse creatures are level 1 synapse, a couple are level 2, maybe the swarmlord is level 3? (Or even level 4 and you make hive tyrants level three...)
For every Synapse point nearby, add one and consult the chart. (So if you have two Zoanthropes (level 1) and a Tervigon (level 2) within 12" then you have four points.)
0 - Instinctive behavior
1 - No benefits or penalties
2 - Use the highest leadership in Synapse range
3 - Fearless
4 - All above, Preferred Enemy (Any target within 12" of a Synapse creature buffing the current squad)
5 - All above, Feel no Pain
6 - All above, Eternal Warrior
7+ - All above, may substitute any In-range Synapse creature's BS or WS

These are just stand-ins, but you get the point. The more synaptic you are, the tougher you are. (With some exceptions, of course. Genestealers might always count as level 4 regardless of how many synapse creatures would be nearby, etc.)

Also, make Warriors a character upgrade to lead guants and gants.



I'm actually a big fan of this system and think it is the way GW should go forward.

Do you mind if I adopt something like this for the custom Tyranid codex that I'm working on for a new rulebook?


Tyranids 10000 points
Orks 3500 points
Raven Guard 3000 points
 
   
Made in us
Ragin' Ork Dreadnought




 rabid1903 wrote:
Waaaghpower wrote:
Synapse as a more vital piece of Synergy. Certain creatures are more powerful at Synapse, and depending on how Synapsey you are you get more buffs. Maybe... most Synapse creatures are level 1 synapse, a couple are level 2, maybe the swarmlord is level 3? (Or even level 4 and you make hive tyrants level three...)
For every Synapse point nearby, add one and consult the chart. (So if you have two Zoanthropes (level 1) and a Tervigon (level 2) within 12" then you have four points.)
0 - Instinctive behavior
1 - No benefits or penalties
2 - Use the highest leadership in Synapse range
3 - Fearless
4 - All above, Preferred Enemy (Any target within 12" of a Synapse creature buffing the current squad)
5 - All above, Feel no Pain
6 - All above, Eternal Warrior
7+ - All above, may substitute any In-range Synapse creature's BS or WS

These are just stand-ins, but you get the point. The more synaptic you are, the tougher you are. (With some exceptions, of course. Genestealers might always count as level 4 regardless of how many synapse creatures would be nearby, etc.)

Also, make Warriors a character upgrade to lead guants and gants.



I'm actually a big fan of this system and think it is the way GW should go forward.

Do you mind if I adopt something like this for the custom Tyranid codex that I'm working on for a new rulebook?

Please do! I'd like to see it when it's done.
   
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The Hague (NL)

What about Zoanthropes being a "brotherhood of psykers" and having a psychic level equal to the amount of living Zoanthropes in that brood?

This message was edited 1 time. Last update was at 2013/05/23 09:08:31


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s8 ap 2 weapon. Range 18"

Each Thrope after the first adds an additional point of S and 6" to the range. BS 5

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Bloodhorror wrote:
s8 ap 2 weapon. Range 18"

Each Thrope after the first adds an additional point of S and 6" to the range. BS 5

And thropes cost 30 points, have 3++ and are multi-wound? Right?

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 Shan1 wrote:
Bloodhorror wrote:
s8 ap 2 weapon. Range 18"

Each Thrope after the first adds an additional point of S and 6" to the range. BS 5

And thropes cost 30 points, have 3++ and are multi-wound? Right?
But no EW, and onlu t4, and the regular warp lance can be fired by the entire squad, for three S10 ap1 lance shots. Note the lance and ap1, this means that a zoanthrope has a five out of six chance to at least glance any armor, because it's at best AV12 to them barring a few costly vehicles that ignore lance. And with the buff to ap1, you are at the very least removing a hull point and tearing off a gun, and with three shots you''re almost definitely coring it. Open topped vehicles are at least getting immobilized. Zoanthropes are perhaps the best heavy tank busters the tyranids have. In a pinch, you could also turn guys like sanguinor inside out. They would be autotakes, but Hive guards are also in the same slot and just as useful, as are ymgarls. But few things are more satisfying than the look on your opponent's face when Zoanthropes in a can pop out and turn his baneblade inside out before it ever gets to use all it's guns.

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 StarHunter25 wrote:
New Idea!!

Add spore chimneys to any MC/FMC upgrade set. Any enemy flier must make a DT test if they fly withing x distance of it, and enemy non-tyranid FMC must take a grounding test

Also, from the warlord thread I came up with these:
1: Exalted Synapse: Extends synapse range by 6" (making it 18") Also, tyranid models within 6" 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
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 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
6: Extension of the Hive Mind: If the warlord becomes a psyker, And adds 1 to it's mastery level. (Prime becomes ML1, hive tyrant would be ML2)

*Only if warlord is Jump Infantry/FMC
*snip*
Swarmlord may re-roll result, but must re-roll second

[/quote

Sounds amazing, but honestly these are all horribly overpowered...
1. I like the idea of a synapse buff, but FnP too is too much
2. For a free roll ability, WAY overpowered. I like to start with 40-50 gants before Tervigons, you should pay for endless swarm.
3. 1/6 chance to neuter a flyer or 1/3 chance to screw over a FMC? Again, too good to be free.
4. Itd be better if you just said that any Nids outside of synapse can use its LD.
5. Situational, should be Warlords unit only, +1 VP for a sweeping advance
6. Thats a 25 point upgrade in most 6th armies... again, too good be free.


 
   
 
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