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Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

First off, let me make clear I know the codex drops tomorrow. And let me make it clear that this isn't a case of "the sky is falling!"

This is just me reading through the rumour thread and picking up on major complaints about rumours that if true, are very bad. Such as feeders killing themselves, and the warlord table, lack of biomancy, whatever, as well as general complaints like Monstrous Creatures dying too easily to small arms. This thread is just me making some house rules or porposed rules that I find fluffy and better.

First off

Army rules

Warlord Table

Keep the Synapse range increased by 6", the carnivorous forest one and there is another but I can't find it.

1- Synapse increased by 6"
2- Forests within 12" of the Warlord become Carnivorous Forest for the rest of the game

3-Driving Will

Friendly Tyranids within synapse range gain may shoot ranged weapons, and then run, or run, and declare a charge in the same turn. Units under the effect of the Onslaught psychic power may still shoot and run, and then may charge. Models with the fleet special rule may reroll either their charge or run distance but not both.

4- Psychic Scourge

The Warlord gains an additional mastery level for the rest of the game, and may make an additional roll on the Powers of the Hive Mind table. If the warlord is not a psyker, he becomes Mastery Level 1 and has the Dominion Psychic Power.

5- Berserker Gene

The Warlord may make an additional attack for each successful to hit roll made in Close Combat. These attacks are treated as a second Attacks Characteristic for the purposes of Smash. For example, a creature that gained 4 extra attacks due to this rule would not gain 4 additional attacks at x2 Strength, but 2, halfing the number again.


6- Alien Cunning

As long as the Warlord remains alive, you may choose to reroll any passed or failed reserve rolls. In addition, you may choose which turn Night Fighting starts, rather than roll for it. This Night Fighting lasts for 2 game turns. Declare which turn Night fighting commences when Stealing the Initative.



Synapse Creatures

Tyranids, both friendly and enemy and including Synapse Creatures themselves, within Synapse range have the fearless special rule, and do not follow the rules for Instinctive Behaviour. Unless stated otherwise, Synapse range is 12" from a model with the Synapse Creature special rule, which can be modified through biomorphes and other special rules.

Enemy Psykers within Synapse Range have a -3Ld penalty for all purposes. A Syanpse Creature is treated as having the Fear Special rule, but this only affects psykers. Tyranid psykers, both friendly and enemy, are immune to both the penalty and the Fear special rule.


Instinctive Behaviour

A unit that starts its turn with no models within Synapse Range must take a Leadership test at the beginning of the turn, and will revert to Instinctive Behaviour Feed, or Lurk, if it fails. A model that has failed its instinctive behaviour test cannot contest or control objectives.


Feed

A unit under the effects of the Feed special rule must move directly towards the nearest enemy unit, running and declaring a charge if possible. A unit under Feed may declare a charge after running, but it counts as a disordered charge. Models under the Feed special rule may not firing ranged weapons.

Lurk

Models affected by Lurk may not move, shoot, or declare a charge, but instead must fire their ranged weapons at the nearest enemy unit. Models under the Lurk special rule automatically go to ground if shot at. When charged, models at Lurk fire snap shots at BS2, representing them defending their hideaway.



Unstoppbale Rampage

Tyranids have many monstrous creatures and many of these are so resilient, dim-witted and oblivious to pain that they can stride through a torrent of small arms fire without pause. the power of the hive mind amplifies this, supressing the pain even further.

A Monstrous Creature within Synapse Range has the feel no pain (6+) special rule against any attack or shot that is strength 4 or lower. Synapse Creatures do not benefit from this as they need to be aware of the damage they take.

Psychic Powers

Unchanged except Psychic Shriek removed. Warp Blast is the roll of 3, Warp Lance the roll of 4. Whatever was roll of 4 is now 5. Onslaught is now No. 6 and is WC2.



Ok, now onto the Biomorphes.


Rending Claws

A model with Rending Claws has the rending special rule in close combat, and has at least AP 5 on all attacks.

Scything Talons

A model with 1 set of scything talons rerolls all 1s to hit in close combat. A model with 2 sets rerolls all failed rolls to hit in close combat.

Boneswords

A model equipped with a bonesword or bonesword pair has AP 3 on all attacks, unless another Biomorph or special rule gives them AP 2 or 1. A model with a bonesword inflicts Instant Death on a to wound roll of 6. A model with a pair or Boneswords has the Instant Death special rule on all attacks.

Lash Whip

Enemy models in base contact with a model with a Lash Whip lose 3 point of Initiative.

Crushing Claws

A model with Crushing Claws has AP 2 on all its attacks, unless it can instead gain AP1, as well as the Unwieldy and Armourbane special rules.



Tail Weapons

A model with a tail weapon gains additional attacks, worked out at Int step 1

Bone Mace (1 attack)
Str 8
AP 2
Concussive

Scythe (D3 attacks)
Str 4
AP 4
Shred


Pincer (1 attack)
Str User
AP 3

All guns are assault weapons
Guns all unchanged except;

Venom Cannon
Rg 36"
Str 6
AP 4
Blast, Poisoned

Heavy Venom cannon
Rg 36"
Str 9
AP 3
Blast, Concussive, Poisoned

I added poisoned to *Venom* Cannons, AP 3 and concussive to HVC, as in fluff its venom hits at supersonic speed, apparently.



Regeneration simply gains IWND (5+, but can regen multiple wounds).
Toxic Miasma as per 5th ed book.
Toxin Sacs Poisoned
Adrenal Glands Furious Charge


Ymgarl Mutations +10 ppm

A unit with the Ymgarl Mutation must choose one of the following rules to benefit from. These last from the start of the turn to the end of the turn. Can't choose same one twice in a row.
+1 Str
+1 Attack
+1 to armour save (4+ becomes 3+)




Experiental Evolutions

Occasionally the Hive Mind experiments with the Genetic codes of particular creature. These adaptions can be powerful and require immense biomass to create, but the ones that are successful become fierce enemies to the inhabitants of the Galaxy. Each Evolution may only be taken once per army, but a model can take multiple Evolutions.

Oversized Synapses +15pts

+6" of Synapse Range


Predatory Senses +25pts

Gains Night Vision, Acute Senses, +1 BS and counterattack.


Hyper-Aggression +30pts

A model with Hyper-Aggression has the rage and Rampage special rules, and +3 Attacks.


Reaper Bonesword (I quite like this and think it should remain) and Lash Whip. Replaces a gun or pair of CC biomorphes. Same price as 6th Ed codex.


Adamantium-Laced Carapace +45pts

A model with this upgrade gains a 2+ Armour Save and a 5+ Invulnerable Save






Units

Hive Tyrant
Mastery Level 1, generates 2 powers from Nids or Biomancy
+1 Mastery Level +25pts
2+ save for 35pts
Access to Evolutions

Swarmlord

Same as 5th Ed
Mastery Level 3, generates 3 powers from Nids or Biomancy
Bumped to 300pts even.
Warlord Trait is Alien Cunning. Must be the Warlord.

Tervigon
Kept at old price, old rules.
Mastery Level 1, can purchase 1 more for 25Pts, comes with Dominion and can roll once on Nids table
Access to Evolutions

Tyranid Primes
Access to Evolutions
Old Price of 90
Wings 10pts, reduced to 4+ save.

Parasite left in, unchanged.

Old One Eye
Gains EW and IWND 4+
Can stand back up on a 6+ like a Necron, but is removed if it fails. Slay the Warlord granted after the first "kill" only. After that he grants no more VP
Warlord Trait is Berserker Gene

Deathleaper
Keep same as 6th Ed book.
Unique Warlord Trait "Unseen Assault" Allows Lictors and Genestealers who have Infiltrated to charge turn 1.

Tyrant Guard
Same as new book, but only BS 2 and WS 5.

Hive Guard get new gun for free exchange, upped slightly to 55pts.
BS 4 remains, WS 2.

Lictors
55pts each, same as 6th Ed.

Venomthropes

Same as 6th Ed book.

Zoanthropes

Kept same as 6th ed Book, come with Warp Blast automatically and can buy Warp lance for 15pts for the unit.

Doom of Malan'tai

Same as 5th Ed, but cost risen to 195.
Special rule added- he must move towards nearest Psyker, Brotherhood of Psykers, or Psychic Vehicle, and has Fleshbane and Armourbane vs these units in CC.
Toughness rises along with Str.

Pyrovores

Same as 5th Ed
Acid Maw grants AP 2 and Armourbane to CC attacks. dropped to 35ppm.
Yeah, there is no fixing this guy.

Ymgarl Genestealers
Same as 5th Ed (Including assaulting from reserve).
Has 2 sets of Rending Claws
Have the Ymgarl Mutations
1 unit per army only, but may take upgrade 1 stealer to a Broodlord for +67pts

Haruspex unchanged.



Warriors kept same as 6th Ed
can purchase Ymgarl Mutations for 10ppm

Hormies cost 5ppm, Termis 4ppm. Both take Toxin and Adrenal for 1ppm per upgrade.
Devourer 4ppm, Strangleweb 1ppm, Spinefists free. Can mix and match. Tervigons no longer made troops.


Genestealers same as 6th ed book but now have benefits if taken with Deathleaper as the HQ.
Also have 2 sets of Rending Claws


Rippers unchanged from 6th Ed book.


Gargoyles cost 6ppm, upgrades 1ppm.

Harpies regain their Sonic Screech rule

Crones Unchanged

Shrikes gain Ymgarl Mutations 10ppm

Ravenors gain Ymgarl Mutations, 10ppm

Sky-Slashers unchanged

Spores unchanged


Carnis follow 6th Ed rules.
Can buy Mycetic spores

Trygons and Primes leave the tunnel and can be accessed the turn they arrive.

Mawloc follow 6th ed

Exocrine unchanged

Tyrannofex rupture cannon gains AP 2 concussive, but costs 30pts to upgrade. Fleshborer hive gets shred.

Biovore follows 6th Ed rules.



Mycetic spores are back, but now cost a whopping 60ppm with no upgrade options. Non-scoring, non-denial.
Changes include 1st turn deep strike for all models embarked, like drop pods.
Still T4 W3, no save. If it doesn't kill something it loses a wound with ripper tentacles it loses a wound, and they do concede VP.
Carnifexes can purchase 1 spore per fex, and must outfit every model or none with a spore. They land as per normal Deep Strike rules for units but afterwards count as 3 separate units. The Carnifexes must disembark into coherency. No first turn charging for anything. Primes can join units of Warriors in a spore.

This message was edited 5 times. Last update was at 2014/01/14 16:07:51


I'm celebrating 8 years on Dakka Dakka!
I started an Instagram! Follow me at Deadshot Miniatures!
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Check out my Deathwatch story, Aftermath in the fiction section!

Credit to Castiel for banner. Thanks Cas!
 
   
Made in se
Glorious Lord of Chaos






The burning pits of Hades, also known as Sweden in summer

S10 T10 W10 Doom seems... Not really ideal.

Currently ongoing projects:
Horus Heresy Alpha Legion
Tyranids  
   
Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

 BrotherHaraldus wrote:
S10 T10 W10 Doom seems... Not really ideal.


For double price and no spore? Kill it fast.

I'm celebrating 8 years on Dakka Dakka!
I started an Instagram! Follow me at Deadshot Miniatures!
DR:90+S++G+++M+B+IPw40k08#-D+++A+++/cwd363R+++T(Ot)DM+
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Credit to Castiel for banner. Thanks Cas!
 
   
Made in gb
Lurking Gaunt



Oxford/Southampton

Honestly I think a vast majority of the codex could be fixed with one single change:

Allow warriors to split off and join groups of hormagaunts and termagants during deployment.

In a similar fashion to the way that wolf guard occupy an elite spot in the FOC, then join the squad during deployment. Make them characters in those squads. They can still get IDd by a blast template. Now with that one change everyone will be running big swarms of hormagaunts with melee warriors in them and termagant squads with shooty warriors in them. Gargoyles can use a shrike, and allow a single shrike model to be taken if a squad of warriors has been.

That's pretty much what everyone wants, loads of models in a big swarm. It's fun to play, and fun for other armies to play against. MCs then become the army centre pieces instead of the staple.
   
Made in us
Courageous Silver Helm



Rochester, NY

Jeez the codex. Isnt even out yet lol, hard core die hard fans huh?

Yeah...it's kinda like that. 
   
Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

Dat Guy wrote:
Jeez the codex. Isnt even out yet lol, hard core die hard fans huh?


Deadshot, first lines wrote:First off, let me make clear I know the codex drops tomorrow. And let me make it clear that this isn't a case of "the sky is falling!"

This is just me reading through the rumour thread and picking up on major complaints about rumours that if true, are very bad. Such as feeders killing themselves, and the warlord table, lack of biomancy, whatever, as well as general complaints like Monstrous Creatures dying too easily to small arms. This thread is just me making some house rules or porposed rules that I find fluffy and better.

I'm celebrating 8 years on Dakka Dakka!
I started an Instagram! Follow me at Deadshot Miniatures!
DR:90+S++G+++M+B+IPw40k08#-D+++A+++/cwd363R+++T(Ot)DM+
Check out my Deathwatch story, Aftermath in the fiction section!

Credit to Castiel for banner. Thanks Cas!
 
   
Made in us
Fireknife Shas'el





United States

I recall making a Tyranid codex last summer. I'll put it here if if you you want some ideas.
   
Made in us
Missionary On A Mission





To fix genestealers, I would either drop their price to 12ppm or allow that they have two sets of rendering claws (thus +1 attack). They should be nightmares in assault or cheap to show that all they do is assault. I really wished that GW would have compared them to Demonnettes and priced them appropriately.

Lash should have continued to cause a Int penalty to btb models and twin boneswords should allowed all wounds to be ID or make the attacks ap2.

   
Made in us
Hurr! Ogryn Bone 'Ead!





Honestly I think a vast majority of the codex could be fixed with one single change:

Allow warriors to split off and join groups of hormagaunts and termagants during deployment.

In a similar fashion to the way that wolf guard occupy an elite spot in the FOC, then join the squad during deployment. Make them characters in those squads. They can still get IDd by a blast template. Now with that one change everyone will be running big swarms of hormagaunts with melee warriors in them and termagant squads with shooty warriors in them. Gargoyles can use a shrike, and allow a single shrike model to be taken if a squad of warriors has been.
I'd much rather see a formalized version of using gaunt swarms to grant cover saves. Call it "Wall of Chitin" or something, and let 2 units combine similar to imperial guard platoons, allowing all non-precision / blast effects to be delegated to the "shield" units, but only so long as the "shield" unit is between the target and the firer. A bit fiddly yes, but a much better representation of how warriors and other units would use gaunts/gargoyles to protect themselves. You could even bend it a bit to let a Trygon bring a big brood of Raveners in with him from a tunnel. Also, a squad of standard Termagants could be a shield for Devilgaunts, to help replace the functionality of losing mycetic spores.

I'd also like to see many units become upgrades bought for other broods, like the Venomthrope and Pyrovore. Let the Venomthrope's buff be a little bit weaker than it is now, drop the 6" buff bubble, let additional Venomthropes effects stack within a brood, and drop the points, and rework the Pyrovore so it knows what its doing. Then, for every 10 models in a brood, one of these supporting units may be taken in the squad. Now they don't take up a FOC slot, still perform their function, and aren't as easy to snipe out of the way. This would have been a bit OP under older rules, since you would never be able to target the support creatures, but with precision shots and current blast rules in 6th, it shouldn't be too bad.

This message was edited 1 time. Last update was at 2014/01/11 19:35:22


 
   
Made in gb
Lurking Gaunt



Oxford/Southampton

Rav1rn wrote:
Honestly I think a vast majority of the codex could be fixed with one single change:

Allow warriors to split off and join groups of hormagaunts and termagants during deployment.

In a similar fashion to the way that wolf guard occupy an elite spot in the FOC, then join the squad during deployment. Make them characters in those squads. They can still get IDd by a blast template. Now with that one change everyone will be running big swarms of hormagaunts with melee warriors in them and termagant squads with shooty warriors in them. Gargoyles can use a shrike, and allow a single shrike model to be taken if a squad of warriors has been.
I'd much rather see a formalized version of using gaunt swarms to grant cover saves. Call it "Wall of Chitin" or something, and let 2 units combine similar to imperial guard platoons, allowing all non-precision / blast effects to be delegated to the "shield" units, but only so long as the "shield" unit is between the target and the firer. A bit fiddly yes, but a much better representation of how warriors and other units would use gaunts/gargoyles to protect themselves. You could even bend it a bit to let a Trygon bring a big brood of Raveners in with him from a tunnel. Also, a squad of standard Termagants could be a shield for Devilgaunts, to help replace the functionality of losing mycetic spores.

I'd also like to see many units become upgrades bought for other broods, like the Venomthrope and Pyrovore. Let the Venomthrope's buff be a little bit weaker than it is now, drop the 6" buff bubble, let additional Venomthropes effects stack within a brood, and drop the points, and rework the Pyrovore so it knows what its doing. Then, for every 10 models in a brood, one of these supporting units may be taken in the squad. Now they don't take up a FOC slot, still perform their function, and aren't as easy to snipe out of the way. This would have been a bit OP under older rules, since you would never be able to target the support creatures, but with precision shots and current blast rules in 6th, it shouldn't be too bad.



Yeah I've thought about what I said in my post a bit and although I think it would fix stuff it's a pretty inelegant solution.

Honestly I think there are serious flaws with the design approach to the whole codex. Even if it was balanced it'd still be a bad codex. I'll quote a post I made on another forum:



With a few people I play with we've had talk of creating our own codex. It'll be a while in the making but it'll be quite radically different, and how I think Tyranids should be.


Basic framework so far revolves around synapses. Names have not been worked on at all so ignore them for the time being, it's just the concept. Currently the only units in this are the hive tyrant, warriors and gaunts & gants. It's being built up from there.


1. Command Synapse: Models within synapse range of a creature with this special rule count as being under synapse, and additionally have the Eternal Warrior special rule. Only the Hive Tyrant/Swarmlord has this syanpse.

2. Shooty Synapse: Models within synapse range of a creature with this special rule count as being under synapse, and may re-roll failed to-hit rolls of 1 on shooting attacks. This synapse is an upgrade for a warrior that also confers the same benefit to it, and all warriors in the brood must take the same option.

3. Melee Synapse: Models within synapse range of a creature with this special rule count as being under synapse, and additionally may run and assault in the same turn, and re-roll failed to-wound rolls of 1 in close combat. This synapse is an upgrade for a warrior that also confers the same benefit to it, and all warriors in the brood must take the same option.


Instinctive behaviour then becomes far less punishing. Probably similar to how it is in 5th ed codex. If needed Melee Synapse could only apply to things with "Instinctive Behaviour - Feed", but I think it's nicer and cleaner this way. They are pretty strong but you just have to balance units accordingly from there.


The above already solves a lot of problems in my opinion. Swarms are given synapse by warriors that are still killable, but can't be IDd by krak missiles if they're in range of a Hive Tyrant. This can be extended, for example with Tervigons providing their own special synapse that gives AG and TS. Maybe the Haruspex model becomes something that provides a synapse for hormagaunts.

The aim would be to allow people to create their own synergies within armies; e.g. maybe they'll have a backfield long range shooty blob, with shooty warriors sitting on an objective giving synapse, whilst the big melee blob is running up the board with the swarmlord, which has melee synapse covered by command synapse. Maybe they'll go for one big shooty blob walking up the field, with a Dakka Tyrant buffed by the shooty synapse, but they'll bring along a melee synapse for when they do reach CC (the warriors with melee synapse could still have guns, and still benefit from another broods shooty synapse).

Skill and variety is introduced into how people build synergy in their armies and how people try to break it.

Currently synapse only serves to prevent terrible things happening outside of it, so you are encouraged to just pick the MCs that aren't affected by them. The above synapse framework gives benefits for being in synapse.

I think there are also benefits to this approach when balancing the codex. Are melee armies really (please do not swear)? Buff melee synapse.

Once that general stuff is in place, units can be added in. For example, with termagants 4pts may well be too cheap given that they can now re-roll 1s when shooting, so their points go up. In the context of a shooty synapse coming from a reliable, resilient source (Warriors with Eternal Warrior), termagants may be stronger and the tervigon will have to go up in points from 5th because AG & TS are that much more valuable (I think it needed to go up in points anyway).



Basically I think balancing a codex is easy enough (even though GW haven't managed to do that). It's giving it flavour that's difficult, and I think making synapse play a big role would give the Tyranids that.

   
Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

 AdeptSister wrote:
To fix genestealers, I would either drop their price to 12ppm or allow that they have two sets of rendering claws (thus +1 attack). They should be nightmares in assault or cheap to show that all they do is assault. I really wished that GW would have compared them to Demonnettes and priced them appropriately.

Lash should have continued to cause a Int penalty to btb models and twin boneswords should allowed all wounds to be ID or make the attacks ap2.




I meant to add that second set for Genestealers, and I did up the dual swords to have full ID.

I'm celebrating 8 years on Dakka Dakka!
I started an Instagram! Follow me at Deadshot Miniatures!
DR:90+S++G+++M+B+IPw40k08#-D+++A+++/cwd363R+++T(Ot)DM+
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Credit to Castiel for banner. Thanks Cas!
 
   
Made in gb
Morphing Obliterator






Not sure about the Alien Cunning Warlord Trait.

Choosing to pass or fail all reserve rolls is very powerful in the right circumstances.

Maybe one unit a turn can choose to pass or fail?

Chaos Space Marines - Iron Warriors & Night Lords 7900pts

 
   
Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

Updated with Genestealers have 2 sets of Claws, minor edit to Spods for clarity, and Alien Cunning Warlord Trait edited to reroll any (passed or failed) reserve rolls if desired.

I'm celebrating 8 years on Dakka Dakka!
I started an Instagram! Follow me at Deadshot Miniatures!
DR:90+S++G+++M+B+IPw40k08#-D+++A+++/cwd363R+++T(Ot)DM+
Check out my Deathwatch story, Aftermath in the fiction section!

Credit to Castiel for banner. Thanks Cas!
 
   
 
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