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Made in us
Regular Dakkanaut




Indiana

Hey all, I've been brainstorming for awhile now on the new force or shenanigans the most current codes have gotten, and I've written out a list of things I'd like to see come into play for a possible Tyranid update. This is solely based on my own views, and the current state of the codex. I obviously don't like the state of a lot of our units, so I tried to find a place for everything here.

Read and enjoy.

Entries marked with a * are not formations.

Tendril of the Devourer Detatchment
Composition:
Choose 1-3:
Invasion swarm
Support Swarm
Vanguard Assault Swarm
For each swarm:
0-1 Synaptic Conduit
0-12 Auxiliary Organisms

Tendril of the Devourer special rules:
Fear
Move Through Cover
Hunger unending: all models from this Detachment that have at least 1 melee biomorph may run and assault in the same turn.
Will of the Hive Mind: If this is your primary detachment, units in this Detachment with the Synapse Creature special rule gain Eternal warrior while in synapse range of your Warlord.
Aeons of life: If selected from this detachment, your Warlord may re-roll the result of the warlord table, but may only do so on the Tyranid Warlord Table.

Invasion Swarm:
0-1 Tyranid Prime
1 Brood of Warriors or Shrikes
Must choose at least one of:
1-3 broods of termagants
1-3 broods of hormagaunts
1-3 broods of gargoyles
Broods get +1 to their roll on the instinctive behavior table, broods gain objective Secured, intervening cover saves generated by units in this formation gain +1 to their cover saves.

Vanguard assault Swarm
0-1 deathleaper
1-3 lictor broods
1-3 genestealers broods
Objective secured, may assault from Infiltrate/outflank at -2" penalty, lictors/broodlords/deathleaper have precision strikes, all units have 5++ Invulnerable in the assault phase.

Support Swarm
0-1 malanthrope broods
1-3 venomthrope broods
1-3 zoanthrope broods
0-1 toxicrine
0-1 Maleceptor
Spore field gains 3", venomthropes/toxicrene gain rending, synapse gains 3", re-roll 1's in psychic phase

Synaptic Conduit
1 Swarm Leader organism (Hive tyrant [may be swarmlord], Tyranid prime, Trygon prime, Old One Eye, Deathleaper
0-1 tyrant guard (if tyrant)
0-1 tervigon
0-3 zoanthrope broods
0-3 warrior broods
Gains 6" of synapse (if synapse), adamantium will.

Auxiliary Organisms

Skyswarm broods
1-3 broods of gargoyles
0-3 skyslashers
0-3 shrikes broods
0-1 Hive tyrant (must take wings)
0-1 Harpy
0-1 Hive crone
Gargoyles gain obsec, return on 4+ like in skyblight, shrikes gain obsec, models may assault zooming fliers even if swooping, but only while swooping.

Wrecker node
0-1 old one eye
3 broods of carnifex (may be stonecrushers)
0-1 haruspex
1-3 broods of warriors
rage, units may not take bio cannons

Bio-blast node
3 broods of carnifex
0-1 exocrine
1-3 broods of warriors
If possible, broods must take a bio-cannon
re-roll 1's to wound/pen while shooting if in synapse of a warrior brood from this formation, split fire

Tunneling swarm
1-3 broods of ravenors
1 mawloc
1 Trygon
0-3 broods of rippers (must choose deepstrike)
0-1 trygon prime
one roll for whole formation from reserves, may assault out of deepstrike at -2" penalty

Endless swarm
1-3 broods of termagants
1-3 broods of hormagaunts
1-3 broods of warriors
obsec, gaunts come back on 4+

Progenetor node*
1 tervigon
1-3 broods of gaunts (one must number 30)
obsec, ignore first doubles roll, instead spawn and lose a wound no saves, spawned gaunts gain obsec

Sky fall assault*
Choose 1:
1-3 tyrannocytes
1-3 sporocysts
Spore mines and Mucolid Spore clusters may assault after being spawned, you may begin rolling for reserves for tyrannocytes on turn 1.

Spore field
3 broods of mucoloids
3 broods of Spore mines
0-3 meiotic Spore sacs
Infiltrate, come back on 4+

Living artillery node
1 exocrine
1 brood of biovores
1-3 broods of warriors
If within synapse range of a unit of warriors from this formation you may rerolls the scatter dice, pinning

Biomass Collection Broods
1 haruspex
1-3 ripper swarms
1-3 pyrovores
Outflank, cause a ld penalty within 12" of a unit equal to the turn number -2.

Swarm Guardians*
Choose 1:
1-3 Tyrant guard
1-3 Hive guard
preferred enemy, precision strikes/shots

Biological Supremacy*
Choose 1:
Harridan
Barbed Hierodule
Scythed Hierodule
Hierophant
Tyrannofex
Dimachaeron
Monster Hunter, tank hunter, It will not die

Those are my ideas. Thoughts?
   
Made in us
Sinewy Scourge




Boulder, Colorado

wow, cool.

I don't think it fixes the majority of issues with the nids' - those issues being mobility, tank hunting options, and costs. If these are addressed with the codex, then it is definitely a strong formation with good balance.


   
Made in us
Regular Dakkanaut




Indiana

Several solutions to mobility are in here, from rolling for your tyrannocytes on turn 1, assaulting your ravenors and trygon the turn they come in, quickly assaulting your Vanguard swarm, things like that. The ones that have their same level of movement as before should be worked in tandem with the faster answering units to get the full effect from this detachment.

While I agree that nids right now are slow (I did say that I wasn't going to change the codex in this post), and almost ALL ground troops I believe should be beasts, I tried to keep the codex the same with adding special rules to improve the base speed.

Rules like Hunger unending: move hormagaunts 6", run them up to 9", assault up to 12" in the same turn.
   
 
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