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		<title><![CDATA[Latest posts for the thread "How to fix the Tyranid codex- imput from Dakka users needed."]]></title>
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				<title>How to fix the Tyranid codex- imput from Dakka users needed.</title>
				<description><![CDATA[ Hi all. I am taking it upon myself to make changes to the Nid book, based on, originally my own thoughts, and also any imput from others. So the way I will be doing this is<br /> <textarea name="code" class="java" cols="60" rows="10">
Name of Unit
Change of points
Changes to stats
Changes to wargear/ Special Rules
Changes to upgrades and their points cost.
</textarea><br /> <br /> Each person who suggests adifferent idea will have that idea listed with their name marked down. Then if someone agrees with a currently listed idea, just say and I will note it down. All the ones at the start came from the "What do Nids Need'' thread<br /> <br /> <br /> So, here we go<br /> <br /> Swarmlord<br /> Add EW - Deadshot, xttz<br /> Add option for Armoured Shell- 60pts (he's a bit tougher than a regular tyrant and EW is not to be sneezed at.<br /> <br /> Hive Tyrant<br />  Reduction to 160pts - Deadshot, xttz<br /> <br /> Hive Commander- Choose to fail reserve rolls. May roll all reserve rolls at opnce and choose which units come in- xttz<br /> Indescribable Horror replace d with a Mastery Level 2 upgrade - xttz<br /> Replace Indescribable Horror with this<br /> "When taking a Fear test against a Hive Tyrant with this upgrade, the unit must take the test at D3+1 Ld lower (Ie, Ld 8 would be Ld 7-D3 for the test) than Normal. Units with Fearless and ATSKNF must still taker the test but do so at normal Ld" -Deadshot<br /> Add option for psychic monstrosity (Swarmlord's Mastery Level 2 rule, also gives 18" Synapse) for 20pts- Deadshot<br /> <br /> Tyrant Guard<br /> Allow reroll to LOS! tests<br /> Tervigon<br /> Crushing Claws cost 15-20pts- Deadshot, xttz<br /> <br /> Tyranid Prime<br /> Option to replace 3+ save with 4+ save and Wings<br /> <br /> Parasite of Mortrex<br /> None so far<br /> <br /> Hive guard<br /> May purchase the Skyfire rule for 10pts- Deadshot, xttz<br /> May purchase Interceptor for 10pts- Deadshot<br /> <br /> Lictors <br /> Make FA<br /> <br /> Deathleaper<br /> Make FA<br /> <br /> Venomthrope<br />  Change WS to 4, BS to 3 (Why BS 4 buyt no guns but only WS 3?)<br /> Make "Wolf Guard", ie, can break off to be a character for other squads -xttz (Deadshot does not support)<br /> <br /> Zoanthropes<br /> None to date<br /> <br /> Doom of malan'tai<br /> None so far<br /> <br /> Pyrovore<br /> Make "Wolf Guard", ie, can break off to be a character for other squads -xttz (Deadshot does not support)<br /> Make the exploding bit optional (ie, you do not have to roll) and work for all heat based weapons (all listed as being Flame based or have melta)- Deadshot<br /> Make T5, W3 - xttz<br /> <br /> Ymgarl Stealers<br /> None<br /> <br /> Tyranid Warriors<br /> T5, W2- xttz<br /> OR Make EW- xttz<br /> OR 3+ save standard- xttz, Deadshot<br /> <br /> Genestealers<br /> May upgrade to Genestealer Hybrids for 6ppm. This gives them BS3 and allows them to use Fortification guns (as they are half Stealer, and half something that klnows how to use guns)- Deadshot<br /> <br /> Termagants<br /> Strangleweb becomes Str 4, AP 5 (flamer stats) and keeps pinning- Deadshot, TheRedDevil<br /> <br /> Hormagaunts<br /> Change to beasts- AzureDeath<br /> Bounding leap can be used as it is now, OR used like old fleet to assault after running, but 6th ed fleet cannot be used to reroll either the run or charge dice- Deadshot<br /> <br /> <br /> Ripper swarms and Skyslasher swarms<br /> Outflank, able to assault from outflank or reserves, does not use a FOC lot (and do not count as compulsary troops to compensate)- Deadshot, xttz<br /> <br /> Tyranid Shrikes<br /> T5, W2- xttz<br /> OR Ew- xttz<br /> OR 4+ save standard- xttz, Deadshot<br /> <br /> Raveners<br /> None, though presumably similar changes to Warriors<br /> T5 W2. <br /> <br /> Gargoyles<br /> None<br /> <br /> Harpies<br /> Bonus to vector strike (extra strength VS flyers or skimmers to perform an Antiflyer niche)- xttz, Deadshot (supported in part by fluff. Likes to tackle Skimmers because they are too slow to escape and too weak to fight back)<br /> <br /> Spore Mines<br /> None<br /> <br /> Mycetic Spores<br /> Allows units to assault out of them- Deadshot<br /> <br /> Carnifexes<br /> Cost 140pts- general consensus<br /> Free Bioplasma (xttz, Deadshot), if has 2 pairs ST (Deadshot)<br /> WS 4/Int2- xttz<br /> Armoured Shell 40pts- xttz, Deadshot<br /> T7- xttz<br /> Crushing Claws 15-20pts- xttz, Deadshot<br /> <br /> Old One Eye<br /> WS 4/ Int 2- xttz, Deadshot<br /> T 7- Deadshot, xttz<br /> EW- Deadshot (although the T7 and Rapid Regen, plus this, may make it a bit OP)<br /> Possible points reduction (cost between 220- 240pts)- Deadshot<br /> Berserk Rampage attacks allow extra attacks<br /> <br /> <br /> Biovores<br /> None<br /> <br /> Trygon- points reduction, possibly to 180-   Deadshot<br /> Option for Armoured Shell- 40pts- xttz and Deadshot (raises cost of regen to 30pts if taken, to keep in line with Tyrannofexes)<br /> <br /> Mawloc<br /> points reduction- 160~?- Deadshot<br /> Option for Armoured Shell- 40pts- xttz and Deadshot (raises cost of regen to 30pts if taken, to keep in line with Tyrannofexes)<br /> <br /> Tyrannofex<br />  Points reduction- maybe ~ 225? -Deadshot<br /> Flashboror Hive twinlinked or Str 5- xttz, Deadhot<br /> Fleshboror hive Rending- Deadshot<br /> Rupture Cannon AP 2- xttz, Deadshot<br /> Rupture Cannon Twinlinked- xttz, Deadshot<br /> Rupture Cannon Assault 4- xttz, Deadshot (all 3 changes suggested to cope with new vehicle damage table<br /> <br /> Weapons<br /> <br /> Barbed Stranglers and Stranglethorn Cannons cheaper- xttz<br /> Heavy and regular Venom Cannons AP 3 to deal with MEQ-xttz, Deadshot<br /> Venom Cannons and variants lose the -1 vehicle modifier. It prevents their  only deent AT weapon from destroying a vehicle- xttz, Deadshot<br /> <br /> <br /> Biomorphes<br /> Adrenal Glands- Allow assault from Outflank/reserves- xttz<br /> Adrenal Glands as Frag Grenades- AzureDeath<br /> Adrenal Glands Frag Grenades AND Furious Charge- Deadshot (Carnies can get Frags for half the price of Adrenals, so they would need something ove the spines<br /> Replace Regen with the It Will Not Die Special Rule- xttz (Note, Deadsot does not support. This will make it the same as  OOE Rapid Regen. Also, the Biomancy Endurance power can give this so not needed and prevents Regen and IWND from stacking)<br /> Spinefists- Asault 2X, where X is the number of attacks on the profile- Deadshot<br /> Spinefists- Free on Gants- Deadshot<br /> <br /> <br /> <br /> So, that's all I could find that was discussed and clarified beyond a general thought (ie, Carnifexes Cheaper/ Carnifexes cost ~30pts cheaper) on that other thread. Please feel free to post thouights on what you reckon will make the codex a bit better (but not OP!).]]></description>
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				<pubDate><![CDATA[Wed, 18 Jul 2012 14:57:46]]> GMT</pubDate>
				<author><![CDATA[ Deadshot]]></author>
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				<title>Re:How to fix the Tyranid codex- imput from Dakka users needed.</title>
				<description><![CDATA[ Army wide special rules:<br /> Synapse: it gives Eternal Warrior, just like in the good old days.<br /> Instinctive Behaviour: No Lurk/Feed. Replace them with the effect of Mindless (yes, the Ripper Swarm's Mindless!).<br /> Psychic Disciplines: Biomancy, Divination, Telepathy, Telekinesis <br /> <br /> Army wide other:<br /> Unique characters are purged without remorse. <br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>:<br /> Hive Tyrant: 160 points; <span class="glossaryitem" onmouseover='gp(444);'>HC</span> works like the Tau Position Relay; <span class="glossaryitem" onmouseover='gp(445);'>IH</span> forces Fearless/Stubborn/<span class="glossaryitem" onmouseover='gp(8);'>ATSKNF</span> units to roll for Fear; Psychic Monstrosity (Psychic Mastery 2) as a +25pts upgrade; add Enhanced Senses and Frag Spines biomorph upgrades<br /> <br /> Tervigon: 175 points; buff to S6, I2; expensive upgrades to spawn advanced Termagaunts/Hormagaunts/Gargoyles<br /> <br /> Tyranid Prime: 100 points; add all of the lacking biomorph upgrades and Wings, Armoured Shell, Enhanced Senses; add Psychic Mastery Level 1<br /> <br /> Hive Guard: buff to Ld8<br /> <br /> Lictors: add Brood Telepathy and Shrouded special rules; change unit type to Beast; all Lictors are Characters, add some biomorph upgrades (Adrenaline, Toxin, Acid Blood, Implant Attack)<br /> <br /> Pyrovores: buff to S5 T6, I2, A2<br /> <br /> Tyranid Warriors: add Brotherhood of Psykers (level 1); biomorph upgrade for 3+ save; dirt expensive Frag Spines upgrade; upgrade to gain Fleet<br /> <br /> Genestealers: biomorph upgrade for 4+ save; special upgrade that allows them to deploy like the Ymgarl's Dormant special rule; brood-wide Acid Blood upgrade<br /> <br /> Termagants: cost dropped to 3 <span class="glossaryitem" onmouseover='gp(675);'>ppm</span>; starts with spike rifle, can be upgraded with spinefist (free), fleshborer (+1ppm) or devourer (+5ppm)<br /> <br /> Hormagaunts: cost dropped to 5 <span class="glossaryitem" onmouseover='gp(675);'>ppm</span><br /> <br /> Ripper Swarms: buff to W6(8?)<br /> <br /> Tyranid Shrikes: buff to <span class="glossaryitem" onmouseover='gp(157);'>Sv</span> 4+; add Brotherhood of Psykers (level 1)<br /> <br /> Harpy: increse cost to 170 pts; buff to S6, T6, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span> 3+; upgrade option for an Alpha Harpy, Enhanced Senses biomorph upgrade<br /> <br /> Carnifex: increase cost to 180 pts; buff to WS4, T7, I2; decrease <span class="glossaryitem" onmouseover='gp(14);'>BS</span> to 2; Armoured Shell biomorph upgrade; Enhanced Senses OR T8 (expensive) OR "moves/charges like Beast" biomorph upgrade; ranged weapon upgrades are at -10 pts<br /> <br /> Biovore: buff to S5, T6, I2, A2<br /> <br /> Tyrannofex: change name to Malefactor<br /> <br /> Biomorphs:<br /> Barbed Strangler: add 'Shred' special rule<br /> Deathspitter: change type to Assault 1, Blast<br /> Heavy venom Cannon: buff to Assault 2<br /> Stranglethorn cannon: add 'Shred' special rule<br /> Thorax swarm: comes with all three firing modes<br /> Venom Cannon: buff to S7<br /> Crushing Claws: a model with <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCs</span></span> gain +<span class="glossaryitem" onmouseover='gp(24);'>D6</span> <i>additional</i> attacks at I1<br /> Regeneration: it gives the It Wil Not Die <span class="glossaryitem" onmouseover='gp(136);'>USR</span><br /> Enhanced Senses (new): gives +1 <span class="glossaryitem" onmouseover='gp(14);'>BS</span> and Night Vision<br /> <br /> <br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 18 Jul 2012 15:48:33]]> GMT</pubDate>
				<author><![CDATA[ AtoMaki]]></author>
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				<title>How to fix the Tyranid codex- imput from Dakka users needed.</title>
				<description><![CDATA[ "Mycetic Spores - Allows units to assault out of them- Deadshot"<br /> <br /> While I agree with this, there should be some penalty/risk in place when using it. Otherwise podding Fexes will be massively overpowered.<br /> Perhaps forcing charge range down to 1D6" on the turn units disembark, and/or allowing enemy overwatch fire at regular <span class="glossaryitem" onmouseover='gp(14);'>BS</span>.<br /> <br /> The Carnifex should also be T8, not T7. The Wraithlord gets S10 T8 for nearly half the points :(<br /> <br /> Harpies should probably get a re-roll to Jink saves too, making them more survivable and still keeping with their fluff.<br /> <br /> And what about replacing Dominion with a power than instead grants <span class="glossaryitem" onmouseover='gp(468);'>EW</span> to everything in Synapse range? Then there would actuall be a reason to use it now that you're trying to keep half your army outside of Synapse for extra Rage attacks...<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 18 Jul 2012 16:06:00]]> GMT</pubDate>
				<author><![CDATA[ xttz]]></author>
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				<title>How to fix the Tyranid codex- imput from Dakka users needed.</title>
				<description><![CDATA[ I want the "without end" rules to come back those games just looked hella fun <br /> <br /> i might have wording wrong but when gaunts died they came back in next turn lumped together inon thier tabel end to represent the innumerable horde]]></description>
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				<pubDate><![CDATA[Wed, 18 Jul 2012 16:14:14]]> GMT</pubDate>
				<author><![CDATA[ G00fySmiley]]></author>
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				<title>How to fix the Tyranid codex- imput from Dakka users needed.</title>
				<description><![CDATA[ <blockquote><div><cite>xttz wrote:</cite><br /> The Carnifex should also be T8, not T7. The Wraithlord gets S10 T8 for nearly half the points <br /> <br /> <br /> </div></blockquote><br /> <br /> <br /> I could use that to argue that every <span class="glossaryitem" onmouseover='gp(93);'>MC</span> in the Nids should be T8. And remember that Wraithlords are made of Wraithbone (also used to make Tanks and Ships <span class="glossaryitem" onmouseover='gp(70);'>IIRC</span>). I'll still put it dowb though.]]></description>
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				<pubDate><![CDATA[Wed, 18 Jul 2012 16:26:38]]> GMT</pubDate>
				<author><![CDATA[ Deadshot]]></author>
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				<title>How to fix the Tyranid codex- imput from Dakka users needed.</title>
				<description><![CDATA[ Start by searching "tyranid fan update 1.4" and then update that to 6e. It's the most balanced, ungimmicky nids update I've yet to see.<br /> <br /> Most 6e updating will have to deal wih genestealers.<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 18 Jul 2012 17:26:15]]> GMT</pubDate>
				<author><![CDATA[ chrisrawr]]></author>
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