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		<title><![CDATA[Latest posts for the thread "Tyranid Fandex: 6th Edition"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Tyranid Fandex: 6th Edition"]]></description>
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				<title>Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ So, I got bored and decided to release a Tyranid fandex if for no other reason than to speculate on what things might look like in this new edition. I would love to get feedback and suggestions for improvements, for all those that play with or against our beloved Tyranids. I will be updating this kind of piece meal as I figure out how to balance each section of the army.<br /> <br /> Some of the guidelines that I thought were important:<br /> -These guys swarm, and drown you in weight of numbers.<br /> -They have an advantage in the sheer number of large creatures they can throw out.<br /> -Flying units have been addressed in this Edition, so Tyranid flyers need some attention to bring them in line.<br /> -The Tyranid swarm is known to adapt quickly.<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQs</span>:<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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Hive Tyrant - 200 pts<br /> Composition<br /> •	1 (Unique)<br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span> <span class="glossaryitem" onmouseover='gp(14);'>BS</span> S T W I A <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> <span class="glossaryitem" onmouseover='gp(157);'>Sv</span><br /> 8 3 6 6 4 5 4 10 3+<br /> Weapons and Biomorphs<br /> •	Bonded exoskeleton<br /> •	Lash whip and bonesword<br /> •	Scything Talons<br /> Special Rules<br /> •	Synapse Creature<br /> •	Shadow in the Warp<br /> •	Psyker (Level 1)<br /> Psychic Powers (Take 2)<br /> •	The Horror<br /> •	Leech Essence<br /> •	Paroxysm<br /> •	Psychic Scream<br /> Options<br /> •	Replace lash whip and bonesword with<br /> -An additional set of scything talons – free<br /> •	Replace any set of scything talons with<br /> -Twin-linked deathspitter – 5 pts<br /> -Twin-linked devourers with brainleech worms – 5 pts<br /> •	Take any of the following abilities<br /> -Stranglethorn cannon – 10 pts<br /> -Heavy venom cannon – 15 pts<br /> •	Take one of the following abilities<br /> -Hive Commander – 10 pts<br /> -Indescribable Horror – 10 pts<br /> -Old Adversary – 10 pts<br /> •	Take any of the following<br /> -Adrenal glands – 5 pts<br /> -Toxin sacs – 5 pts<br /> -Acid blood – 5 pts<br /> -Implant attack – 5 pts<br /> -Regeneration – 10 pts<br /> -Thorax swarm with either electroshock grubs, desiccator larvae, shreddershard beetles – 20 pts<br /> •	Take one of the following<br /> -Armored shell – 20 pts<br /> -Wings – 30 pts<br /> <br /> The Swarmlord – 250 pts<br /> Composition<br /> •	1 (Unique)<br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span> <span class="glossaryitem" onmouseover='gp(14);'>BS</span> S T W I A <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> <span class="glossaryitem" onmouseover='gp(157);'>SV</span><br /> 9 3 6 6 5 6 4 10 3+<br /> Weapons and Biomorphs<br /> •	Bonded Exoskeleton<br /> •	Bonesabres<br /> Special Rules<br /> •	Synapse Creature<br /> •	Alien Cunning<br /> •	Blade Parry<br /> •	Psychic Monstrosity<br /> •	Psyker (Level 2)<br /> •	Shadow in the Warp<br /> •	Swarm Leader<br /> Psychic Powers<br /> •	The Horror<br /> •	Psychic Scream<br /> •	Paroxysm<br /> •	Leech Essence<br /> <br /> Tyrant Guard Brood – 50 pts<br /> Composition<br /> •	1-3 Tyrant Guard<br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span> <span class="glossaryitem" onmouseover='gp(14);'>BS</span> S T W I A <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> <span class="glossaryitem" onmouseover='gp(157);'>Sv</span><br /> 5 3 5 6 2 4 3 7 3+<br /> Weapons and Biomorphs<br /> •	Bonded exoskeleton<br /> •	Rending claws<br /> •	Scything talons<br /> Special Rules<br /> •	Instinctive Behavior – Feed<br /> •	Blind Rampage<br /> •	Shieldwall<br /> <br /> Tervigon – 200 pts<br /> Composition<br /> •	1 Tervigon<br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span> <span class="glossaryitem" onmouseover='gp(14);'>BS</span> S T W I A <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> <span class="glossaryitem" onmouseover='gp(157);'>Sv</span><br /> 3 3 5 6 6 1 3 10 3+<br /> Weapons and Biomorphs<br /> •	Bonded exoskeleton<br /> •	Claws and teeth<br /> •	Scything talons<br /> •	Stinger salvo<br /> Special Rules<br /> •	Synapse Creature<br /> •	Brood Progenitor<br /> •	Psyker<br /> •	Shadow in the Warp<br /> •	Spawn Termagants<br /> Psychic Powers<br /> •	Catalyst<br /> •	Dominion<br /> •	Onslaught<br /> Options<br /> •	Take any of the following<br /> -Adrenal glands – 5 pts<br /> -Toxin sacs – 5 pts<br /> -Acid blood – 5 pts<br /> -Implant attack – 5 pts<br /> -Toxic miasma – 10 pts<br /> -Regeneration – 10 pts<br /> <br /> Tyranid Prime – 50 pts<br /> Composition<br /> •	1 Tyranid Prime<br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span> <span class="glossaryitem" onmouseover='gp(14);'>BS</span> S T W I A <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> <span class="glossaryitem" onmouseover='gp(157);'>Sv</span><br /> 6 4 5 5 3 5 4 10 3+<br /> Weapons and Biomorphs<br /> •	Bonded Exoskeleton<br /> •	Devourer<br /> •	Scything talons<br /> Special Rules<br /> •	Synapse Creature<br /> •	Alpha Warrior<br /> •	Independent Character<br /> •	Shadow in the Warp<br /> Options<br /> •	Replace scything talons with<br /> -Rending claws – free<br /> -A pair of boneswords – 5 pts<br /> -Lash whip and bonesword – 5 pts<br /> •	Replace devourer with<br /> -Rending claws – free<br /> -Spinefists – free<br /> -Deathspitter – 5 pts<br /> -An additional set of scything talons (these cannot be further exchanged) – free<br /> •	Take any of the following<br /> -Adrenal glands – 5 pts<br /> -Toxin sacs – 5 pts<br /> -Regeneration – 5 pts<br /> <br /> The Parasite of Mortrex – 100 pts<br /> Composition<br /> •	1 (Unique)<br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span> <span class="glossaryitem" onmouseover='gp(14);'>BS</span> S T W I A <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> <span class="glossaryitem" onmouseover='gp(157);'>Sv</span><br /> 5 3 6 5 3 6 4 10 3+<br /> Weapons and Biomorphs<br /> •	Implant attack<br /> •	Bonded exoskeleton<br /> •	Rending claws<br /> •	Wings<br /> Special Rules<br /> •	Synapse Creature<br /> •	Host Organism<br /> •	Implant Parasite<br /> •	Independent Character<br /> •	Shadow in the Warp<br /> •	“The Sarge is Acting Strangely…”<br /> 
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<br /> Hive Guard Brood – 50 pts<br /> Composition<br /> •	1-3 Hive Guard<br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span> <span class="glossaryitem" onmouseover='gp(14);'>BS</span> S T W I A <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> <span class="glossaryitem" onmouseover='gp(157);'>Sv</span><br /> 4 4 5 6 2 2 2 7 4+<br /> Weapons and Biomorphs<br /> •	Claws and teeth<br /> •	Impaler cannon<br /> •	Hardened carapace<br /> Special Rules<br /> •	Instinctive Behaviour – Lurk<br /> <br /> Lictor Brood – 50 pts<br /> Composition<br /> •	1-9 Lictors<br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span> <span class="glossaryitem" onmouseover='gp(14);'>BS</span> S T W I A <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> <span class="glossaryitem" onmouseover='gp(157);'>Sv</span><br /> 6 3 6 4 3 6 3 10 4+<br /> Weapons and Biomorphs<br /> •	Chameleonic skin<br /> •	Flesh hooks<br /> •	Reinforced chitin<br /> •	Rending claws<br /> •	Scything talons<br /> Special Rules<br /> •	Instinctive Behaviour - Lurk<br /> •	Fleet<br /> •	Hit and Run<br /> •	Move Through Cover<br /> •	Pheromone Trail<br /> •	Shrouded<br /> •	Stealth<br /> <br /> Deathleaper – 100 pts<br /> Composition<br /> •	1 (Unique)<br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span> <span class="glossaryitem" onmouseover='gp(14);'>BS</span> S T W I A <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> <span class="glossaryitem" onmouseover='gp(157);'>Sv</span><br /> 9 4 6 4 3 7 4 10 4+<br /> Weapons and Biomorphs<br /> •	Chameleonic skin<br /> •	Flesh hooks<br /> •	Reinforced chitin<br /> •	Rending claws<br /> •	Scything talons<br /> Special Rules<br /> •	Instinctive Behaviour – Lurk<br /> •	Fearless<br /> •	Fleet<br /> •	Killing Strike<br /> •	“It’s after me!”<br /> •	Move Through Cover<br /> •	Pheromone Trail<br /> •	Shrouded<br /> •	Stealth<br /> •	Hit and Run<br /> •	“What was that?”<br /> •	“Where is it?”<br /> •	“Where’d it go?”<br /> <br /> Venomthrope Brood – 30 pts<br /> Composition<br /> •	1-3 Venomthropes<br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span> <span class="glossaryitem" onmouseover='gp(14);'>BS</span> S T W I A <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> <span class="glossaryitem" onmouseover='gp(157);'>Sv</span><br /> 3 4 4 4 2 3 2 6 5+<br /> Weapons and Biomorphs<br /> •	Lash whips<br /> •	Reinforced chitin<br /> •	Toxic miasma<br /> Special Rules<br /> •	Instinctive Behaviour – Feed<br /> •	Independent Character<br /> •	Spore Cloud<br /> •	Toxic Touch<br /> Dedicated Transport<br /> •	The brood may take a Mycetic Spore<br /> <br /> Zoanthrope Brood – 60 pts<br /> Composition<br /> •	1-3 Zoanthropes<br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span> <span class="glossaryitem" onmouseover='gp(14);'>BS</span> S T W I A <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> <span class="glossaryitem" onmouseover='gp(157);'>Sv</span><br /> 3 4 4 4 2 3 1 10 3++<br /> Weapons and Biomorphs<br /> •	Claws and teeth<br /> •	Reinforced chitin<br /> Special Rules<br /> •	Synapse Creature<br /> •	Psyker (Level 1)<br /> •	Shadow in the Warp<br /> •	Warp Field<br /> Psychic Powers<br /> •	Warp Blast<br /> •	Warp Lance<br /> Dedicated Transport<br /> •	The brood may take a Mycetic Spore<br /> <br /> The Doom of Malan’tai – 100 pts<br /> Composition<br /> •	1 (Unique)<br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span> <span class="glossaryitem" onmouseover='gp(14);'>BS</span> S T W I A <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> <span class="glossaryitem" onmouseover='gp(157);'>Sv</span><br /> 4 4 X 4 4 4 3 10 3++<br /> Weapons and Biomorphs<br /> •	Claws and Teeth<br /> •	Reinforced Chitin<br /> Special Rules<br /> •	Instinctive Behaviour – Feed<br /> •	Absorb Life<br /> •	Fearless<br /> •	Psychic Strength<br /> •	Psyker<br /> •	Shadow in the Warp<br /> •	Spirit Leech<br /> •	Warp Field<br /> Psychic Powers<br /> •	Cataclysm<br /> Dedicated Transport<br /> •	The Doom of Malan’tai may take a Mycetic Spore<br /> <br /> Pyrovore Brood – 30 pts<br /> Composition<br /> •	1-9 Pyrovores<br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span> <span class="glossaryitem" onmouseover='gp(14);'>BS</span> S T W I A <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> <span class="glossaryitem" onmouseover='gp(157);'>Sv</span><br /> 3 3 4 4 3 1 1 6 4+<br /> Weapons and Biomorphs<br /> •	Acid Blood<br /> •	Acid Maw<br /> •	Claws and teeth<br /> •	Flamespurt<br /> •	Hardened carapace<br /> •	Toxic Touch<br /> Special Rules<br /> •	Instinctive Behaviour – Feed<br /> •	Volatile<br /> Dedicated Transport<br /> •	The brood may take a Mycetic Spore<br /> <br /> Ymgarl Genestealer Brood – 25 pts<br /> Composition<br /> •	5-10 Ymgarl Genestealers<br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span> <span class="glossaryitem" onmouseover='gp(14);'>BS</span> S T W I A <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> <span class="glossaryitem" onmouseover='gp(157);'>Sv</span><br /> 6 0 4 4 1 6 2 10 4+<br /> Weapons and Biomorphs<br /> •	Hardened carapace<br /> •	Rending claws<br /> Special Rules<br /> •	Alter Form<br /> •	Brood Telepathy<br /> •	Dormant<br /> •	Fleet<br /> •	Move Through Cover<br /> 
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<br /> Tyranid Warrior Brood – 25 pts<br /> Composition<br /> •	3-9 Tyranid Warriors<br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span> <span class="glossaryitem" onmouseover='gp(14);'>BS</span> S T W I A <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> <span class="glossaryitem" onmouseover='gp(157);'>Sv</span><br /> 5 3 4 4 3 4 3 10 4+<br /> Weapons and Biomorphs<br /> •	Devourer<br /> •	Hardened carapace<br /> •	Scything talons<br /> Special Rules<br /> •	Synapse Creature<br /> •	Shadow in the Warp<br /> Options<br /> •	The entire brood my exchange its scything talons for<br /> -Rending claws – 5 pts<br /> -A pair of boneswords – 10 pts<br /> -Lash whip and bonesword – 10 pts<br /> •	One Tyranid Warrior in the brood may exchange its devourer for<br /> -Barbed Strangler – 5 pts<br /> -Venom Cannon – 10 pts<br /> •	The entire brood may exchange its devourers for:<br /> -Rending claws - free<br /> -Spinefists - free<br /> -Deathspitter – 5 pts<br /> -An additional set of scything talons (these cannot be further exchanged) - free<br /> •	The entire brood may take<br /> -Adrenal glands – 5 pts<br /> -Toxin sacs – 5 pts<br /> <br /> Genestealer Brood – 10 pts<br /> Composition<br /> •	5-20 Genestealers<br /> Genestealer	<span class="glossaryitem" onmouseover='gp(149);'>WS</span> <span class="glossaryitem" onmouseover='gp(14);'>BS</span> S T W I A <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> <span class="glossaryitem" onmouseover='gp(157);'>Sv</span><br /> 		6 0 4 4 1 6 2 10 5+<br /> Broodlord	<span class="glossaryitem" onmouseover='gp(149);'>WS</span> <span class="glossaryitem" onmouseover='gp(14);'>BS</span> S T W I A <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> <span class="glossaryitem" onmouseover='gp(157);'>Sv</span><br /> 		7 0 5 5 3 7 4 10 4+<br /> Weapons and Biomorphs<br /> •	Rending claws<br /> •	Reinforced Chitin (Genestealer only)<br /> •	Hardened carapace (Broodlord only)<br /> Special Rules<br /> •	Brood Telepathy<br /> •	Fleet<br /> •	Infiltrate<br /> •	Move Through Cover<br /> •	Psyker (Broodlord only) (Level 1)<br /> Psychic Powers<br /> •	Aura of Despair<br /> •	Hypnotic Gaze<br /> Options<br /> •	Upgrade one Genestealer to a Broodlord – 35 pts<br /> •	A Broodlord may take<br /> -Scything talons – 1 pts<br /> -Implant attack – 5 pts<br /> -Acid blood – 5 pts<br /> •	All Genestealers in the brood may take<br /> -Scything talons – 1 pts<br /> •	The entire brood may take<br /> -Adrenal glands – 2 pts<br /> -Toxin sacs – 2 pts<br /> Dedicated Transport<br /> •	The brood may take a Mycetic Spore<br /> <br /> Mycetic Spore – 50 pts<br /> Composition<br /> •	1 Mycetic Spore<br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span> <span class="glossaryitem" onmouseover='gp(14);'>BS</span> S T W I A <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> <span class="glossaryitem" onmouseover='gp(157);'>Sv</span><br /> 2 2 6 4 3 1 3 5 4+<br /> Weapons and Biomorphs<br /> •	Hardened Carapace<br /> •	Lash whip<br /> •	Ripper tentacle<br /> Special Rules<br /> •	Deep Strike<br /> •	Fearless<br /> •	Immobile Pod<br /> •	Limited Sentience<br /> •	Transport Spore<br /> Options<br /> •	Take one of the following<br /> -Cluster spines – free<br /> -Stinger salvo – free<br /> -Twin-linked deathspitter – free<br /> -Barbed strangler – 5 pts<br /> -Venom cannon – 10 pts<br /> <br /> Termagant Brood – 5 pts<br /> Composition<br /> •	10 – 30 Termagants<br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span> <span class="glossaryitem" onmouseover='gp(14);'>BS</span> S T W I A <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> <span class="glossaryitem" onmouseover='gp(157);'>Sv</span><br /> 3 3 3 3 1 4 1 6 6+<br /> Weapons and Biomorphs<br /> •	Chitin<br /> •	Claws and teeth<br /> •	Fleshborer<br /> Special Rules<br /> •	Instinctive Behaviour – Lurk<br /> •	Move Through Cover<br /> Options<br /> •	For every 10 Termagants the brood contains, one may replace its fleshborer with<br /> -Strangleweb – 5 pts<br /> •	The entire brood may replace their fleshborers for<br /> -Spinefists – 1 pt<br /> -Spike rifle – 1 pt<br /> -Devourer – 5pts<br /> •	The entire brood may take<br /> -Adrenal glands – 1 pt<br /> -Toxin sacs – 1 pt<br /> Dedicated Transport<br /> •	If the brood consists of 20 models or less, it may take a Mycetic Spore<br /> <br /> Hormagaunt Brood – 6 pts<br /> Composition<br /> •	10-30 Hormagaunts<br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span> <span class="glossaryitem" onmouseover='gp(14);'>BS</span> S T W I A <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> <span class="glossaryitem" onmouseover='gp(157);'>Sv</span><br /> 3 3 3 3 1 5 2 6 6+<br /> Weapons and Biomorphs<br /> •	Chitin<br /> •	Scything talons<br /> Special Rules<br /> •	Instinctive Behaviour – Feed<br /> •	Bounding Leap<br /> •	Fleet<br /> •	Move Through Cover<br /> Options<br /> •	The entire brood may take<br /> -Adrenal glands – 2 pts<br /> -Toxin sacs – 2 pts<br /> Dedicated Transport<br /> •	If the brood consists of 20 models or less, it may take a Mycetic Spore<br /> <br /> Ripper Swarm Brood – 11 pts<br /> Composition<br /> •	5-20 Ripper Swarms<br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span> <span class="glossaryitem" onmouseover='gp(14);'>BS</span> S T W I A <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> <span class="glossaryitem" onmouseover='gp(157);'>Sv</span><br /> 2 2 3 3 3 2 5 5 6+<br /> Weapons and Biomorphs<br /> •	Chitin<br /> •	Claws and teeth<br /> Special Rules<br /> •	Instinctive Behaviour – Feed<br /> •	Fearless<br /> •	Mindless<br /> •	Swarms<br /> Options<br /> •	The entire brood may take<br /> -Adrenal glands – 1 pt<br /> -Toxin sacs – 1 pt<br /> •	The entire brood may be upgraded to have the following ability<br /> -Tunnel Swarm – 2 pts<br /> 
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<br /> Tyranid Shrike Brood – 30 pts<br /> Composition<br /> •	3-9 Tyranid Shrikes<br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span> <span class="glossaryitem" onmouseover='gp(14);'>BS</span> S T W I A <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> <span class="glossaryitem" onmouseover='gp(157);'>Sv</span><br /> 5 3 4 4 3 4 3 10 5+<br /> Weapons and Biomorphs<br /> •	Devourer<br /> •	Reinforced chitin<br /> •	Scything talons<br /> •	Wings<br /> Special Rules<br /> •	Synapse creature<br /> •	Shadow in the Warp<br /> Options<br /> •	The entire brood my exchange its scything talons for<br /> -Rending claws – 5 pts<br /> •	One Tyranid Shrike in the brood may exchange its devourer for<br /> -Barbed Strangler – 5 pts<br /> -Venom Cannon – 10 pts<br /> •	The entire brood may exchange its devourers for:<br /> -Spinefists - free<br /> -Deathspitter – 5 pts<br /> -An additional set of scything talons (these cannot be further exchanged) – free<br /> -A pair of boneswords – 10 pts<br /> -Lash whip and bonesword – 10 pts<br /> •	The entire brood may take<br /> -Adrenal glands – 5 pts<br /> -Toxin sacs – 5 pts<br /> <br /> Ravener Brood – 30 pts<br /> Composition<br /> •	3-9 Raveners<br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span> <span class="glossaryitem" onmouseover='gp(14);'>BS</span> S T W I A <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> <span class="glossaryitem" onmouseover='gp(157);'>Sv</span><br /> 5 3 4 4 3 5 4 6 5+<br /> Weapons and Biomorphs<br /> •	Devourer<br /> •	Reinforced Chitin<br /> •	Scything Talons<br /> Special Rules<br /> •	Instinctive Behaviour – Feed<br /> •	Acute Senses<br /> •	Deep Strike<br /> •	Move Through Cover<br /> Options<br /> •	Every Ravener in the brood may replace one of their sets of scything talons<br /> -Rending Claws – 5 pts<br /> •	The entire brood may take one of the following<br /> -Spinefists – 5pts<br /> -Devourers – 5 pts<br /> Deathspitters – 10 pts<br /> <br /> Sky-Slasher Swarm Brood – 13 pts<br /> Composition<br /> •	5-20 Sky-Slasher Swarms<br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span> <span class="glossaryitem" onmouseover='gp(14);'>BS</span> S T W I A <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> <span class="glossaryitem" onmouseover='gp(157);'>Sv</span><br /> 2 2 3 3 3 2 5 5 6+<br /> Weapons and Biomorphs<br /> •	Chitin<br /> •	Claws and teeth<br /> Special Rules<br /> •	Instinctive Behaviour – Feed<br /> •	Fearless<br /> •	Mindless<br /> •	Swarms<br /> Options<br /> •	The entire brood may take<br /> -Adrenal glands – 1 pt<br /> -Toxin sacs – 1 pt<br /> <br /> Gargoyle Brood – 6 pts<br /> Composition<br /> •	10-30 Gargoyles<br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span> <span class="glossaryitem" onmouseover='gp(14);'>BS</span> S T W I A <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> <span class="glossaryitem" onmouseover='gp(157);'>Sv</span><br /> 3 3 3 3 1 4 1 6 6+<br /> Weapons and Biomorphs<br /> •	Blinding Venom<br /> •	Chitin<br /> •	Claws and teeth<br /> •	Fleshborer<br /> •	Wings<br /> Special Rules<br /> •	Instinctive Behaviour – Lurk<br /> Options<br /> •	The entire brood may take<br /> -Adrenal glands – 1 pt<br /> -Toxin Sacs – 1 pt<br /> •	The entire brood may replace their chitin for<br /> -Reinforced chitin – 2 pts<br /> <br /> Harpy – 150 pts<br /> Composition<br /> •	1 Harpy<br /> Harpy	<span class="glossaryitem" onmouseover='gp(149);'>WS</span> <span class="glossaryitem" onmouseover='gp(14);'>BS</span> S T W I A <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> <span class="glossaryitem" onmouseover='gp(157);'>Sv</span><br /> 3 3 5 5 4 5 2 10 4+<br /> Spore Mine	<span class="glossaryitem" onmouseover='gp(149);'>WS</span> <span class="glossaryitem" onmouseover='gp(14);'>BS</span> S T W I A <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> <span class="glossaryitem" onmouseover='gp(157);'>Sv</span><br /> - - 1 1 1 1 – 1 –<br /> Weapons and Biomorphs<br /> •	Hardened carapace<br /> •	Scything talons<br /> •	Spore mine cysts<br /> •	Stinger salvo<br /> •	Twin-linked stranglethorn cannon<br /> •	Wings<br /> Special Rules<br /> •	Instinctive Behaviour – Lurk<br /> •	Fearless<br /> •	Sonic Screech<br /> •	Living Bomb (Spore Mine Only)<br /> Options<br /> •	Replace twin-linked stranglethorn cannon for<br /> -Twin-linked heavy venom cannon – 10 pts<br /> -Twin-linked devourers with brainleech worms (two sets) – 20 pts<br /> •	Replace stinger salvo with<br /> -Cluster spines – free<br /> •	A Harpy may take<br /> -Adrenal glands – 5 pts<br /> -Toxin sacs – 5 pts<br /> -Regeneration – 10 pts<br /> -Bonded Exoskeleton – 10 pts<br /> <br /> Spore Mine Cluster – 5 pts<br /> Composition<br /> •	3-6 Spore Mines<br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span> <span class="glossaryitem" onmouseover='gp(14);'>BS</span> S T W I A <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> <span class="glossaryitem" onmouseover='gp(157);'>Sv</span><br /> - - 1 1 1 1 – 1 –<br /> Weapons and Biomorphs<br /> •	Spore Mine<br /> Special Rules<br /> •	Living Bomb<br /> •	Orbital Deployment<br /> 
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</div><br /> Heavy Support<br /> <div style="margin-top:5px; margin-bottom:10px;">
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<br /> Carnifex Brood – 130 pts<br /> Composition<br /> •	1-3 Carnifexes<br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span> <span class="glossaryitem" onmouseover='gp(14);'>BS</span> S T W I A <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> <span class="glossaryitem" onmouseover='gp(157);'>Sv</span><br /> 3 3 9 6 4 1 4 7 3+<br /> Weapons and Biomorphs<br /> •	Bonded exoskeleton<br /> •	Scything talons (two sets)<br /> Special Rules<br /> •	Instinctive Behaviour – Feed<br /> •	Fearless<br /> •	Living Battering Ram<br /> Dedicated Transport<br /> •	If the brood consists of only a single Carnifex it may take a Mycetic Spore<br /> Options<br /> •	Replace one set of scything talons with<br /> -Crushing claws – 10 pts<br /> -Stranglethorn cannon – 10 pts<br /> -Heavy venom cannon – 15 pts<br /> •	Replace any set of scything talons with<br /> -Twin-linked deathspitter – 15 pts<br /> -Twin-linked devourers with Brainleech worms – 15 pts<br /> •	Take any of the following<br /> -Frag spines – 5 pts<br /> -Adrenal glands – 5 pts<br /> -Toxin sacs – 5 pts<br /> -Bio-plasma – 10 pts<br /> -Regeneration – 10 pts<br /> -Armored shell – 20 pts<br /> <br /> Old One Eye – 350 pts<br /> Composition<br /> •	1 (Unique)<br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span> <span class="glossaryitem" onmouseover='gp(14);'>BS</span> S T W I A <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> <span class="glossaryitem" onmouseover='gp(157);'>Sv</span><br /> 4 3 10 6 4 1 4 8 2+<br /> Weapons and Biomorphs<br /> •	Armored shell<br /> •	Crushing claws<br /> •	Scything talons<br /> Special Rules<br /> •	Instinctive Behaviour – Feed<br /> •	Alpha Leader<br /> •	Berserk Rampage<br /> •	Fearless<br /> •	Feel No Pain (4+)<br /> •	Living Battering Ram<br /> •	Rapid Regeneration<br /> •	Smash<br /> <br /> Biovore Brood – 40 pts<br /> Composition<br /> •	1-3 Biovores<br /> Biovore 	<span class="glossaryitem" onmouseover='gp(149);'>WS</span> <span class="glossaryitem" onmouseover='gp(14);'>BS</span> S T W I A <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> <span class="glossaryitem" onmouseover='gp(157);'>Sv</span><br /> 3	3 4 4 2 1 1 6 4+<br /> Spore Mine 	<span class="glossaryitem" onmouseover='gp(149);'>WS</span> <span class="glossaryitem" onmouseover='gp(14);'>BS</span> S T W I A <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> <span class="glossaryitem" onmouseover='gp(157);'>Sv</span><br /> -	- 1 1 1 1 – 1 - <br /> <br /> Weapons and Biomorphs<br /> •	Claws and teeth<br /> •	Hardened carapace<br /> •	Spore Mine launcher<br /> Special Rules<br /> •	Instinctive Behaviour – Lurk<br /> •	Living Bomb (Spore Mine only)<br /> <br /> Trygon – 200 pts<br /> Composition<br /> •	1 Trygon<br /> Trygon		<span class="glossaryitem" onmouseover='gp(149);'>WS</span> <span class="glossaryitem" onmouseover='gp(14);'>BS</span> S T W I A <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> S <br /> 4	3 6 6 6 4 6 8 3+<br /> Trygon Prime 	<span class="glossaryitem" onmouseover='gp(149);'>WS</span> <span class="glossaryitem" onmouseover='gp(14);'>BS</span> S T W I A <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> <span class="glossaryitem" onmouseover='gp(157);'>Sv</span> <br /> 4 3 6 6 6 4 6 10 3+<br /> Weapons and Biomorphs<br /> •	Bio-electric pulse<br /> •	Bonded exoskeleton<br /> •	Scything talons (two sets)<br /> •	Containment spines (Trygon Prime only)<br /> Special Rules<br /> •	Instinctive Behavior – Feed (Trygon only)<br /> •	Deep Strike<br /> •	Fearless<br /> •	Fleet<br /> •	Subterranean Assualt<br /> •	Synapse Creature (Trygon Prime only)<br /> •	Shadow in the Warp (Trygon Prime only)<br /> Options<br /> •	Take any of the following<br /> -Adrenal glands – 5 pts<br /> -Toxin sacs – 5 pts<br /> -Regeneration – 10 pts<br /> -Armored shell – 20 pts<br /> •	Upgrade Trygon to a Trygon Prime – 20 pts<br /> <br /> Mawloc – 170 pts<br /> Composition<br /> •	1 Mawloc<br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span> <span class="glossaryitem" onmouseover='gp(14);'>BS</span> S T W I A <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> <span class="glossaryitem" onmouseover='gp(157);'>Sv</span><br /> 3 0 6 6 6 4 3 8 3+<br /> Weapons and Biomorphs<br /> •	Bonded exoskeleton<br /> •	Claws and teeth<br /> Special Rules<br /> •	Instinctive Behaviour – Feed<br /> •	Burrow<br /> •	Deep Strike<br /> •	Fearless<br /> •	Hit and Run<br /> •	Terror from the Deep<br /> Options<br /> •	Take any of the following<br /> -Adrenal glands – 5 pts<br /> -Toxin sacs – 5 pts<br /> -Regeneration – 10 pts<br /> -Armored shell – 20 pts<br /> <br /> Tyrannofex – 220 pts<br /> Composition<br /> •	1 Tyrannofex<br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span> <span class="glossaryitem" onmouseover='gp(14);'>BS</span> S T W I A <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> <span class="glossaryitem" onmouseover='gp(157);'>Sv</span><br /> 3 3 6 6 6 1 3 8 2+<br /> Weapons and Biomorphs<br /> •	Acid spray<br /> •	Armored shell<br /> •	Claws and teeth<br /> •	Stinger salvo<br /> •	Thorax swarm (electroshock grubs<br /> Special Rules<br /> •	Instinctive Behaviour – Lurk<br /> •	Fearless<br /> Options<br /> •	Replace acid spray with<br /> -Fleshborer hive – 10 pts<br /> -Rupture Cannon – 15 pts<br /> •	Replace stinger salvo for cluster spines – free<br /> •	Replace electroshock grubs with<br /> -Desiccator larvae – free<br /> -Shreddershard beetles – free<br /> •	Take any of the following<br /> -Adrenal glands – 5 pts<br /> -Toxin sacs – 5 pts<br /> -Regeneration – 15 pts<br /> 
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				<pubDate><![CDATA[Sun, 2 Dec 2012 21:14:55]]> GMT</pubDate>
				<author><![CDATA[ Unyielding Hunger]]></author>
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				<title>Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ Looking good, few pointers though, tyrant should.not get free toxin and adrenal.glands, these would be auto.takes otherwise and if so, why not just put it in its profile.<br /> <br /> A few of my suggestions, <br /> Heavy venom cannon becomes assault 2 no blast or <span class="glossaryitem" onmouseover='gp(6);'>ap</span> 3 blast<br /> Brain worms ap5 <br /> Spike rifle str4 ap4 assault x 18" <br /> Warriors need t5 or 25pts each. <br /> Regen to change to "it will not die" <br /> Naked fex for 125-30pts and option for 2+ save<br /> Harpy 140pts and similar options to fex <br /> Tyranofex ( this one may get me shot <span class="glossaryitem" onmouseover='gp(84);'>lol</span>) 4 wounds, 200 pts<br /> Acid spray 25pts <span class="glossaryitem" onmouseover='gp(123);'>str</span> 6 ap3,  rupture cannon str10 <span class="glossaryitem" onmouseover='gp(6);'>ap</span> <span class="glossaryitem" onmouseover='gp(24);'>d6</span>,  fleshboror hive <span class="glossaryitem" onmouseover='gp(123);'>str</span> 5 ap5 heavy 20 range18"  brainleech<br />  Thats some of em <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 2 Dec 2012 22:01:42]]> GMT</pubDate>
				<author><![CDATA[ Formosa]]></author>
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				<title>Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/5fc866d985c125ea6fbb2d35ded1ea21.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/492346/5037396.page"><b>Formosa wrote:</b></a><br/>Looking good, few pointers though, tyrant should.not get free toxin and adrenal.glands, these would be auto.takes otherwise and if so, why not just put it in its profile.<br /> <br /> A few of my suggestions, <br /> Heavy venom cannon becomes assault 2 no blast or <span class="glossaryitem" onmouseover='gp(6);'>ap</span> 3 blast<br /> Brain worms ap5 <br /> Spike rifle str4 ap4 assault x 18" <br /> Warriors need t5 or 25pts each. <br /> Regen to change to "it will not die" <br /> Naked fex for 125-30pts and option for 2+ save<br /> Harpy 140pts and similar options to fex <br /> Tyranofex ( this one may get me shot <span class="glossaryitem" onmouseover='gp(84);'>lol</span>) 4 wounds, 200 pts<br /> Acid spray 25pts <span class="glossaryitem" onmouseover='gp(123);'>str</span> 6 ap3,  rupture cannon str10 <span class="glossaryitem" onmouseover='gp(6);'>ap</span> <span class="glossaryitem" onmouseover='gp(24);'>d6</span>,  fleshboror hive <span class="glossaryitem" onmouseover='gp(123);'>str</span> 5 ap5 heavy 20 range18"  brainleech<br />  Thats some of em <br /> </div></blockquote><br /> <br /> Thanks for catching those upgrade bloopers. Fixed. As for the weapons, I am going to try and not mess with those for now. I am putting out some work now on balancing out the elite options, and the thing that has me concerned is just making sure that choices become valid. Also, making Deathleaper seem like a mainstream competative choice is difficult. Also, the elite section is now up.]]></description>
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				<pubDate><![CDATA[Sun, 2 Dec 2012 22:10:25]]> GMT</pubDate>
				<author><![CDATA[ Unyielding Hunger]]></author>
			</item>
			<item>
				<title>Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ Sorry if I'm missing something... But <span class="glossaryitem" onmouseover='gp(181);'>ib</span> on lictors needs to go, pyrovores needs acid spray and torrent rule,  flesh hooks on deathleaper need to force an enemy to accept a challenge...get over here <span class="glossaryitem" onmouseover='gp(84);'>lol</span>, doom is a bit cheap.  <br /> Could you explain the 1-9 choices for certain entries, also when you get round to making the harpy make sure it can take twin linked devourers with worms, as at the moment all it can do to other flyers is...  Nowt ]]></description>
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				<pubDate><![CDATA[Mon, 3 Dec 2012 00:20:16]]> GMT</pubDate>
				<author><![CDATA[ Formosa]]></author>
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				<title>Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/5fc866d985c125ea6fbb2d35ded1ea21.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/492346/5037826.page"><b>Formosa wrote:</b></a><br/>Sorry if I'm missing something... But <span class="glossaryitem" onmouseover='gp(181);'>ib</span> on lictors needs to go, pyrovores needs acid spray and torrent rule,  flesh hooks on deathleaper need to force an enemy to accept a challenge...get over here <span class="glossaryitem" onmouseover='gp(84);'>lol</span>, doom is a bit cheap.  <br /> Could you explain the 1-9 choices for certain entries, also when you get round to making the harpy make sure it can take twin linked devourers with worms, as at the moment all it can do to other flyers is...  Nowt </div></blockquote><br /> <br /> Excellent points, however, some are misguided. The reason why the lictors have instinctive behaviour is because they are not genestealers or synapse creatures. They must have the instinctive behaviour tests. Also, Flamespurt is more than capable of handling the damage that a Pyrovore should wield. Torrent is a tough sell, simply because most people are already disinclined against the pyrovore, and also, Torrent would justify raising the price of the unit, therefore making it much more difficult to balance out with the rest of the elite units. Deathleaper is really tricky, because that would most likely make the character too powerful. As is, he is more survivable, while cheeper, allowing you to spend those extra points elsewhere to bolster your hordes. Besides, as 6th edition has come out, those flesh hooks technically already give you the chance to strike at a major character in a unit. Most of the time, these troops sit in the back, or the middle, or something along those lines, so as long as you deploy the lictors and deathleaper closest to that model, the enemy will have to roll wounds on that character. As for the devilish little Doom of Malan'tai, I actually raised the price from the codex. What would you suggest as a better price? I kept the price higher, but still low, in order to take into account that most people will place the Doom of Malan'Tai inside a drop pod, which will raise the price of the model anyways.<br /> <br /> As for the options on boosting certain numbers of units, I felt it was an option due to the fact that many of these units would be simply killed by the large amount of firepower that is present in 6th edition. Keeping costs low allows for suitable battlefield losses while still allowing these units a chance to fight back and give as good as get. Also, there are a disproportionate amount of people who buy Pyrovore models for use as biovores, and this gives them the chance to display them all in all their goodness, as intended. What was your opinion on the numbers, though? Also, Harpies are a ways away, and no promises.]]></description>
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				<pubDate><![CDATA[Mon, 3 Dec 2012 00:47:59]]> GMT</pubDate>
				<author><![CDATA[ Unyielding Hunger]]></author>
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				<title>Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ Fair enough, your points are well made, another thought I had ( again contraveracial) is rather than 1-9 venomthropes in a brood, keep it 1-3 but allow them to be attached to a unit. <br /> As to troops, I have always thought 14 pts for a stealer is too much, 12 seems fair to me, but then it's may be too cheap, gaunts are fine and warriors are far far too expensive for what they can do, as I said before 25 pts each or leave.them as is but make them t5.]]></description>
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				<pubDate><![CDATA[Mon, 3 Dec 2012 01:09:38]]> GMT</pubDate>
				<author><![CDATA[ Formosa]]></author>
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				<title>Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/5fc866d985c125ea6fbb2d35ded1ea21.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/492346/5037971.page"><b>Formosa wrote:</b></a><br/>Fair enough, your points are well made, another thought I had ( again contraveracial) is rather than 1-9 venomthropes in a brood, keep it 1-3 but allow them to be attached to a unit. <br /> As to troops, I have always thought 14 pts for a stealer is too much, 12 seems fair to me, but then it's may be too cheap, gaunts are fine and warriors are far far too expensive for what they can do, as I said before 25 pts each or leave.them as is but make them t5.</div></blockquote><br /> <br /> Honestly, I did try to come up with a way to attach venomthropes to infantry, but could not come up with it. As is, I think we must deal with the simple truth that we will just have to put them between two units as a sandwhich. If you have an idea that wont break the meta and turn an elite unit into a scoring unit, i am all ears.<br /> <br /> Also, just finished up the troop section, and I kept some areas the same. I do agree that it is expensive for a genestealer unit, however, they are an elite close combat infantry unit, so they do deserve some sort of price tag above and beyond. Your remark on the warrior toughness made me frown. To be honest, the warriors are every bit as fragile as their smaller counterpart, and it is a theme of Tyranids that most of their units have T4 or less, except when you get into the big boys. However, tell me what you guys think about the Ripper swarms. I tried to make them seem far more valuable, and hopefully they are. I took away their ability to spinefist with the buff, that way things wouldn't get insane. My thinking was that rippers are the most abundant form of tyranid bio form, so they needed to be relatively cheap, and extremely dangerous if they get close. After all, these things are the primary harvesters, digesting everything the hive fleet needs.]]></description>
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				<pubDate><![CDATA[Mon, 3 Dec 2012 05:26:29]]> GMT</pubDate>
				<author><![CDATA[ Unyielding Hunger]]></author>
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				<title>Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ I think you have some typos in the Warrior section - only one Deathspitter in the brood and no heavy weapons?<br /> <br /> As far as Venomthropes go... make them <span class="glossaryitem" onmouseover='gp(67);'>ICs</span>, just like Sanguinary Guard. <br /> <br /> Compare your Rippers to your Hormagaunts. Now tell me why I'd ever choose Hormagaunts. 2 points cheaper per base when you add <span class="glossaryitem" onmouseover='gp(160);'>AG</span>/<span class="glossaryitem" onmouseover='gp(130);'>TS</span>, triple the wounds and the blast/template vulnerability is not that big of a deal (especially with triple the wounds and cheaper). Mindless sucks but at 160 points for a full unit, throwing a Prime in there for 50 is just fine. 890 points gets you 120 <span class="glossaryitem" onmouseover='gp(160);'>AG</span>/<span class="glossaryitem" onmouseover='gp(130);'>TS</span> rippers plus 2 primes. What army can deal with 360 wounds at 1k points?]]></description>
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				<pubDate><![CDATA[Mon, 3 Dec 2012 05:45:39]]> GMT</pubDate>
				<author><![CDATA[ rigeld2]]></author>
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				<title>Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ Easiest way to put venoms into squads is to look at wolfguard really. Same with yer biolobbers and flame mutts, they should all be able to turtle into hormie/termie swarms.]]></description>
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				<pubDate><![CDATA[Mon, 3 Dec 2012 07:18:10]]> GMT</pubDate>
				<author><![CDATA[ chrisrawr]]></author>
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				<title>Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ Remember tyrants used to be able to join other units, this is where "shoot the big ones" came from, now I'm not saying bringthat back, but allowing genome to join a unit would be fine, <br /> As an <span class="glossaryitem" onmouseover='gp(67);'>ic</span> can already, and the unit still scores]]></description>
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				<pubDate><![CDATA[Mon, 3 Dec 2012 13:13:29]]> GMT</pubDate>
				<author><![CDATA[ Formosa]]></author>
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				<title>Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/5fc866d985c125ea6fbb2d35ded1ea21.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/492346/5039502.page"><b>Formosa wrote:</b></a><br/>Remember tyrants used to be able to join other units, this is where "shoot the big ones" came from, now I'm not saying bringthat back, but allowing genome to join a unit would be fine, <br /> As an <span class="glossaryitem" onmouseover='gp(67);'>ic</span> can already, and the unit still scores</div></blockquote><br /> <br /> While they were able to join units (all Tyranid <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> could at one point), they were able to be picked out for shooting. Shoot the Big Ones! just removed cover provided by units.]]></description>
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				<pubDate><![CDATA[Mon, 3 Dec 2012 14:20:41]]> GMT</pubDate>
				<author><![CDATA[ Happyjew]]></author>
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				<title>Re:Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ Well, I would like to say in my defense that I am relatively new, and I don't actually have much information on the early Tyranid codexes. I fixed the heavy support typos on the warriors, and bumped up the prices on the rippers. On the venomthrope issue, I do agree, and tried to modify it to be more like the wolf guard/sanguinairy guard, however, I don't know precisely how they made it possible, however, I think i got it right. If you guys know the proper way to make squads of <span class="glossaryitem" onmouseover='gp(67);'>ICs</span>, I am all ears. I will be working on the Fast Attack and Heavy Support sections soon, so keep suggestions and the feedback rolling. Oh, and before I forget, why do you think the pyrovores should be allowed to join other units like the venomthropes?]]></description>
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				<pubDate><![CDATA[Mon, 3 Dec 2012 14:23:24]]> GMT</pubDate>
				<author><![CDATA[ Unyielding Hunger]]></author>
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				<title>Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ You make a squad of <span class="glossaryitem" onmouseover='gp(67);'>ICs</span> by ... making a squad and giving all of them the <span class="glossaryitem" onmouseover='gp(67);'>IC</span> rule.<br /> <br /> Wolf Guard aren't <span class="glossaryitem" onmouseover='gp(67);'>ICs</span>, they're "special".<br /> <br /> I think you went too far on the Ripper points - they're 10 ponts per base right now and ... so you save 4 points per base on decking them out (<span class="glossaryitem" onmouseover='gp(160);'>AG</span>/<span class="glossaryitem" onmouseover='gp(130);'>TS</span>) and give them an extra attack?<br /> Not bad, but not sure if it's ideal either.]]></description>
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				<pubDate><![CDATA[Mon, 3 Dec 2012 15:17:07]]> GMT</pubDate>
				<author><![CDATA[ rigeld2]]></author>
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				<title>Re:Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ Well, the trick was to make them more expensive than a hormagaunt, in order to match their increased firepower capabilities. The trick with this thing is trying to make each unit actually useful for competetive play. More expensive, but with some marked advantages. Also, makes an interesting option for a Parasite of Mortrex themed army.]]></description>
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				<pubDate><![CDATA[Mon, 3 Dec 2012 15:25:03]]> GMT</pubDate>
				<author><![CDATA[ Unyielding Hunger]]></author>
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				<title>Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ Making them more expensive than a Hormagaunt assumes that Hormagaunts are costed correctly in the first place. <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
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				<pubDate><![CDATA[Mon, 3 Dec 2012 15:46:50]]> GMT</pubDate>
				<author><![CDATA[ rigeld2]]></author>
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				<title>Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/492346/5039920.page"><b>rigeld2 wrote:</b></a><br/>Making them more expensive than a Hormagaunt assumes that Hormagaunts are costed correctly in the first place. <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"></div></blockquote> Making a hormagaunt cheaper is probably a bad idea. For wound saturation, do you really think it's even remotely fair to have a unit that costs even 4 pts? that 120 pts for 30 wounds. At 2k, thats 360 wounds in troops, for just under 1,500 pts. I'm sorry, but you would win just through tar pits, regardless of the army at that point. As is, I don't think I have ever heard of a person complaining about Termagants or Hormagaunts being too expensive or too undercosted. If it ain't broken, don't fix it. However, always up for suggestions, provided they are well written and have substance behind them. Justify a lower costs, and I'll consider it. ]]></description>
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				<pubDate><![CDATA[Mon, 3 Dec 2012 16:01:16]]> GMT</pubDate>
				<author><![CDATA[ Unyielding Hunger]]></author>
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				<title>Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ I'm mostly thinking about the upgrade costs.  In a shooty edition (6th absolutely is) having the melee version of our gant cost more than the shooty version, especially when the shooty version gets free <span class="glossaryitem" onmouseover='gp(160);'>AG</span>/<span class="glossaryitem" onmouseover='gp(130);'>TS</span> is just ... weird.  10 points for a maxed Hormagaunt, 5 points for a naked Termy that gets free buffs from momma.  And Counter-Attack.]]></description>
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				<pubDate><![CDATA[Mon, 3 Dec 2012 16:09:59]]> GMT</pubDate>
				<author><![CDATA[ rigeld2]]></author>
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				<title>Re:Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ No one ever said a codex was consistant. Unfortunetely, this is probably one of those controversial areas in any codex. Bright side though, is that Hormagaunts have that extra attack, which from a cost perspective, should make them more expensive than a shooting unit. If you could, tell me what you think of the fun little buff on the pyrovore.]]></description>
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				<pubDate><![CDATA[Mon, 3 Dec 2012 16:24:40]]> GMT</pubDate>
				<author><![CDATA[ Unyielding Hunger]]></author>
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				<title>Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ What - making the brood bigger?  Still a useless model.  It's most useful when people charge it (for wall of death hits) but it's pathetic in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>.  Spending 360 points for 9 worthless models doesn't make it a good thing.]]></description>
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				<pubDate><![CDATA[Mon, 3 Dec 2012 16:51:31]]> GMT</pubDate>
				<author><![CDATA[ rigeld2]]></author>
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				<title>Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ Hence why I suggested acid spray and torrent rule, 12"+ templat would make then nasty indeed and possibly worth the cost]]></description>
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				<pubDate><![CDATA[Mon, 3 Dec 2012 17:08:20]]> GMT</pubDate>
				<author><![CDATA[ Formosa]]></author>
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				<title>Re:Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ Actually, it should have decent combat skills now. It ignores armor saves and wounds on a 2+. Also, autowounds anything that wounds it.]]></description>
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				<pubDate><![CDATA[Mon, 3 Dec 2012 17:09:46]]> GMT</pubDate>
				<author><![CDATA[ Unyielding Hunger]]></author>
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				<title>Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ •	Acid Blood - Decent, but you only have 3 wounds to "throw back" and it's an I test, not automatic.<br /> •	Acid Maw  - For it's one attack, it ignores armor saves.<br /> •	Toxic Touch - I missed this the first time through - again, only 1 attack.<br /> <br /> 9 of them is 360 points.  We'll have them charge 9 naked <span class="glossaryitem" onmouseover='gp(213);'>SB</span>/<span class="glossaryitem" onmouseover='gp(105);'>PF</span> Terminators (same points and <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> slot, neither are <span class="glossaryitem" onmouseover='gp(19);'>CC</span> oriented units).  Everyone swings at the same time.<br /> Vores: 18 attacks, 9 hit, 9 wound, 6 failed invul saves, 6 terminators die.<br /> Terminators: 18 attacks, 12 hit, 10 wound, 10 dead Pyrovores.  9 wounds, 3 fail the I test, 2 invuls fail.  4 explosions, 1 wound, no failed saves.  Total 8 terminators dead and they won the day.<br /> <br /> I don't see that being a good use of points.  I did skip firing the flamers - that might make a difference, but I doubt a significant one and it's hard to mathammer flamers.]]></description>
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				<pubDate><![CDATA[Mon, 3 Dec 2012 18:05:23]]> GMT</pubDate>
				<author><![CDATA[ rigeld2]]></author>
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				<title>Re:Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ So, keeping flamespurt, what would you suggest to make it more even and on par?]]></description>
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				<pubDate><![CDATA[Mon, 3 Dec 2012 18:25:56]]> GMT</pubDate>
				<author><![CDATA[ Unyielding Hunger]]></author>
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				<title>Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ An average <span class="glossaryitem" onmouseover='gp(74);'>Init</span>, more attacks... give them an actual role instead of something like "<span class="glossaryitem" onmouseover='gp(84);'>LOL</span> I HAZ A FLAMAR!"]]></description>
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				<pubDate><![CDATA[Mon, 3 Dec 2012 18:42:24]]> GMT</pubDate>
				<author><![CDATA[ rigeld2]]></author>
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				<title>Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ This was my codex that i made quite a while ago. <br /> <br /> <a href="http://www.mediafire.com/?9f6y6qfl6axa1it" target="_blank" rel="nofollow">http://www.mediafire.com/?9f6y6qfl6axa1it</a><br /> <br /> Poor formatting though. Never got around to fixing it up into codex formatting. Got sick of the terrible 5th codex and finally abandoned it to build more into my eldar army. <br /> <br /> I dont like a lot of the design decisions you made. Mostly with not combating a lot of the problems with the current codex. Tyrants are too costly, lictors are still useless, pyrovores are still useless, hive guard are still the go-to unit for the codex, slots are still congested, fexes are still overcosted, tervigon still exists, ect. <br /> <br /> <br /> edit: sp]]></description>
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				<pubDate><![CDATA[Mon, 3 Dec 2012 19:10:41]]> GMT</pubDate>
				<author><![CDATA[ zephoid]]></author>
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				<title>Re:Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ Unfortunetely, they are rather slow and gangly, as a matter of course and balancing with biovore attacks and initiative. I wonder, what if there was a decrease in cost, while giving it an armor save upgrade option? They would get some more survivability, while still being an anti horde unit, like they were imagined to be. Sound fair?]]></description>
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				<pubDate><![CDATA[Mon, 3 Dec 2012 19:17:07]]> GMT</pubDate>
				<author><![CDATA[ Unyielding Hunger]]></author>
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				<title>Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ I've skimmed the discussions so far, what do people think about getting some invul saves on some of the bigger bugs. IE Tyrant, tervigon, trygon etc? We do have <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> available but I feel with the size and toughness of these bigger bugs we should have some invul saves.]]></description>
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				<pubDate><![CDATA[Mon, 3 Dec 2012 19:37:02]]> GMT</pubDate>
				<author><![CDATA[ skycapt44]]></author>
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				<title>Re:Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ I actually looked at Invul saves for a while, but i scrapped that idea. Invul saves to me, justify high priced units, and that seemed to be the exact opposite of how Tyranids appear. Still, if you can find justification and examples for where an invul save is warranted, I suppose we could speculate. The problem seems to be the fact that the only beings in the Tyranid swarm, Swarmlord included, that is sufficiently psychicly powerful enough to receive a save are the Zoanthropes. Everything else is so focused on combat in general that they have developed significant armor, and therefore get a high armor save.]]></description>
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				<pubDate><![CDATA[Mon, 3 Dec 2012 20:06:36]]> GMT</pubDate>
				<author><![CDATA[ Unyielding Hunger]]></author>
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				<title>Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(162);'>Inv</span> saves largely dont make sense for nids. The zoan has one because its whole existence is dedicated to creating it. The trygon should have one as it did in the <span class="glossaryitem" onmouseover='gp(64);'>IA4</span> forgeworld version as the electric field it generates could detonate shells or disrupt electrical weapons before they hit. <br /> <br /> <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> should be more widespread and should be an option for the tyrant. Either as a power or just an ability to give to others. <br /> <br /> Old catylist needs to be brought back as it was the nid's solution to lack of grenades that was really fluffy. <br /> <br /> Endless swarm needs to replace the tervigon as that creature makes no tactical sense at all. <br /> <br /> Giving gaunts or rippers the ability to scout would make a lot of sense as they are often the precursor to the actual armies. <br /> <br /> Rippers need something, im still not sure what as their purpose is largely a non-game feature (reclaiming biomass). <br /> <br /> Warriors NEED to be T5 2W. <br /> <br /> genestealers need a rule to allow assault out of outflank and infiltration. <br /> <br /> Tyranid Prime is too good for 50 points. Nids really dont make much sense having an <span class="glossaryitem" onmouseover='gp(67);'>IC</span> either. Make him perm attached to a unit but gain the movement abilities of the unit (shrikes, wings; raveners, beasts)<br /> <br /> Pyrovore needs a S5 AP3 6" torrent flamer. expensive unit, but very strong vs <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>. <br /> <br /> Biovore needs some type of flak barrage vs fliers. S6 <span class="glossaryitem" onmouseover='gp(6);'>AP</span>- ignores cover, concussive. Make them pay for the upgrade but be able to fire any mine type. <br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 3 Dec 2012 20:36:51]]> GMT</pubDate>
				<author><![CDATA[ zephoid]]></author>
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				<title>Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ Understandable. Perhaps we could look at increasing the armour saves ? I mean if a terminator shrugs of bolter fire with a 2+ save you would think a Tervigon or trygon could do the same. It's a grey area for sure so I'm not sure what to do about it. Nids do have access to a lot of <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> options which essentially gives them a invul save for brief periods. I always had a hard time with the tervigon 3+ and the trygon 3+. I feel they should be 2+ similar to that of the tyranofexx. I just find it hard to belive that a massive trygon or Tyrant gets a 3+ saves and so does a space marine. ]]></description>
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				<pubDate><![CDATA[Mon, 3 Dec 2012 20:40:08]]> GMT</pubDate>
				<author><![CDATA[ skycapt44]]></author>
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				<title>Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ Rippers shouldn't get Scout - they're mindless, so they need a babysitter.<br /> Hormagaunts could get Scout - stay the same points they already are, upgrades same, get Scout.  That'd make them useful without adding a Horvigon.<br /> Pyrovore needs AP3 on the flamer.  He'd be fine as-is if he had AP3 <span class="glossaryitem" onmouseover='gp(72);'>imo</span>.<br /> Prime needs wings/snake tail options.<br /> Warriors need something to "fix" the prevalence of STR8+.<br /> Need more Flesh Hooks - especially on Genestealers and Hormagaunts.  Maybe as a psychic power for the Broodlord? (Ymgarl genestealers need the same thing though - maybe give them a Broodlord option?)<br /> Carnifexes need a point reduction.<br /> Zoanthropes are fine, Venomthropes need the <span class="glossaryitem" onmouseover='gp(67);'>IC</span> rule (be the ability to be split out like Wolf Guard/Crypteks)<br /> Harpy needs a direct fire gun - not a blast/large blast<br /> <br /> I don't think the Trygon needs a 2+ - he's fast, lean, and mean.  The thick armor a 2+ implies would impede him too much.<br /> Old One Eye just ... wow.<br /> <br /> Whoever said we should swap regen for It Will Not Die should be shot.  Regen is much better.]]></description>
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				<pubDate><![CDATA[Mon, 3 Dec 2012 20:54:14]]> GMT</pubDate>
				<author><![CDATA[ rigeld2]]></author>
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				<title>Re:Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ Actually, I have been planning to work on armor save increase options. Makes sense, since they do tend to get larger and stronger when the hive mind needs a more agressive strain. I actually am curious about what changes should be made to their fast attack section. Harpies are supposed to be far larger than a warrior, so they should most likely become far stronger than as is. My problem is that I have no real experiences with aircraft. My problem lies in the basic capabilities of the shrike warriors and the added heavy firepower of a Harpy.]]></description>
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				<pubDate><![CDATA[Mon, 3 Dec 2012 20:56:36]]> GMT</pubDate>
				<author><![CDATA[ Unyielding Hunger]]></author>
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				<title>Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ Hate to break it to you rigel, but we both know that regen will be changed to "it will not die" when the new dex rolls round<br /> <br /> Edit: spelling]]></description>
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				<pubDate><![CDATA[Wed, 5 Dec 2012 13:43:42]]> GMT</pubDate>
				<author><![CDATA[ Formosa]]></author>
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				<title>Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ I hope not - Regen is kind of our "thing".  Making it significantly worse would suck... unless they made it free on all <span class="glossaryitem" onmouseover='gp(93);'>MCs</span>.  I might be okay with that.]]></description>
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				<pubDate><![CDATA[Wed, 5 Dec 2012 14:03:01]]> GMT</pubDate>
				<author><![CDATA[ rigeld2]]></author>
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				<title>Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ Funny you say that rigel, as I think carnifexs may get just that, sort of like the chaos daemon engines have, then maybe old one eye will have a improved version of it.<br /> <br /> Anyway my idea for harpy. <br /> <span class="glossaryitem" onmouseover='gp(149);'>Ws</span> 3 <br /> <span class="glossaryitem" onmouseover='gp(14);'>Bs</span> 3<br /> Str7<br /> T6 <br /> I5<br /> A2 <br /> Ld8<br /> Sv4+<br /> Wargear: twin linked impalor cannon, stinger salvo, scythe talons<br /> May exchange imp cannon for 1 of the following<br /> Same as codex bids<br /> Other rules same too, points to be changed to 130]]></description>
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				<pubDate><![CDATA[Wed, 5 Dec 2012 22:27:41]]> GMT</pubDate>
				<author><![CDATA[ Formosa]]></author>
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				<title>Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ Why the increase in <span class="glossaryitem" onmouseover='gp(123);'>STR</span> and T?  I don't think they need it, especially with the weapon you've given them.]]></description>
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				<pubDate><![CDATA[Wed, 5 Dec 2012 22:35:08]]> GMT</pubDate>
				<author><![CDATA[ rigeld2]]></author>
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				<title>Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ There already t6 and str7 is so that vector strike isn't useless vs a tank or 99% of flyers, maybe if it had <span class="glossaryitem" onmouseover='gp(123);'>str</span> 7 just for vector strike?]]></description>
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				<pubDate><![CDATA[Wed, 5 Dec 2012 23:31:45]]> GMT</pubDate>
				<author><![CDATA[ Formosa]]></author>
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				<title>Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ They're T5 base, not 6. <br /> If you want a stronger Vector Strike, make it an upgrade. ]]></description>
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				<pubDate><![CDATA[Wed, 5 Dec 2012 23:46:09]]> GMT</pubDate>
				<author><![CDATA[ rigeld2]]></author>
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				<title>Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ An upgrade eh, 15pts? <br /> And yes I now see it's t5, but Thats dim, it's a bid <span class="glossaryitem" onmouseover='gp(93);'>mc</span>, should be t6.... But then I think carnifexs should be t7]]></description>
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				<pubDate><![CDATA[Wed, 5 Dec 2012 23:58:37]]> GMT</pubDate>
				<author><![CDATA[ Formosa]]></author>
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				<title>Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ S6 I'd say 15 points. S7 would be 25 or 30 - this is a big upgrade <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>. ]]></description>
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				<pubDate><![CDATA[Thu, 6 Dec 2012 00:09:57]]> GMT</pubDate>
				<author><![CDATA[ rigeld2]]></author>
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				<title>Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ 155 for str7 vector strike sounds fair, what would you do to the fex's then? Ws4 seems like a given <span class="glossaryitem" onmouseover='gp(84);'>lol</span>]]></description>
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				<pubDate><![CDATA[Thu, 6 Dec 2012 00:18:05]]> GMT</pubDate>
				<author><![CDATA[ Formosa]]></author>
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				<title>Re:Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ Actually, just to give an idea of what I am holding off adding for now, Harpies are like flying trygons. fun things could be added, like more twin linked options, or even a rupture cannon...]]></description>
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				<pubDate><![CDATA[Thu, 6 Dec 2012 06:03:24]]> GMT</pubDate>
				<author><![CDATA[ Unyielding Hunger]]></author>
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				<title>Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ Rupture cannon is what I initially thought of, but a <span class="glossaryitem" onmouseover='gp(123);'>str</span> 10 flying round the board seemed... Harsh, but on <span class="glossaryitem" onmouseover='gp(224);'>th</span> either end of that, if it was done it would make the tyranofex pretty pointless.<br /> Something else I think would be cool is allowing the harpy to spawn gargoyles like the tervigon, or just allowing it to transport up to 15 with.it]]></description>
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				<pubDate><![CDATA[Thu, 6 Dec 2012 10:52:21]]> GMT</pubDate>
				<author><![CDATA[ Formosa]]></author>
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				<title>Re:Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ Actually, that would make the harpy into a harridan. now, for a reasonable price, what about 4 attacks, 2 twin link options, and a slightly better armor save?]]></description>
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				<pubDate><![CDATA[Thu, 6 Dec 2012 20:40:09]]> GMT</pubDate>
				<author><![CDATA[ Unyielding Hunger]]></author>
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				<title>Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ 2 guns is cool, but not more attacks, tis a Dalmatian bug not <span class="glossaryitem" onmouseover='gp(19);'>cc</span>, I tested out a rupture cannon harpy today, crazy good <span class="glossaryitem" onmouseover='gp(84);'>lol</span>, took down 3 night sythes with 1, totally badass]]></description>
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				<pubDate><![CDATA[Thu, 6 Dec 2012 22:13:22]]> GMT</pubDate>
				<author><![CDATA[ Formosa]]></author>
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				<title>Re:Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ Fair point, though I was using the rupture cannon as an extreme. I got the fast attack section up, and apologize for the wait. Next up on the agenda for agony is the Heavy Support section, and a new take on Old One Eye, who I think would rapidly start appearing in people's lists again.]]></description>
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				<pubDate><![CDATA[Fri, 7 Dec 2012 06:11:23]]> GMT</pubDate>
				<author><![CDATA[ Unyielding Hunger]]></author>
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				<title>Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ Ok tested your new harpy today and the devourers are awesome, single handedly fixed the harpy, it still lacks any decent vector strike ability, but the devourers mitigate this.<br /> <br /> As to fexs, they are fine now but vastly overcosted, 120-30 pts would make them worth taking, any less and they are too easy to spam, when you get round to 're-doing the weapons list give me a pm, got lots of ideas for that <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
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				<pubDate><![CDATA[Sun, 9 Dec 2012 01:44:17]]> GMT</pubDate>
				<author><![CDATA[ Formosa]]></author>
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				<title>Re:Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ Well, that is the end of this fandex. I was rather proud of Old One Eye when I was done with him. So, continue to give me feedback, and the dex will get updated from time to time to better figure the general opinion.]]></description>
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				<pubDate><![CDATA[Wed, 12 Dec 2012 23:37:22]]> GMT</pubDate>
				<author><![CDATA[ Unyielding Hunger]]></author>
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				<title>Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ Have you updated the special rules and guns yet?]]></description>
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				<pubDate><![CDATA[Wed, 12 Dec 2012 23:48:59]]> GMT</pubDate>
				<author><![CDATA[ Formosa]]></author>
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				<title>Re:Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ For now yes. Because I really don't have much information on previous codexes, I have been avoiding rebuilding special rules. I also won't be messing with the weapons since they seem to be balanced for the most part.]]></description>
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				<pubDate><![CDATA[Wed, 12 Dec 2012 23:53:25]]> GMT</pubDate>
				<author><![CDATA[ Unyielding Hunger]]></author>
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				<title>Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ Where is <span class="glossaryitem" onmouseover='gp(663);'>OOE</span> getting invul from?  Just because?<br /> <br /> Edit: Also he might be slightly overpointed. ]]></description>
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				<pubDate><![CDATA[Thu, 13 Dec 2012 00:24:30]]> GMT</pubDate>
				<author><![CDATA[ rigeld2]]></author>
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				<title>Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/492346/5071658.page"><b>rigeld2 wrote:</b></a><br/>Where is <span class="glossaryitem" onmouseover='gp(663);'>OOE</span> getting invul from?  Just because?<br /> <br /> Edit: Also he might be slightly overpointed. </div></blockquote><br /> <br /> I was knocking it around as since he has a disturbing tendancy to live and not get killed except by shots to the eye, then I figured that even though something can get around the armor, he should have a nice little save for just being that annoying. Really, It's there so that he can basically go on his rampages and do what he does best.<br /> ]]></description>
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				<pubDate><![CDATA[Thu, 13 Dec 2012 00:33:39]]> GMT</pubDate>
				<author><![CDATA[ Unyielding Hunger]]></author>
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				<title>Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ Also, you've kept the Hormagaunts the same as the current codex. They should at least get cheaper upgrades. ]]></description>
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				<pubDate><![CDATA[Thu, 13 Dec 2012 00:35:09]]> GMT</pubDate>
				<author><![CDATA[ rigeld2]]></author>
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				<title>Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ My big thing <span class="glossaryitem" onmouseover='gp(258);'>atm</span> is, the layout.<br /> <br /> It's a massive wall of text, and the formatting doesn't play nice on the forums.<br /> There's a plain-text template in my signature I made specifically for the forum, and if you put each unit in Spoiler Tags it'll help break it up.]]></description>
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				<pubDate><![CDATA[Thu, 13 Dec 2012 00:44:19]]> GMT</pubDate>
				<author><![CDATA[ Ovion]]></author>
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				<title>Re:Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ Ah, so thats how people do spoilers. It should be slighly more user friendly.]]></description>
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				<pubDate><![CDATA[Thu, 13 Dec 2012 00:59:03]]> GMT</pubDate>
				<author><![CDATA[ Unyielding Hunger]]></author>
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				<title>Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ Wow, much easier to read thank you.<br /> <br /> Just curious though, why change the Raveners to have wings?  I think they fit the beast category very well personally.  I forget if beasts have fleet by default now, but if they didn't than beast + fleet would make them have a reliable 24" threat range.<br /> <br /> Also, why the 1-9 for Lictors?  I was really surprised when they moved in the direction of bigger broods, because it doesn't match any of the fluff I remember.]]></description>
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				<pubDate><![CDATA[Thu, 13 Dec 2012 17:24:06]]> GMT</pubDate>
				<author><![CDATA[ rabid1903]]></author>
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				<title>Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ Ok 1st playtest over, some simple points here.<br /> Carnifexs: perfect, not too cheap after upgrades and now are not a joke, being I1 still hurts, I suggest i2and frag spines as option(10pts) <br /> Tyrant: still hela expensive, drop to 170 again, otherwise fine<br /> Tyranofex: still too expensive, buff to bs4 or drop points slightly<br /> Harpy: fine.. Perfect even<br /> Lictors: hela broken.. It's mad, drop to max 6 per brood, 1 unit was able to walk through a guard army due to stealth, shroud and ability to turn up anywhere.<br /> Old one eye: too hard... I mean god damn, between regen, it will not die/feel no pain and a 3++ this this is damn near immortal, took out 2!! 10 man <span class="glossaryitem" onmouseover='gp(224);'>th</span>\<span class="glossaryitem" onmouseover='gp(221);'>ss</span> units with him.....while satisfying felt it was a bit much]]></description>
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				<pubDate><![CDATA[Thu, 13 Dec 2012 22:09:29]]> GMT</pubDate>
				<author><![CDATA[ Formosa]]></author>
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				<title>Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(663);'>OOE</span> should, on average, tie against a full <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> squad.  <br /> The Tyranid player got really lucky on regen rolls I'd bet. Edit: you had something casting Catalyst/Endurance on him every turn? He doesn't have <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> by default. <br /> <br /> While Lictors are strong in assault I can't help but think that their performance was also luck. ]]></description>
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				<pubDate><![CDATA[Thu, 13 Dec 2012 23:49:35]]> GMT</pubDate>
				<author><![CDATA[ rigeld2]]></author>
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				<title>Re:Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ Thank you my testers for the help so far. I fixed the ravener wing blooper, and considering some of the information ive recieved with Old One Eye, he will most likely get a nerf. Out of curiousity, how much does a full <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> unit cost ya, roughly? Also, the lictor brood increase was justifying that they can become large swarms, like in the ghorala incident where a large brood of them was designed to kill 1 orc. I will be looking into size mechanics on them, since you have mentioned it. Keep up the testing, and lets see how well we get this down.]]></description>
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				<pubDate><![CDATA[Fri, 14 Dec 2012 02:43:03]]> GMT</pubDate>
				<author><![CDATA[ Unyielding Hunger]]></author>
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				<title>Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ A full squad of termies is 400 points. ]]></description>
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				<pubDate><![CDATA[Fri, 14 Dec 2012 05:03:13]]> GMT</pubDate>
				<author><![CDATA[ rigeld2]]></author>
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				<title>Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ Ono was over 3 games, and my <span class="glossaryitem" onmouseover='gp(265);'>fnp</span> was put on by tervigon.<br /> The issue with lictors wad there relative cheapness conbined with a large unit. <br /> I also tested out the venomthropes as characters in units, this immediately fixes them,, but has ups and downs, put them in a hom unit and it's slow, and tervigon can't spawn unit with one, 10 man unit of gants with on is a waste, so me and my mate's started to rock full units with one in, this helped a ton and looked cool to boot<br /> ]]></description>
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				<pubDate><![CDATA[Fri, 14 Dec 2012 08:36:56]]> GMT</pubDate>
				<author><![CDATA[ Formosa]]></author>
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				<title>Re:Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ I want Ravenors to have assualt grenades or something like that, it's just dumb for them to strike at I1. Even the 6th ed rulebook says: "Beasts aren't slowed by difficult terrain (even when charging)"]]></description>
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				<pubDate><![CDATA[Fri, 14 Dec 2012 21:17:38]]> GMT</pubDate>
				<author><![CDATA[ Limbo]]></author>
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				<title>Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ Sooo, any other comments lads?<br /> ]]></description>
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				<pubDate><![CDATA[Mon, 17 Dec 2012 22:44:54]]> GMT</pubDate>
				<author><![CDATA[ Formosa]]></author>
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				<title>Re:Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ Well, I spent the last few days running over Old One Eye vs full <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> Terminator squads, and he seems to be balanced. I think you might have had some good luck blowing through through those 2 squads. On average, he seemed to rip through roughly 80% of it. Now, it's more just testing out a Parasite of Mortrex themed army. If anyone wants to try out a monsterous creature spam list or two, I don't quite have the models to field them, and see how well it tends to do?]]></description>
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				<pubDate><![CDATA[Tue, 18 Dec 2012 18:49:23]]> GMT</pubDate>
				<author><![CDATA[ Unyielding Hunger]]></author>
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				<title>Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ Have you considered changing Alter form to be more like the Obliterator/Mutilator mutations, have them alter a new biomorph each turn, like Scything Talons, Boneswords, etc, these would work alongside the rending claws?]]></description>
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				<pubDate><![CDATA[Mon, 7 Jan 2013 08:21:39]]> GMT</pubDate>
				<author><![CDATA[ Eldercaveman]]></author>
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				<title>Re:Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ That would be interesting, however it would drastically raise their cost. The trick would be to balance is so that you don't have something that just mutated to dual boneswords coming out and assualting a unit on the turn they arrived.]]></description>
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				<pubDate><![CDATA[Mon, 7 Jan 2013 12:05:07]]> GMT</pubDate>
				<author><![CDATA[ Unyielding Hunger]]></author>
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				<title>Re:Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ I don't like Old One-Eye, he's too good against everything. You need 22 BS4 Lascannon shots to kill him, 36 S4 <u>hits</u> just to <u>wound</u> him and 10 <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> Terminators to barely kill him on the charge. He can shrug off the full number of attacks from a charging 30-man Slugga squad (120 attacks) and he can laugh any <span class="glossaryitem" onmouseover='gp(382);'>SC</span> off the table with contemptuous ease. That's without factoring in Regen/<span class="glossaryitem" onmouseover='gp(681);'>IWND</span>. The only way to reliably kill him is to either Force Weapon him, <span class="glossaryitem" onmouseover='gp(416);'>JotWW</span> him or shoot him with something like a Wraithcannon and pray that he fails his 3++. He's just too much.]]></description>
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				<pubDate><![CDATA[Mon, 7 Jan 2013 17:50:58]]> GMT</pubDate>
				<author><![CDATA[ AlmightyWalrus]]></author>
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				<title>Re:Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ Well, this is a discussion. What would you suggest?]]></description>
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				<pubDate><![CDATA[Mon, 7 Jan 2013 21:59:16]]> GMT</pubDate>
				<author><![CDATA[ Unyielding Hunger]]></author>
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				<title>Re:Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/575ffce66362a1ecf2871615a09b801d.jpeg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/492346/5147401.page"><b>AlmightyWalrus wrote:</b></a><br/>I don't like Old One-Eye, he's too good against everything. You need 22 BS4 Lascannon shots to kill him, 36 S4 <u>hits</u> just to <u>wound</u> him and 10 <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> Terminators to barely kill him on the charge. He can shrug off the full number of attacks from a charging 30-man Slugga squad (120 attacks) and he can laugh any <span class="glossaryitem" onmouseover='gp(382);'>SC</span> off the table with contemptuous ease. That's without factoring in Regen/<span class="glossaryitem" onmouseover='gp(681);'>IWND</span>. The only way to reliably kill him is to either Force Weapon him, <span class="glossaryitem" onmouseover='gp(416);'>JotWW</span> him or shoot him with something like a Wraithcannon and pray that he fails his 3++. He's just too much.</div></blockquote><br /> And for almost 400 points I see no problems whatsoever with what you stated. ]]></description>
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				<pubDate><![CDATA[Tue, 8 Jan 2013 02:22:19]]> GMT</pubDate>
				<author><![CDATA[ rigeld2]]></author>
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				<title>Re:Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/fcca8c462f6b4b9ea73a64cbca903157.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/492346/5146418.page"><b>Unyielding Hunger wrote:</b></a><br/>That would be interesting, however it would drastically raise their cost. The trick would be to balance is so that you don't have something that just mutated to dual boneswords coming out and assualting a unit on the turn they arrived.</div></blockquote><br /> <br /> Maybe  have to options, pick one of e current morphs, or randomise the weapons. ]]></description>
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				<pubDate><![CDATA[Tue, 8 Jan 2013 02:45:10]]> GMT</pubDate>
				<author><![CDATA[ Eldercaveman]]></author>
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				<title>Re:Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/492346/5149298.page"><b>rigeld2 wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/575ffce66362a1ecf2871615a09b801d.jpeg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/492346/5147401.page"><b>AlmightyWalrus wrote:</b></a><br/>I don't like Old One-Eye, he's too good against everything. You need 22 BS4 Lascannon shots to kill him, 36 S4 <u>hits</u> just to <u>wound</u> him and 10 <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> Terminators to barely kill him on the charge. He can shrug off the full number of attacks from a charging 30-man Slugga squad (120 attacks) and he can laugh any <span class="glossaryitem" onmouseover='gp(382);'>SC</span> off the table with contemptuous ease. That's without factoring in Regen/<span class="glossaryitem" onmouseover='gp(681);'>IWND</span>. The only way to reliably kill him is to either Force Weapon him, <span class="glossaryitem" onmouseover='gp(416);'>JotWW</span> him or shoot him with something like a Wraithcannon and pray that he fails his 3++. He's just too much.</div></blockquote><br /> And for almost 400 points I see no problems whatsoever with what you stated. </div></blockquote><br /> <br /> It's not only about the price, it's about target saturation and force concentration. Old One-Eye on his own is almost counterable, Old One-Eye with a swarm of Gaunts and 2 Trygons (and, heaven forbid, <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>). If you've got the Swarmlord and Old One-Eye and Swarmy gets Iron Arm it's more or less game over, no one's gonna have the firepower to shut the two of them down. He synergises a bit too well with 'Nidzilla.<br /> <br /> My suggestion would be to drop the Invuln and give him <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> instead, lowering his cost substantially. That way he'll be even more resilient to small-arms fire than even a Tyrannofex, but you'll actually be able to damage him with the stuff that's supposed to counter him without having to throw something absurd like 10 <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> Terminators at him.]]></description>
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				<pubDate><![CDATA[Tue, 8 Jan 2013 08:10:10]]> GMT</pubDate>
				<author><![CDATA[ AlmightyWalrus]]></author>
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				<title>Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ Give old one eye <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>(4+) because of his ability to not die a lot of the time, and drop the invunerable save. Would it break him to much to give him some sort of necron/<span class="glossaryitem" onmouseover='gp(171);'>st</span>.celest style get back up? ]]></description>
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				<pubDate><![CDATA[Tue, 8 Jan 2013 08:36:10]]> GMT</pubDate>
				<author><![CDATA[ Eldercaveman]]></author>
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				<title>Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/492346/5149958.page"><b>Eldercaveman wrote:</b></a><br/>Give old one eye <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>(4+) because of his ability to not die a lot of the time, and drop the invunerable save. Would it break him to much to give him some sort of necron/<span class="glossaryitem" onmouseover='gp(171);'>st</span>.celest style get back up? </div></blockquote><br /> <br /> <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> (5+) would be more than enough <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>, it's effectively an invulnerable save on him anyway. And yes, having him stand up again would be beyond broken.]]></description>
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				<pubDate><![CDATA[Tue, 8 Jan 2013 09:27:51]]> GMT</pubDate>
				<author><![CDATA[ AlmightyWalrus]]></author>
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				<title>Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/575ffce66362a1ecf2871615a09b801d.jpeg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/492346/5150052.page"><b>AlmightyWalrus wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/492346/5149958.page"><b>Eldercaveman wrote:</b></a><br/>Give old one eye <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>(4+) because of his ability to not die a lot of the time, and drop the invunerable save. Would it break him to much to give him some sort of necron/<span class="glossaryitem" onmouseover='gp(171);'>st</span>.celest style get back up? </div></blockquote><br /> <br /> <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> (5+) would be more than enough <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>, it's effectively an invulnerable save on him anyway. And yes, petting him stand up again would be beyond broken.</div></blockquote> Fair enough, I could see that <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> would probably be better than that invul. I'll consider it along with a potential price reduction. And we could give him a form of coming back to life. The problems are that I don't like making up new rules, when the old ones are good enough. Also, I would have to raise the price of this bad boy to 500 pts. 500 pts in 1 model would be overkill, and bring him out of the competative light.]]></description>
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				<pubDate><![CDATA[Tue, 8 Jan 2013 11:24:53]]> GMT</pubDate>
				<author><![CDATA[ Unyielding Hunger]]></author>
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				<title>Re:Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ Having him come back would be broken; Celestine and Thawn aren't Monstrous Creatures that are hard  to kill as it is.]]></description>
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				<pubDate><![CDATA[Tue, 8 Jan 2013 13:05:06]]> GMT</pubDate>
				<author><![CDATA[ AlmightyWalrus]]></author>
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				<title>Re:Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ That too. Now that I look over my notes I was using when I was defining Old One Eye, Feel No Pain actually fits the fluff better than the invul save. So, for a swap of saves, since I have no real experience with <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> saves, how much would you hazard the points should change? Down a few, or even up more? For now, I will throw out a ball park 320.]]></description>
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				<pubDate><![CDATA[Tue, 8 Jan 2013 13:17:37]]> GMT</pubDate>
				<author><![CDATA[ Unyielding Hunger]]></author>
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				<title>Tyranid Fandex: 6th Edition</title>
				<description><![CDATA[ Tyrannofex should stay BS3, as it is no marksman like a Space Marine (BS4).<br /> <br /> Rupture Cannon has got to be AP1. It only makes sense that one of the biggest weapons, as far as model size goes, in the game has punch enough to blow some tanks up.<br /> <br /> Maybe for balance one might argue to drop it to 4 wounds but I think it is already too expensive, especially with the Rupture Cannon upgrade.]]></description>
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				<pubDate><![CDATA[Mon, 21 Jan 2013 03:02:47]]> GMT</pubDate>
				<author><![CDATA[ PittedPanda]]></author>
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