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		<title><![CDATA[Latest posts for the thread "Relentless Adaptation: Evolving the 6th Edition Tyranid Codex"]]></title>
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				<title>Relentless Adaptation: Evolving the 6th Edition Tyranid Codex</title>
				<description><![CDATA[ From various discussions around here over the last few months, I've read and come up with on my own lots of cool ideas that would have been nice to see in the new codex. It's no secret that what we actually got was an uninspired affair full of minor tweaks and strange omissions/restrictions. Internal unit balance is rather poor, with some options (Flyrants!) often a no brainer. There are precious few options to tackle certain threats (such as engaging heavy armour at range, or combatting flyers from the ground). Of course some of these problems stem from the 6E rulebook itself, which isn't known for being friendly to assault-based armies. Rather than mess with possibly far-reaching changes like that, I've instead tried to bring the codex more in line with 6E.<br /> I'm also frustrated with some of the fluff aspects of the codex, with many units and biomorphs not living up to their reputations. Proper Tyranid swarms shouldn't be concerned about casualties, but instead keep advancing under a hail of fire. They shouldn't be trying to hide creatures in Imperial Bastions in a desperate attempt to keep them alive, but instead expending lesser creatures to keep the overall swarm in motion. <br /> <br /> My changes are intended to both fill tactical gaps in the codex, and at the same time make any fluffy style of play viable. The point of this post is to discuss the <b>internal balance</b> of these changes. I have no intention of going down the rabbit hole of external balance with other codexes, especially at the rate <span class="glossaryitem" onmouseover='gp(50);'>GW</span> keep throwing out new content and the extent this shakes up the metagame. Instead, I'd rather discuss if these changes invalidate any other options Tyranids can take, and if some units remain (or become) near-unplayable or unstoppable no brainer choices.<br /> <br /> One thing I've deliberately tried to avoid is messing with point values. Rather than debate if something should be worth 10pts or 12pts less than it currently is, I instead prefer to give an overpriced unit a boost rather than making it cheaper. The costs for some upgrades have been adjusted slightly, but unit point values are largely unchanged.<br /> <br /> Welcome to Tyranids 6.1...<br /> <u><b>Tyranid Special Rules</b></u><br /> <br /> <b>Shadow in the Warp</b><br /> Replace the following text:<br /> <i>within 12” of one or more models with the Shadow in the Warp special rule</i> <br /> with: <br /> <i>within Synapse range of one or more models with the Shadow in the Warp special rule</i> <br /> <br /> <b>Instinctive Behaviour</b><br /> After "<i>have gone to ground</i>"<br /> add the following text:<br /> "<i>, are embarked within a transport</i>"<br /> <br /> <b>Instinctive Behaviour Tables</b><br /> For every table, amend as follows:<br /> <br /> Ignore the current text for each 1-3 result. Treat rolls of 1-3 as 4-5 instead.<br /> For rolls of 4-5, the unit may be controlled as normal.<br /> For rolls of 6, follow the rules for a 4-5 result, but the unit gains the special rule specified.<br /> <br /> <b>New rule: Apex Predator</b><br /> <br /> <i>Some Tyranid creatures advance as part of a larger swarm, either to direct smaller creatures or augment them in unexpected ways.</i><br /> <br /> Units with this special rule may be chosen as an <i>Apex Predator</i> unit. Only one unit of each type may be chose per Primary Detachment in your army. This unit does not use a force organisation slot.<br /> Before deployment, models in an <i>Apex Predator</i> unit may be split off and assigned to lead a different unit in the same detachment, which they cannot leave. Any model attached in this way adds (Character) to its unit type. Only one model can join a unit in this manner. The <i>Apex Predator</i> unit entry will specifically state which other unit types it may join. Apex Predators with the Instinctive Behaviour rule must follow the same behaviour as the unit they join, if applicable.<br /> Any models that do not join another brood may remain together and operate as a regular unit of that type for the battle. <br /> <br /> Example: A brood of 4 Tyranid Warriors is selected to be an <i>Apex Predator</i> unit. One Warrior is assigned to join a brood of Termagants, another is assigned to a brood of Hormagaunts. This leaves 2 Warriors in a single brood, which do not use a force organisation slot (and also therefore do not qualify towards the minimum Troops selection for that detatchment). Any further Warrior broods chosen from the same detachment must be used as normal, and may not be assigned to other units.[/i]<br /> <br /> <b>New rule: Synaptic Pillar</b><br /> <i>Certain Synapse creatures are especially vital for the Hive Mind, and it will often expend its iron will to protect them from harm.</i> <br /> <br /> Models with Synaptic Pillar special rule may still take a Feel No Pain save (if it has one) against attacks which cause Instant Death.<br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <br /> <u><b>Melee Biomorphs</b></u><br /> <br /> <b>Boneswords</b><br /> Add the Rending special rule.<br /> <i>Note, this does not affect the Lash Whip and Bonesword melee biomorph</i><br /> <br /> <b>Crushing Claws</b><br /> Remove current profile, treat as S: User with only the Crush special rule.<br /> Crush: A unit with a pair of Crushing Claws gains the Smash rule. If the unit already has Smash, it does not need to halve attacks when using that ability.<br /> <br /> <b>Scything Talons</b><br /> Amend to AP5.<br /> Models with at least one pair of Scything Talonscan re-roll To Hit results of 1 in combat, regardless of which melee weapon they attack with.<br /> <br /> <b><u>Ranged Weapons</b></u><br /> <br /> Remove the following note from the Wargear List: "<i>One per model. A model cannot have both a stranglethorn cannon and a heavy venom cannon.</i>"<br /> <br /> <b>Bio-Plasma</b><br /> Add alternative weapon profile:<br /> S6 AP2 template<br /> <br /> <b>Bio-Plasmic Cannon:</b><br /> Amend both profile ranges to 30"<br /> <br /> <b>Flamespurt</b><br /> Add Torrent special rule.<br /> Add 'Engulf' special rule: A model that fires a Flamespurt counts as having assault grenades for the rest of the turn.<br /> <br /> <b>Fleshborer Hive</b><br /> Amend to:<br /> Range 24" S4 AP4 Assault 25<br /> <br /> <b>Rupture Cannon</b><br /> Amend to:<br /> Range 36" S10 AP2, Assault D3+1*, Armourbane<br /> *<i>roll each time the weapon is fired</i><br /> <br /> <b>Venom Cannon</b><br /> Replace with the following two weapon profiles:<br /> Range 36" S6 AP3 Assault 2<br /> Range 36" S6 AP4 Assault 1 Blast<br /> <br /> <b>Heavy Venom Cannon</b><br /> Replace with the following two weapon profiles:<br /> Range 36" S7 AP3 Assault 4<br /> Range 36" S9 AP3 Assault 1 Blast<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <br /> <b><u>Biomorphs</b></u><br /> <br /> Add Spine Banks option under Thorax Biomorphs (5pts)<br /> <br /> <b>Armoured Shell</b><br /> Grants the model +1 to their armour save.<br /> <br /> <b>Enhanced Senses</b><br /> A model with Enhanced Senses scan choose whether or not to use the Skyfire special rule at the start of each Shooting phase.They don't have to use the Skyfire special rule,but if they do,all weapons they fire that turn are treated as having the Skyfire special rule.<br /> <br /> <b><u>Psychic Powers</b></u><br /> <br /> Tyranids now have two psychic disciplines. The last option on each table may be activated with either 1 or 2 warp charge points (declare before taking a psychic test). The effect of each charge is listed on the power.<br /> <br /> <b>Power of the Hive Mind</b> (offensive discipline) <br /> <br /> Primaris: The Horror <br /> <br /> 1-2: Paroxysm <br /> 3-4: Psychic Scream <br /> 5-6: Warp Blast <br /> Charge 1 - fire with Burst profile <br /> Charge 2 - fire with Lance profile <br /> <br /> <b>Will of the Hive Mind</b> (supporting discipline) <br /> <br /> Primaris: Dominion <br /> <br /> 1-2: Catalyst <br /> 3-4: Onslaught <br /> 5-6: Unnatural Vitality (new power)<br /> Charge 1 - The psyker gains +1 Toughness<br /> Charge 2 - The psyker gains +D3 Toughness<br /> <br /> <b><u>Bio-artefacts</b></u><br /> <br /> Replace the following text: <br /> <i>A model may replace any pair of scything talons with one of the following</i><br /> with:<br /> <i>A model may choose any one of the following</i><br /> <br /> <b>Maw-claws of Thyrax</b><br /> Amend Assimilate rule:<br /> Choose a single codex before deployment. The model equipped with the Maw-claws of Thyrax gains the Preferred Enemy special rule against all units chosen from that codex.<br /> <br /> <b>Miasma Cannon</b> <br /> No change<br /> <br /> <b>Norn Crown</b> <br /> Replace all rules text with the following:<br /> Any friendly Codex: Tyranids models within Synapse range of a model with the Norn Crown may add +1 to any Deny the Witch or Feel No Pain rolls they make. This does not confer a <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> save to models that do not already have one.<br /> <br /> <b>Reaper of Obliterax</b> <br /> Amend profile to:<br /> S: User + 2, AP2<br /> <br /> <b>Ymgarl Factor</b><br /> Replace all rules text with the following:<br /> At the start of each friendly turn, a model with the Ymgarl Factor must alter their form into one of the three listed below. The bonus gained lasts until the start of the following friendly turn. The same form cannot be chosen in two consecutive turns.<br /> Slashing Claws: The model has +D3 Strength.<br /> Tentacled Limbs: The model has +D3 Attacks.<br /> Toughened Exoskeleton: The model has +1 Toughness.<br /> <br /> New: <b>Null Zone</b> (40pts)<br /> <i>An incredibly rare mutation allows the Hive Mind to better focus its will and better protect certain creatures in the swarm.</i><br /> The model has a 5+ invulnerable save, and may re-roll failed Deny the Witch attempts.<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 26 Mar 2014 17:16:24]]> GMT</pubDate>
				<author><![CDATA[ xttz]]></author>
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				<title>Re:Relentless Adaptation: Evolving the 6th Edition Tyranid Codex</title>
				<description><![CDATA[ <u><b><span class="glossaryitem" onmouseover='gp(56);'>HQ</span> Units</b></u><br /> <br /> <b>Hive Tyrant</b><br /> May generate powers from Power of the Hive Mind and Will of the Hive Mind <br /> Add Synaptic Pillar rule<br /> May take up to one of the following for 35pts:<br /> Wings / Armoured Shell / +1 to mastery level<br /> May take Enhanced Senses biomorph for 20 points<br /> <br /> Amend upgrades as follows:<br /> Old Adversary - grants Preferred Enemy to friendly units within 6" (25pts)<br /> Hive Commander - grants Outflank and Acute Senses to a single Troops unit, and allows the player to re-roll reserves results for the chosen unit (20pts)<br /> Indescribable Horror -(5pts)<br /> <br /> <b>Swarmlord</b><br /> May generate powers from Power of the Hive Mind, Will of the Hive Mind, and Biomancy<br /> Add Eternal Warrior, Fleet special rules<br /> Add Warp Barrier biomorph (4+ invulnerable save)<br /> <br /> Alien Cunning - Amend rule:<br /> May choose to add or subtract 1 for any reserve rolls.<br /> <br /> Remove Blade Parry, replace with Blade Flurry<br /> New rule: Blade Flurry<br /> The Swarmlord may exchange all of his attacks for a single Blade Flurry attack: place a large blast centered over the Swarmlord. Any enemy units under the template take a single S6 AP2 hit with the Ignores Cover special rule.<br /> <br /> <b>Tyrant Guard</b><br /> No change<br /> <br /> <b>Tervigon</b><br /> May generate powers from Will of the Hive Mind <br /> Add Synaptic Pillar rule<br /> Synaptic Backlash: amend range to 6"<br /> May add +1 mastery level for +30pts<br /> <br /> <b>Old One Eye</b><br /> Amend to:<br /> WS4, T7, Ld9<br /> Apex Predator: Carnifex Broods*<br /> *Carnifexes are far too sluggish to react in time to most threats. Old One Eye may never benefit from the <i>Look Out, Sir</i> rule.<br /> <br /> <b>Tyranid Prime</b><br /> Add +1W<br /> Add Synaptic Pillar rule<br /> <br /> May replace any one starting weapon with one of the following for free:<br /> Rending Claws<br /> Boneswords<br /> Lashwhip and Bonesword<br /> <br /> May take the following biomorphs:<br /> Toxin Sacs: 3pts<br /> Flesh Hooks: 4pts<br /> Adrenal Glands: 5pts<br /> Armoured Shell: 10pts OR Wings: 15pts<br /> <br /> <b>Deathleaper</b><br /> Add +1T<br /> Add new special rule: Hyper-agile (5+ invulnerable save)<br /> <br /> <u><b>Troops Units</b></u><br /> <br /> <b>Tyranid Warriors</b><br /> Add Synaptic Pillar rule<br /> Apex Predator: Termagants, Hormagaunts, Rippers<br /> <br /> The entire unit may take the following biomorphs (costs per model):<br /> Toxin Sacs: 2pts<br /> Flesh Hooks: 3pts<br /> Adrenal Glands: 4pts<br /> Armoured Shell: 5pts<br /> <br /> <b>Termagants</b><br /> No changes<br /> <br /> <b>Genestealers</b><br /> Scything Talons: 3pts/model<br /> <br /> The entire unit (including a Broodlord, if chosen) may take the following biomorphs (costs per model):<br /> Toxin Sacs: 3pts<br /> Adrenal Glands: 1pt<br /> Armoured Shell: 4pts<br /> <br /> New rule: Attack from the Shadows:<br /> Genestealer units may charge when arriving from reserve. However any unit charged in this manner may fire Overwatch using their regular, unmodified <span class="glossaryitem" onmouseover='gp(14);'>BS</span>.<br /> <br /> <b>Hormaguants</b><br /> The entire unit may take the following biomorphs (costs per model):<br /> Toxin Sacs: 2pts<br /> Adrenal Glands: 1pt<br /> <br /> Bounding Leap: Amend the rule as follows:<br /> Units entirely composed of models with this special rule Move an additional 3" (this will normally be 6+3").<br /> <br /> <b>Rippers</b><br /> Add Rending Claws<br /> Add Rampage special rule<br /> New rule: Infestation<br /> Ripper Swarms may contest any single objective within 6"<br /> <br /> <u><b>Elite Units</b></u><br /> <br /> <b>Hive Guard</b><br /> Change default weapon to Shockcannon<br /> May purchase Impaler Cannon for +5pts<br /> May take Enhanced Senses biomorph for +10 points per model<br /> <br /> <b>Zoanthrope</b><br /> Psychic Brood: amend as follows:<br /> A Zoanthrope brood follows all the rules for Brotherhood of Psykers except that the unit has a Mastery Level equal the number of models. In addition, if a brood of Zoanthropes uses the Warp Blast power, the number of shots fired is equal to the number of Zoanthropes in that brood. The brood may expend additional warp charge to increase the range of Warp Blast by 6" per charge.<br /> Note: This means a single Zoanthrope cannot use Lance. However a unit of 3 models can fire Lance as Assault 3 and a range of 24" by expending the spare warp charge.<br /> <br /> Psyker: A Zoanthrope brood always knows the Warp Blast psychic power. The unit can generate one additional power from the Power of the Hive Mind discipline.<br /> <br /> <b>Venomthrope</b><br /> Apex Predator: Termagants, Hormagaunts, Rippers<br /> Spore Cloud: Amend range from 6" to 3"<br /> <br /> <b>Lictor</b><br /> Add new special rule: Hyper-agile (5+ invulnerable save)<br /> Apex Predator: Genestealers*<br /> *does not roll for <span class="glossaryitem" onmouseover='gp(181);'>IB</span> when joined to Genestealers<br /> <br /> <b>Haruspex</b><br /> Add +1 to <span class="glossaryitem" onmouseover='gp(149);'>WS</span>/<span class="glossaryitem" onmouseover='gp(14);'>BS</span><br /> Add Adrenal Glands biomorph<br /> Feeder Beast: add the following text:<br /> In the movement phase, a Haruspex may add its current wound value to its movement distance.<br /> <br /> <b>Pyrovore</b><br /> Add +1WS, +1T<br /> Apex Predator: Termagants, Hormagaunts, Rippers<br /> <br /> <u><b>Fast Attack Units</b></u><br /> <br /> <b>Shrike</b><br /> Add +1Sv<br /> Synaptic Pillar<br /> Apex Predator: Gargoyles, Sky-slasher Swarms<br /> <br /> The entire unit may take the following biomorphs (costs per model):<br /> Toxin Sacs: 3pts<br /> Flesh Hooks: 3pts<br /> Adrenal Glands: 4pts<br /> <br /> <b>Gargoyle</b><br /> No changes<br /> <br /> <b>Ravener</b><br /> New rule: Ravenous Charge:<br /> If the Ravener brood rolls 7 or higher for charge distance (after any rerolls), it counts has being equipped with assault grenades for the remainder of the turn.<br /> <br /> The entire unit may take the following biomorphs (costs per model):<br /> Toxin Sacs: 3pts<br /> Adrenal Glands: 5pts<br /> <br /> <b>Crone</b><br /> No change<br /> <br /> <b>Harpy</b><br /> No change<br /> <br /> <b>Sky-Slasher Swarm</b><br /> Add Rending Claws<br /> Add Rampage rule<br /> New rule: Infestation<br /> Sky-Slasher Swarms may contest any single objective within 6"<br /> <br /> <b>Spore Mine Cluster</b><br /> No change<br /> <br /> <u><b>Heavy Support Units</b></u><br /> <br /> <b>Trygon (and Trygon Prime)</b><br /> Subterranean Assault: remove "in subsequent turns" text from this rule<br /> <br /> <b>Exocrine</b><br /> No change<br /> <br /> <b>Tyrannofex</b><br /> Fleshborer Hive option is twin-linked<br /> <br /> <b>Carnifex</b><br /> Add +1WS<br /> May take Thorax Biomorphs (replaces Spine Banks option)<br /> The entire brood may take Enhanced Senses biomorph for +20 points per model<br /> <br /> <b>Mawloc</b><br /> No change<br /> <br /> <b>Biovore</b><br /> No change<br /> <br /> <u><b>Apocalypse and Imperial Armour Weapons</b></u><br /> <br /> <b>Bio-Cannon</b><br /> Change to dual-profile:<br /> Range 48" S10 AP3 Assault 12<br /> Range 24" S10 AP1 Assault 4<br /> <br /> New rule: <b>Cleave </b><br /> When a Tyranid Gargantuan Creature uses the Smash special rule to attack in melee, those attacks are made at Strength D AP2<br /> <br /> <u><b>Apocalypse and Imperial Armour Units</b></u><br /> <br /> <b>Malanthrope</b><br /> Change unit type to Monstrous Creature<br /> <br /> <b>Scythed Hierodule</b><br /> Add Adrenal Glands and Spine Banks biomorphs<br /> Add +1W, +1I, +1Sv<br /> May take Regenerate biomorph for +40pts<br /> <br /> <b>Barbed Hierodule</b><br /> Amend weapon to:<br /> One twin-linked Bio-Cannon<br /> Add +1W, +1I, +1Sv<br /> May take Regenerate biomorph for +40pts<br /> <br /> <b>Harridan</b><br /> Amend weapon to:<br /> One twin-linked Bio-Cannon<br /> Born in the Skies: May re-roll grounding test results of 1.<br /> May take Regenerate biomorph for +60pts<br /> <br /> <b>Hierophant</b><br /> Add Fleet rule<br /> Add Spine Banks biomorph<br /> Amend weapon to:<br /> One twin-linked Bio-Cannon<br /> <br /> Bio-titan Warp Field: Amend as follows:<br /> For each successful hit with a shooting attack on the Hierophant, roll a <span class="glossaryitem" onmouseover='gp(24);'>D6</span>. On a roll of 5+, the weapon strength is reduced by 1 point. Destroyer weapons successfully reduced this way are treated as a S10 AP2 attack, and must roll to wound as normal. This ability has no effect in melee, or against attacks that do not use a Strength value.<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 26 Mar 2014 17:18:29]]> GMT</pubDate>
				<author><![CDATA[ xttz]]></author>
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				<title>Re:Relentless Adaptation: Evolving the 6th Edition Tyranid Codex</title>
				<description><![CDATA[ Good start, but I'd also say that the Lictor and Deathleaper need to be actually good at their role of being highly selective assassin models.  The Deatheleaper gets a warlord trait that it will never benefit from because it is very unlikely to kill any <span class="glossaryitem" onmouseover='gp(67);'>ICs</span>, and the last book's Lictors mostly saw use as something to pop up on something's rear armor and hope that three sets of two S6 rending hits would crack it open.   <br /> <br /> In addition, I feel that Carnifexes, Tyrant guards, and Trygons deserve at least an option for improved armor saves.  <br /> <br /> Old One Eye's adaptive <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> ability needs to be detached from the warlord traits table because there's no way he's ever going to get use out of it unless he's literally the only <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> unit in the Tyranid army.  A 2+ save would also be quite thematic on him, as would perhaps an even further improved regenerative ability.  <br /> <br /> I have my own ideas for new relics, so allow me to share them.<br /> <br /> Hive Lordship: The Tyranid monstrosity in question has been designated a Hive Lord, a masculine counterpart to the Norn Queens first reported in subsector aurelia, guiding the Tyranids there to successfully depart from the subsector and rejoin Hive Fleet Leviathan proper.  Hive Lords are known for their dire cunning, resilience, more menacing additions to their armor plating and distinctive markings, and superior synaptic abilities.  A Hive Lord has eternal warrior, an additional point of toughness, and enhanced synapse (units in synapse range may use bearer's leadership), 50 points.  <br /> <br /> Venom cannon of Sondheim: As heavy venom cannon with the following modifications: -1 <span class="glossaryitem" onmouseover='gp(6);'>AP</span>, forces rerolls on successful invulnerable saves, +1 strength against units with the daemon special rule. 30 points.     <br /> <br /> And some options I made for the Biovore a long time ago:<br /> <br /> Acid spore mine 10 points: S5 Ap3 - Armorbane (No blast though) <br /> Frag spore mine 5 points: S4 Ap4 Small blast: Rending <br /> Toxin spore mine 10 points: S4 Ap4 Poisoned(4+) Large blast. <br /> <br /> Some old options I'd like to see return:<br /> <br /> Adamantium tusks: Grants an additional attack on the charge  <br /> <br /> Hive node: For gaunts only; improves the leadership of the brood by 2 so long as at least one model with hive node remains in play.   1 point.  (mostly to make peeking out of synapse a bit more viable)<br /> <br /> Bio-plasma can now be taken by Hive Tyrants again.   <br /> <br /> Raveners need a price cut, they're a tad squishy due to being 3 wound T4 5+ models.   <br /> <br /> I'm not too sure on the change to crushing claws though, while it does help things that can take them that aren't Carnifexes, it does kind of hurt the Fexen as they only really get tank-hunters out of smashing.  Perhaps making it so that it's counted as AP1?<br /> <br /> The Venom cannons are still a touch naff against vehicles with your rules, and the blast <span class="glossaryitem" onmouseover='gp(138);'>VC</span> is still as underwhelming as ever.  I like the concept of giving it a regular shot mode though.   <br /> <br /> I'm fond of a lot of things the Dawn of War series did, and I like the idea of Venom Cannons and Barbed Stranglers being something the entire Warrior brood can take rather than just one model contributing a rather dinky shot.  <br /> <br /> The Null zone and Norn crown also have a bit of overlap, so I'm going to bring out another idea I had.  <br /> <br /> The Norn Crown: 40 points for something any psyker can give you for free...hoo boy this one is quite rightfully scorned as one of the most overcosted for minimal value unique wargear items in the game.  My proposal is a rather simple one, it improves <span class="glossaryitem" onmouseover='gp(328);'>ML</span> by 1 as well as extends your synapse range, or grants ML1 to a suitable unit that ordinarily lacks it.  <br /> <br /> The Maw claws would be a bit nicer for their price if they had rendings on a 5+ and shred/tank hunters.  <br /> <br /> As for the reaper: The instant death now happens on a 5+, or a 4+ if it already had boneswords in some form.  <br /> <br /> Miasma cannon: Can either be fired as a torrent or a twinlinked blast with the same profile as before.  <br /> <br /> My own homebrewed Swarmlord was also a tad different:<br /> <br /> WS10 BS4 S7 T7 W5 I7 A6 LD10 SV2+ 5++ 335 points<br /> <br /> Biomorphs and weapons: Bonesabres (forces successful invulnerables to be rerolled), Regeneration, Spine banks, Prehensile Pincer<br /> <br /> Special rules: Eternal warrior, Blade parry, Blade storm (as you put it), Psyker (Mastery level 3), Shadow in the warp, 18' synapse, Alien cunning (as you have it), Swarm Leader (grants both the target unit and it's own the special rules), and Speed Synapse.<br /> <br /> Speed Synapse:  All models within the Swarmlord's synapse range and itself benefit from fleet of foot, hit and run, and crusader <br /> <br /> Warlord trait: No longer locked.<br /> <br /> My own psyker tables were also quite different: <br /> <br /> <blockquote class="uncited"><div>Firstly, two distinct psychic power tables for the Tyranids, one is mostly for support, while the other is much more direct. <br /> <br /> So catalyst, onslaught, dominion, horrify, paroxysm, and such get placed into the support table, while Warp Lance, Life Leech, and Psychic Scream go to the offensive table. If the <span class="glossaryitem" onmouseover='gp(13);'>BRB</span> powers are allowed, then some more redundant abilities may be altered. <br /> <br /> For the buff table, we still have three more powers to fill out. So here's what I gave out. <br /> <br /> Fury of the swarm: identical range to Catalyst, grants both the caster and the user rage, furious charge, hatred. <br /> <br /> Guidance of the many: Identical range to Catalyst, improves <span class="glossaryitem" onmouseover='gp(149);'>WS</span> and <span class="glossaryitem" onmouseover='gp(14);'>BS</span> of target unit and caster by d3. <br /> <br /> Kinetic drain: Target loses d3 initiative, and attacks and may not move more than 6 inches under any circumstances or utilize counter-attack, overwatch, fleet of foot, crusader, relentless, or hit and special rules for that turn, in addition any unit charging them is treated as having assault grenades (warp charge 2) <br /> <br /> For the offensive table I came up with: <br /> <br /> Chittering inferno: S4 <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 5 torrent, soul blaze <br /> <br /> Lobotomize: Designate an enemy model within 18' and make an opposed leadership check, if the enemy fails, it is removed from play with no saves allowed(<span class="glossaryitem" onmouseover='gp(265);'>FNP</span> still applies but <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> does not), models with <span class="glossaryitem" onmouseover='gp(468);'>EW</span> instead take 1d3+1 wounds with no saves allowed (may still roll for <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>). <br /> <br /> Inside your soul: Here, the Hive mind is sent surging into the target unit, driving the victims to temporary madness as they are filled with the same instincts of the beasts of the hive mind, only magnified. Roll an opposed leadership test against the highest <span class="glossaryitem" onmouseover='gp(82);'>LD</span> value in the targeted unit, if the target fails, the unit attacks itself as per feed. 24' range. <br /> <br /> Flesh twist: S4 Poisoned (4+), Ap4 large blast, strike down. <br /> <br /> Altered powers: Warp blast, blast becomes S6, Lance goes back to AP1. </div></blockquote><br /> <br /> My group also lets all armies roll from all <span class="glossaryitem" onmouseover='gp(13);'>BRB</span> tables for psychic powers.  <br /> <br /> Generally our homebrew is aimed at making all codices about level to whatever's top dog at the moment, both internally and externally.  ]]></description>
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				<pubDate><![CDATA[Thu, 3 Apr 2014 13:53:52]]> GMT</pubDate>
				<author><![CDATA[ Kain]]></author>
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				<title>Relentless Adaptation: Evolving the 6th Edition Tyranid Codex</title>
				<description><![CDATA[ I gotabout halfway through this before I overdosed on the lactose.<br /> You're literally taking every weakness in the book and making it a strength. You're also taking strengths and making them EVEN STRONGER.<br /> Are you seriously attaching Venomthropes to units, ensuring that they are impossible to kill?<br /> <br /> This makes almost every unit stronger with no penalties, many of which are to the point of cheese. Your psychic tables are all vastly better, your units all gain silly good rules, and this codex fix reeks of cheese.]]></description>
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				<pubDate><![CDATA[Thu, 10 Apr 2014 04:19:35]]> GMT</pubDate>
				<author><![CDATA[ Waaaghpower]]></author>
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				<title>Relentless Adaptation: Evolving the 6th Edition Tyranid Codex</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/586799/6710225.page"><b>Waaaghpower wrote:</b></a><br/>I gotabout halfway through this before I overdosed on the lactose.<br /> You're literally taking every weakness in the book and making it a strength. You're also taking strengths and making them EVEN STRONGER.<br /> Are you seriously attaching Venomthropes to units, ensuring that they are impossible to kill?<br /> <br /> This makes almost every unit stronger with no penalties, many of which are to the point of cheese. Your psychic tables are all vastly better, your units all gain silly good rules, and this codex fix reeks of cheese.</div></blockquote><br /> My group buffs every other codex too and homebrews in a crap ton of stuff?<br /> <br /> Remember that Necron Phaeron who got a few lines that had him cut apart a planet in one slash of his weapon?<br /> <br /> We got rules for him.  <br /> <br /> <span class="glossaryitem" onmouseover='gp(168);'>BFG</span> rules yes, but rules.]]></description>
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				<pubDate><![CDATA[Thu, 10 Apr 2014 04:50:06]]> GMT</pubDate>
				<author><![CDATA[ Kain]]></author>
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				<title>Relentless Adaptation: Evolving the 6th Edition Tyranid Codex</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/586799/6710225.page"><b>Waaaghpower wrote:</b></a><br/>I gotabout halfway through this before I overdosed on the lactose.<br /> You're literally taking every weakness in the book and making it a strength. You're also taking strengths and making them EVEN STRONGER.<br /> Are you seriously attaching Venomthropes to units, ensuring that they are impossible to kill?<br /> <br /> This makes almost every unit stronger with no penalties, many of which are to the point of cheese. Your psychic tables are all vastly better, your units all gain silly good rules, and this codex fix reeks of cheese.</div></blockquote><br /> <br /> Most of the unit changes were with the aim of improving internal balance, and giving people a reason to take something other than the new mono-build <span class="glossaryitem" onmouseover='gp(630);'>FMC</span> spam. A good example of this is for Hive Tyrants... as an alternative to Wings they can have better armour or psychic buffs, meaning Flyrants are no longer an automatically better choice over Walkrants.<br /> The units with the biggest changes are the ones who are considered over-costed. Some strong units did get changes, but this was mainly to encourage alternative uses for them (such as Carnifexes getting WS4 because they're currently virtually always fielded for shooting).<br /> <br /> How are Venomthropes attached to a unit any worse than Big Mek <span class="glossaryitem" onmouseover='gp(163);'>KFF</span>'s in a unit of Boyz (which does virtually the same thing)? A Big Mek even gets a 2+ <span class="glossaryitem" onmouseover='gp(85);'>LoS</span> roll, and his unit is majority T4. At least the Tyranid unit is majority T3 AND can't use any transports. How is it any worse than hiding psykers or other key units in large squads? The game has rules in place to pick off key models within units - they just require a little more thought than forcing those models to sit out separately and be picked off.<br /> <br /> The psychic tables are hardly 'vastly better'. Nearly all the powers are the same. Warp Blast got a couple of minor changes, one of which is only usable by Zoans to make up for the loss of Spore Pod deployment. The new power is a heavily watered down version of Iron Arm, which itself doesn't even need 2 warp charges for the good buffs. <br /> The table split is because for some reason, Tyranids are the only army in the game with the choice of a single psychic discipline. Literally no other army has this restriction, and their psykers can pick and choose between psychic tables to suit their intended role. Tyranids are stuck with a mish-mash of powers for different roles in a single table. I could have just kept things the same and added Biomancy back again, but surely that's more powerful than this? Flyrants with Iron Arm were a crutch for the last codex, and I'd rather see something more imaginative.<br /> <br /> Do you have any constructive criticism that doesn't rely on dairy-based hyperbole?]]></description>
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				<pubDate><![CDATA[Thu, 10 Apr 2014 12:43:26]]> GMT</pubDate>
				<author><![CDATA[ xttz]]></author>
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				<title>Relentless Adaptation: Evolving the 6th Edition Tyranid Codex</title>
				<description><![CDATA[ Shrouded is immensely better than 5+ cover, and Venomthropes are way cheaper. Additionally, you can take more Venomthropes are cheaper than Big Meks, and you can take more of them. It's also a free, very excellent buff to a unit which is already a must-have. <br /> <br /> Your psychic charts also give a massive amount more control over  powers. Two Primaris, and double the chance to roll any one power, and Warp Blast got a pretty good buff. <br /> <br /> NOBODY has a codex where every unit is powerful. You're proposing a codex where nearly every unit is powerful, and most are cheesy.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Basically, you are taking the Tyranid's most powerful options and increase their strength, then upping everyone else to what was previously their peak. For no additional cost. And without any penalties. (And, simultaneously turning penalties into useful buffs.)]]></description>
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				<pubDate><![CDATA[Thu, 10 Apr 2014 16:26:23]]> GMT</pubDate>
				<author><![CDATA[ Waaaghpower]]></author>
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				<title>Relentless Adaptation: Evolving the 6th Edition Tyranid Codex</title>
				<description><![CDATA[ Yeah, a little restraint would be nice.]]></description>
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				<pubDate><![CDATA[Fri, 11 Apr 2014 02:18:36]]> GMT</pubDate>
				<author><![CDATA[ raverrn]]></author>
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				<title>Relentless Adaptation: Evolving the 6th Edition Tyranid Codex</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/586799/6712190.page"><b>Waaaghpower wrote:</b></a><br/>Shrouded is immensely better than 5+ cover, and Venomthropes are way cheaper. Additionally, you can take more Venomthropes are cheaper than Big Meks, and you can take more of them. It's also a free, very excellent buff to a unit which is already a must-have. <br /> <br /> Your psychic charts also give a massive amount more control over  powers. Two Primaris, and double the chance to roll any one power, and Warp Blast got a pretty good buff. <br /> <br /> NOBODY has a codex where every unit is powerful. You're proposing a codex where nearly every unit is powerful, and most are cheesy.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Basically, you are taking the Tyranid's most powerful options and increase their strength, then upping everyone else to what was previously their peak. For no additional cost. And without any penalties. (And, simultaneously turning penalties into useful buffs.)</div></blockquote><br /> The fix is simple; buff everyone else and make every unit in every book viable and powerful.]]></description>
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				<pubDate><![CDATA[Mon, 14 Apr 2014 07:29:23]]> GMT</pubDate>
				<author><![CDATA[ Kain]]></author>
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				<title>Relentless Adaptation: Evolving the 6th Edition Tyranid Codex</title>
				<description><![CDATA[ <blockquote><div><cite>Waaaghpower wrote:</cite>Shrouded is immensely better than 5+ cover, and Venomthropes are way cheaper. Additionally, you can take more Venomthropes are cheaper than Big Meks, and you can take more of them. It's also a free, very excellent buff to a unit which is already a must-have. <br /> <br /> Your psychic charts also give a massive amount more control over  powers. Two Primaris, and double the chance to roll any one power, and Warp Blast got a pretty good buff. <br /> <br /> NOBODY has a codex where every unit is powerful. You're proposing a codex where nearly every unit is powerful, and most are cheesy.</div></blockquote><br /> <br /> Nobody has a codex where every unit is powerful because <span class="glossaryitem" onmouseover='gp(50);'>GW</span> doesn't write clear or balanced rules... that's kinda the whole point of this sub-forum. However, the aim here isn't to make every unit powerful, but to make them all <b>viable</b>. It's boring only ever seeing Flyrants as <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choice, or never seeing Pyrovores, Rippers, Haruspex because the alternatives in similar roles are so much better it would be dumb to pick otherwise. List selection is also hamstrung by synapse, with the majority of options being either weak offensively or lacking durability. That's why the current no brainer options (Flyrants, T-Fex, Dakkafex, Gargoyles) were barely touched, if at all. Is there really anything here on par with a Wave Serpent?<br /> If you see something here that is specifically broken then please give examples rather than claiming "most are cheesy". <br /> <br /> The Venomthrope bonus used to work exactly the same way as the Big Mek bonus before it was replaced by Shrouded. I have no doubt the new Ork codex will make the same change. The unit is a must-have not because it's especially great (it's a T4 model with no defense against Ignores Cover), but because Tyranids have virtually no options for moving troops around without huge losses. If Spore Pods were still around Venoms wouldn't be anywhere near as necessary. If we had a transport, the same would apply. It also doesn't help that the rest of the Elite options were really lack-lustre. <br /> I can see some merit in either dropping the Venomthrope bonus range to 3-4", or only projecting the area effect bonus in a unit of multiple Venoms. That makes units of 2-3 a viable choice to protect units they can't join, while single ones in larger units are harder to position.<br /> <br /> I'm not doing a single thing here that hasn't been done either previously, or for other armies. Daemons have D3-based psychic charts PLUS access to <span class="glossaryitem" onmouseover='gp(13);'>BRB</span> powers. The Primaris powers I picked are also considerably weaker than those for Divination or both Eldar disciplines. I've also restricted the charts to certain units - Tervigons can only take supporting powers and Zoanthropes can only use offensive ones. <br /> <br /> <blockquote><div><cite>Kain wrote:</cite>The fix is simple; buff everyone else and make every unit in every book viable and powerful.</div></blockquote><br /> <br /> The Eldar and Tau codexes are better examples of balance, in that they have a handful of units that need toning down rather than a plethora of useless models. I'd rather have an opponent ask me to lower my Wave Serpent shield range for a game than make all the changes needed for Banshees to be usable.]]></description>
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				<pubDate><![CDATA[Mon, 14 Apr 2014 11:23:21]]> GMT</pubDate>
				<author><![CDATA[ xttz]]></author>
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