<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0">
	<channel>
		<title><![CDATA[Latest posts for the thread "Tyranid Decurion Formations"]]></title>
		<link>http://www.dakkadakka.com/dakkaforum/posts/list/16.page</link>
		<description><![CDATA[Latest messages posted in the thread "Tyranid Decurion Formations"]]></description>
		<generator>JForum - http://www.jforum.net</generator>
			<item>
				<title>Tyranid Decurion Formations</title>
				<description><![CDATA[ Hi all,<br /> There are some pretty big problems with the current 'Nid book, which has been discussed to death. While we wait for a revamp of the core rules, I've had some fun making up a Decurion-style Detachment for them.<br /> There were a number of design objectives while I was making this, which hopefully I have achieved. These were:<br /> - To improve units that are seen as particularly bad<br /> - To reduce the number of Flyrants on the field<br /> - To make a full-on horde a viable playstyle<br /> - To promote a fluffy, well-rounded army that reflects the fluff<br /> <br /> Without further delay:<br /> <br /> <br /> <b><span style="font-size: 18px; line-height: normal;">Tyranid Swarm Detachment</span></b><br /> This Detachment requires 1+ Core and 1+ Auxiliary Formation. Any number of additional Core and Auxiliary Formations may be added. Every Core Formation enables the player to purchase one Command Formation.<br /> <b>Will of the Hive Mind</b>- If your Warlord is a Hive Tyrant from this Detachment, you may reroll your Warlord Trait.<br /> <b>No Escape</b>- All units in this Detachment gain the <i>Outflank</i> special rule.<br /> <b>The Shadow Descends</b> - All enemies suffer -1Ld while there is at least one Synapse creature from this Detachment on the board.<br /> <br /> <br /> <b><span style="font-size: 18px; line-height: normal;">Core Formations</span></b><br /> <br /> <b>Unending Tide</b>-  Certain Formations grant this rule to various units. When destroyed, these units are placed into Ongoing Reserves. Units may re-enter the game via <i>Deep Strike</i> if they possess the special rule.<br /> Units with this special rule can be removed from play at the start of any friendly Movement phase and may re-enter the board this turn.<br /> <br /> <b>Phase 1: Invasion</b><br /> 1+ Shrikes, 3+ Gargoyles, 1+ Harpy, 0+ Sky-Slasher Swarms, 0+ Harpies<br /> <b>Unending Tide (Gargoyles and Sky-Slashers)<br /> They Came From The Skies!</b>- Units that arrive using Deep Strike gain the <i>Hard to Hit </i> special rule until the start of the next friendly turn.<br /> <br /> <b>Phase 2: Predation</b><br /> 1+ Warriors, 2+ Termagants, 2+ Hormagaunts, 1+ Ripper Swarms, 1+ Carnifex, 0+ Biovores<br /> <b>Unending Tide (Termagants, Hormagaunts and Ripper Swarms)<br /> Move Through Cover</b><br /> <b>Vanguard Command</b>- Units in this Formation gain +3" to Move, Run and Charge ranges while they are within Synapse range of Warriors from this Formation.<br /> <br /> <b>Phase 3: Consumption</b><br /> 1+ Malanthrope, 3+ Ripper Swarms, 1+ Hive Guard, 1+ Haruspex, 0+ Pyrovore, 0+ Mawloc<br /> <b>Unending Tide (Rippers)<br /> Objective Secured<br /> Burrow</b>- Ripper Swarms from this Formation may <i>Go to Ground</i> despite being Fearless and gain <i>Stealth</i> when they do so,<br /> <br /> <br /> <b><span style="font-size: 18px; line-height: normal;">Command Formations</span></b><br /> <br /> <b>Tyrant Queen</b><br /> 1 Hive Tyrant, 1 Tyrant Guard, 0+ Warriors<br /> <b>Heart of the Hive</b>- The Hive Tyrant cannot purchase Wings. It's Synapse range is increased by +6" and the Tyrant Guard brood's size is increased to 2-6 models.<br /> <b>Assuming Direct Control</b>- The Hive Tyrant can grant one of the following special rules to a single friendly model within Synapse range: Eternal Warrior, Rampage or Preferred Enemy.<br /> <br /> <b>Broodmother</b><br /> 1 Tervigon, 2+ Termagants<br /> <b>Hyperactive Spawning</b>- The Tervigon adds +D3 additional models to all Broodmother Termagant units within 6" every time it creates a new unit of Termagants. All units created by the Tervigon are considered to be part of the Broodmother Formation.<br /> <b>Protect the Mother</b>- The Tervigon is <i>Shrouded</i> if there is at least one Broodmother unit of at least 10 models within 6".<br /> <br /> <b>Eyes of the Hive Mind</b><br /> 1 of the following: Hive Tyrant, Tervigon, Tyranid Prime or Swarmlord.<br /> Hive Tyrants and the Swarmlord may purchase a Tyrant Guard brood as normal.<br /> <br /> <br /> <b><span style="font-size: 18px; line-height: normal;">Auxiliary Formations</span></b><br /> <br /> <b>Phase 0: Infiltration</b><br /> 2+ Lictors, 1+ Genestealers, 0+ Deathleaper<br /> <b>Hibernation</b>- All Genestealer units in this Formation gain the <i>Deep Strike</i> and <i>Chameleonic Skin</i> special rules.<br /> <b>Where'd It Go?!</b> - Lictors in this Formation, including Deathleaper, may be removed from the board at the end of any phase and are placed into Ongoing Reserve.<br /> <b>Ambush Predators</b>- Units in this Formation may assault on a turn that they deploy via <i>Deep Strike</i>, provided that they are assaulting a unit that is already locked in close combat.<br /> <br /> <b>Tyrannoformation</b><br /> 2+ Venomthrope, 1+ Sporocyst, 0+ Toxicrene<br /> <b>Choking Cloud</b>- All friendly units that are within 6" of a model from this Formation gain <i>Toxic Miasma</i>, and may use it every turn that they are within range.<br /> <b>Impenetrable Spore Cover</b>- Units that are within 6" of at least 2 units from this Formation gain <i>Stealth</i>.<br /> <br /> <b>Sporestorm</b><br /> 4+ Spore Mine Clusters, 2+ Mucolid Spore Pods, 0+ units embarked upon a Tyrannocyte<br /> <b>Unending Tide (Spore Mines)<br /> First Contact</b>- Units from this Formation may begin rolling for Reserves from Turn1.<br /> <br /> <b>Subterranean Swarm</b><br /> 1 Trygon or Trygon Prime, 1+ Hormagaunts, 1+ Raveners<br /> <b>Underground Advance</b>- All units in this Formation must begin the game in Reserves, but only roll for the Trygon or Trygon Prime to arrive. When it arrives, if it would Scatter onto an enemy unit, reduce the Scatter by the minimum amount to deploy safely.<br /> <b>Tunnel Mouth</b>- Once it has deployed, place a 3" round marker in base contact with the Trygon or Trygon Prime to represent the tunnel opening. All other elements of the Subterranean Swam are placed into Ongoing Reserves and will arrive next turn, treating the tunnel opening as a board edge. These units may assault on the turn that they deploy despite arriving from Reserves.<br /> <br /> <b>Apex Warrior Clutch</b><br /> 1 Tyranid Prime, 2+ Warriors and/or Shrikes<br /> <b>Alpha Broods</b>- The Tyranid Prime's <i>Alpha Warrior</i> special rule is extended to all Warriors and Shrikes in this Formation that are within it's Synapse range.<br /> <b>Shrike Prime</b>- The Tyranid Prime may choose to gain Jump Infantry at no additional cost, but downgrades it's armour save to 4+.<br /> <br /> <b>Berzerker Onslaught</b><br /> 2+ Hormagaunts, 2+ Carnifex, 0+ Sky-Slashers<br /> <b>Assault Grenades<br /> Unchained Rage</b>- All units in this Formation gain <i>Rage</i> and always roll a 'Kill' result when resolving <i>Instinctive Behaviour</i>.<br /> <b>Screamer Killers</b>- Carnifex from this Formation cannot replace their Scything Talons. They gain Bio-Plasma, <i>Rampage</i> and WS5 at no additional cost.<br /> <br /> <b>Synaptic Relay</b><br /> 2+ Zoanthrope, 1+ Maleceptor<br /> <b>Eyeless Sight</b>- All units within this Formation can draw Line-of-Sight from any friendly model within Synapse range.<br /> <b>Warp Collapse</b>- Maleceptors in this Formation can cast <i>Psychic Overload</i> without expending Warp Charges if they are targeting a unit that has already been hit by a Witchfire cast from a model in this Formation.<br /> <br /> <b>Tyranid Monstrous Creature </b><br /> 1 Exocrine, Haruspex, Carnifex, Trygon, Trygon Prime, Tyrannofex, Toxicrene, Mawloc, Crone or Harpy.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/711356/9082880.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/711356/9082880.page</link>
				<pubDate><![CDATA[Sat, 17 Dec 2016 02:14:05]]> GMT</pubDate>
				<author><![CDATA[ Mozzamanx]]></author>
			</item>
			<item>
				<title>Tyranid Decurion Formations</title>
				<description><![CDATA[ I am not that familiar with Tyranid rules but nothing here seems glaringly overpowered and I would be happy to play this decurion.<br /> <br /> The only change I would make is to unending tide, make it more like the lost and damned/Alpha legion rules where they come back in on a 4+ rather than automatically especially seeing as though they have outflank as well.<br /> <br /> Besides that, nice rules. <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/711356/9083617.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/711356/9083617.page</link>
				<pubDate><![CDATA[Sat, 17 Dec 2016 17:34:25]]> GMT</pubDate>
				<author><![CDATA[ mrhappyface]]></author>
			</item>
	</channel>
</rss>