So I've expressed my dismay and disappointment with the recent Tyranid Codex but now I'd like to express the way I think the codex should or could have been written to be a solid, fun and better army. Feel free to check it out and let me know what you guys think!
Tyranid fandex/proposed changes:
My overall intent with the following is to make every unit strong in their own right and viable. The army is intended to have good synergy between multiple units and I believe these changes also address the glaring problems of survivability, staying power, ranged Anti-Tank, Anti-Air and close combat deficiencies in general. Everything from how Synapse/Instinctive Behavior works down to the stats, special rules and options individual units have been modified in some way to make this army better. Of course, some of the changes might be "too good" but I'll try to come back and update these changes to balance them out so please feel free to give me any and all feedback and thoughts regarding the following "Fandex."
Overal army
changes/balance:
Synapse:
·
Models in range of Synapse can choose to pass or
fail any morale and pinning tests to represent the Hive Mind's total control
over Tyranid organisms.
·
Models in Synapse range suffer less damage from
ID weapons in the following manner: instead of being removed outright, they
instead suffer 2 wounds per wound caused by an ID weapon.
·
If a Tyranid unit is falling back, once it gets
into range of a Synapse creature it immediately regroups and can act normally
from that point on except it does not gain a 3” consolidation move (i.e., can
move, run, shoot and charge as if they never fell back to begin with).
Instinctive behavior:
·
Creatures outside of Synapse take, pass and fail
ld based tests exactly as normal models would. If a unit starts the turn
outside of Synapse range, it must act according to the “behavioral”
modifications and special rules as follows:
o
Synaptic Withdrawal: All units that find
themselves outside of Synapse range at the start of their turn must move
towards a source of Synapse if there is one within 18”. If there is no source
of Synapse within 18” of the unit, the unit must then move and act as per their
instinctive behavior.
§
Feed: Must move towards closest enemy
unit in the movement phase and, if at the end of the movement phase, the unit
is further than 12” from an enemy unit it must then run towards the closest
enemy unit in the shooting phase. If the unit is within 12” of an enemy unit at
the end of the movement phase, it must attempt to charge it if possible and
cannot run in the shooting phase.
§
Hunt: Must move towards a piece of
terrain that is closest to an enemy unit in the movement phase, this unit must
attempt to shoot the closest enemy unit.
§
Lurk: Must move towards the closest piece
of area terrain in the movement phase, this unit must go to ground anytime it
is shot at and must shoot at the closest enemy unit.
o
Tactical incompetence: Units outside of
Synapse range may still be denial units but cannot control objectives whilst
they are outside of Synapse range. This
may be overly harsh and I only placed this here to try and balance out synapse
if it appears too powerful so this particular bullet is a big WIP/MAYBE.I
wanted to make Tyranids utterly dependent on Synapse but also make Synapse very
powerful and this rule is to relfect the fact that outside of the direct
control of the Hive Mind, Tyranids can’t do jack in terms of claiming
objectives or acting tactically in the same sense troops from other armies can…
New categories of Synapse creatures as follows:
·
All Synapse Creatures have an un-modifiable Ld
of 10.
·
Greater
Synapse creature: 12" synapse range, certain options modified/enhanced
as below where noted (will be noted in weapon/unit special rules).
o
Synaptic Backlash: when a Greater Synapse Creature is killed, all
non-Synapse creatures that were within 12” of it that find themselves outside
of Synapse at the end of that phase must immediately take a Ld test or fall
back towards the nearest source of Synapse within 18”; if there are no Synapse
Creatures within 18”, they instead fall back towards their board edge. If they
pass, they suffer no immediate effect.
o
Greater
Synapse Creatures have the Shadow in
the Warp special rule which causes enemy Psykers to have -3 to their Ld and
any failed Psychic Test by affected Psykers causes that Psyker to lose a Warp
Charge if it has any more.
·
Minor
Synapse Creature: 6" Synapse range, certain options modified/enhanced
as below where noted (will be noted in weapon/unit special rules).
Allies:
Alone in the Universe: Tyranids may not ally with
anyone else, however, their Swarms are without number. To represent this, a
Tyranid army has access to one extra HQ, Elites, Troops, Fast Attack and Heavy
Support slot than it normally otherwise would have. This bonus only applies
once so you do not get the extra slots for each detachment (i.e., multiple
force organizational charts do not each come with an extra HQ, Elites, Troops,
Fast Attack and Heavy Support).
Warlord Traits:
1. Nature’s
Bane: After deployment zones have been determined, but before the first turn, you
may place a piece of Carnivorous Forest anywhere on the table that is at least
1” from another piece of terrain or an enemy unit. This forest can be up to a
6x6 piece of terrain. Furthermore, at the beginning of each turn, you may
choose a forest and turn that into a piece of Carnivorous Forest as well.
Carnivorous Forests do not affect friendly Tyranid models.
2. Heightened
Senses: Enemy units may not Infiltrate
within 24” of your Warlord and all units within 12” of your Warlord gain the Night Fight special rule.
3. Synaptic
Lynchpin: The Synapse and Shadows in the Warp range of your warlord is
increased by 6” and if models fall back into Synapse range of your Warlord,
they can consolidate 3”.
4. Mind
Eater: The Shadows in the Warp ability now causes any failed Psychic tests by enemy
Psykers in range to suffer Perils of the Warp.
5. Digestive
Denial: The Warlord does not give up a Victory Point for being killed by the
enemy.
6. Adaptive
Biology: After taking his first wound, the Warlord gains +1 to Feel No Pain
rolls. If it does not have Feel No Pain, it gains Feel no Pain 6+.
Psychic Powers:
·
Due to the nature of how Tyranids interact with
the Warp and their connection to the Hive Mind, Tyranid Psykers can only
generate psychic powers from the Tyranid Hive Powers discipline.
·
When casting Psychic Powers, Tyranid psykers do
not suffer from Perils of the Warp on rolls of double 1 due to the power of the
Hive Mind not being as virulent as the warp.
·
Due to the connection of every Tyranid organism to
the Hive Mind, no Line of Sight is required for Blessings when targeting a Tyranid unit in Synapse range and only Tyranids in Synapse range can benefit from Blessings.
Once a Tyranid unit finds itself outside of Synapse
range, it immediately loses any benefits from any blessings cast on them.
Psychic Power
Discipline changes:
0. Primaris: Dominion – Blessing, Warp Charge 1; the range of the model’s Synapse and Shadow in the Warp abilities are increased by 6”. The Psyker can
expend an extra Warp Charge when
casting this power to gain the Feel no
Pain special rule.
1. The Horror
– Malediction, Warp Charge 1; target
an enemy unit within 24”, that unit immediately takes a Morale test with a -2 modifier. If the target unit is Fearless, it instead takes a Pinning test with a -2 modifier and if
failed is Pinned even though it is Fearless.
Not sure if affecting Fearless models makes this OP-will remove it if it does.
2. Onslaught – Blessing, Warp Charge 1; target friendly unit
within 24” may either Run then make a
shooting attack ; make a shooting attack then Run; or, if the target does not have the bulky or Very Bulky rule, may
Run then declare a charge.
3. Paroxysm – Malediction, Warp Charge 1; target an enemy unit
within 24”, that unit’s shooting attacks may only be fired using the Snap Fire rules until the end of their
next turn. Furthermore, the target unit requires a 5+ to hit in close combat.
4. Warp Blast – Witchfire, Warp Charge 1; this power can be fired
either as a 24” S5 AP3 Blast or a 24” S10 AP2 Lance weapon. The Psyker can
expend an extra Warp Charge when
casting this power to increase the range of the power by 12” but it will suffer
a Perils of the Warp attack on a roll of a doubles.
5. Psychic Scream – Nova, Warp Charge 2; every enemy unit within
6” must immediately take a pinning test with a -2 modifier. If the test is failed,
they also take a number of wounds for every point they fail their test by.
These hits ignore armor and cover.
6. Catalyst – Blessing, Warp Charge 2; all friendly units with a
model within 6” of the caster (including the caster) gain the Feel no Pain special rule.
Profile/stat/weapon/biomorph
modifications:
Design notes on Attacks:
·
Reduced the amount of base attacks on profile
every model has based on base size such that:
o
Small base models have 1 attack base
(i.e., Gaunts/Stealers)
o
Medium based models have 2 attacks base
(i.e., Warriors/Ravenors)
o
Large based models have 3 attacks base
(i.e., Carnifex)
o
Extra large based models have 4 attacks
base (i.e., Tyrants/Trygons)
·
CCWs
o
Attacks are now increased for each pair of CC
weapons that are the same weapon a model has (for example, +1 for each set of
Scything Talons, Rending Claws, Boneswords, Lash whips, Crushing Claws).
·
Scything
Talons provide an extra attack, S as user and are AP 5
·
Rending
Claws provide an extra attack, S as user and are AP 4
o
Rending special rule
·
Boneswords
provide an extra attack, S as user and are AP 3
o
Have special properties based on models using
them as follows:
§
Minor Synapse Creatures get +1 S
§
Greater Synapse Creatures get +1 S and count
them as force weapons
·
Crushing
Claws provide an extra attack, S as user and are AP 2
o
Unwieldy
special rule
o
Armor Bane
special rule
o
+1 S
·
Lash Whips
are S as user and AP –
o
Specialist
Weapon special rule
o
A single enemy model within 2” of a model
equipped with a Lash Whip may be
forced to take an I test or lose an attack and gain the Strikes Last special
rule that combat. A model may be forced to take a test for each Lash Whip that
targets them.
General Ranged
Bioweapon changes:
·
Strangleweb:
o
Range: Template S: 3 AP: 5 Assault 1
§
Pinning; any unit hit by a Strangleweb must take
an I test, if failed it suffers a further d3 hits at the weapon’s S, ignoring
cover, and the unit counts as being in difficult terrain until the end of its
following turn.
·
Spike Rifle:
o
Range: 18” S: 3 AP: 5 Assault 1
§
Rending
·
Spinefists:
o
Range: 12” S: 3 AP: 5 Assault x
§
Twin-linked
§
X=Attacks on the model’s profile
·
Fleshborer:
o
Range: 12” S: 4 AP: 5 Assault 1
·
Devourer:
o
Range: 18” S: 4 AP: - Assault 2x
§
X=number of attacks on the model’s profile
·
Heavy Devourer:
o
Range: 24” S: 6 AP – Assault 2x
§
X=number of attacks on the model’s profile
·
Death Spitter:
o
Range: 24” S: 6 AP: 5 Assault 1, Blast
·
Barbed Strangler:
o
Range: 36” S: 4 AP: 5 Assault 1, Large Blast
§
Pinning; unit hit must take an I test, if failed
it suffers a further d3 hits at the weapon’s S, ignoring cover, and the unit
counts as being in difficult terrain until the end of its following turn.
·
Heavy Barbed Strangler:
o
Range: 48” S: 6 AP: 5 Assault 1, Large Blast
§
Pinning; unit hit must take an I test, if failed
it suffers a further d3 hits at the weapon’s S, ignoring cover, and the unit
counts as being in difficult terrain until the end of its following turn.
·
Venom Cannon:
o
Range: 36” S: 6 AP: 4 Assault 1, Blast
§
Units hit must take a T test, if failed it takes
a further d3 S4 hits that ignore cover.
·
Heavy Venom Cannon:
o
Range: 48” S: 9 AP: 4 Assault 1 Blast
§
Units hit must take a T test, if failed it takes
a further d3 S4 hits that ignore cover.
·
Impaler Cannon:
o
Ground fire mode: Range: 24” S8 AP4 Assault 3
§
Ignores Cover, no Line of Sight required
o
Sky fire mode: Range 24” S7 AP4 Assault 3
§
Ignores Cover, no Line of Sight required
·
Electro Shock Cannon:
o
Range 24” S5 AP5 Assault 1Blast
§
Haywire
·
Spore Mine Launcher:
o
Range 48” S4 AP4 Heavy 1, Large Blast, pinning,
Barrage
§
Spore Cloud: If the initial Spore Mine misses
the target, place 1 Spore Mine per Biovore in the Brood at the final location
determined by the scatter dice. These Spore Mines now operate as an independent
Spore Mine Cluster.
·
Stinger Salvo:
o
Range 18” S5 AP- Assault 1 Large Blast
·
Bio-Plasmic cannon:
o
Range 36” S7 AP2 Assault 6
Or
o
Range 36” S6 AP2 Assault 2 Large Blast
§
+1 BS if remaining stationary as currently
worded in codex
·
Acid Spray:
o
Template S6 Ap4 Assault 1
§
Torrent
·
Fleshborer Hive:
o
Range 18” S4 AP5 Assault 12
§
Rending
·
Rupture Cannon
o
Range 48” S8 Ap4 Assault 3
§
Armor Bane
General Biomorph
changes:
·
Armored
Shell: The model gains +1 to its armor save.
·
Acid Blood:
whenever a model with this biomorph takes a wound, all models in B2B contact
must pass an I test or suffer an AP- hit that wounds automatically.
·
Acid Maw:
models with this biomorph may exchange all of its attacks for a single S5 Ap2
Armor Bane attack.
·
Adrenal
Glands: models with this biomorph gain the Furious Charge, Fleet and
Rage special rules.
·
Blinding
Venom: Close Combat attacks made by models with this biomorph have the Blind special rule.
·
Regeneration:
at the end of any phase in which a model with this biomorph has taken a wound,
roll a dice-on a 4+ the model regains a single wound lost in that phase. If at
the end of the turn no wounds have been recovered by the Regeneration special rule, roll a d6, on a 5+ it regains a single
wound.
·
Toxic
Miasma: friendly Tyranid models within 12” gain the Stealth special rule; friendly Tyranid models within 6” gain the Shrouding special rule in addition to stealth. Enemy models within 12” lose
the benefits of the Stealth special
rule; enemy models within 6” lose the benefits of both the Stealth and Shrouding
special rules. Furthermore, close combat attacks made by a model with this
biomorph have the Poisoned (2+) special rule.
·
Flesh
Hooks: models with this biomorph do not suffer the I penalty when charging
through terrain.
·
Spine
Banks: a model with this biomorph can launch a Cluster Spine attack .
·
Toxin Sacs:
Close Combat attacks by models with this biomorph gain the Poisoned (4+) special rule.
·
Wings:
Monstrous Creatures with this
biomorph count as Flying Monstrous
Creatures while non-Monstrous
Creatures with this biomorph add “Jump”
to their unit type.
·
Warp Field: a model with this biomorph has a 4+
invulnerable save.
·
Tail biomorphs:
o
Scythe tail: Model gains d3 S5 Ap5 attacks in
combat.
o
Mace tail: Model gains a single S8 Armor Bane
attack in combat.
o
Pincer Tail: Model gains a single S4 Ap- Rending
claw attack with the Precision Strike special rule.
Unit Entry/Army
List changes:
The Swarmlord, Death Leaper, Red Terror, Parasite of Mortrex,
Doom of Malantai and Old One Eye are all unique and each army can only ever
include one of them.
HQ:
Hive Tyrant: 160
points
WS: 8 BS: 4 S: 6 T:6 I:6 W:5 A:3 Ld: 10 Sv: 3+
UNIT TYPE: Monstrous Creature (Character)
UNIT COMPOSITION: 1 Hive Tyrant
SPECIAL RULES: Monstrous Creature; Fearless; Greater
Synapse Creature; Psyker (Mastery level 1);
WEAPONS AND BIOMORPHS:
·
Hive Tyrant must purchase two weapon biomorphs
in any combination from the following ranged or close combat biomorph options:
o
Melee biomorphs:
§
Scything Talons:
Free
§
Rending Claws: 5 points
§
Bone Swords: 20 points
§
Lash Whip/Bone Sword: 20 points
§
Crushing Claws: 25 points
o
Ranged biomorphs:
§
Twin-linked Death Spitter: 5 points
§
Twin-linked Heavy Devourer: 15 points
§
Heavy Venom Cannon: 25 points
§
Heavy Barbed Strangler: 25 points
·
Hive Tyrant may choose from any of the following
biomorph adaptations:
o
Flesh Hooks: 5 points
o
Acid Blood: 10 points
o
Toxin Sacs: 10 points
o
Armored Shell: 20 points
§
Cannot be combined with Wings
o
Adrenal Glands: 20 points
o
Warp Field: 35 points
o
Regeneration: 35 points
o
Wings: 35 points
§
Cannot be combined with Armored Shell
·
Hive Tyrant must generate powers from the
Tyranid Hive powers Discipline.
o
Hive Tyrant may increase his Mastery level up to
3 for 15 points per level.
·
Hive Tyrant may choose any of the following
options:
o
Indescribable Horror: 10 points
o
Hive Commander: 15
o
Old Adversary: 20
**Indescribable Horror: Models within 12” roll 3d6 for Fear
tests and drop the lowest roll. Furthermore, units wishing to assault the Hive
Tyrant must take a Ld test, if the test is failed, they may not charge that
turn.
**Hive Commander: You may add 1 or subtract 1 from reserve
rolls and you may select a troops unit without the Bulky or Very Bulky special
rules to outflank.
**Old Adversary: Friendly Tyranids within 6” of the Hive
Tyrant gain the Preferred Enemy
The Swarmlord: 265
points
WS: 9 BS: 3 S: 6 T:6 I:6 W:6 A:3 Ld: 10 Sv: 2+
UNIT TYPE: Monstrous Creature (Character)
UNIT COMPOSITION: 1 Swarmlord
SPECIAL RULES: Monstrous Creature; Fearless; Greater
Synapse Creature; Psyker (Mastery level 3); The Swarm Incarnate, Pinnacle of
Evolution
WEAPONS AND BIOMORPHS:
·
The Swarmlord has two sets of Boneswords, Warp
Field and
**The Swarm Incarnate: You may select a Tyranid unit within 18” of
the Swarmlord that is also within Synapse range; that unit may gain any of the
following special rules as long as they remain in Synapse range: Monster
Hunter, Tank Hunter, Counter Attack, Hit & Run.
** Pinnacle of Evolution: The Swarmlord knows all the powers
from the Hive Powers Discipline and has the Hive Commander and Old Adversary
abilities.
Tyrant Guard: 50
points each
WS: 5 BS: 3 S: 5 T: 6 W: 2 I: 3 A: 2 Ld: 7 Sv: 3+
UNIT TYPE: Infantry
UNIT COMPOSITION: 1-3 Tyrant Guard
SPECIAL RULES: Very Bulky, Shield Wall
WEAPONS AND BIOMORPHS:
Tyrant Guard must purchase two weapon biomorphs
in any combination from the following ranged or close combat biomorph options:
·
Melee biomorphs:
o
Scything Talons: Free
o
Rending Claws: 5 points
o
Bone Swords: 10 points
o
Bone Sword/Lash Whip: 15 points
o
Crushing Claws: 20 points
·
Ranged biomorphs:
o
Death Spitter: 5 points
o
Devourer: 10 points
The entire Tyrant Guard brood may purchase the following Biomorph
Adaptations:
o
Flesh Hooks: 2 points
o
Toxin Sacs: 5 points
o
Armored Shell: 20 points
o
Adrenal Glands: 20 points
**Shield wall
special rule means that a Hive Tyrant or The Swarmlord may join a unit of
Tyrant Guard and automatically passes Look
out Sir rolls. Furthermore, the Tyrant Guard may accept and issue
challenges as well as perform Heroic
Interventions.
Tervigon: 175 points
WS: 2 BS: 2 S: 6 T: 6 I: 2W:6 A: 4 Ld: 10 Sv: 3+
UNIT TYPE: Monstrous Creature
UNIT COMPOSITION: 1 Tervigon
SPECIAL RULES: Monstrous Creature; Extremely Bulky; Fearless;
Greater Synapse Creature; Psyker (Mastery level 1); Brood Mother
WEAPONS AND BIOMORPHS:
The Tervigon comes with a set of Scything Talons and a
Stinger Salvo
·
The Tervigon may choose from any of the
following biomorph adaptations:
o
Flesh Hooks: 5 points
o
Acid Blood: 10 points
o
Toxin Sacs: 10 points
o
Armored Shell: 30 points
o
Adrenal Glands: 20 points
o
Regeneration: 40 points
·
The Tervigon must generate powers from the
Tyranid Hive powers Discipline.
o
May increase
his Mastery level up to 2 for 15 points.
**Brood Mother
special rule means that at the beginning of any movement phase, the Tervigon
can produce 3d6 Termagaunts and on a roll of a treble, the Tervigon can no
longer produce anymore Termagaunt units for the rest of the game. A unit of
Termagaunts produced in this way must be placed wholly within 6” of the
Tervigon and can move, shoot, run as normal but cannot make any charge moves
that turn. Furthermore, any unit of Termagaunts produced by the Tervigon
benefit from the Tervigon’s Adrenal Glands and Toxin Sacs Biomorphs.
Due to the close bond between Termagaunts produced by a Tervigon,
should the Tervigon be killed, any Termagaunts that were produced by the
Tervigon suffer a S4 AP- hit for every Termagaunt left in their unit.
Tyranid Prime:
125 Points
WS: 5 BS: 4 S: 5 T: 5 W: 3 I: 5 A: 2 Ld: 10 Sv: 3+
UNIT TYPE: Infatry (Character)
UNIT COMPOSITION: 1 Tyranid Prime
SPECIAL RULES: Greater Synapse Creature, Psyker (lvl
1), Marshal of the Swarm,
WEAPONS AND BIOMORPHS:
A Tyranid Prime must choose two weapon biomorphs in
any combination from the following ranged or close combat biomorph options:
·
Melee biomorphs:
o
Scything Talons: Free
o
Rending Claws: 5 points
o
Bone Swords: 15 points
o
Bone Sword/Lash Whip: 10 points
o
Crushing Claws: 25 points
·
Ranged biomorphs:
o
Spinefists: Free
o
Devourer: 5 points
o
Death Spitter: 10 points
The Tyranid Prime may be equipped with the following
Biomorph Adaptations:
o
Flesh Hooks: 5 points
o
Toxin Sacs: 10 points
o
Adrenal Glands: 15 points
o
Wings: 20 points
o
Regeneration: 35 points
** Marshal of the
Swarm special rule means that instead of taking a Prime as a normal HQ
choice, you can take 1 Tyranid Prime for every Tyranid Warrior or Shrike Brood
in your army. A Tyranid Prime taken in this manner can only join a Tyranid
Warrior or Shrike Brood and confers its WS, BS and I onto the unit and
otherwise counts as simply another member of the Brood. If taken in this
manner, a Tyranid Prime does not take up an HQ slot.
Elites:
Hive Guard: 60
points each
WS: 3 BS: 3 S: 5 T: 6 W: 3 I: 3 A: 2 Ld: 7 Sv: 3+
UNIT TYPE: Infantry
UNIT COMPOSITION: 1-3 Hive Guard
SPECIAL RULES: Instinctive Behavior: Hunt
WEAPONS AND BIOMORPHS:
Each Hive Guard comes with an Impaler Cannon and a set of
Rending Claws
Any Hive Guard may replace its Impaler Cannon for:
o
Shock Cannon for: 5 points
Zoanthrope: 55
points each
WS: 3 BS: 4 S: 4 T: 4 W: 3 I: 3 A: 2 Ld: 10 Sv: 5+
UNIT TYPE: Infantry
UNIT COMPOSITION: 1-3 Zoanthropes
SPECIAL RULES: Minor Synapse Creature, Psyker (lvl 1)
WEAPONS AND BIOMORPHS:
Warp Field, Claws and fangs, the physically atrophied nature
of the Zoanthrope means they do not have any close combat utility from their
limbs.
·
Zoanthropes always come with the Warp Blast
psychic power and may increase their Mastery level to 2 for 15
points/Zoanthrope.
Venomthropes: 50
points each
WS: 3 BS: 0 S: 4 T: 4 W: 3 I: 3 A: 2 Ld: 7 Sv: 3+
UNIT TYPE: Infantry
UNIT COMPOSITION: 1-3 Venomthropes
SPECIAL RULES: Instinctive Behavior: Lurk, Bulky,
Toxic Miasma
WEAPONS AND BIOMORPHS:
Each Venomthrope comes with two sets of Lash Whips
Pyrovores: 40
points
WS: 3 BS: 3 S: 4 T: 4 W: 3 I: 3 A: 2 Ld: 7 Sv: 3+
UNIT TYPE: Infantry
UNIT COMPOSITION: 1-3 Pyrovores
SPECIAL RULES: Instinctive Behavior: Hunt
WEAPONS AND BIOMORPHS: Bulky
Each Pyrovore comes with the Flame Spurt, Acid Blood and
Acid Maw biomorphs
Haruspex: 160
points
WS: 3 BS: 0 S: 6 T: 6 W: 6 I: 3 A: 4 Ld: 7 Sv: 3+
UNIT TYPE: Monstrous Creature
UNIT COMPOSITION: 1
SPECIAL RULES: Instinctive Behavior: Feed, Lashing Tongue
WEAPONS AND BIOMORPHS:
The Haruspex comes with a set of Crushing Claws
The Haruspex may be equipped with the following Biomorph
Adaptations:
o
Flesh Hooks: 5 points
o
Toxin Sacs: 10 points
o
Adrenal Glands: 15 points
o
Armored Shell: 30 points
o
Regeneration: 35 points
**Lashing Tongue
special rule means that for every unsaved wound inflicted by the Haruspex in
combat, it gains an additional attack and regains a wound up to its starting
value.
Lictors: 60
points
WS: 6 BS: 0 S: 6 T: 4 W: 3 I: 6 A: 2 Ld: 10 Sv: 5+
UNIT TYPE: Infantry
UNIT COMPOSITION: 1-3 Lictors
SPECIAL RULES: Silent Hunter, Hit & Run, Fleet,
Infiltrate, Chameleonic Scales, Pheromone Trail, Fear, Bulky
WEAPONS AND BIOMORPHS:
Each comes with a set of Scything Talons, a set of Rending
Claws and Flesh Hooks
One Lictor per army may be upgraded to be Death Leaper for 80 points which has
the following profile:
WS: 9 BS: 0 S: 6 T: 4 W: 3 I: 7 A: 2 Ld: 10 Sv: 5+
UNIT TYPE: Infantry (Character)
UNIT COMPOSITION: 1 Death Leaper
SPECIAL RULES: Silent Hunter, Hit & Run, Fleet,
Infiltrate, Chameleonic Scales, Pheromone Trail, Fear, Bulky, “Where is it?”,
“It’s After me!”
WEAPONS AND BIOMORPHS:
**Silent Hunter
special rule means that Lictors are designed by the Hive Mind to operate
outside of Synapse range and so never suffer from Instinctive Behavior but may
otherwise benefit from Synapse. Furthermore, for each Lictor Brood in your
army, choose an enemy unit; the Lictor Brood gains the Preferred enemy special
rule against that particular unit and loses this special rule once that unit is
dead.
**Chameleonic Scales special rule means that Lictors have
the Shrouded and Stealth special rules. Furthermore, enemy units can only Snap
Fire against Lictors on the first enemy shooting phase after which they are
deployed. Furthermore, Lictors can be placed anywhere when Deep Striking and never scatter but must remain 1” away from enemy
models.
**Pheromone Trail
special rule means that friendly Tyranid Reserves
rolls may gain +1 and units that Deep
Strike within 6” of a Lictor never scatter.
**“Where is it?”
special rule means that enemy units wishing to fire at Death Leaper and his
Brood are always fired as Snap Shots.
“It’s After me!”
special rule means that at the beginning of the game, nominate a single
character in your opponent’s army and reduce its Ld by D3. Furthermore, Death
Leaper and his Brood gain 1 Victory Point if they destroy that character in
combat.
Troops:
Genestealers: 12
points each
WS: 6 BS: 0 S: 4 T: 4 W: 1 I: 6 A: 1 Ld: 10 Sv: 4+
UNIT TYPE: Infatry
UNIT COMPOSITION: 5-20 Genestealers
SPECIAL RULES: Fleet, Brood Telepathy, Move Through
Cover, Infiltrate
WEAPONS AND BIOMORPHS:
Genestealers come with 2 sets of Rending Claws
The entire Genestealer Brood may have the following biomorph
adaptations:
·
Fleshhooks: at 1 point/model
·
Toxin Sacs: 3 points/model
·
Adrenal Glands: 5 points/model
Each brood of Genestealers may include a single Broodlord for 80 points which has the
following profile:
WS: 7 BS: 0 S: 5 T: 5 W: 3 I: 7 A: 2 Ld: 10 Sv: 3+
UNIT TYPE: Infantry (Character)
UNIT COMPOSITION: 1 Broodlord
SPECIAL RULES: Fleet, Bulky, Brood Telepathy, Move Through Cover,
Infiltrate, Psyker (lvl 1)
WEAPONS AND BIOMORPHS:
Broodlord comes with 2 sets of Rending Claws and has access
to the following Biomorph Adaptations:
o
Flesh Hooks: 2 points
o
Acid Blood: 10 points
o
Toxin Sacs: 10 points
o
Adrenal Glands: 20 points
o
Regeneration: 30 points
* Brood Telepathy:
The Hive Mind has bred Genestealers with a limited form of Synapse where they
can carry out the pre-programmed directives of the Hive Mind so they can
operate independently when necessary* This special rule means that Genestealers
and Broodlords do not suffer from Instinctive Behavior while outside of Synapse
and they also benefit from the Stubborn
special rule.
Termagaunts: 4
points each
WS: 2 BS: 3 S: 2 T: 3 W: 1 I: 3 A: 1 Ld: 5 Sv: 6+
UNIT TYPE: Infantry
UNIT COMPOSITION: 10-30 Termagaunts
SPECIAL RULES: Fleet, Move Through Cover, Scuttling
Swarm, Instinctive Behavior: Lurk
WEAPONS AND BIOMORPHS:
Each Termagaunt comes with a Fleshborer
Any Termagaunt may exchange its Fleshborer for any of the
following ranged biomorphs:
o
Spine Fists: Free
o
Spike Rifle: 3 points
o
Devourer: 4 points
One Termagaunt per 10 may exchange its Fleshborer for a
Strangleweb for 5 points
The whole brood may be given the following Biomorph Adaptations:
o
Toxin Sacs: 2 points/model
o
Adrenal Glands: 2 points/model
**Scuttling Swarm special rule means that for every brood of
30 Termagaunts, you may take a Tervigon as a Troops choice.
Hormagaunts: 5
points each
WS: 4 BS: 0 S: 3 T: 3 W: 1 I: 5 A: 1 Ld: 5 Sv: 6+
UNIT TYPE: Beast
UNIT COMPOSITION: 10-30 Hormagaunts
SPECIAL RULES: Fleet, Move Through Cover, Instinctive
Behavior: Feed
WEAPONS AND BIOMORPHS:
Each Hormagaunt has one set of Scything Talons
The whole brood may be given the following Biomorph
Adaptations:
o
Toxin Sacs: 2 points/model
o
Adrenal Glands: 3 points/model
Tyranid Warriors:
20 points each
WS: 4 BS: 3 S: 4 T: 4 W: 3 I: 4 A: 2 Ld: 10 Sv: 4+
UNIT TYPE: Infantry
UNIT COMPOSITION: 3-9 Tyranid Warriors
SPECIAL RULES: Minor Synapse Creature, Very Bulky
WEAPONS AND BIOMORPHS:
Each Warrior must choose two weapon biomorphs in
any combination from the following ranged or close combat biomorph options:
·
Melee biomorphs:
o
Scything Talons: Free
o
Rending Claws: 5 points
o
Bone Swords: 10 points
o
Bone Sword/Lash Whip: 10 points
·
Ranged biomorphs:
o
Spinefists: Free
o
Devourer: 5 points
o
Death Spitter: 10 points
·
One Tyranid Warrior may be equipped with one of the
following biomorphs:
o
Barbed Strangler: 15 points
o
Venom Cannon: 20 points
o
Crushing Claws: 25 points
The entire Tyranid Warrior Brood may be equipped with the
following Biomorph Adaptations:
o
Flesh Hooks: 2 points/model
o
Toxin Sacs: 5 points/model
o
Adrenal Glands: 10 points/model
Ripper Swarm: 9
points each
WS: 2 BS: 2 S: 3 T: 3 W: 3 I: 2 A: 2 Ld: 5 Sv: 6+
UNIT TYPE: Swarm
UNIT COMPOSITION: 3-10 Ripper Swarms
SPECIAL RULES: Swarm, Fleet, Move Through Cover,
Instinctive Behavior: Feed
WEAPONS AND BIOMORPHS:
Ripper Swarms count as being equipped with two sets of
Scything Talons to represent the multitude of gnashing maws present in each
swarm.
Any Skyslasher Ripper Swarm may be equipped with a Spinefist
at 4 points/model
The entire Ripper Swarm Brood may be equipped with the
following Biomorph Adaptations:
o
Flesh Hooks: 1 point/model
o
Toxin Sacs: 3 points
o
Adrenal Glands: 5 points
Fast Attack:
Tyranid Shrikes:
25 points each
WS: 4 BS: 3 S: 4 T: 4 W: 3 I: 4 A: 2 Ld: 10 Sv: 4+
UNIT TYPE: Jump Infantry
UNIT COMPOSITION: 3-9 Tyranid Warriors
SPECIAL RULES: Minor Synapse Creature, Very Bulky
WEAPONS AND BIOMORPHS:
Each Shrike must choose two weapon biomorphs in
any combination from the following ranged or close combat biomorph options:
·
Melee biomorphs:
o
Scything Talons: Free
o
Rending Claws: 5 points
o
Bone Swords: 10 points
o
Bone Sword/Lash Whip: 10 points
·
Ranged biomorphs:
o
Spinefists: Free
o
Devourer: 5 points
o
Death Spitter: 10 points
·
One Tyranid Warrior may be equipped with one of
the following biomorphs:
o
Barbed Strangler: 15 points
o
Venom Cannon: 20 points
o
Crushing Claws: 25 points
The entire Tyranid Warrior Brood may be equipped with the
following Biomorph Adaptations:
o
Flesh Hooks: 2 points/model
o
Toxin Sacs: 5 points/model
o
Adrenal Glands: 10 points/model
Raveners: 25
points each
WS: 5 BS: 3 S: 4 T: 4 W: 3 I: 4 A: 2 Ld: 7 Sv: 5+
UNIT TYPE: Beast
UNIT COMPOSITION: 3-9 Raveners
SPECIAL RULES: Fleet, Very Bulky
WEAPONS AND BIOMORPHS:
Each Ravener comes equipped with three sets of Scything
Talons
Any Ravener may exchange a set of Scything Talons for a set
of Rending Claws for 10 points/model.
All Raveners in the Brood may take one of the following
Thorax options:
o
Flesh Hooks: 2 Points/model
o
Spinefists: 5/model
o
Devourer: 10 points/model
o
Death Spitter: 10 points/model
The entire Brood may be equipped with the following Biomorph
Adaptations:
o
Toxin Sacs: 5 points/model
o
Adrenal Glands: 10 points/model
·
One Ravenor may be upgraded to be the Red Terror
for 80 points:
WS: 6 BS: 0 S: 5 T: 5 W: 3 I: 5 A: 2 Ld: 10 Sv: 4+
UNIT TYPE: Beast (Character)
SPECIAL RULES: Fleet, Very Bulky, Fear, Hit &
Run, Swallow Whole
WEAPONS AND BIOMORPHS:
The Red Terror comes with 3 sets of Scything Talons and the
Pincer Tail Biomorph
**Swallow Whole special rule means that if the Red Terror
hits with 4 or more of its attacks (not counting the tail attack), it may
choose a single Infantry model without the Bulky or Very Bulky special rules to
be swallowed whole. The model chosen is removed from play with no saves of any
kind but is otherwise eligible for a Look Out Sir roll which can only passed on
a 5+
Gargoyles: 6
points each
WS: 3 BS: 3 S: 3 T: 3 W: 3 I: 4 A: 1 Ld: 5 Sv: 6+
UNIT TYPE: Jump Infantry
UNIT COMPOSITION: 10-30 Gargoyles
SPECIAL RULES: Fleet, Blinding Venom, Instinctive
Behavior: Hunt
WEAPONS AND BIOMORPHS:
Each Gargoyle is equipped with a Fleshborer
The entire Gargoyle Brood may be equipped with the following
Biomorph Adaptations:
o
Toxin Sacs: 1 points/model
o
Adrenal Glands: 2 points/model
Skyslasher Ripper
Swarm: 12 points each
WS: 2 BS: 2 S: 3 T: 3 W: 3 I: 2 A: 2 Ld: 5 Sv: 6+
UNIT TYPE: Jump Swarm
UNIT COMPOSITION: 3-10 Skyslasher Ripper Swarms
SPECIAL RULES: Swarm, Fleet, Instinctive Behavior:
Feed
WEAPONS AND BIOMORPHS:
Ripper Swarms count as being equipped with two sets of
Scything Talons to represent the multitude of gnashing maws present in each
swarm.
Any Skyslasher Ripper Swarm may be equipped with a Spinefist
at 4 points/model
The entire Ripper Swarm Brood may be equipped with the
following Biomorph Adaptations:
o
Toxin Sacs: 3 points
o
Adrenal Glands: 5 points
Harpy: 140 points
WS: 3 BS: 3 S: 6 T: 5 W: 5 I: 3 A: 4 Ld: 7 Sv: 3+
UNIT TYPE: Flying Monstrous Creature
UNIT COMPOSITION: 1 Harpy
SPECIAL RULES: Monstrous Creature, Born in the Sky, Sonic
Screech, Instinctive Behavior: Hunt
WEAPONS AND BIOMORPHS:
The Harpy comes equipped with a set of Scything Talons, a
Twin-Linked Heavy Barbed Strangler and Spore Mine Cysts.
The Harpy may exchange its Twin-Linked Heavy Barbed
Strangler for the following biomorph options:
·
Heavy Venom Cannon: Free
·
Impaler Cannon: 25 points
The Harpy may take any of the following Biomorph
Adaptations:
o
Toxin Sacs: 10 points
o
Adrenal Glands: 10 points
o
Regeneration: 35 points
**Born in the Skies
special rule means the Flying Monstrous Creature automatically passes Grounding
Checks. Also, should a model with this rule wish to make a charge move, roll a
dice, on a 1-2 it takes an automatic wound and on a 3+ it suffers no harm; Spore Mine Cysts special rule means the
Harpy can place a Spore Mine Cluster consisting of d3 Spore Mines over any
point it flew over in the Movement Phase, this counts as one of its shooting
attacks; Sonic Boom special rule
means that any unit charged by a Harpy gains the Always Strikes Last special
rule.
Crone: 160 points
WS: 3 BS: 3 S: 6 T: 5 W: 5 I: 3 A: 4 Ld: 7 Sv: 3+
UNIT TYPE: Flying Monstrous Creature
UNIT COMPOSITION: 1 Crone
SPECIAL RULES: Monstrous Creature, Born in the Sky, Haunter
of Skies, Instinctive Behavior: Feed
WEAPONS AND BIOMORPHS:
The Crone comes equipped with a set of Scything Talons, 4
Tentaclids and a Drool Cannon.
The Crone may take any of the following Biomorph
Adaptations:
o
Toxin Sacs: 10 points
o
Adrenal Glands: 10 points
o
Regeneration: 35 points
**Born in the Skies
special rule means the Flying Monstrous Creature automatically passes Grounding
Checks. Also, should a model with this rule wish to make a charge move, roll a
dice, on a 1-2 it takes an automatic wound and on a 3+ it suffers no harm; Haunter of Skies special rule means the
Crone’s Vector Strikes against Flyers are S8 and the Crone does d6+1 hits
rather than d3+1
Spore Mine Cluster:
5 points each
WS: 0 BS: 0 S: 1 T: 1 W: 1 I: 1 A: 0 Ld: 10 Sv: -
UNIT TYPE: Infantry
UNIT COMPOSITION: 5-15 Spore Mines
SPECIAL RULES: Living Bomb, Floating Death, Deep
Strike
** Living Bomb, Floating Death special rules as per current
codex
Heavy Support:
Carnifex Brood:
120 points each
WS: 3 BS: 3 S: 8 T: 6 W: 4 I: 2 A: 3 Ld: 7 Sv: 3+
UNIT TYPE: Monstrous Creature
UNIT COMPOSITION: 1-3 Carnifexes
SPECIAL RULES: Monstrous Creature, Living Battering
Ram, Fearless, Instinctive Behavior: Feed
WEAPONS AND BIOMORPHS:
Each Carnifex must purchase two weapon biomorphs
in any combination from the following ranged or close combat biomorph options:
·
Melee biomorphs:
o
Scything Talons: 5
o
Crushing Claws: 15
·
Ranged biomorphs:
o
Death Spitter: 5
o
Twin-linked Heavy Devourer: 15 Points
o
Heavy Venom Cannon: 25
o
Heavy Barbed Strangler: 20
·
Tail Biomorphs:
o
Thresher Scythe: 10
o
Bone Mace: 15
Any Carnifex may take any of the following Biomorph
Adaptations:
o
Flesh Hooks: 5 points
o
Acid Blood: 10 points
o
Toxin Sacs: 10 points
o
Armored Shell: 20 points
o
Adrenal Glands: 20 points
o
Bio-Plasma: 25 points
o
Regeneration: 35 points
·
One Carnifex may be upgraded to be Old One Eye
for 100 points:
WS: 3 BS: 0 S: 9 T: 6 W: 4 I: 2 A: 3 Ld: 10 Sv: 2+
UNIT TYPE: Monstrous Creature (Character)
SPECIAL RULES: Fear, Living Battering Ram, Alpha
Leader, Berserk Rampage, Fearless, Instinctive Behavior: Feed
WEAPONS AND BIOMORPHS:
Old One Eye comes equipped with a set of Scything Talons and
Crushing Claws. He also has the Regeneration and Mace Tail biomorphs.
** Living Battering
Ram special rule means that a Carnifex gets d3 Hammer of Wrath attacks that
benefit from the Armor Bane special
rule. Furthermore, these attacks are resolved at S10 and any unit that takes a
wound from these attacks must pass an I test, if failed they gain the Always Strikes Last special as they make
way for the massive bulk of the Carnifex.
**Alpha Leader
special rule means that Tyranids within 6” of Old One Eye may use his
Leadership.
**Berserk Rampage special rule means that Old One Eye gets
an extra attack for each unsaved wound caused by his initial attacks (not
counting his Hammer of Wrath or tail attacks). These attacks may further
generate additional attacks.
Mawloc: 145
points each
WS: 3 BS: 3 S: 6 T: 6 W: 6 I: 3 A: 4 Ld: 7 Sv: 3+
UNIT TYPE: Monstrous Creature
UNIT COMPOSITION: 1 Mawloc
SPECIAL RULES: Monstrous Creature, Fleet, Hit &
Run, Terror From the Deep, Burrow, Instinctive Behavior: Feed
WEAPONS AND BIOMORPHS:
A Mawloc is equipped with three sets of Scything Talons
The Mawloc may take any of the following Biomorph
Adaptations:
o
Flesh Hooks: 5 points
o
Acid Blood: 10 points
o
Toxin Sacs: 15 points
o
Adrenal Glands: 20 points
o
Regeneration: 35 points
** Terror From the Deep, Burrow same as from current
codex-these rules are actually pretty solid IMO.
Trygon: 190
points each
WS: 4 BS: 3 S: 6 T: 6 W: 6 I: 5 A: 4 Ld: 7 Sv: 3+
UNIT TYPE: Monstrous Creature
UNIT COMPOSITION: 1 Trygon
SPECIAL RULES: Monstrous Creature, Fleet, Instinctive
Behavior: Feed, Bio-Electric Field, Subterranean Assault
WEAPONS AND BIOMORPHS:
A Trygon is equipped with three sets of Scything Talons.
A Trygon may take any of the following Biomorph Adaptations:
o
Flesh Hooks: 5 points
o
Acid Blood: 10 points
o
Toxin Sacs: 10 points
o
Adrenal Glands: 20 points
o
Regeneration: 35 points
** Bio-Electric Field
special rule means that the Trygon has a 6+ Invulnerable save and can make a
shooting attack with the following profile: S5 AP5 Range: 12” Assault 6
** Subterranean
Assault special rule means that at the start of every game, nominate a
single unit that does not have the Wings biomorph for each Trygon that will
Deep Strike. Each unit selected will arrive from reserves in the following
manner:
·
When the Trygon arrives from reserves via Deep
Strike, place a template the size of its base where the Trygon emerged and this
is now the Trygon Assault Tunnel. The nominated unit automatically enters play
on the turn after the Trygon arrived. This unit counts as disembarking from a
vehicle and so may only move 6” from the tunnel and is unable to make any
charge moves though it can run and shoot normally.
Trygon Prime: 220
points each
WS: 5 BS: 4 S: 6 T: 6 W: 6 I: 5 A: 4 Ld: 10 Sv: 3+
UNIT TYPE: Monstrous Creature
UNIT COMPOSITION: 1 Trygon Prime
SPECIAL RULES: Monstrous Creature, Fleet, Greater Bio-Electric
Field, Major Synapse Creature, Subterranean Assault.
WEAPONS AND BIOMORPHS:
A Trygon Prime is equipped with three sets of Scything
Talons.
A Trygon Prime may take any of the following Biomorph
Adaptations:
o
Flesh Hooks: 5 points
o
Acid Blood: 10 points
o
Toxin Sacs: 10 points
o
Adrenal Glands: 20 points
o
Regeneration: 35 points
** Greater Bio-Electric Field special rule means
that the Trygon Prime has a 5+ Invulnerable save and can make a shooting attack
with the following profile: S5 AP5 Range: 18” Assault 12
** Subterranean
Assault special rule means that at the start of every game, nominate a
single unit that does not have the Wings biomorph for each Trygon that will
Deep Strike. Each unit selected will arrive from reserves in the following
manner:
When the Trygon arrives from reserves via Deep Strike, place
a template the size of its base where the Trygon emerged and this is now the
Trygon Assault Tunnel. The nominated unit automatically enters play on the turn
after the Trygon arrived. This unit counts as disembarking from a vehicle and
so may only move 6” from the tunnel and is unable to make any charge moves
though it can run and shoot normally.
Exocrine: 170
points each
WS: 3 BS: 3 S: 6 T: 6 W: 6 I: 2 A: 4 Ld: 7 Sv: 3+
UNIT TYPE: Monstrous Creature
UNIT COMPOSITION: 1 Exocrine
SPECIAL RULES: Monstrous Creature, Instinctive
Behavior: Lurk
WEAPONS AND BIOMORPHS:
An Exocrine is equipped with a set of Scything Talons and a
Bio-Plasmic Cannon
An Exocrine may take any of the following Biomorph
Adaptations:
o
Acid Blood: 10 points
o
Toxin Sacs: 10 points
o
Adrenal Glands: 20 points
o
Armored Shell: 35 points
o
Regeneration: 35 points
Tyranofex: 170
points each
WS: 2 BS: 3 S: 6 T: 6 W: 6 I: 3 A: 4 Ld: 7 Sv: 2+
UNIT TYPE: Monstrous Creature
UNIT COMPOSITION: 1 Tyranofex
SPECIAL RULES: Monstrous Creature, Instinctive
Behavior: Hunt
WEAPONS AND BIOMORPHS:
A Tyranofex is equipped with a Stinger Salvo and Acid Spray.
A Tyranofex may exchange its Acid Spray biomorph with the
following options:
·
Fleshborer Hive: 15 points
·
Rupture Cannon: 25 points
A Trygon may take any of the following Biomorph Adaptations:
o
Acid Blood: 10 points
o
Toxin Sacs: 10 points
o
Adrenal Glands: 20 points
o
Regeneration: 35 points
Biovore: 40
points each
WS: 2 BS: 3 S: 4 T: 4 W: 3 I: 2 A: 2 Ld: 5 Sv: 6+
UNIT TYPE: Infantry
UNIT COMPOSITION: 1-3 Biovores
SPECIAL RULES: Spore Nest, Instinctive Behavior: Lurk
WEAPONS AND BIOMORPHS:
A Biovore is equipped with a Spore Mine Launcher.
** Spore Nest
special rule means that when a Biovore is killed, a Spore Mine Cluster is
placed where the Biovore was slain and scatter 6d6” in a random direction. On a
hit, the Tyranid player chooses the direction the cluster moves.
Yriel, would it be ok for me to link this on 40kwarzone? If not now when you have completed an updated one?
ReplyDeleteOverall I like this dex, looks fairly balanced, but without play testing I can't tell if it's completely balanced. When it's done, would it be possible to make a PDF copy so that it's easy to use on ereaders?
Yriel, hope it's ok that I've posted a link to this. If it's not, just say and I will take it down.
DeleteIt is ok, thanks! Also, i can make it into a PDF when I am done balancing things out :).
Delete"6. Catalyst – Blessing, Warp Charge 2; all friendly units with a model within 6” of the caster (including the caster) gain the Feel no Pain special rule."
ReplyDeleteWould be my only real complaint here, you could end up giving 150+ models plus most of your MCs FNP for 2 warp charges by star deploying 30 man units about with a tendril of guys leading to one caster.
Looks much better than GW one, and more balanced than lots of 'nids fandex I have seen. Still, some changes I would make:
ReplyDelete- I think Tervigon, Haruspex and Exocrine shouldn't have the armored shell option. Specially the Tervigon, which I think that option makes ir really hard, beeing a probable scouring T6 unit.
- I think Hive Guard should be 50 base point cost, but equipped with the shock cannon. Then +10 to have the impaler. Even with +6' range, shock cannons are worst than impalers, there is no logic to make impalers cheaper.
- Don't like the spore nest biovore special rule. A little fluffy, but looks a little weird to resolve.
- I think Tervigon should provide some benefit to gants in range. Maybe Ld 10 counterattack as they were, but preferred enemy instead of toxic and adrenal.
- I think Pirovores still need a fix to deserve it. Maybe improving the Trygon tunnel rule so units atached to it can appear from the tunnel the same turn it comes (like old Mycethic Spores, but around a Trygon). Also, flame spurt needs a buff. I think torrent could be a bit too much, so instead I will suggest to make the weapon assault 2 s5 ap5.
- Very bulky models shouldn't be allowed to deploy by subterranean assault.
- I think Old One Eye is a little op with 2+ armour inside a 'fex brood and can create a heavy deathstar. Maybe with w5 and a 3+ regeneration, but 3+ armour.
- I think adrenal glands and toxin sacs should be cheaper, but less powerful. I like the adaptative 'nid style they represent, but they have a little prohibitive cost for non-mounstruos units, beeing melee upgrades. I would prefer something like:
Adrenals: grant fleet to units whithout fleet. Units who had fleet already gain furious charge.
Toxins: 5+ poison attacks.
In exchange, the costs are halved (round up) for any non-monstruos non-character model.
- Maybe 1d6+1 vector strikes for Crone is too much, I think 1d3+2 would be more balanced.
- I think Haruspex rules need some more creative. Maybe a new rule to the tongue attack:
Taste excitement (or something like that, I'm not a natural english speaker, so my vocabulary is a little limited): if, during it's shooting phase, a Haruspex kills a model with it grasping tongue while not beeing under the effects of the onslaught psychic power, it can inmediatly make a run move. The Haruspex can declare a charge to that same unit in the subsequent assault phase.
Maybe also changing the range of the grasping shoot to 15', and making it twin-linked.
- One addition to a little protection against telepathy: units inside sinapse range with the instinctive behavior rule are considered to have Ld 10.
- I think lash whips are a little complicated to use. Maybe they will be easier with their old rules, but penalizing the enemies in touch with a -2 iniciative (minimun 1, non cumulative), instead of making them i1.
- I think Death Leaper should remain always an independent unit of one. Fluffywise, he's a lonely assasine. Take back the "what was that?" and "where'd it go?" rules! Even if they don't do nothing, that rules had lots of charisma.
That are my thoughts. Anyway, good work. A lot better than the GW design studio did.
A couple more suggestions:
Delete- I really love the Swarmlord, but I think the warp field is too much for him. I think is better if it stays with a close combat only invulnerable. Instead, make him more sinergetic: it gives the chosen special rule from the Swarm incarnate to all units in his sinapse range (exchanging hit&run for rage, maybe).
- I think Venomthropes get too much buffed. You have to think that, with those changes, venoms will protect better units that they are protecting by now, so I would suggest them giving only stealth at 12', but adding a protection against defensive fire: units assaulting from inside a Venomthrope toxic miasma force enemies to reroll defensive fire hits.
- Also, I think the psychic spam possibilities are too much. Maybe it will look better if Zoanthropes don't loss the broterhood of psykers rule, and Primes can't be taken as free slot units.
Good suggestions that I will consider and work with, thanks!
DeleteI think 20 point warriors are an overkill. With the ability to survive 2 ID hits each and 4A... pretty much the best troop infantry in the game. Leave them at 30pts, I'd say, the anti-ID buff is what they needed. Too many rupture cannon buffs as well, leave it as it is in the book, use your lowered cost and buff tyrannofex to BS4. Anyway, don't give it armourbane, that's insane.
ReplyDeleteThanks for the thoughts, some of the changes were maybe overkill but I thought they felt right. Some of the very underused/underwhelming options were buffed in ways I thought woul match fluff and such but I'll see about tunig things that seem Op down.
DeleteRegarding warriors, I think thier cost seems about right but if I tweak some upgrade costs I might bump them to 25. Honestly, they also die so fast to mass shooting that can also ignore cover so they need to be cheaper to be spammavle IMO.