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== Tyranids in 30k (Megarachnids Proxy) == :''Any number of species encountered during the Great Crusade that, from a human perspective, look like large Terran insects or arachnids. Most are native to their single home planet and dominate life there, with very few having any capability to spread from their world of origin.'' Unlike the Orks which have been simply scaled up, or the Necrons who have been re-imagined based on older material to match the older timepoint in the setting, the Tyranids – who were not known as they now are – have instead been reworked to represent threats that did exist during the Great Crusade – various insectoid aliens such as the Megarachnids, and Genestealer-focused forces specially designed for the kind of scenarios where they actually would show up. <div class="toccolours"> ''It’s funny, Nids were terrible for a while, and really most of their problems (of external balance, at least) didn’t take a lot more than a drop pod (and a dash for Forge World love) to fix. But the problem here is, Fearless is so powerful in 30k on large units, that it’s borderline broken. But Instinctive Behavior (at least for now) is even more devastating to larger units. Even moreso than in 40k, expect Synapse units to be targeted with extreme prejudice; at least you’re getting a few tools that let you make your Synapse units a bit more survivable if that’s how you choose to field them. Anyway, both rules would have to be re-though from scratch to fit in perfectly, but Tyranids would be practically unrecognizable if that was done. So for now, what’s here should work, though it is unavoidably stronger against some armies (e.g. Legiones Astartes) than others (e.g. Mechanicum).'' </div> === Playtesting Status === More playtesting data wanted! === Existing Sources === All existing units are allowed, except for those with the Unique subtype. * '''Warhammer 40,000 Shield of Baal Leviathan (7th Edition/2014)''' ** Elites *** Toxicrene *** Zoanthropes ** Troops *** Mucolid Spore ** Heavy Support *** Maleceptor *** Sporocyst *** Tyrannocyte * '''Imperial Armour Volume Four Second Edition – The Anphelion Project (7th Edition/2014)''' ** HQ *** Malanthrope Brood ** Fast Attack *** Dimachaeron *** Meiotic Spore Brood ** Heavy Support *** Stone Crusher Carnifex Brood ** Lords of War *** Hierophant Bio-titan *** Scythed Hierodule *** Barbed Hierodule *** Harridan * '''Warhammer 40,000 Codex Tyranids (6th Edition/2014)''' ** HQ *** Hive Tyrant *** Tyrant Guard Brood *** Tervigon *** Tyranid Prime ** Troops *** Tyranid Warrior Brood *** Genestealer Brood *** Termagant Brood *** Hormagaunt Brood *** Ripper Swarm Brood ** Elites *** Hive Guard Brood *** Lictor Brood *** Venomthrope Brood *** Haruspex *** Pyrovore Brood ** Fast Attack *** Tyranid Shrike Brood *** Ravener Brood *** The Red Terror *** Sky-slasher Swarm Brood *** Gargoyle Brood *** Harpy *** Hive Crone *** Spore Mine Cluster ** Heavy Support *** Carnifex Brood *** Biovore Brood *** Trygon *** Trygon Prime *** Mawloc *** Exocrine *** Tyrannofex === Special Rules === The following special rules apply to Tyranid detachments: '''No-one is Safe!''' :''Some creatures have instincts optimized for remaining hidden, able to cause surprise carnage whenever the foe thinks they’ve cleared the last of them once and for all.'' Lictors and Genestealer Broods have the Implacable Advance special rule. '''Take Down the Big Ones!''' :''Even though it would not become formal tactica until the Tyranids were faced thousands of years later, it was frequently recognized that among little-understood xenos, bigger creatures were frequently leaders or specialists that were more important to the enemy’s forces – and also that they were more dangerous and challenging foes, and more glorious to defeat.'' When multiple different kinds of Tyranid models are engaged in the same combat, non-Tyranid models gain Precision Strike with the restriction that it can only be used to re-allocate hits to the largest eligible Tyranid models (as determined by base size). The Tyranid player can choose which equally-eligible models among the equally-largest models are hit. Ripper Swarms, Sky-Slasher Swarms, and Spore Mines are exceptions and are always considered to be the smallest eligible models, and are equally as small as each other. <div class="toccolours"> ''Can’t really do anything else to make up for the lack of Challenges that hasn’t already been done with the Alpha Bioform rules.'' </div> ==== Unit Changes ==== The following changes apply: '''Tyranid Prime''' — 85pts. Have the same profile, Special Rules, and options as in Codex Tyranids, plus the following options: * May gain Secondary Organs for 21pts * May gain a Bonded Exoskeleton for 15pts * May gain a Reinforced Carapace for 27pts * May gain a Voltage Field for 23pts * May gain Regeneration for 29pts '''Tyrant Guard Brood''' — have the same profile, Special Rules, and options as in Codex Tyranids, plus the following options: * All models in the unit may: ** gain Secondary Organs for 20pts/model ** gain Hopfoot for 20pts/model * One model may purchase the Alpha Bioform upgrade for 10pts '''Tyranid Warrior Brood''' — have the same profile, Special Rules, and options as in Codex Tyranids, plus the following options: * All models in the unit may: ** gain Secondary Organs for 11pts/model ** gain a Bonded Exoskeleton for 8pts/model ** gain a Reinforced Carapace for 14pts/model ** gain a Voltage Field for 12pts/model ** gain Regeneration for 15pts/model <div class="toccolours"> ''The cost of each upgrade is extremely deliberate, any one upgrade is great and they just get better as they’re combined, but buying all of them, while creating an extremely fearsome unit, will cost as much (or more) as just buying three times as many. What this does is give you options to play the way you want to play. If you want super-elite troops, you can have that, if you want survivability to battle cannons (or even just heavy flamers, kthx), you can have that. Heck, half the problems with Synapse (and therefore Instinctive Behavior) across the whole army is the result of the extreme inflexibility of traditional Tyranid Warriors. These are [[Your_dudes|your dudes]], after all, and Tyranid Warriors especially should be the core of most Tyranid forces, not just another overcosted borderline-joke unit in a long list of overcosted borderline-joke units.'' </div> '''Termagant Brood''' — 90pts for 20 Termagants. May add up to 30 additional Termagants for 3pts/model. One model may purchase the Alpha Bioform upgrade for 5pts. All other options from Codex Tyranids remain unchanged. Note: The Scuttling Swarm special rule should be read to require broods of at least 30 Termagants, but otherwise remains unchanged. '''Hormgaunt Brood''' — 105pts for 20 Hormgaunts. May add up to 30 additional Hormgaunts for 4pts/model. One model may purchase the Alpha Bioform upgrade for 10pts. All other options from Codex Tyranids remain unchanged. '''Mucolid Spores''' — Gains the Support Squad special rule. '''Hive Guard Brood''' — May include up to 5, rather than 2, additional Hive Guard at the listed points cost. One model may purchase the Alpha Bioform upgrade for 10pts. All other options from Codex Tyranids remain unchanged. '''Lictor Brood''' — Immediately before deployment, each Lictor in the Brood may be separated from the rest of the Brood and operate independently, counting as separate units for all rules purposes. All other options from Codex Tyranids remain unchanged. '''Zoanthrope Brood''' — Zoanthrope Broods containing a Neurothrope may gain the Vortex of Doom psychic power from the Daemonology (Sanctic) psychic discipline, for 59pts, instead of generating an additional power from the Powers of the Hive Mind discipline. The Vortex of Doom psychic power acquired by this unit in this way, counts as a Powers of the Hive Mind psychic power and not a Daemonology (Sanctic) power in all respects. This power is lost if the Neurothrope is removed. All other options from Codex Tyranids remain unchanged. '''Venomthrope Brood''' — Immediately before deployment, each Venomthrope in the Brood may be separated from the rest of the Brood and operate independently, counting as separate units for all rules purposes. All other options from Codex Tyranids remain unchanged. '''Maleceptor''' — The Maleceptor costs 135pts. May include up to 2 additional Maleceptors at the listed points cost. All other options remain unchanged. '''Haruspex''' — May include up to 2 additional Haruspex at the listed points cost. One model may purchase the Alpha Bioform upgrade for 20pts. All other options from Codex Tyranids remain unchanged, although all models must purchased the same options if any options are chosen. '''Pyrovore Brood''' — May include up to 5, rather than 2, additional Pyrovores at the listed points cost. Pyrovores have the Unit Type: Beasts. One model may purchase the Alpha Bioform upgrade for 10pts. All other options from Codex Tyranids remain unchanged. '''Tyranid Shrike Brood''' — All models in the unit may take Secondary Organs for 14pts/model. All models in the unit may take a Bonded Exoskeleton for 5pts/model. All models in the unit may take a Reinforced Carapace for 16pts/model. All models in the unit may take a Voltage Field for 18pts/model. All models in the unit may take a Regeneration for 15pts/model. All other options from Codex Tyranids remain unchanged. '''Ravener Brood''' — One model may purchase the Alpha Bioform upgrade for 15pts. All other options from Codex Tyranids remain unchanged. '''Gargoyle Brood''' — One model may purchase the Alpha Bioform upgrade for 10pts. All other options from Codex Tyranids remain unchanged. '''Toxicrene''' — May include up to 2 additional Toxicrenes at the listed points cost. One model may purchase the Alpha Bioform upgrade for 5pts. All other options remain unchanged, although all models must purchased the same options if any options are chosen. '''Carnifex Brood''' — One model may purchase the Alpha Bioform upgrade for 20pts. All other options from Codex Tyranids remain unchanged. '''Biovore Brood''' — May include up to 5, rather than 2, additional Biovores at the listed points cost. One model may purchase the Alpha Bioform upgrade for 5pts. All other options from Codex Tyranids remain unchanged. '''Trygon''' — May include up to 2 additional Trygons at the listed points cost. One model may purchase the Alpha Bioform upgrade for 10pts. All other options from Codex Tyranids remain unchanged, although all models must purchased the same options if any options are chosen. '''Trygon Prime''' — Gains a Voltage Field at no additional cost. All other options from Codex Tyranids remain unchanged. '''Mawloc''' — May include up to 2 additional Mawlocs at the listed points cost. One model may purchase the Alpha Bioform upgrade for 10pts. All other options from Codex Tyranids remain unchanged, although all models must purchased the same options if any options are chosen. '''Stone Crusher Carnifex Brood''' — One model may purchase the Alpha Bioform upgrade for 20pts. All other options remain unchanged. ==== Wargear Changes ==== :'''Strangleweb''' — If fired on Overwatch against a unit, and it causes at least one unsaved wound, the unit containing the model armed with the Strangleweb gains the Counter-Attack special rule and counts as being armed defensive grenades for the remainder of the Assault phase. === New Units === ==== Bioqueen ==== :''At the centre of any colony or hive sits the queen, and in large-scale planetary lifeforms that dominate their ecosystem, they are frequently not pure breeders but super-intelligent administrators, directing and marshaling the individual members with, cold, regimented precision. This alien logistical ability translates directly into strategic insight and sometimes even to tactical acumen, and in cases where they themselves possess powerful or deadly bodies, they can boost their efficiency as commanders further by accompanying their forces to the warzone.'' '''0-1 HQ 235pts''' {| border="1" cellspacing="0" cellpadding="5" align="left" style="text-align: center" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- ! Bioqueen | 9 | 4 | 6 | 6 | 5 | 6 | 4 | 10 | 3+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE''' The Bioqueen is Monstrous Creature (Character) '''UNIT COMPOSITION''' Bioqueen '''WARGEAR''': * Two pairs of Scything Talons '''SPECIAL RULES''': * Psyker (Mastery Level 2) * Shadow in the Warp * Synapse Creature * Race Mother * Brain Bug '''Race Mother''' :''Even where there is a wide biological difference between individual specialists across dozens or maybe hundreds of generations, their genetic history traces them back to one dynasty of life forms, the heart of the planet-sized bionetwork, where every other family member are their eyes, ears, and limbs.'' Equivalent to Master of the Legion. May not take more than one model with this special rule for every 1,000 points in the army. When a model with this rule is the Warlord, they may roll twice on their chosen Warlord Traits chart (re-rolling any doubled result) and select which of the two results they wish to use; and a single brood of Tyrant Guard can be selected as a retinue as part of the same choice on the Force Organisation Chart – models in any such unit can choose to accept and issue Challenges as if they were characters. '''Brain Bug''' :''The most intelligent lifeforms in hive societies are critical nodes in the effective functioning of their highly coordinated societies, and their loss — while survivable — impairs their efficiency until a new leader can be raised.'' The Price Of Failure secondary objective applies to the Bioqueen as if it was a Lords of War selection. As the Bioqueen has less than 9 wounds as standard, this means that the death of a single Bioqueen will only surrender a single additional victory point in most cases. '''PSYKER''': The Bioqueen generates its psychic powers from the Powers of the Hive Mind, Biomancy, Pyromancy, Telepathy and Telekinesis disciplines. '''OPTIONS''': * May take items from the Monstrous Bio-cannons, Melee Bio-weapons, Biomorphs, and Tyranid Bio-artefacts lists. * May take Flesh Hooks for 5pts, or items from the Thorax Biomorphs list. * May take any of the following upgrades: ** Indescribable Horror 10pts ** Old Adversary 15pts ** Hive Commander 20pts ** Alien Cunning 25pts ** Swarm Leader 30pts ** Planetary Overlord 20pts ** Psyker (Mastery Level 3) 30pts ** Wings 35pts ** Psychic Nexus 40pts * May take up to two of the following Tail biomorphs: ** Prehensile Pincer 10pts ** Toxinspike 10pts ** Thresher Scythe 10pts ** Bone Mace 15pts <div class="toccolours"> ''This entry basically makes the Swarmlord customizable to a similar degree to a Hive Tyrant. In fact, no, really it’s just a Hive Tyrant with the equivalent of Master of the Legion and a couple of extra options and buffs, which is what a Swarmlord '''should''' be. Brain Bug discourages you from taking two, but does not prohibit it outright.'' </div> ----- ==== Dactylis ==== :''The Dactylis, or Propriocaptus Dactylis Majoris to give its full classification by the Magos Biologis, is the largest of a class of Tyranid battlefield creatures that use extremely powerful arm-like limbs to pitch or throw immense ordnance across large distances, often at fast-moving targets, with alarming accuracy. These are not clumsy catapult-like stumps, but highly sophisticated multi-jointed limbs socketed into a creature that seems to serve three functions; a great mass just to stabilize the massive forces involved in swinging its arms, a complex but highly focused neurovestibular system and spatial-tuned brain to calculate and coordinate throwing angles and targeting moving objects, and finally an oversized feeder gland which cultivates giant tic-like Bile Pods. These are detached and thrown as ammunition, and are so massive that, rather than penetrating heavily-armored targets like a traditional munition, they knock them out of position, spoiling targeting and disrupting the careful formation of mechanized assaults. Of course the force alone will easily destroy lighter vehicles and weapon batteries, and the acidic bile in the tic’s bodies is devastating to infantry.'' '''Lords of War 710pts''' {| border="1" cellspacing="0" cellpadding="5" align="left" style="text-align: center" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- ! Dactylis | 3 | 4 | 10 | 8 | 6 | 3 | 2 | 10 | 3+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE''' A Dactylis is a Gargantuan Creature '''UNIT COMPOSITION''' 1 Dactylis '''WARGEAR''': * 2 Bile Pod Catapults * Toxic Miasma ----- ==== Broodlord Prime ==== :''Deadliest of their kind, Broodlords command and direct other Genestealers to reproduce by infecting other species, and to defend their nests by coordinating their attacks against any trespassers. While not believed to be sentient, they undoubtedly possess a formidable intellect and can learn not just from direct experience, but from observation of others. They are also known to be capable of advanced problem-solving, and in the confines of their own territory are a tactical match for any commander.'' '''HQ 90pts''' {| border="1" cellspacing="0" cellpadding="5" align="left" style="text-align: center" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- ! Broodlord Prime | 7 | 2 | 5 | 5 | 3 | 7 | 4 | 10 | 3+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE''' A Broodlord Prime is Infantry (Character) '''UNIT COMPOSITION''' 1 Broodlord Prime '''WARGEAR''': * Two pairs of Rending Claws '''SPECIAL RULES''': * Very Bulky * Fleet * Hit and Run * Independent Character * Move Through Cover * Precision Strike * Psyker (Mastery Level 1) * Alien Intelligence '''Alien Intelligence''' :''So intelligent are some Genestealers that they develop psychic powers, and these combined with their control over their Brood, allows them to all move and fight as if they were as single, multi-bodied creature, possessing the same coordination between each individual as each one has over their own limbs.'' Equivalent to Master of the Legion. May not take more than one model with this special rule for every 1,000 points in the army. When a model with this rule is the Warlord, they may roll twice on their chosen Warlord Traits chart (re-rolling any doubled result) and select which of the two results they wish to use; and a single brood of Alpha Genestealers can be selected as a retinue as part of the same choice on the Force Organisation Chart – models in any such unit models in any such unit can choose to accept and issue Challenges as if they were characters. '''OPTIONS''': * May take items from the biomorphs list. * May upgrade to a Mastery Level 2 psyker for 30pts. * May upgrade to have Psychic Nexus for 40pts. ----- ==== Alpha Genestealer Brood ==== :''Alpha Genestealers are those who, whether by a quirk of genetics or, perhaps, the mysterious guidance of an unknown force, develop exceptional attributes even by the standards of their own curiously mutable biology. This makes them stronger, faster, or in some other way more lethal to their prey, and this in turn elevates them above the rest of them kind, clustering together to attack the most dangerous and well-protected targets.'' '''Elites 110pts''' {| border="1" cellspacing="0" cellpadding="5" align="left" style="text-align: center" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- ! Alpha Genestealers | 6 | 2 | 4 | 4 | 2 | 6 | 3 | 10 | 4+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE''' Alpha Genestealers are Infantry '''UNIT COMPOSITION''' 3 Alpha Genestealers '''WARGEAR''': * Two pairs of Rending Claws '''SPECIAL RULES''': * Bulky * Fleet * Hit and Run * Move Through Cover * Precision Strike * Stealth '''OPTIONS''': * All models may take the Adrenal glands biomorph for 5 pts/model. * All models may take the Toxin sacs biomorph for 5 pts/model. * All models may take the Flesh Hooks biomorph for 4 pts/model. * All models may take the Acid Blood biomorph for 10 pts/model. * All models may take the Regeneration biomorph for 11 pts/model. * All models may take the Secondary Organs biomorph for 8 pts/model. * All models may take the Bonded Exoskeleton biomorph for 6 pts/model. * All models may take the Reinforced Carapace biomorph for 9 pts/model. * All models may take the Voltage Field biomorph for 7 pts/model. * May upgrade to Brotherhood of Psykers for 50 pts. ----- ==== Ymgarl Genestealer Brood ==== :''The Ymgarl strain of Genestealers are among the oldest known to Humanity, yet their origins and the source of their marked differences to other Genestealers is a mystery. It has been argued that they must provide some kind of benefit, if not to the Tyranids then at least to other Genestealers that they are sometimes found amongst. However, there is little consensus on what benefit that might be. In the context of their interactions with other Genestealer broods, it has been theorised that, perhaps, they act as sentries, since they are only found hibernating at the furthest edges of a nest; or that they may be scouts, since they have to venture to feed often. But possibly they are parasites to Genestealers as much as Genestealers are to other life, and are as readily abandoned by a migrating Genestealer brood as by the hive fleets they seek.'' '''Fast Attack 110pts''' {| border="1" cellspacing="0" cellpadding="5" align="left" style="text-align: center" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- ! Ymgarl Genestealers | 6 | 0 | 4 | 4 | 1 | 6 | 2 | 10 | 4+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE''' Ymgarl Genestealers are Infantry '''UNIT COMPOSITION''' 5 Ymgarl Genestealers '''WARGEAR''': * Rending Claws * Scything Talons '''SPECIAL RULES''': * Concealed Hibernation * Deep Strike * Infiltrate * Ymgarl Factor '''Concealed Hibernation''' :''Ymgarl Genestealers have such a voracious metabolism that any time when prey is not readily available, they must enter a kind of hibernation. Undetectable to most sensors and frequently even the naked eye at any sort of distance, they can nevertheless reanimate themselves almost instantly if they detect prey nearby.'' If the Ymgarl Genestealer Brood Deep Strikes, it will not scatter. Units that fire at Ymgarl Genestealers between the Player Turn that the unit performs their Deep Strike and the end of the following Player Turn can only fire Snap Shots with weapons that do not have the Template type. As this represents a unit that was already in place but undetected, it may Deep Strike in Zone Mortalis missions. '''OPTIONS''': * May add an additional 5 Ymgarl Genestealers for 19pts/model. ----- ==== Buster Genestealer Brood ==== :''What appear to be bizarre mutations of the common Genestealer, Busters (as they have been named by members of the Solar Auxilia) have a highly acidic and extremely unstable ichor circulating through their body. As this often results in its own death, it raises uneasy questions as to how the exact same mutation is observed in unconnected colonies, as it flies in the face of natural selection.'' '''Heavy Support 85pts''' {| border="1" cellspacing="0" cellpadding="5" align="left" style="text-align: center" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- ! Buster Genestealers | 4 | 0 | 4 | 3 | 1 | 4 | 2 | 10 | 5+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE''' Buster Genestealers are Infantry '''UNIT COMPOSITION''' 3 Buster Genestealers '''WARGEAR''': * Two pairs of Rending Claws '''SPECIAL RULES''': * Acid Blood * Poison * Slow and Purposeful * Volatile Biochemistry '''Volatile Biochemistry''' :''When shocked, the acidic blood of the Buster undergoes an extreme chemical reaction which results in the Buster literally exploding, and causing a chain reaction which detonates the other Busters around them. Able to blast apart heavy armor and fortifications that even a Genestealer’s superlative claws cannot rend, it is a wonder how such a creature can exist, as the Buster itself clearly does not benefit from such a physiology.'' After the Initiative 1 step of combat, but before combat resolution has been calculated, the Genestealer Infestation player may elect to remove all models as casualties. Place a Large Blast marker over any of the Buster Genestealers. Every other unit (friend or foe) under the blast marker suffers D3 hits if at least one model is partly under the blast marker. The Strength of these hits is equal to 4, but is increased by 1 for each additional Buster Genestealer remaining after the Initiative 1 step, to a maximum of Strength 10. These hits are resolved at AP2 and ignore cover saves, and have the Armourbane and Wrecker special rules. Once all hits have been resolved, remove all models in the Buster Genestealer Brood as casualties. ----- === New Wargear === '''Bile Pod Catapult''' :''Bile Pods are actually the bloated bodies of massive tic-like Tyranid creatures. The incredible muscle power of the Dactylis hurtles them forward at supersonic speeds like enormous solid cannonballs – any target that they don’t pulverize instantly or flip over will at least be knocked out of position, and the sonic shockwave in their wake creates a concussive wave which can even send aircraft tumbling from the sky. Though this is the most dangerous aspect of the ammunition, there is still the secondary consequence of corrosive acid being sprayed everywhere, which is lethal enough to lighter vehicles and infantry.'' {| border="1" cellspacing="0" cellpadding="5" align="left" style="text-align: center" ! ! Range ! S ! AP ! Type |- ! Bile Pod Catapult | 80" | 7 | 2 | Primary Weapon 1, Barrage, Impact Shock, Massive Blast, Sonic Boom, Strikedown |- |} <br style="clear: both; height: 0px;" /> '''Sonic Boom''' — After firing the bile pod, draw a straight line between the Dactylis and the central hole of the Massive Blast marker. Roll a dice for each Flyer, Flying Monstrous Creature, or Flying Gargantuan Creature model crossed by this line. On a roll of 1, an Flyer will Crash and Burn, while a Flying Monstrous Creature or Flying Gargantuan Creature will take D3 wounds with no saving throws allowed. '''Impact Shock''' — After adjusting for scatter, any model covered at least partially by the central hole of the Massive Blast marker takes a single S10 AP1 hit with the Concussive and Sunder special rules (this is instead of the normal hit for this weapon). Any vehicle (including Super-heavy vehicles) that suffer a Penetrating hit result from this hit may only fire Snap Shots in the following game turn. After this hit is resolved, any non-fortification model (including vehicles which are immobile) is moved D6" directly away from the Dactylis (without changing their facing if they are vehicles), and vehicles automatically counts as Tank Shocking or Ramming any other models (friend or foe) in their path, without regard to the usual restrictions, while non-vehicle models stop within 1" of any other unit they encounter but cause a single automatic hit against that unit at their own unmodified Strength value (using the same rules as for Hammer of Wrath hits). === New Biomorphs === The following are options for all Tyranids which can select from the Biomorphs section of the Codex Tyranids Wargear list. '''Secondary Organs''' 25pts :''Some creatures have secondary organs to make them faster at peak activity but which can, if only for a short time, stand in for trauma or even complete destruction of one or several of their primary organs.'' This model gains the Feel no Pain special rule. '''Bonded Exoskeleton''' 25pts :''Sometimes the exoskeleton of an organism has evolved to have each segmented section fused together to form a much stronger natural defense than usual.'' Models with this biomorph improve the value of their armor save by 1, so a 6+ armor save becomes a 5+ armor save, a 5+ armor save becomes a 4+ armor save, etc. This cannot be used to improve an armor save to become better than 2+, and models that do not have an armor save count as having a 6+ armor save after applying this upgrade. '''Reinforced Carapace''' 30pts :''In some creatures, layer upon layer of chitinous plates are interspersed with resin-like secretions which disperse kinetic impacts and attenuate heat and other radiation, providing exceptional resilience even to direct hits from advanced weaponry.'' All shooting attacks against models with this biomorph are resolved at -1 Strength. This does affect the Instant Death threshold. '''Voltage Field''' 30pts :''Some creatures have a physiology that allows them to amplify their own bioelectric currents in a similar fashion to some ancient Terran eels. At extremes this has been observed as the ability to project a series of concentric electrical loops around them which obliterates small objects that pass through too many of the loops too quickly, and a more active challenging of raw electricity along their limbs when they strike.'' Models with this biomorph gain a 5+ invulnerable save, and all of this model’s melee attacks gain the Haywire special rule, regardless of the weapon being used and in addition to any weapon special rules. However, when any roll on the Haywire table is made due to a strike from a model with this biomorph (that did not have the Haywire rule already from another source), the result is reduced by -1. When striking units with an armor value, models may choose to either use the Strength of the attack to penetrate normally, or to apply the Haywire rules. <div class="toccolours"> ''There’s a lot more armor in 30k games, and for Tyranids, only a select few ways of dealing with it. Carnifexes are the only efficient way, but have low mobility and are easily singled out by high-powered weapons. The high points totals common to 30k games lets you take more, but the scaled-up offensive weaponry more than compensates for this, and Tyranids don’t have much corresponding weaponry of their own. The solution is to stick with the Tyranid theme and allow them more ways for medium-threat units to hurt vehicles in assault, and for high-threat units to be more efficient at it. Also, invulnerable saves are extremely rare, but unfortunately all of the Tyranids which need protection are Monstrous Creatures and cannot use Look Out, Sir! or “ablative wounds” strategies to stay alive, and can rarely benefit from cover while also doing their job properly. This puts them at a serious disadvantage in 30k games with powerful weaponry and very large blobs of infantry, which is why a means of getting at least a basic invulnerable save is fair.'' </div> '''Hopfoot''' 25pts :''These creatures have fin-like stabilizing spines and amazingly taut backsprung hind legs which allow them to launch themselves through the air like enormous fleas – or at their foes like spiny cannonballs.'' May only be chosen by models with the Infantry type. The models change their type to Jump Infantry. When they use their Jump ability to charge into assault, they gain D3 Hammer of Wrath hits instead of 1 (roll once for all models in the same unit). <div class="toccolours"> ''Mostly this is an attempt to make Tyrant Guard useful(ish) by allowing them to keep up with a Flying Hive Tyrant, sorta. Preliminary playtesting indicates that this hasn’t really worked in practice (nobody takes Flyrants for 12" of non-flying movement, they take it for Jink and Snap Shots to hit while Swooping) and probably needs to be re-thought completely.'' </div> === Exceptional Wargear === ''This follows the same rules for Relics of the Dark Age of Technology (Horus Heresy Book Four Conquest)'' '''Hyperactive Metabolism — Tyrandis only (50 points)''' :''The swollen hormone glands of this creature drive its metabolism into such an overload that it can regrow damaged limbs and organs, and purge poisons and tumors, with astonishing speed.'' The bearer may re-roll It Will Not Die! or Regeneration rolls. Attacks with the Sniper special rule only wound it on a 6; attacks with the Poison special rule only wound it on a 6 (unless the attack’s Strength would cause a wound on a lower result), and attacks with the Fleshbane special rule that successfully roll to wound must be re-rolled. Finally, a D6 may be rolled when they suffer an effect which causes a temporary reduction to their statistics; on a 4+, the statistic reduction (but not other consequences of the effect, if any) is ignored. === New Special Rules === '''Alpha Bioform''' :''Alpha bioforms are those with the natural instinctive leadership among their particular strain of creature that, when the direction of the Hive Mind is weak, they can briefly command those of their kind through a leading example or, maybe, a sufficiently impressive roar.'' Models with the Alpha Bioform special rule have a +1 bonus to their standard Leadership (up to a maximum of 9) and a unit containing a model with the Alpha Bioform special rule may make one re-roll when it rolls on the Instinctive Behavior table. Finally, they may accept and issue Challenges as if they were characters, but suffer no penalty if they do not do either. Models with this special rule should always be modeled or painted appropriately to be visually distinct from those without this special rule. '''Psychic Nexus''' :''For those races with a shared psychic link, those that sit at the center of the racial web will have a formidable consciousness that is capable of drawing upon experience older than their own lives.'' Units with this special rule may select, rather than randomly roll for, their Psychic powers. === Bug Planet === :''Unlike the Tyranid scourge nearly ten thousand years later, the bio-beast armies that the Legions faced were not invaders adapting as they arrived, but instead were natives that were already perfectly integrated within their ecosystem over thousands if not millions of years.'' Operating in much the same manner as a Space Marine Legion Rite of War, fielding a detachment as a Bug Planet detachment has certain restrictions as well as benefits, and affects how the army is selected, as well as adding additional special rules which do not apply to a standard Tyranid army. '''Effects''': * '''Without Number''' :''With thousands of lesser creatures for every apex predator, some battles can go on for days as massive swarms gather to gain victory by attrition if nothing else.'' :Termagant Broods may pay an additional 50pts, and, when the unit has been destroyed, an identical unit be may placed into Ongoing Reserves. * '''Stratoformers''' :''While many species of xenos display significant adaptation to their environment (whether this is engineered or evolutionary), some are also known, like humans, to adapt their environment to suit their biology. In extreme cases, this capability is seen evident on a wide scale, changing the land or the atmosphere to make not just the native life but the entire world a weapon against invasion.'' Operating in much the same manner as a Space Marine Legion Rite of War, fielding a detachment as a Stratoformers detachment has certain restrictions as well as benefits, and affects how the army is selected, as well as adding additional special rules which do not apply to a standard Tyranid army. '''Effects''': ** The opposing force suffers a +1 or -1 penalty to their score to determine who chooses who deploys first, who has the First Turn, and/or for Scout Redeployment where this is relevant to the mission being played, chosen by the Tyranid player. ** The opposing force suffers a +1 or -1 penalty to bring units in from Reserves (including Deep Strike Reserves and Ongoing Reserves) where this is relevant to the mission being played, chosen by the Tyranid player. This has no effect where the no roll is made or it is automatically successful. ** The opposing force suffers a +1 or -1 penalty to rolls on the Deep Strike Mishap table, chosen by the Tyranid player. ** The opposing force suffers a +1 or -1 penalty to rolls for Outflank, chosen by the Tyranid player. ** Each game turn, the first time any model in an opposing force tries to make use of any special rule or benefit conferred by the possession of any Nunci-vox, they must roll a D6 – if they roll a 1-3 then the Nuncio-vox possessed by this model is inoperative for this turn. Roll separately for each Nuncio-vox possessed by each different model at the time their individual rules are invoked. ** Drop Pod units (of any kind) with the Inertial Guidance System special rule lose the benefit of that special rule. Instead, if their final position would result in a Deep Strike Mishap, they may re-roll their scatter result in an attempt to avoid a Deep Strike Mishap (but may not re-roll a scatter result which does not result in a Deep Strike Mishap). ** All models in this detachment gain a 4+ cover save against shots from Bombardment, Focused Bombardment, or Orbital Bombardment weapons. '''Limitations''': * This detachment must take one additional Compulsory Troops choice in addition to that normally required by the Force Organisation Chart. * This detachment may not have more Elites and HQ selections in total than they have Troops selections in the detachment. * Compulsory Troops choices for this detachment must be made of Termagant units. * Each Termagant Brood must purchase a Ripper Swarm as part of the same selection on the Force Organisation Chart. Each Gargoyle Brood must purchase a Sky-Slasher Swarm as part of the same selection on the Force Organisation Chart. These additional units must purchase a minimum of two extra bases for each full ten additional models that are purchased for their corresponding unit. For example, a Termagant Brood containing 30 models requires the purchase of a Ripper Swarm comprising at least six bases. === Royal Guard === :''For xenocide campaigns during the Great Crusade, the deciding battle usually involved the destruction of the controlling 'head' - an extremely dangerous undertaking in the case of many xenos empires, as they were inevitably surrounded by the strongest and fittest bodyguards that they could produce.'' Operating in much the same manner as a Space Marine Legion Rite of War, fielding a detachment as a Royal Guard detachment has certain restrictions as well as benefits, and affects how the army is selected, as well as adding additional special rules which do not apply to a standard Tyranid army. '''Effects''': * '''Elite Guard''' Tyrant Guard units in this detachment may take up to 5 additional models, and may also take the following additional options: ** gain a Bonded Exoskeleton for 15pts/model ** gain a Reinforced Carapace for 25pts/model ** gain a Voltage Field for 22pts/model ** gain Regeneration for 27pts/model * '''Alpha-Plus''' Tyranid Primes and Tyranid Warrior units in this detachment gain +1 Toughness. Furthermore, any Tyranid Warrior unit purchased may be lead by a Tyranid Prime as part of the same Troop selection on the Force Organisation Chart. Finally, any Tyranid Warrior unit may take the following additional options: ** May upgrade to Brotherhood of Psykers for 95 pts, generating powers from the Biomancy discipline only. * '''Royal Family''' The Price of Failure secondary objective for destroying a Bioqueen in this detachment is only earned by an opposing army if the Bioqueen is the Warlord. This does not interact with any other way of earning the Price of Failure Secondary Objective (for example, by destroying a Lord of War, or by destroying a Bioqueen from another Detachment). * '''Titanic Bulk''' Any unit in this detachment may choose to gain additional wounds per model, at a cost per model equal to their starting number of Wounds on their profile (before wargear or options, etc. but including any added by previous purchases of ''Titanic Bulk''), times 10 points, per wound. For example, adding a single wound to a Tyrant Guard unit would cost 20 points per Tyranid Guard in the unit; adding yet another wound (for a total of 4) would cost another 30 points. '''Limitations''': * Tyranid Warrior units become Troops and must be fieled in all compulsory Troops selections. * Tyranid Warrior units are the only scoring Troops units (other units may be scoring units if they are not Troops, and all units remain Denial units). === Age of Darkness Theme: Genestealer Infestation === Age of Darkness Themes are a means of gathering together several different elements into a new or unusual way of fielding an army inspired by a particular setting or event from the grand milieu that is the Horus Heresy. An Age of Darkness Theme might combine units from different army lists, present new Force Organisation charts, Warlord Traits, wargear and character options or modify victory conditions or other mission special rules. The use of Age of Darkness ‘Themes’ are optional and require the agreement of both players to use. The Age of Darkness Theme that follows represents an established colony of Genestealers (or something rather like them), either an effort to exterminate the colony, or their counter-attack against a stalled offensive. Though it would be many more millennia before they would be recognized as scouts of the later Tyranids, Genestealers had been a menace to humans since they first visited the moons of Ymgarl during the Dark Age of Technology, and some of the most hazardous “Zone Mortalis” engagements of the Great Crusade were clearing caverns, Hive Cities, and Space Hulks of Genestealer colonies. ==== Building a Genestealer Infestation Army ==== * A Genestealer Infestation Army is chosen from Codex Tyranids. * A Genestealer Infestation Army may only be used when playing a Zone Mortalis game. A Genestealer Infestation Army will therefore use a standard Zone Mortalis Detachment and will not use any special Tyranid Detachments or optional detachments, except by agreement. * A Genestealer Infestation Army may only select Genestealer units (Broodlord Prime, Genestealers, Alpha Genestealers, Ymgarl Genestealers, Buster Genestealers). * The opposing force gains a free Spearhead Sentry Gun (see the Isstvan III Zone Mortalis Stratagems from ''Horus Heresy Book One Betrayal'') for every 1,000 points in your force, or part thereof. This is true even if that optional special rule is not being used in the mission. * '''“They mostly come out at night… mostly.”''' — Genestealer Broods may choose the following options: ** Genestealer Broods may upgrade every model to have the Hit and Run special rule for 6pts/model. ** Genestealer Broods may upgrade every model to have the Move Through Cover special rule for 3pts/model. ** Genestealer Broods may upgrade every model to have the Stealth (Zone Mortalis) special rule for 3pts/model. ** Genestealer Broods may pay an additional 50pts, and, when the unit has been destroyed, an identical unit may placed into Ongoing Reserves. *'''“What do you mean, ‘''They cut the power''’?”''' — The Genestealer Infestation player can always elect to use the Night Fighting rules. *'''“Nuke the site from orbit. It’s the only way to be sure.”''' — The Genestealer Infestation player’s opponent may always elect to use the Attrition optional special rule in Zone Mortalis games. *'''“That can’t be; that’s ''inside'' the room.”''' — The Genestealer Infestation player can always elect to use the Enemy Unknown optional special rule in Zone Mortalis games. Additionally, Genestealer Units can move through locked doors if they pass an Initiative test (this does not open the door, it simply allows them to move through it, representing the use of a duct or similar means to bypass it altogether). *'''“They’re coming outta the goddamn walls!”''' — If, when a Genestealer unit nominates a unit that will charge, the distance in inches of all models in the Genestealer unit to any model from the unit that they’re charging, is equal to or greater than the double the highest Initiative score of the target unit, then the Genestealers may take an Initiative test (a roll of 6 always fails). If this test is passed, they gain the Jink special rule for the Assault phase. *'''“What the hell are we supposed to use, man?”''' — If the Cold Void & Poisoned Air optional special rule is in effect, any ranged weapon with the Melta, Shred, or Rending special rule but without the Template range or Pistol type, plus any Missile type weapons, gain the Gets Hot! special rule, and non-Genestealer units gain no benefit from Assault or Defensive Grenades, to represent the Genestealers making deliberate use of volatile and precarious accessways to discourage ranged attack with high-powered weaponry. *'''“They’re all around us, man!”''' — If more than one Genestealer unit charges into the same combat on the same Charge sub-phase, all Genestealer units in that combat count as having Assault Grenades. *'''“Maybe they don’t show up on infra-red at all.”''' — Units gain no benefit from the Night Vision special rule when targeting Genestealer units, and Genestealer units gain Feel No Pain (4+) against any weapon with the Ignores Cover special rule, unless they have the Template range. *'''“Game over, man! Game over!”''' — Genestealer units cause Fear.
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