Tyranid /tgbrew modifications: Difference between revisions
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'''Enhanced Senses:''' +1 to BS | '''Enhanced Senses:''' +1 to BS | ||
'''Fleshborer Hive:''' 12" S4 AP5 Assault 30 | '''Fleshborer Hive:''' 12" S4 AP5 Assault 30 | ||
'''Flesh Hooks:''' Model counts as having Offensive Grenades | '''Flesh Hooks:''' Model counts as having Offensive Grenades |
Revision as of 21:26, 3 July 2012
Nids are awesome in fluff. Unfortunately that's not the case with crunch, since some of the mainstay models of the 4th ed army got either Robin Cruddance'd or raped by ward-powered shit. Even worse, tg does forget about making homebrew rule supplements to keep the game enjoyable and balanced
The following are additions or changes to the 5th edition Tyranid codex.
Well, then let's do it:
Toxin Sacs: A model equipped with this biomorph can reroll failed to wound tests at 4+ --- this would be good going against stronger creatures
OR
Toxin Sacs: A model equipped with toxin sacs can attempt to cause an additional wound for every melee attacks he hits with at 4+bane of multi-wound models.
Acid Maw: A tyranid with acid maw can incur an armor save penalty of one to enemies in close combat with the model. (IE a space marine with 3+ armor save has to roll 4+ instead) Acid maw grants the tyranid a +2 to armor penetration. optional: for 10 points the armor piercing acid can be channeled to any non-living weapon ranged biomorphs.
Army Changes
Will of the Hive Mind: All friendly Tyranid units under synapse count as having the Eternal Warrior special rule.
The Greatest Devourer: These changes may make this army Over Powered balanced. (See Ward, Mat p76)
Units
Carnifex: 120 points, WS 4, I 2
- Fleet
- The entire unit may replace one set of Scything Talons with Crushing Claws for 20 points each.
- The entire unit may take Bio-plasma for 15 points each.
- The entire unit may take Regeneration for 15 points each.
- The entire unit may take Enhanced Senses for 20 points each.
Deathleaper: A 5
- Dodge
- Strengthened Flesh Hooks
Doom of Malan'tai: 120 points
- Synaptic Instability
Genesetalers:
- The entire unit may take Flesh Hooks at 2 points per model.
Broodlord: BS 3
Harpy: WS 4, A 4
- May take Enhanced Senses for 20 points.
Hive Tyrant:
- May choose one of the following three upgrades.
1) May take any Thorax Swarm upgrade for 15 points
2) May take Armored Shell for 30 points
3) May take Wings for 30 points
- May take Enhanced Senses for 20 points.
Lictors: A 4
- Dodge
- Strengthened Flesh Hooks
Mawloc: A 5
Old One Eye: 200 points, WS 4, W 5, I 2, LD 10
- Fleet
Parasite of Mortrex: 140 points, T 5
Pyrovore: I 2, A 2
- Volatile
- Crippling Fumes
Rippers/Sky Slashers: WS 3
- No longer subject to the Mindless rule
Swarmlord:
- May choose one of the following three upgrades.
1) May take any Thorax Swarm upgrade for 15 points
2) May take Armored Shell for 30 points
3) May take Wings for 30 points
Tyranid Prime:
- May take Wings for 20 points
Tyrannofex: I 2, A 4
- May take Enhanced Senses for 20 points
Ymargl Genestealers:
- The entire unit may take Toxin Sacs at 4 points per model.
- The entire unit may take Adrenal Glands at 4 points per model.
- One Ymargl Genestealer may be upgraded to a Ymargl Broodlord for +67 points.
Ymargl Broodlord: WS 7, BS 3, S 5, T 5, W 3, I 7, A 4, LD 10, Sv 3+
- Psyker and has the psychic powers Hypnotic Gaze and Aura of Despair.
- Shares the same special rules as the Ymargl Genestealer brood it is part of (I.E. has the Alter Form, Dormant, Fleet, etc abilities).
Zoanthrope:
- Alien Psyche
Weapons and Biomorphs
Crushing Claws: +D3 A (no longer suffers an Initiative penalty)
Enhanced Senses: +1 to BS
Fleshborer Hive: 12" S4 AP5 Assault 30
Flesh Hooks: Model counts as having Offensive Grenades
Feeder Tendrils: A model with this upgrade may choose to use it at the beginning of either players' Assault Phase. Should it choose to do so, then that model may allocate the wounds it deals in Close Combat, rather than its opponent. A model opting to use its Feeder Tendrils suffers a -1A modifier.
Heavy Venom Cannon: 36" S9 AP2 Assault 2
Rapid Regeneration: Old One Eye's lost wounds are regained on the roll of a 4+.
Rupture Cannon: 48" S10 AP2 Assault 2, Counts as AP1 if both shots hit.
Strengthened Flesh Hooks: 6" S6 AP- Assault 2, Rending, Model counts as having Offensive Grenades
Twin-linked Deathspitter: 18" S5 AP5 Assault 6, Twin-linked
Twin-linked Venom Cannon: 36" S9 AP2 Assault 2, Twin-linked
Venom Cannon: 36" S6 AP3 Assault 2
Psychic Powers
Psychic Scream: All enemy units within 12" must take a LD test on 3D6 and suffer a wound for each point the test is failed by with no armor or cover saves allowed.
The Horror: The psyker is considered to be under the effects of The Horror until the beginning of the Tyranid player's next turn. Enemy units within 18" wishing to shoot or assault a unit under effects of The Horror must first pass a LD test. Units who fail to pass this test count as having their shots or charge wasted. Units that are Fearless or do not have a LD value are unaffected.
Leech Essence: D3 S- AP2 hits on one unit within 12". Unsaved wounds dealt by this ability are added to the psker's, up to its original original wound maximum. This ability always wounds on a 4+, can be used on friendly units, and has no effect on units without a Toughness value.
Special Rules
Alien Cunning: +1 to Reserve Rolls as long as the Swarmlord is alive. One friendly Troop choice may be chosen to Outflank. The player may choose to reroll which table edge Outflanking units arrive from, this second roll is final, no rerolling rerolls.
Alien Psyche: Each Zoanthrope may choose to reroll its psychic test if it was forced to roll it on more than 2D6, the second roll is final, no rerolling rerolls. Each Zoanthope may also choose to make the opponent reroll abilities that would otherwise nullify its psychic power (I.E. Deny The Witch), the second roll is final, no rerolling rerolls.
Alpha Warrior: The Tyranid Prime may join and accompany a Warrior unit in a Mycetic Spore. A joined Warrior or Shrike unit shares the Prime's WS and BS.
Alter Form: The entire unit may choose +1S, +1A, +1T, or the Flesh Hooks upgrade at the beginning of every assault phase. The upgrade wears off at the end of the assault phase it was chosen on. The same upgrade may not be chosen in two consecutive assault phases.
Chameleonic Skin: Replaced with Ymargl Genestealer Dormant special rule.
Crippling Fluids: A unit that suffers any casualties from a Pyrovore's Volatile blast strikes at I1 until the end of the next player's turn. Friendly or allied units are unaffected by this rule if the Pyrovore was under synapse before being removed as a casualty.
Dodge: 4++ Invulnerable Save in Close Combat.
Indescribable Horror: Enemy units within 18" wishing to shoot or assault a unit with Indescribable Horror must first pass a LD test. Units who fail to pass this test count as having their shots or charge wasted. Units that are Fearless or do not have a LD value are unaffected. This ability does not work if the unit is already affected by The Horror.
Pheromone Trail: +1 to Reserve Rolls as long as the Lictor unit is alive and friendly Tyranid units deepstriking within 6" do not roll for scatter.
Synaptic Instability: Immediately after the Doom of Malan'tai suffers an unsaved wound, roll a D6. On the roll of a 1, the Doom suffers an additional wound with no saves of any kind allowed. Should the Doom die from Synaptic Instability, place a large blast template centered over the Doom before removing it from play. All models under this template suffer a S5 AP3 hit.
"The Sarge is Acting Strangely...:" Immediately after an enemy unit arrives from Outflanking, roll a D6, on the roll of a 4+ the opponent chooses one model to remove as a casualty, with no saves of any kind allowed, and the Tyranid player places D6 Ripper Swarms within 6" of the affected enemy unit.
Volatile: Should a Pyrovore die, place a large blast template centered over the Pyrovore before removing it from play as a casualty, all units under the template -except the Pyrovore's- suffer D3 S5 AP4 hits.
Army Builder Link
That's right, eight hours and two gallons of saffron tea later, one elegan/tg/entleman managed to fuck his way through the unknown labyrinthine depths of ABCreator just to get this homebrew accessible in Army Builder.
Download Link: http://www.mediafire.com/download.php?16znha5f5no71gg
To use these changes in Army Builder, simply download and place the ty5UniDat.dat file into your C:\ProgramData\Army Builder\data\AB40k5 folder and overwrite the file that was already there.
Should you ever choose to use the official rules again, launch Army Build, click Get Updates, and redownload the rules for Warhammer 40,000. There was probably a more elegant way to implement these changes, but I didn't know of it.
- Known Bugs
- Ymargl Broodlord may upgrade his Toxin Sacs and Adrenal Glands independent of the rest of the Ymargl Genestealer Brood. This is unintentional and I don't know how to fix it.
- Ymargl Broodlord should cost 90 points total, not 80. To be fixed later.
- Harpy's Twin-linked Heavy Venom Cannon weapon profile does not reflect the weapon as twin-linked. To be fixed later.
- Several dozen formatting issues (minor things like 0's at the end of added upgrades, I don't know how to fix this)
---more to come, 6th edition update just around the corner.
OMNOMNOMNOMNOM