Tyranid /tgbrew modifications: Difference between revisions

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- Adrenal Glands now grant the Rage special rule.
- Adrenal Glands now grant the Rage special rule.
==Comment on 3/29/2013 edits==
While 4th edition was fun, the rules don't carry over well word-for-word. Consider bringing elements from 4th edition back into this homebrew instead of straight copy-pasta. Regardless, the wording and format of these recent rule changes need to be tidied up.




{{category:Tyranid}}
{{category:Tyranid}}

Revision as of 14:14, 2 April 2013

Updated for 6th!

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 a completely new codex.

Well, then let's do it:

Army

Will of the Hive Mind: All friendly Tyranid units under synapse count as having the Eternal Warrior special rule.

Instinctive Behavior - Feed: A unit that fails its Instinctive Behavior test must move towards the closest enemy unit if it chooses to move and the unit must attempt to charge the closest enemy unit if it is within range.

Instinctive Behavior - Lurk: A unit that fails it's Instinctive Behavior may not move in the Movement phase and may not launch an assault in the Assault phase. In the Shooting phase, the unit must fire at the nearest visible enemy. If there are no enemies in the unit's line of sight or within range of at least one of its ranged weapons, or if the unit has no ranged weaponry, it must instead run towards the nearest piece of area terrain, trying to move into it if possible. If the unit is already in a piece of area terrain it will not move and will stay where it is.

The Greatest Devourer: These changes may make this army Over Powered balanced. (See Ward, Mat p76)

Units

HQ

Hive Tyrant

WS8 BS3 S6 T6 W4 I5 A4 Ld10 Sv3+

- 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 replace one set of Scything Talons with Acid Flakk Cannon for 25 points.

- May take Enhanced Senses for 20 points.

- May take Toxic Blood for 10 points.

Swarmlord

WS 9, BS 3, S6, T6, W5, I6, A 5, Ld10, Sv3+ 280 points

- 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


Tyrant Guard

WS 5, BS 3, S 5, T 6, W 3, I 4, A 3, Ld 7, Sv 2+ ... 60 points per model.

1-3 Tyrant Guard per Tyrant or Swarmlord.

Tervigon

WS 3, BS 3, S 5, T 6, W 6, I 1, A 3, Ld 10, Sv 3+ 170 points

- Psyker Mastery level 1, always has the power Dominion. Either Catalyst, Onslaught, or a biomancy power may be chosen. (not rolled for)

- May take Toxic Blood for 10 points


Genestealer Patriarch

150 points, WS 6 BS 4 S 6, T 5, W 3, I 7, A 5, Ld 10, Sv 4+

- Rending Claws+Scything talons

- Synapse Creature.

- Psyker mastery level 2. Has all broodlord powers, may choose one from the biomancy table for 10 points

- Aura of Despair is a -2 effect.

- May take Feeder Tendrils for 15 points.

- Genestealer retinue: 6-11 genestealers.

- Makes Ymgarl genestealers count as troops.

Tyranid Prime

80 points, WS 6, BS 4, S 5, T 5, W 3, I 5, A 4, Ld 10, Sv 3+

- May take Wings for 20 points

Parasite of Mortrex

140 points, WS 5, BS 3, S 6, T 5, W 3, I 6, A 4, Ld 10, Sv 3+

Troops

Tyranid Warriors

30 points per model

WS 5, BS 3, S 4, T 4, W 3, I 4, A 3, Ld 10, Sv 4+

-If at least one model begins it's movement phase within the synapse range of a Hive Tyrant, the Swarmlord, a Tervigon, or a Monstrous Creature with the synapse rule, the Tyranid Warriors have Eternal Warrior for that turn.

Genesetalers

14 points per model

WS 6, BS -, S 4, T 4, W 1, I 6, A 2, Ld 10, Sv 5+

- The entire unit may take Flesh Hooks at 2 points per model.

- One Genestealer may be upgraded to a Broodlord for 46 points

WS 7, BS 4, S 5, T 5, W 3, I 6, A 4, Ld 10, Sv 5+

- Psyker mastery level 1, has both Aura of Despair and Hypnotic Gaze

Hormagaunt Brood

6 points per model

WS 3, BS 3, S 3, T 3, W 1, I 5, A 2, Ld 6, Sv 6+

- The Unyielding Swarm

Termagaunt Brood

5 points per model

WS 3, BS 3, S 3, T 3, W 1, I 4, A 1, Ld 6, Sv 6+

- Armed with Devourers by default.

- Can take enhanced musculature for 2 points per model.

- Can switch to fleshborers for free(?)

- The Unyielding Swarm

Elites

Lictors

65 points

WS 6, BS 3, S 6, T 4, W 3, I 6, A 4, Ld 10, Sv 5+

- Dodge

- Feeder Tendrils

- Strengthened Flesh Hooks

Deathleaper

140 points

WS 9, BS 5, S 6, T 5, W 4, I 7, A 5, Ld 10, Sv 5+

- Dodge

- Feeder Tendrils

- Strengthened Flesh Hooks

====Venomthrope==== WS 4, A 3, Sv 4+

- Toxic Blood


Zoanthrope

- Alien Psyche

- Warp Tendril

Doom of Malan'tai

160 points

- Alien Psyche

- Synaptic Instability

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 Mastery Level 1 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).

Fast Attack

Rippers/Sky Slashers

WS 3 BS 1, S 3, T 3, W 3, I 3, A 4, Sv 3+

- No longer subject to the Mindless rule

- The Unyielding Swarm

Harpy

WS 4, BS 4, S 6, T 5, W 3, I 3, A 4, Sv 3+

- Bonded Exoskeleton

- May replace Twin-linked Stranglethorn Cannon with Twin-linked Acid Flakk Cannon for 10 points.

- May take Enhanced Senses for 20 points.

- May take Toxic Blood for 10 points.

Gargoyles

- The Unyielding Swarm

Heavy Support

Carnifex

85 points per model: WS 3, BS 2, S9, T6, W4, I 1, A 2, Ld10, Sv3+ Monstrous Creature

Brood: 1-3 Carnifex models.

Biomorphs: Points listed are per model. Each carnifex must chose two weapon biomorphs. If a weapon symbiote has two costs listed, use the second only if a carnifex has the Enhanced Musculature biomorph equipped.

  • Acid Maw: 6 points
  • Adrenal Glands(+1 WS): 6 points
  • Adrenal Glands(+1 I): 4 points
  • Bio-plasma: 15 points
  • Bonded Exoskeleton(+1 T): 20 points
  • Enhanced Physiology(+1 s): 8 points
  • Enhanced Senses: 10 points
  • Extended Carapace(+1 Sv): 30 points
  • Implant Attack: 8 points
  • Regeneration: 25 points
  • Reinforced Chitin (+1 W): 15 points
  • Symbiote Rippers: 2 points
  • Tail Weapon - Mace*: 5 points
  • Tail Weapon - Scythe*: 10 points
  • Toxic Miasma: 8 points
  • Toxic Blood: 15 points
  • Toxin Sacs: 6 points
  • Tusked: 10 points

Weapon Symbiotes:

  • Acid Flakk Cannon: 25/30 points
  • Barbed Strangler: 20/25 points
  • Crushing Claws***: 20 points
  • Lash Whip: 10 points
  • Rending Claws: 3 points
  • Scything Talons: 8 points
  • Twin-linked Deathspitter: 15/20 points
  • Twin-linked Devourer: 10/15 points
  • Heavy Venom Cannon: 25/30 points

- The entire unit may take:

  • Flesh Hooks at 5 points per model.
  • Thornback** for 10 points per model
  • Spine Banks** for 10/15 points per model
  • Spore Cysts** for 5 points per model

(*)A carnifex can only have one tail weapon.

(**)A carnifex can only have one of these biomorphs

(***)A carnifex can only have one set of Crushing Claws

Special rules: Fleet.

Old One Eye

260 points

WS 4, BS 2, S 10, T 7, W 5, I 2, LD 10, Sv 2+

- Armored Shell

- "Dead"

- Fleet

- Frag Spines

- Old Adversary

Mawloc

190 points

WS 4, BS -, S 6, T 6, W 6, I 4, A 5, Ld 8, Sv 3+

Pyrovore

WS 4, BS 3, S 4, T 4, W 3, I 2, A 2, Ld 5, Sv 5+

- Volatile

- Crippling Fumes

Biovore

WS 3, BS 3, S 4, T 4, W 2, I 1, A 1, Ld 5, Sv 6+

- Has to choose one type of spore mine:

  • Acid spore mine 15 points: S3 Ap3 - Rolls 2d6+3 instead of 1d6 on vehicle penetration chart
  • Frag spore mine 10 points: S4 Ap5
  • Toxin spore mine 12 points: S1 Ap4 Poisoned(4+)

- Does not need LoS to attack a target.

Tyrannofex

250 points

WS 3, BS 4, S 6, T 6, W 6, I 2, A 4, Ld 8, Sv 2+

- May replace Acid Spray with Shedderfiend Pods for 15 points.

- May take Toxic Blood for 10 points.

Trygon

200 points

Trygon: WS 5, BS 3, S 6, T 6, W 6, I 4, A 6, Ld 10, Sv 3+

- Alpha Ravener

- May take Toxic Blood for 10 points.

- May be upgraded to a Trygon Prime for 50 points

Trygon Prime: WS 5, BS 3, S 6, T 6, W 6, I 4, A 6, Ld 10, Sv 3+

- A prime has Containment Spines, is a Synapse Creature, and casts a Shadow in the Warp.


Biomorphs

Weapon Biomorphs

Acid Flakk Cannon: 36"R, S+1(max 7), AP4, Assault 2X, Skyfire | or 18"R S+1(max 7) AP4 Assault 1 Blast

Acid Spray: Template, S(max 6), AP3, Assault 1. Torrent

Bio-plasma: 24"R, S7, AP2, Heavy 1, Blast. In melee, counts as an extra S7 AP2 attack that's always resolved as I1.

Crushing Claws: S+1(max S10), AP2, +d3 attacks.

Deathspitter: 24"R S+1 (max S7), AP5, Assault 2, Blast

Devourer: 18"R S-1 (max s6), AP-, Assault 2x

Fleshborer: 18"R S (max S6), AP5, Assault X

Fleshborer Hive: 12"R, S4, AP5, Assault 30, May be fired even after running; however, only at the closest enemy unit.

Heavy Venom Cannon: 36"R, S+2(max S9), AP2, Assault 1 Blast

Impaler Cannon: 24"R* S8, AP4, Assault 2, *does not require line of sight.

Rending Claws: Grants attacks made by the creature the Rending special rule.

Rupture Cannon: 48"R, S10, AP1, Assault 2

Scything Talons: One pair: +1A 2 pairs: +2A (note, these don't count for ranged weapons. If they are included in the creature profile, the modified number of attacks will be in brackets)

Shredderfiend Pods: 60"R, S3, AP3, Assault 8, Shred, Armourbane, Skyfire, Twin-linked,

Strengthened Flesh Hooks: 6"R, S6, AP-, Assault 2, Rending, Model counts as having Assault Grenades

Strangleweb: Template, S-1(max S5)*, AP-, Assault 1, Pinning. *Wounds v. Strength

Spinefists: 12"R S(max S6), AP5, Assault X, Twin-linked

Venom Cannon: 36"R, S+2(max S9), AP3, Assault X


Enhancements

Adrenal Glands: Adrenal glands adds 1 to a creature's WS or I characteristics.

Bonded Exoskeleton: A model equipped with Bonded Exoskeleton has +1 Toughness.

Enhanced Senses: +1 to BS

Enhanced Physiology: +1 to S.

Extended Carapace: Improves the Sv value of the creature equipped by 1. (example: Sv3+ to Sv2+)

Feeder Tendrils: A unit must declare use of Feeder Tendrils at the beginning of each Assault Phase. Models with Feeder Tendrils suffer a -1A modifier, but "Look out sir!" rolls may not be made against their attacks. Grant the preferred enemy USR for friendly tyranid broods with a model in 2" of the creature equipped with feeder tendrils.

Flesh Hooks: An unit with all models equipped with flesh hooks can count "vertically impassable" terrain such as high walls or cliffs as difficult terrain instead (which can't be further mitigated by move through cover). Counts as being equipped with assault/frag grenades.

Implant Attack: Whenever an unit fails to save a wound from a creature equipped with Implant Attack, the unit suffers 2 unsaved wounds instead of one. Only effective in close combat, no effect on Bio-plasma wounds.

Mace or Scythe tail: A creature equipped with a scythe tail can make additional attacks at Initiative 1: d3 attacks at half the creature's strength (rounded down) with scythe tail, or 1 attack of the creature's strength with a mace tail.

Regeneration: A model with lost wounds can roll a d6 for each wound lost at the beginning of the movement phase. Each roll of 6 restores a wound, up to the maximum number of wounds - indicated on the profile.

Rapid Regeneration: Old One Eye's lost wounds are regained on the roll of a 4+. see: Regeneration.

Reinforced Chitin: A creature with reinforced chitin has +1 Wound

Spore Cysts: A creature with Spore Cysts can produce a toxin spore mine in the shooting phase, in addition to other shooting. Roll a d6. On a roll of 1, the model suffers a wound with no saves allowed. Then, place the spore mine in base contact of the creature. From then on, it acts as a spore mine as described above.

Spine Banks: A creature equipped with spine banks counts as having Assault Grenades. In addition, it counts as having spinefists equipped.

Toxic Blood: The opponent must reroll successful Wounds from Poisoned weapons against models with Toxic Blood. This second roll is final, no rerolling rerolls.

Toxic Miasma: Any enemy model in 2" of a creature equipped with Toxic Miasma must reduce it's WS by 1. (enemies of the creature, obviously) The creature equipped is immune to it's effect.

Toxin Sacs: Attacks made by this creature are poisoned (4+).

Thornback: A model equipped with the Thornback biomorph may always charge at least 6"+2d6 to the maximum of 12", and counts wounds it caused twice for combat resolution, and the resulting morale check.

Tusked: Grants the Rage USR.

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 12" 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.

Warp Tendril: Psychic Shooting Attack: 24"R, S9, AP2, Assault 1, Lance, Skyfire.

In addition, due to the extensive genetic research in biological manipulation, tyranid psychic creatures can choose any powers within the biomancy domain, rather than rolling.

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 Ravener: Friendly Ravener Broods within 12" of a Trygon share its LD value. A Trygon may select a Ravener Brood in Reserves to accompany it when it arrives via Subterranean Assault. After the Trygon arrives successfully via Subterranean Assault, the accompanying Ravener Brood automatically arrives from Reserves within 6" of the Trygon, the unit may not move or charge on the turn it arrives.

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 until the Prime dies or leaves the unit.

Alter Form: The entire unit may choose +1S, +1A, +1T, Feeder Tendrils, 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 is 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.

Implant Parasite: Your opponent must take a Toughness test for each model removed as a casualty because of Wounds inflicted by the Parasite of Mortrex. For each test failed, roll a D6. At the end of the Assault phase place a Ripper Swarm unit with a number of bases equal to the some total of all of the dice rolled such that all bases are within 6" of the Parasite of Mortrex. Ripper Swarms placed this way never count as Kill Points. Any bases that cannot be placed due to impassible terrain, enemy within 1" or because you have run out of models, are lost.

Indescribable Horror: Enemy units within 12" 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.

"Dead": Once per game, place a marker where Old One Eye was removed as a casualty, at the beginning of each Friendly turn roll a D6, on the roll of a 4+ place Old One Eye within 6" of the marker with 1 Wound remaining and remove the marker. Old One Eye may regenerate, move, shoot, and assault as normal after being placed this way. If he cannot be placed or fails his "Dead" roll, the marker stays where it is and Old One Eye may attempt to come back on a later turn.

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: The Doom of Malan'tai automatically suffers a wound with no saves of any kind allowed when it successfully casts any spell other than Cataclysm. Immediately after the Doom of Malan'tai suffers any 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. A unit of Ripper Swarms created by this ability never counts as a Kill Point.

The Unyielding Swarm: If the unit has more than 15 models, or 5 models for units with the Swarm special rule, it may choose to nominate a single model at the start of its initiative step in either players' Assault phase. The nominated model exchanges its normal attacks to make a single attack with the following profile: S- AP- Haywire. No models in the unit, other than the nominated one, may make any attacks in an Assault phase that The Unyielding Swarm was used.

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

The army builder link is for the hotfix version, before the march 29 2013 revisions

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 (7/26/12): http://www.mediafire.com/?2b6krknje7sj4gd

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.

  • All known bugs fixed, post any bugs, broken or misworded rules, oversights, or anything else below.

Changelog

(7/26/12)

- The Unyielding Swarm wording tweaked and applied to "swarmy" units.

- Venomthrope given +1 WS, +1 A, +1 Sv and Toxic Blood

- Adrenal Glands now grant the Rage special rule.

Comment on 3/29/2013 edits

While 4th edition was fun, the rules don't carry over well word-for-word. Consider bringing elements from 4th edition back into this homebrew instead of straight copy-pasta. Regardless, the wording and format of these recent rule changes need to be tidied up.


Main article: Tyranids

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