Second Sphere

Hobby Creations => Hobby => Topic started by: Scout Sergeant Mkoll on November 05, 2012, 02:39:20 PM

Title: 6th edition Tyranids.
Post by: Scout Sergeant Mkoll on November 05, 2012, 02:39:20 PM
As some of you will be aware I attempted to make a sensible Tyranid codex for 5th edition and, frankly, I think I did a much better job than Crudface. With that in mind I have decided to tweak these house rules for 6th edition now that I am familiar with 6th edition and I have a 6th edition codex to use as a point of reference.

Some units will almost be a carbon copy of the actual codex, some will be a carbon copy of my 5th edition rules because if it ain't broke don't fix it. :P Let me know what you think.

Tyranid psychic powers

Primaris- Dominion. Blessing. Used at the beginning of the turn. If successful the synapse creature has a Synapse range of 18"
1 - Psychic Scream. Nova. Automatically hits all non-vehicle enemy units within 2D6" of the caster. All units hit must take a Leadership test. If they fail they take 1 automatic wound for each point they failed by with no armour of cover saves allowed.
2 - Leech Essence (See Biomancy powers)
3 - Warp Blast. Witchfire. Unchanged from codex: Tyranids.
4 - Catalyst. Blessing. Cast in the movement phase. A single unit, within 12" of the caster has the Feel No Pain and It Will Not Die special rules.
5 - Paroxysm. Maledicton. Unchanged from codex: Tyranids.
6: Warp Lance. Focussed witchfire. Unchanged from codex: Tyranids.

All powers are Warp Charge 1 except Warp Lance which is Warp Charge 2. Tyranid psykers may also take powers from Biomanccy or Telepathy.

Synapse - Unchanged from codex: Tyranids

Instinctive Behaviour - Unchanged from codex: Tyranids.

Shadow in the Warp - An enemy psyker wishing to take a psychic test within 12" of a creature with this rule rolls an additional D6 and will suffer Perils of the Warp on any roll of double 1 or double 6. Furthermore, if an enemy psyker is within range of 2 or more units with this ability then any double will result in Perils of the Warp.

Without Number - Units with this rule gain the Preferred Enemy special rule if they outnumber their opponents.

The Horror - Units with this rule case Fear. In addition, enemy units within 6" of a model with this rule may not fire Overwatch.

Psyker mastery levels:
Zoanthrope - level 1
Zoanthrope Prime - level 2.
Hive Tyrant - level 1.
Swarmlord - Level 2.

HQ

Hive Tyrant         150pts

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

Unit composition: 1 Hive Tyrant
Unit type: Monstrous Creature.
Weapons and biomorphs: Scything talons, lash whip & bonesword, bonded exoskeleton
Special Rules: Synapse Creature, The Horror, Shadow in the Warp, Psyker (level 1)

Options:
As codex with the following exceptions:
Reduce Indescribable Horror to 20pts
Armoured Shell: 40pts. Grants the Hive Tyrant a 2+ armour save and a 6+ invulnerable save.
May take an additional Psyker mastery level at +25pts.


Tyranid Prime      90pts

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

Unit composition: 1 Tyranid Prime
Unit type: Infantry
Weapons and biomorphs: Scything talons, devourer, bonded exoskeleton

Options
As codex with the following exceptions:
May take a retinue of Tyranid Warriors at +30pts/ model (all usual options for this brood apply), the entire brood may take Leaping at +5pts/model. If this option is taken the brood become Beasts rather than infantry.

Swarmlord: As Codex
Tyrant Guard: As Codex
Parasite of Mortrex: As Codex

Tervigon: As Codex. Add: Level 1 Psyker.

More to come. :)
Title: Re: 6th edition Tyranids.
Post by: The Man They Call Jayne on November 05, 2012, 08:16:57 PM
I was under the impression that Nova attacks hit EVERYTHING in their given radius? Friend or foe.
Title: Re: 6th edition Tyranids.
Post by: Scout Sergeant Mkoll on November 05, 2012, 08:44:28 PM
Quote from: The Man They Call Jayne on November 05, 2012, 08:16:57 PM
I was under the impression that Nova attacks hit EVERYTHING in their given radius? Friend or foe.
That's Maelstrom powers. Nova powers only hit enemy units. ;)

So no issues/suggestions for HQ so far then?
Title: Re: 6th edition Tyranids.
Post by: Vyper on November 05, 2012, 10:32:40 PM
Just one idea. I think warp lance would be better as a beam power. Sort of the nid equivalent of molten beam.
Title: Re: 6th edition Tyranids.
Post by: Scout Sergeant Mkoll on December 12, 2012, 04:40:27 PM
Quote from: Vyper on November 05, 2012, 10:32:40 PM
Just one idea. I think warp lance would be better as a beam power. Sort of the nid equivalent of molten beam.
I considered that, but given that Zoanthropes will still have access to Mycetic spores it seems a bit overpowered without changing the stats, something I'm trying to avoid. At least until the initial rules have been playtested.

Ok, Warlord Traits. (no names yet)
1 - All enemy psykers count as being within range of 1 extra unit with the Shadow in the Warp special rule.
2 - Grants 1 unit Preferred Enemy
3 - Grants D3 Beast units Hatred and Furious Charge.
4 - Grants D3 units Heroic Intervention.
5 - Warlord gains +1 Psyker Mastery level.
6 - All enemy units are at -1 Ld to represent the unstoppable tide they are facing.
Title: Re: 6th edition Tyranids.
Post by: Railgun Convention on December 12, 2012, 07:09:05 PM
Hmmm... Warlord has better stats than usual in some way? Most likely faster than normal, represented by Initiative or something. Or more skilled. But then I don't know how you'd pass that off...

Or perhaps the character assassin trait (which I think is from the main book), where you get extra VP for killing the opponent in a challenge (or even regardless of a challenge?).

Just some pondering for you.
Title: Re: 6th edition Tyranids.
Post by: Scout Sergeant Mkoll on December 12, 2012, 08:01:49 PM
Quote from: Railgun Convention on December 12, 2012, 07:09:05 PM
Hmmm... Warlord has better stats than usual in some way? Most likely faster than normal, represented by Initiative or something. Or more skilled. But then I don't know how you'd pass that off...

Or perhaps the character assassin trait (which I think is from the main book), where you get extra VP for killing the opponent in a challenge (or even regardless of a challenge?).

Just some pondering for you.
Character killing boosts could be an idea.

I'm trying to avoid ripping off the main rulebook though. Number 3 on my chart is almost a carbon copy of 3 on the Chaos table already. :P
Title: Re: 6th edition Tyranids.
Post by: Railgun Convention on December 12, 2012, 08:37:24 PM
Mkay... so perhaps the warlord gets, say, +N to BS/WS against other Warlords (and squad? Would be hard to pick out otherwise). Or gets buffs when challenged or challenging - that might work.

Don't expect me to come up with much sensible stuff, by the way :P.

Hrrm. What warlords are possible with this ruleset? *looks*

So, we have Tyrant, Warrior Prime, Tervigon, and specials. Fair enough. Not sure I see a Tervigon character-killing, but yeah :P
Title: Re: 6th edition Tyranids.
Post by: Scout Sergeant Mkoll on December 31, 2012, 05:29:41 PM
Ok, the Warlord Traits table is now complete. Thoughts on it? I know 4 of the 6 are circumstantial, but they can be pretty nasty if they're relevant I think.

More units will follow very shortly.
Title: Re: 6th edition Tyranids.
Post by: Narric on December 31, 2012, 06:26:38 PM
Annoyingly, though I own a copy of the Nid codex, I don't have it available to me. However, that shouldn't exlude me from adding my 2 cents on the matter.

I think your Nids Warlord traits are a bit missguided. To my mind, they should be traits of the Warlord him/herself, not the army which he leads. Having half the traits confering boons to D3 units, isn't much of a trait of the Warlord is it?

I don't think there is much point specifying what type of Psychic power the Nid powers are. Looking at the rulebook, and the Chaos Powers, they simple cut how much text is needed per power.

Onto your cost adjustments of Armoured Shell - A bit pricey for the upgrade? Its slightly worse then Terminator armour, and is only an armour upgrade. A loyal/heretic Space Marine gets terminator Armour, a Ranged Weapon, and a Melee Weapon for the exact same price. Now, I can see why it needs to be higher, the obvious reason being its for an MC, though surely 30 or 35 pts is more reasonable.

Truth be told, I think we need to see a second 6th Edition codex before we start making assumptions and guessing what needs to be changed.
Title: Re: 6th edition Tyranids.
Post by: Scout Sergeant Mkoll on December 31, 2012, 06:37:30 PM
Quote from: Narric of 4th Sphere on December 31, 2012, 06:26:38 PM
Annoyingly, though I own a copy of the Nid codex, I don't have it available to me. However, that shouldn't exlude me from adding my 2 cents on the matter.

I think your Nids Warlord traits are a bit missguided. To my mind, they should be traits of the Warlord him/herself, not the army which he leads. Having half the traits confering boons to D3 units, isn't much of a trait of the Warlord is it?
I considered that, however I was struggling to come up with unique traits for the Warlord that wouldn't be overpowered. Add that to the increased synergy in the current codex and it seemed to fit fairly well. I am however more than willing to make changes should any alternatives be presented. :)

Quote from: Narric of 4th Sphere on December 31, 2012, 06:26:38 PM
I don't think there is much point specifying what type of Psychic power the Nid powers are. Looking at the rulebook, and the Chaos Powers, they simple cut how much text is needed per power.
The types were specified just for the sake of completeness if I'm honest, I know the only one that really needed specifying was that Warp Lance is a Focussed Witchfire but it cuts down on potential queries.

Quote from: Narric of 4th Sphere on December 31, 2012, 06:26:38 PM
Onto your cost adjustments of Armoured Shell - A bit pricey for the upgrade? Its slightly worse then Terminator armour, and is only an armour upgrade. A loyal/heretic Space Marine gets terminator Armour, a Ranged Weapon, and a Melee Weapon for the exact same price. Now, I can see why it needs to be higher, the obvious reason being its for an MC, though surely 30 or 35 pts is more reasonable.

Truth be told, I think we need to see a second 6th Edition codex before we start making assumptions and guessing what needs to be changed.
I thought that myself, but then a Marine character pays 25pts for Terminator Armour and is only T4. Now admittedly that doesn't mean much to lascannons and krak missiles etc, but the extra toughness makes a massive difference to small/medium fire. However, given that a Daemon Prince gets Power Armour for less, is the same toughness and starts with a better invulnerable save than a Tyrant can get I will lower it to 35pts prior to playtesting.

I realise that we could do with more 6th ed codexes first, however this all needs playtesting first anyway and a lot of the current codexes won't be changing any time soon so I should be able to get a decent reading on how balanced it is for the time being and, if necessary, make adjustments later.

Thanks for the reply. :)
Title: Re: 6th edition Tyranids.
Post by: The Man They Call Jayne on December 31, 2012, 06:54:36 PM
Warlord Traits are not just about the Man/Deamon/Unnatural Horror him/itself. They are about that commanders ability to lead the army as a whole.

Ahriman has Master of Deception which allows D3 units to gain Infiltrate. This is demonstrative of his ability to spread disinformation/use magick to shield his troops from veiw/whatever mechanic you want to use.

Giving units Fearless would be be an example of his iron handed discipline over him troops.

Basiclly it covers his abilities, how they affect everyone around him and any special training that he may have provided.
Title: Re: 6th edition Tyranids.
Post by: Chicop76 on December 31, 2012, 06:58:55 PM
I would like some throwback items from 3rd/4th edition. I really miss some of these options.

+1 biomorph to BS
Winged Tyrant with 2+6+
Warp Blast as an option for the Tyrant. It use to be an upgrade for the Tyrant as well. Warp Field was too, but a 3+ invulnerable would put it on par with Fateweaver which I would say wouldn't be a bad ideal to allow him to have it again, but I'm happy with the 2+6+
Deathspitter goes back to being small blast, worked well with my old warriors
+1 strength upgrade always
Weapons strength is reflected off the model's strength and not a set strength
Fleshborers go back to re rolling to wound
Rending go back to needing 6s to hit with auto wound. Just being lol here.
Venom Cannon is direct fire instead of a blast. That way it can be used in swoop mode.

That is about it. Reducing the cost to carnifexes wouldn't be a bad ideal. I would say at least the same cost as a Dreadknight and more than a Wraithlord.

Extra wound and toughness biomorph upgrades would be cool.

Regeneration droped to it will not die.

Hive Tyrant can be upgraded to a swarmlord.

Broodlord have more upgrade options and can ignore saved with it's attacks.

The biggest one would be to have assault grenades again as an upgrade option.
Title: Re: 6th edition Tyranids.
Post by: Scout Sergeant Mkoll on December 31, 2012, 07:11:24 PM
There will be plenty of throwbacks to 3rd and 4th edition, as I loved some of the options there.

The +1BS I'm trying to avoid as, while shooting has become all powerful this edition I'm trying to avoid going down that road and keeping the emphasis on throwing bodies into the fray.

Warp Blast is a psychic power, which are all displayed in the first post. They're now randomised as are all other psychic powers.

Where possible Tyranid rules will be changed to rulebook equivalents. Regeneration -> It Will Not Die is a good example of this. Assault grenades will be FAR more common.

The Broodlord, frankly, I'm considering dropping or putting back to HQ. The idea of "sergeants" for Tyranids really doesn't fit. Red Terror (yes, I'm bringing him back) will be an Independent Character, not a Ravener squad upgrade.

Extra Wound will not be reappearing. The Carnifex will drop to around 120pts, if you want extra wounds the Trygon will still be present. The Mawloc will not be however and the Tyrannofex is having its role changed to AA duties. Extra Toughness and Strength I'm not sure on yet.

The ranged weapon changes are under consideration, as are a couple of others. The Venom Cannon won't become direct fire though as it's always been a Blast.
Title: Re: 6th edition Tyranids.
Post by: Narric on December 31, 2012, 07:30:52 PM
Shouldn't get distracted whilst writing a reply :P

Quote from: The Man They Call Jayne on December 31, 2012, 06:54:36 PM
Warlord Traits are not just about the Man/Deamon/Unnatural Horror him/itself. They are about that commanders ability to lead the army as a whole.
I'd agree with the traiuts supplied b ythe Core Rulebook. They're a highly versatile set, and can be used to varying degrees by all the armies. But when you get down to Race Specific (see Chaos) the Traits become more singular, "Warlord and his unit" if not Warlord only boon.

I am kinda being hypocritical, using the only codex as my stand point.

Quote
Ahriman has Master of Deception which allows D3 units to gain Infiltrate. This is demonstrative of his ability to spread disinformation/use magick to shield his troops from veiw/whatever mechanic you want to use.
However, that is a Character Specific "Trait." Yes, it is taken from the Chaos Trait list, but we have seen similar rules in character before 6th.

QuoteGiving units Fearless would be be an example of his iron handed discipline over him troops.
I can easily imagine that from an Imperial Codex, but Tyranids are (by fluff) already fearless creatures that survive on thoughtless instinct. However, such a Trait would only be truly effective on the unit he accompanies, not three officerss of rank that he has personally "Disciplined."

Your example currently also has no backing, save for the first result on the Rulebook table "Inspiring Presence."

QuoteBasiclly it covers his abilities, how they affect everyone around him and any special training that he may have provided.
See just above :P

But in context to the thread, how do you create a Warlord trait that, is fluffy, beneficial, and not broken for Tyranids?
Title: Re: 6th edition Tyranids.
Post by: Chicop76 on December 31, 2012, 08:17:42 PM
The problem I am seeing with a winged flyrant is it weapons options. I will look but I swore venom canon was direct fire with glancing hits only and barbed strangeler always have been a large pie plate. Venom Cannon was in relation to haw many attacks the unit had as base as well if I remember correctly. I have the older nid dex, but being lazy at the moment.

Back to the flyrant ranged weapons is a huge problem. In swoop mode the only weapon it can fire is it's deathspitters I believe. Even so unless it is shooting as flyers or skimmers it only hits on 6s and against flyers or skimmers the strength of the weapon is rather ineffective. With 9 shots you will only glance once against 12 armour. Which it will take 3 turns to down a vendetta while you will have 9 twinlinked lascannon shots thrown upon you. Strength 9 assault x or two would make it a viable upgrade for a winged tyrant.

I am not really keen on making blast random. By doing so I would field hive guard more for example, because I know they are more reliable taking down a tank. Also having the zona and tyrant having to both roll random it will increase taking two tyrants and not bothering with the zonathorpe at all.

Broodlord I think he would be cool as a unique free slot HQ that is an Independant Character. Sadly I used him more in the older codex than I do now. The older broodlord was a threat. The newer broodlord is a sprinked down version. Although the possibility of having d3 strength, toughness, initiative, and attacks make the model alittle bit more threating. Strength 8 broodlord can be deadly to tanks on rending attacks with 17 armour pen possible.
Title: Re: 6th edition Tyranids.
Post by: Scout Sergeant Mkoll on February 14, 2013, 02:59:39 PM
Ok, Warlord Traits table has been amended. I will admit that the 6th is potentially nasty, but given that half the table is entirely circumstantial it should't be too bad.

More units and points costs will appear shortly, it's just that I've no internet at home so getting things posted up is more difficult than I'd like.

Quote from: Chicop76 on December 31, 2012, 08:17:42 PM
The problem I am seeing with a winged flyrant is it weapons options. I will look but I swore venom canon was direct fire with glancing hits only and barbed strangeler always have been a large pie plate. Venom Cannon was in relation to haw many attacks the unit had as base as well if I remember correctly. I have the older nid dex, but being lazy at the moment.

Back to the flyrant ranged weapons is a huge problem. In swoop mode the only weapon it can fire is it's deathspitters I believe. Even so unless it is shooting as flyers or skimmers it only hits on 6s and against flyers or skimmers the strength of the weapon is rather ineffective. With 9 shots you will only glance once against 12 armour. Which it will take 3 turns to down a vendetta while you will have 9 twinlinked lascannon shots thrown upon you. Strength 9 assault x or two would make it a viable upgrade for a winged tyrant.
It turns out you were correct, the venom cannon was AssaultX previously. I will take it back to similar then. I think Assault3 should do it. I will also keep the -1 to damage against closed-topped vehicles though.

Quote from: Chicop76 on December 31, 2012, 08:17:42 PM
I am not really keen on making blast random. By doing so I would field hive guard more for example, because I know they are more reliable taking down a tank. Also having the zona and tyrant having to both roll random it will increase taking two tyrants and not bothering with the zonathorpe at all.
A fair point, but remember, Zoans can be level 2 in these rules, and are more survivable. I'm against giving them specific powers though because, as I said, they always had to buy them and while Warp Blast was common, it was by no means automatic. That and I don't know of any other psyker (in 6th ed codexes) which comes with a specific power, Zopans already have Synapse.

Quote from: Chicop76 on December 31, 2012, 08:17:42 PM
Broodlord I think he would be cool as a unique free slot HQ that is an Independant Character. Sadly I used him more in the older codex than I do now. The older broodlord was a threat. The newer broodlord is a sprinked down version. Although the possibility of having d3 strength, toughness, initiative, and attacks make the model alittle bit more threating. Strength 8 broodlord can be deadly to tanks on rending attacks with 17 armour pen possible.
I'll consider taking him back to a 0-1 HQ. There are currently only 5 HQ options for 'Nids so there is a bit of space potentially.
Title: Re: 6th edition Tyranids.
Post by: Arkitek on May 18, 2013, 09:07:26 PM
I think the biggest deal is that they can be outswarmed by Imperial Guard if enough points are available. That doesn't seem right to me.

I see two possible solutions to this;

It's still a pretty solid codex, in my opinion. Not much else I'd change besides this;

EDIT: Oh, and bringing back the Red Terror, of course.
Title: 6th Edition Tyranids
Post by: Scout Sergeant Mkoll on May 20, 2013, 09:21:24 PM
I disagree. Hormagaunts are entirely worthless as they stand. Ork Boyz cost exactly the same but are vastly superior. Add in the fact that Tyranids lost a lot of their speed with the removal of Leaping, Genestealers can't charge from reserve and Hormagaunts losing Beast status and they've lost a lot of their combat ability.
6th edition makes combat tough to reach already, the Tyranid codex makes that even tougher, but 'Nids are supposed to be combat heavy in my opinion. Something Crudface neglected for the glory of his beloved Guard.
Title: Re: 6th Edition Tyranids
Post by: Chicop76 on May 20, 2013, 09:36:04 PM
Quote from: Scout Sergeant Mkoll on May 20, 2013, 09:21:24 PM
I disagree. Hormagaunts are entirely worthless as they stand. Ork Boyz cost exactly the same but are vastly superior. Add in the fact that Tyranids lost a lot of their speed with the removal of Leaping, Genestealers can't charge from reserve and Hormagaunts losing Beast status and they've lost a lot of their combat ability.
6th edition makes combat tough to reach already, the Tyranid codex makes that even tougher, but 'Nids are supposed to be combat heavy in my opinion. Something Crudface neglected for the glory of his beloved Guard.

Hince why you see biovores and hiveguard all over the place.

6th edition hurted genestealers really bad. They have to sit and take it for the most part. No one will allow stealers to live. You kinda have to allow the other player to go first to be able to assault via infiltrate, which means turn 1 shooting and overwatch they rarely see combat, and losing the +4 save as well, they need it for 6th.

Homogaunts can still take poison which increases their output. Personally the tervigon is a much better choice.

Nids is still a tough army to beat if build right.
Title: Re: 6th edition Tyranids.
Post by: The Man They Call Jayne on May 20, 2013, 11:22:35 PM
Every game against Nids I have ever played (about 7 I think), has ended in them being tabled. I havnt even gone near them with the new Tau dex, but even the old one was doing the job just fine. It is clear they are not doing the job they are meant to be doing. They should be THE close combat army in the game, they should have minimal shooting option and ways to avoid being shot too much on the approach.
Title: Re: 6th edition Tyranids.
Post by: Chicop76 on May 21, 2013, 01:01:54 AM
Quote from: The Man They Call Jayne on May 20, 2013, 11:22:35 PM
Every game against Nids I have ever played (about 7 I think), has ended in them being tabled. I havnt even gone near them with the new Tau dex, but even the old one was doing the job just fine. It is clear they are not doing the job they are meant to be doing. They should be THE close combat army in the game, they should have minimal shooting option and ways to avoid being shot too much on the approach.
Title: Re: 6th edition Tyranids.
Post by: The Man They Call Jayne on May 21, 2013, 03:04:45 AM
Yes, thats what I said. . .
Title: Re: 6th edition Tyranids.
Post by: Chicop76 on May 21, 2013, 03:31:47 AM
Quote from: The Man They Call Jayne on May 21, 2013, 03:04:45 AM
Yes, thats what I said. . .

Dumb phone and site. That was like 5 paragraphs.

To get to the point I was saying that you can spam a lot of MC's that multiply themselves and your army. If your take 3 tervigons, flyrant and swarmlord that's 15 rolls on biomancy.

Yes you can shut them down with eldar or wolves.

Also I gave an example of how a tervigon can survive 12 re rollable lascannon shots due to cover and +5 feel no pain. Toughness 9 tervigon providing cover, more likely toughness 8.

Also with it will not die and regeneration it is easy to gain wounds back. A game a few weeks agao I kept getting all my wounds back.

After that I mentioned that the cover save vore due to improved fnp and it will not die is much better than it was in 5th. The invested time to kill that vore will allow your tervigons go unharmed for a turn or two.
Title: Re: 6th Edition Tyranids
Post by: Arkitek on May 23, 2013, 12:55:25 PM
Quote from: Scout Sergeant Mkoll on May 20, 2013, 09:21:24 PM
I disagree. Hormagaunts are entirely worthless as they stand. Ork Boyz cost exactly the same but are vastly superior. Add in the fact that Tyranids lost a lot of their speed with the removal of Leaping, Genestealers can't charge from reserve and Hormagaunts losing Beast status and they've lost a lot of their combat ability.
6th edition makes combat tough to reach already, the Tyranid codex makes that even tougher, but 'Nids are supposed to be combat heavy in my opinion. Something Crudface neglected for the glory of his beloved Guard.
Somehow, this entire time, I thought Hormagants were Beasts. So that'd come back, then.

What did Leaping do again? If I remember correctly it was something along the lines of "travel up to 3" vertically for free."
Title: Re: 6th edition Tyranids.
Post by: Arkitek on May 23, 2013, 01:58:05 PM
Oh yeah, updated army special rules;

Instinctive Behaviour
All unengaged Tyranid models that are not Falling Back or have Gone to Ground must take a Leadership test at beginning of their Movement phase, henceforth referred to as an Instinct test. Units subject to Instinctive Behaviour are Stubborn.

Feeders
If the unit fails their Instinct test, they are subject to Rage, and may not fire any weapons during the Shooting phase. During the Movement phase, they must move as far as possible along the shortest path to the nearest enemy unit. During the Shooting phase, they must Run as far as possible along the shortest possible path towards the nearest enemy unit. During the Assault phase, if they could ever successfully charge the nearest enemy unit, they must attempt to do so. Feeders that have failed their Instinct test will never move nor Run into Impassable terrain nor within 1" of an enemy model.

Lurkers
If the unit fails their Instinct test, they may not move during the Movement phase, nor declare a charge during the Assault phase. During the Shooting phase, the unit must fire at the nearest visible enemy unit. If there are no units within range or line of sight of any ranged weapons the unit posesses, models in the unit it must instead Run as far as possible along the shortest possible route towards the nearest area terrain, and move into it, if possible. Lurkers that have failed their Instinct test will never move nor Run into Impassable terrain nor within 1" of an enemy model. If they are already in area terrain, they will not move at all unless forced to by some other rule.

Shadow in the Warp
Any unit within 12" of a creature with the Shadow in the Warp special rule (including that creature itself) that attempts to Deny the Witch adds +2 to their roll result, as if that unit contained a Psyker of higher Mastery Level than the model manifesting the Psychic power.

Synapse Creature
Units subject to Instinctive Behaviour that have at least one model within 12" of a creature with the Synapse Creature rule automatically pass their Instinctive Behaviour tests. Synapse Creatures are Fearless.




If that's enough detail to get us in trouble, my apologies in advance. No hard feelings if its removed.
Title: Re: 6th edition Tyranids.
Post by: Scout Sergeant Mkoll on May 25, 2013, 10:41:23 AM
Quote from: Chicop76 on May 20, 2013, 09:36:04 PM
Nids is still a tough army to beat if build right.
Except you shouldn't have to use the 1 build to stand a chance, Tyranids are supposed to be the most adaptable race in the galaxy. Them being confined to 1 effective build is like Guardsmen specialising in elite troops. It's stupid.

Quote from: Arkitek on May 23, 2013, 12:55:25 PM
Somehow, this entire time, I thought Hormagants were Beasts. So that'd come back, then.

What did Leaping do again? If I remember correctly it was something along the lines of "travel up to 3" vertically for free."
No, Hormagaunts are now infantry and get 3D6 pick the highest for run. Which is pointless as you now can't Run and charge. Leaping used to basically mean you moved as Beasts. If I continue with this, which I may well do as there's interest now :P , then I would bring both those back because Warriors without Leaping are entirely pointless.

Are those the current versions of the special rules or suggestions for them?
Title: Re: 6th edition Tyranids.
Post by: Chicop76 on May 25, 2013, 01:35:45 PM
Quote from: Scout Sergeant Mkoll on May 25, 2013, 10:41:23 AM
Quote from: Chicop76 on May 20, 2013, 09:36:04 PM
Nids is still a tough army to beat if build right.
Except you shouldn't have to use the 1 build to stand a chance, Tyranids are supposed to be the most adaptable race in the galaxy. Them being confined to 1 effective build is like Guardsmen specialising in elite troops. It's stupid.

Quote from: Arkitek on May 23, 2013, 12:55:25 PM
Somehow, this entire time, I thought Hormagants were Beasts. So that'd come back, then.

What did Leaping do again? If I remember correctly it was something along the lines of "travel up to 3" vertically for free."
No, Hormagaunts are now infantry and get 3D6 pick the highest for run. Which is pointless as you now can't Run and charge. Leaping used to basically mean you moved as Beasts. If I continue with this, which I may well do as there's interest now :P , then I would bring both those back because Warriors without Leaping are entirely pointless.

Are those the current versions of the special rules or suggestions for them?

I agree with you. I really miss my 4th edition codex a lot. Heck I miss sisters, grey knights, eldar prior editions like a druggy.

In 4th you could give your nid army some character. I decided to go the shooty routr and in 4th I was even able to out shoot most armies with the exception of tau. Everyone complained about a certain weapon only able to do glancing hits that was strength 10. In this edition it's actually a problem even with hull points. Last editions it was awesome. My concern wasto shot where I prevented the tank frm shooting back, which allowed other elements to engange the tank while it was vulnerable.

I miss my higher bs, warp blast all over. It was good times. The dakkafex was very op. I can see why they did what they did. Even so I didn't run 6 carnifexes. I had warriors raining down strength 5 blast shots with a large blast that did awesome, in 5th where any part of thetemplate hi it was awesome. Miss my old deathspitters.

Also I miss my re rolling to wound gaunts at range. They was as good as spine gaunts vs hordes, but was awesome against higher toughness models.

If anythin I think I miss the most a way for nids to disrupt tanks. That they can fire something that stops the tank from doing something,but don't destroy it. That's what the other elements in the army can do.

Oh and the +2 deny the witch on the warp storm thing is too much. Nids have too many shadow of the warp creatures where it's easy to give tha to the whole army.
Title: Re: 6th edition Tyranids.
Post by: Arkitek on May 25, 2013, 11:48:58 PM
Quote from: Scout Sergeant Mkoll on May 25, 2013, 10:41:23 AMAre those the current versions of the special rules or suggestions for them?
My 6th edition interpretation of the army special rules.
Title: Re: 6th edition Tyranids.
Post by: Chicop76 on May 27, 2013, 09:35:50 AM
About to play a nid game today. Trying to find models hear and there and was looking over the biovore. I forgot that you no longer can deep strike spores on top of the army. I have to look at my old codex again since I remember I didn't use the biovore, but used to deep strike spores.

Looking at how it plays out now I think it's not as good. My personal gripe the mines shouldn'tgive out points.

Looking at the biovore I realized that you have only one mine now. I missed the anti vehicle, and marine mines. I mainly used the anti-vehicle which was more disruptive than any thing. I just think we should go back to differant mine types.

Also it would be cool to give the pyrovore and upgrade. Either make him srength 6 ap 3 which is fine for him in a drop pod. Actually no. Give him the 3 flamer options that the tyrant and tyrannofex can do. If not give him independant character statis which either change would make that model usable.
Title: Re: 6th edition Tyranids.
Post by: Arkitek on May 28, 2013, 03:05:10 AM
I totally agree that mines shouldn't give out points. Not unless hunter-killer missiles and seekers start giving points for being blown up, anyway.

6/3 for the flamespurt is a bit much. It's already nicely effective against medium infantry if you shove three pyrovores in a mycetic spore.

If anything I'd make the brood bigger. 1-5, perhaps.

The hive tyrant and tyrranofex's thorax swarms are so totally unrelated to the pyrovore's flamespurt that I have no idea why they'd be able to have them.
Title: Re: 6th edition Tyranids.
Post by: Arkitek on June 06, 2013, 01:30:35 PM
Quote from: Arkitek on May 23, 2013, 01:58:05 PMShadow in the Warp
Any unit within 12" of a creature with the Shadow in the Warp special rule that attempts to Deny the Witch adds +1 to their roll result, as if that unit contained a Psyker. If a creature with the Shadow in the Warp special rule attempts to Deny the Witch, they add +2 as if they were a Psyker of higher Mastery Level than the caster, regardless of their own Mastery Level.
How about this instead?
Title: Re: 6th edition Tyranids.
Post by: Arkitek on June 06, 2013, 02:08:39 PM
Sorry for the multiple posts, but there doesn't seem to be a delete function, even for recent posts.

Since the new codices with psykers all seem to have their own discipline table(s) for their psychic powers, it only follows that the Tyranids should have their own as well.

Primaris Power: Warp Blast (Warp charge 1)
Warp blast is a witchfire power with the following profile:



Range
Strength
AP
Type
Warp Blast
24"
5
3
Assault 1, Blast

1. Warp Field (Warp charge 1)
Warp field is a blessing that targets the psyker. While this power is in effect, the psyker has a 3+ invulnerable save.

2. Leech Life (Warp Charge 1)
Leech life is a witchfire power with the following profile:



Range
Strength
AP
Type
Leech Life
12"
3
2
Assault 4
The psyker recovers a single lost Wound for each unsaved wound inflicted using this power, up to its starting number of Wounds.

3. Paroxysm (Warp charge 1)
Paroxysm is a malediction that targets a single enemy unit within 12". While this power is in effect, the target unit reduces its Weapons Skill and Ballistics Skill to 1, regardless of any other modifiers.

4. Catalyst (Warp charge 1)
Catalyst is a blessing that targets any friendly Termagant Broods, Hormagant Broods, and Ripper Swarm Broods within 12". While this power is active, they have Feel No Pain (5+).

5. Warp Lance (Warp Charge 2)
Warp lance is a beam power with the following profile:



Range
Strength
AP
Type
Warp Lance
18"
10
1
Assault 1, Lance

6. Psychic Scream (Warp Charge 2)
Psychic Scream is a nova power with the following profile:



Range
Strength
AP
Type
Psychic Scream
12"
3
2
Assault 2D6
Title: Re: 6th edition Tyranids.
Post by: Narric on June 06, 2013, 06:55:35 PM
Quote from: Arkitek on June 06, 2013, 02:08:39 PM
Sorry for the multiple posts, but there doesn't seem to be a delete function, even for recent posts.
To my knowledge, there never has been. :P

There is an "Edit Post" button, which you could have used ;)




Don't have much experience with psykers, so can't really comment on these powers.
Title: Re: 6th edition Tyranids.
Post by: Chicop76 on June 06, 2013, 08:16:05 PM
Quote from: Narric on June 06, 2013, 06:55:35 PM
Quote from: Arkitek on June 06, 2013, 02:08:39 PM
Sorry for the multiple posts, but there doesn't seem to be a delete function, even for recent posts.
To my knowledge, there never has been. :P

There is an "Edit Post" button, which you could have used ;)




Don't have much experience with psykers, so can't really comment on these powers.

Yeah. You should had edited and have 2 post instead of 3 in a row.
Title: Re: 6th edition Tyranids.
Post by: Scout Sergeant Mkoll on June 08, 2013, 12:57:00 PM
Quote from: Arkitek on June 06, 2013, 01:30:35 PM
Quote from: Arkitek on May 23, 2013, 01:58:05 PMShadow in the Warp
Any unit within 12" of a creature with the Shadow in the Warp special rule that attempts to Deny the Witch adds +1 to their roll result, as if that unit contained a Psyker. If a creature with the Shadow in the Warp special rule attempts to Deny the Witch, they add +2 as if they were a Psyker of higher Mastery Level than the caster, regardless of their own Mastery Level.
How about this instead?
The problem with a Deny the Witch bonus is that it doesn't stop things like Benedictions, which Shadow should. I like the version I posted up for Shadow.

Also, Tyranid psychic powers have already been posted up in one of my earlier posts.