Tyranid /tgbrew modifications: Difference between revisions

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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 [[Matt Ward|ward-powered shit]]. Even worse, tg does forget about making homebrew rule supplements to keep the game enjoyable <strike>and balanced</strike>
-Outdated as of Tyranid 6th edition codex release- But you'll probably want to use this anyway since that release managed to suck even more than the 5th edition codex. [[Tyranid /tgbrew modifications 6th edition|Heres a new one]]
 
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 [[Matt Ward|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.
The following are additions or changes to the 5th edition Tyranid codex.


Well, then let's do it:
Well then, let's do it:
 
<strike>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.</strike>


==Army Changes==
==Army Changes==


'''Will of the Hive Mind:''' All Tyranid units under synapse count as having the Eternal Warrior special rule.
'''Will of the Hive Mind:''' All friendly Tyranid units under synapse count as having the Eternal Warrior special rule.
 
Alternative: All friendly Tyranid units under synapse get a bonus depending on their instinctive behaviour:
'''The Endless Swarm:''' Units with this special rule may choose to pass their fearless saves for losing combat on a 4+ rather than use their base armor save value.
*Feed: All tyranids under synapse get +1 WS
*Lurk: All tyranids under synapse get +1 BS
*Hunt: All tyranids under synapse [[-4 str|get +1 S]]
'''Instinctive Behaviour - Feed:''' A unit that fails its Instinctive Behaviour 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.


'''Alien Psyche:''' Each Tyranid psyker 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 Tyranid psyker may also choose to make the opponent reroll abilities that would otherwise nullify its psychic power (I.E. Psychic Hoods), the second roll is final, no rerolling rerolls.
'''The Greatest Devourer:''' These changes may make this army [[Matt Ward|<strike>Over Powered</strike>]] <strike>balanced. (See [[Necrons|Ward]], [[Grey Knights|Mat]] [[Blood Angels|p76]])</strike>  Just because others have too much cheese doesn't mean you need to join them, and considering the amount of multi-wound models the tyranids have (and thus, how many armies rely on instant-kill to destroy them) Eternal Warrior can lead to some of the worst kinds of cheese (like swarms of warriors as they are in your troops choices, 3 wounds each, and your krak missiles are now nearly useless).  Still, good for trolling any Grey Knight player for one game if they let you use this list, and afterwards they will never play you ever again.
 
'''The Greatest Devourer:''' These changes probably make this army [[Matt Ward|Over Powered]]. (See [[Necrons|Ward]], [[Grey Knights|Mat]] [[Blood Angels|p76]])


==Units==
==Units==
Line 28: Line 25:


- The entire unit may replace one set of Scything Talons with Crushing Claws for 20 points each.
- The entire unit may replace one set of Scything Talons with Crushing Claws for 20 points each.
 
- The entire unit may replace one set of Scything Talons with an Acidic Spit Cannon for 25 points each.
 
- The entire unit may take Armored Shell for 30 points each.
 
- The entire unit may take Bio-plasma for 15 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 Regeneration for 15 points each.


- The entire unit may take Enhanced Senses for 15 points each.
- The entire unit may take Enhanced Senses for 20 points each.
 
- The entire unit may take Toxic Blood for 10 points each.
 
'''Deathleaper:''' A 5
 
- Dodge
 
- Feeder Tendrils
 
- Strengthened Flesh Hooks


[[butthurt|'''Doom of Malan'tai:''']] 120 points
[[butthurt|'''Doom of Malan'tai:''']] 120 points
- Alien Psyche


- Synaptic Instability
- Synaptic Instability


'''Gargoyles:'''
'''Gargoyles:'''


- The Endless Swarm
- The Unyielding Swarm


'''Genesetalers:'''  
'''Genesetalers:'''  
Line 47: Line 60:
- The entire unit may take Flesh Hooks at 2 points per model.
- The entire unit may take Flesh Hooks at 2 points per model.


'''Broodlord:'''
'''Broodlord:''' BS 3


- May take Feeder Tendrils for 15 points.
- May take Feeder Tendrils for 15 points.


'''Harpy:''' WS 4, A 4
'''Harpy:''' WS 4, A 4, Sv 3+


- May take Enhanced Senses for 15 points.
- Bonded Exoskeleton
 
- May replace Twin-linked Stranglethorn Cannon with Twin-linked Acidic Spit Cannon for 10 points.
 
- May take Enhanced Senses for 20 points.
 
- May take Toxic Blood for 10 points.


'''Hive Tyrant:'''
'''Hive Tyrant:'''
Line 63: Line 82:
2) May take Armored Shell for 30 points
2) May take Armored Shell for 30 points


3) May take Wings for 35 points
3) May take Wings for 30 points


- May take Enhanced Senses for 15 points.
- May replace one set of Scything Talons with Acidic Spit Cannon for 25 points.


'''Hormagaunts:'''
- May take Enhanced Senses for 20 points.


- The Endless Swarm
- May take Toxic Blood for 10 points.


'''Lictors/Deathleaper:'''  
'''Hormagaunt Brood:'''
 
- The Unyielding Swarm
 
'''Lictors:''' A 4
 
- Dodge


- Feeder Tendrils
- Feeder Tendrils
Line 77: Line 102:
- Strengthened Flesh Hooks
- Strengthened Flesh Hooks


'''Mawloc:''' A 4
'''Mawloc:''' A 5, WS 5
 
'''Old One Eye:''' WS 4, I 2, LD 10, Sv 2+
 
- Armored Shell
 
- "Dead"
 
- Frag Spines
 
- Old Adversary
 
- Alpha Carnifex
 
'''Parasite of Mortrex:''' 140 points, T 5


'''Pyrovore:''' I 2, A 2
'''Pyrovore:''' I 2, A 2
Line 85: Line 124:
- Crippling Fumes
- Crippling Fumes


'''Rippers/Sky Slashers:'''  
'''Rippers/Sky Slashers:''' WS 3


- No longer subject to the Mindless rule
- No longer subject to the Mindless rule


- The Endless Swarm
- The Unyielding Swarm
 
'''Swarmlord:''' A 5.
 
'''Termagaunt Brood:'''
 
- The Unyielding Swarm
 
'''Tervigon:'''
 
- May take Toxic Blood for 10 points
 
-Psyker with Mastery Level 2. May generate powers from the Biomancy and Telepathy Disciplines.
 
-may upgrade spawned units for 20 X points it would cost to upgrade a single Termagant
 
'''Tyranid Prime:'''
 
- May take Wings for 15 points
 
'''Tyrannofex:''' BS 4, I 2, A 4
 
- May replace Acid Spray with Shedderfiend Pods for 15 points.
 
- May take Toxic Blood for 10 points.
 
'''Tyrant guard:'''


'''Swarmlord:'''
'''Trygon:'''


- May choose one of the following three upgrades.
- Alpha Ravener
1) May take any Thorax Swarm upgrade for 15 points


2) May take Armored Shell for 30 points
- May take Toxic Blood for 10 points.


3) May take Wings for 35 points
'''Trygon Prime:'''


'''Termagaunts:'''
- Alpha Ravener


- The Endless Swarm
- May take Toxic Blood for 10 points.


'''Tyrannofex:''' I 2, A 4
'''Venomthrope:''' WS 4, A 3, Sv 4+


- May take Enhanced Senses for 15 points
- Toxic Blood


'''Ymargl Genestealers:'''
'''Ymargl Genestealers:'''
Line 115: Line 178:
- The entire unit may take Adrenal Glands 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 +57 points.
- One Ymargl Genestealer may be upgraded to a Ymargl Broodlord for +67 points.


'''Ymargl Broodlord:'''  WS 7, BS 0, S 5, T 5, W 3, I 7, A 4, LD 10, Sv 3+
'''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.
- 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).
- 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
- Warp Tendril
- Psyker with Mastery Level 2. Can generate powers from the Biomancy, Divination and Telepathy Disciplines.


==Weapons and  Biomorphs==
==Weapons and  Biomorphs==
'''Acidic Spit Cannon:''' 48"R, S8, AP4, Assault 4, Skyfire
'''Acid Spray:''' Template*, S6, AP3, Assault 1. Torrent
'''Adrenal Glands:''' Grants the Rage special rule.
'''Crushing Claws:''' +D3 A (no longer suffers an Initiative penalty)


'''Enhanced Senses:''' +1 to BS
'''Enhanced Senses:''' +1 to BS
'''Feeder Tendrils:''' A unit must declare use of Feeder Tendrils at the beginning of each Assault Phase. Models with Feeder Tendrils suffer a -2A modifier, but "Look out sir!" rolls may not be made against their attacks.
'''Fleshborer Hive:''' 12"R, S4, AP5, Assault 30, May be fired even after running; however, only at the closest enemy unit.


'''Flesh Hooks:''' Model counts as having Offensive Grenades
'''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"R, S9, AP2, Assault 2
 
'''Rapid Regeneration:''' Old One Eye's lost wounds are regained on the roll of a 4+.
 
'''Rupture Cannon:''' 48"R, S10, AP1, Assault 2


'''Heavy Venom Cannon:''' 36" S9 AP2 Assault 2
'''Shredderfiend Pods:''' 60"R, S3, AP3, Assault 8, Shredder, Skyfire, Twin-linked, 2D6 for Armor Penetration.


'''Rupture Cannon:''' 48" S10 AP1 Assault 2
'''Strangleweb:''' Template, S4*, AP-, Assault 1, Pinning. *Wounds v. Strength


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


'''Twin-linked Deathspitter:''' 18" S5 AP5 Assault 6, Twin-linked
'''Toxic Blood:''' The opponent must reroll successful Wounds from Poisoned weapons against models with Toxic Blood. This second roll is final, no rerolling rerolls.


'''Venom Cannon:''' 36" S6 AP3 Assault 2
'''Twin-linked Acidic Spit Cannon:''' 48" R, S8, AP4, Assault 4, Skyfire, Twin-linked
 
'''Twin-linked Deathspitter :''' 18"R, S5, AP5, Assault 6, Twin-linked
 
'''Twin-linked Heavy Venom Cannon:''' 36"R, S9, AP2, Assault 2, Twin-linked
 
'''Venom Cannon:''' 36"R, S6, AP3, Assault 2


==Psychic Powers==
==Psychic Powers==


'''Psychic Scream:''' All enemy units within 12" must take a LD test at -1LD and suffer a wound for each point the test is failed by with no armor saves allowed.
'''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. Units 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.
'''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.
'''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


==Special Rules==
==Special Rules==


'''Alter Form:''' The entire unit may choose +1S, +1A, +1T, the 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.
'''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 Carnifex''' Old one eye may join a carnifex brood just like an idependent character
 
'''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.
'''Chameleonic Skin:''' Replaced with Ymargl Genestealer Dormant special rule.


'''Crippling Fumes:''' 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.
'''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.


'''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.
'''Indescribable Horror:''' Enemy units within 12" wishing to shoot or assault a unit with Indescribable Horror must first pass a LD test on 4D6. Units who fail to pass this test may not shoot, run or assault this turn, and must immediately fall back. 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.  


'''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.
'''"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 12" 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 S10 AP1 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.
'''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 (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.
(3/12/14)
- Old one eye has the Alpha carnifex rule
- Tyrant guard may take wings for 15 points




---more to come


{{category:Tyranid}}
- 100 Gaunts on the field to shoot down, 100 Gaunts on the field, you shoot just one, then reload your gun, 99 Gaunts still alive to shoot do-
{{category:Tyranid}} - What ''is'' this here for?

Latest revision as of 10:40, 23 June 2023

-Outdated as of Tyranid 6th edition codex release- But you'll probably want to use this anyway since that release managed to suck even more than the 5th edition codex. Heres a new one

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:

Army Changes[edit]

Will of the Hive Mind: All friendly Tyranid units under synapse count as having the Eternal Warrior special rule. Alternative: All friendly Tyranid units under synapse get a bonus depending on their instinctive behaviour:

  • Feed: All tyranids under synapse get +1 WS
  • Lurk: All tyranids under synapse get +1 BS
  • Hunt: All tyranids under synapse get +1 S

Instinctive Behaviour - Feed: A unit that fails its Instinctive Behaviour 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.

The Greatest Devourer: These changes may make this army Over Powered balanced. (See Ward, Mat p76) Just because others have too much cheese doesn't mean you need to join them, and considering the amount of multi-wound models the tyranids have (and thus, how many armies rely on instant-kill to destroy them) Eternal Warrior can lead to some of the worst kinds of cheese (like swarms of warriors as they are in your troops choices, 3 wounds each, and your krak missiles are now nearly useless). Still, good for trolling any Grey Knight player for one game if they let you use this list, and afterwards they will never play you ever again.

Units[edit]

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 replace one set of Scything Talons with an Acidic Spit Cannon for 25 points each.

- The entire unit may take Armored Shell for 30 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.

- The entire unit may take Toxic Blood for 10 points each.

Deathleaper: A 5

- Dodge

- Feeder Tendrils

- Strengthened Flesh Hooks

Doom of Malan'tai: 120 points

- Alien Psyche

- Synaptic Instability

Gargoyles:

- The Unyielding Swarm

Genesetalers:

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

Broodlord: BS 3

- May take Feeder Tendrils for 15 points.

Harpy: WS 4, A 4, Sv 3+

- Bonded Exoskeleton

- May replace Twin-linked Stranglethorn Cannon with Twin-linked Acidic Spit Cannon for 10 points.

- May take Enhanced Senses for 20 points.

- May take Toxic Blood for 10 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 replace one set of Scything Talons with Acidic Spit Cannon for 25 points.

- May take Enhanced Senses for 20 points.

- May take Toxic Blood for 10 points.

Hormagaunt Brood:

- The Unyielding Swarm

Lictors: A 4

- Dodge

- Feeder Tendrils

- Strengthened Flesh Hooks

Mawloc: A 5, WS 5

Old One Eye: WS 4, I 2, LD 10, Sv 2+

- Armored Shell

- "Dead"

- Frag Spines

- Old Adversary

- Alpha Carnifex

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

- The Unyielding Swarm

Swarmlord: A 5.

Termagaunt Brood:

- The Unyielding Swarm

Tervigon:

- May take Toxic Blood for 10 points

-Psyker with Mastery Level 2. May generate powers from the Biomancy and Telepathy Disciplines.

-may upgrade spawned units for 20 X points it would cost to upgrade a single Termagant

Tyranid Prime:

- May take Wings for 15 points

Tyrannofex: BS 4, I 2, A 4

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

- May take Toxic Blood for 10 points.

Tyrant guard:

Trygon:

- Alpha Ravener

- May take Toxic Blood for 10 points.

Trygon Prime:

- Alpha Ravener

- May take Toxic Blood for 10 points.

Venomthrope: WS 4, A 3, Sv 4+

- Toxic Blood

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).

Zoanthrope:

- Alien Psyche

- Warp Tendril - Psyker with Mastery Level 2. Can generate powers from the Biomancy, Divination and Telepathy Disciplines.

Weapons and Biomorphs[edit]

Acidic Spit Cannon: 48"R, S8, AP4, Assault 4, Skyfire

Acid Spray: Template*, S6, AP3, Assault 1. Torrent

Adrenal Glands: Grants the Rage special rule.

Crushing Claws: +D3 A (no longer suffers an Initiative penalty)

Enhanced Senses: +1 to BS

Feeder Tendrils: A unit must declare use of Feeder Tendrils at the beginning of each Assault Phase. Models with Feeder Tendrils suffer a -2A modifier, but "Look out sir!" rolls may not be made against their attacks.

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

Flesh Hooks: Model counts as having Offensive Grenades

Heavy Venom Cannon: 36"R, S9, AP2, Assault 2

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

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

Shredderfiend Pods: 60"R, S3, AP3, Assault 8, Shredder, Skyfire, Twin-linked, 2D6 for Armor Penetration.

Strangleweb: Template, S4*, AP-, Assault 1, Pinning. *Wounds v. Strength

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

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

Twin-linked Acidic Spit Cannon: 48" R, S8, AP4, Assault 4, Skyfire, Twin-linked

Twin-linked Deathspitter : 18"R, S5, AP5, Assault 6, Twin-linked

Twin-linked Heavy Venom Cannon: 36"R, S9, AP2, Assault 2, Twin-linked

Venom Cannon: 36"R, S6, AP3, Assault 2

Psychic Powers[edit]

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

Special Rules[edit]

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 Carnifex Old one eye may join a carnifex brood just like an idependent character

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 on 4D6. Units who fail to pass this test may not shoot, run or assault this turn, and must immediately fall back. 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 12" 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 S10 AP1 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[edit]

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[edit]

(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.

(3/12/14) - Old one eye has the Alpha carnifex rule

- Tyrant guard may take wings for 15 points


- 100 Gaunts on the field to shoot down, 100 Gaunts on the field, you shoot just one, then reload your gun, 99 Gaunts still alive to shoot do-

Main article: Tyranids

OMNOMNOMNOMNOM - What is this here for?