Tyranid /tgbrew modifications
-Outdated as of Tyranid 6th edition codex release- But you'll probably want to use this anyway since that release managed to suck even more than the 5th edition codex.
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
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
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 Acid Flakk 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: 160 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 Acid Flakk 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 Acid Flakk 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
Old One Eye: WS 4, I 2, LD 10, Sv 2+
- Armored Shell
- "Dead"
- Fleet
- 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
- 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
Termagaunt Brood:
- The Unyielding Swarm
Tervigon:
- May take Toxic Blood for 10 points
-Swap termaguant spawner for hourmagant spawner for 20 points
-may upgrade spawned units for 20 X points it would cost to upgrade a single gaunt
Tyranid Prime:
- May take Wings for 20 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:
- may take wings for 15 points
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
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
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
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
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. 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
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
- 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-
OMNOMNOMNOMNOM