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Codex - Tyranids: /tg/ edition
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=== Living Tide Detachment === (Make it some kind of decurion detachment) Here it comes! For reflection of the unique tactics of massive hive-fleet assaults, and in the name of the Fun, we have implemented a kind of decurion detachment. Use it wisely. ''A rare world suffers full-scale invasion of the Hive Fleet for their unbelievable size. Instead, stellar systems do face just a splinters of the fleets - small, but still eclipsing the very sky of the doomed worlds.'' '''Tyranoformed world''' β If this is your Primary Detachment, you may re-roll your Warlord Trait. Also, at the beginning of the third turn, all terrain, representing any organic, liquid or natural one, becomes Dangerous for non-Tyranid Creatures, and gives Shrouded for Tyranid units within. '''Shadow of the Splinter''' β In addition to the effects of ''Shadow in the Warp'' Special rule, all non-Tyranid Psykers on the table generate one Warp Charge less than usual, to a minimum of 1, and activate Charges on a roll of 5+, rather than usual 4+. The ''Living Tide'' includes a number of formations - command, core and support. You have to take at least one command formation, and one core formation; per them you may include up to ten support formations. *Command formations (1 per Core) **Synaptic Nexus **Hive Spine *Core formations: **The Living Waves *Support formations (0-10 per Core): **Psychic Storm **Breacher Swarm **Shock Swarm **Artillery Swarm **Sporefall **Biotitan **You may also take non-Apocalypse formations as Support Formations, and a Tyrant or Psychic Choir node β as Command Formations. '''Formations:''' '''Synaptic Nexus''' (Command) β ''The Swarm is lead by specially evolved creatures, forming the basis for synaptic network.'' *1 Alpha warrior brood *0-1 Tyranid Prime *0-1 Hive Tyrant or the Swarmlord. *0-1 Tyrant Guard Brood The entire formation might fight on foot, or take Tyrannocytes, or take wings - it can not mix this options. *'''The Synapse core''' - As long as at least one unit from the formation remains alive, the "Dominion" psychic power is manifested automatically by all friendly Tyranid psykers, and is done so without spending any Warp Charges. '''Hive Spine''' (Command) β ''The synaptic network is a diverse structure, where basis is often augmented by lesser creatures.'' *1-3 Warrior broods *0-1 Lictor broods *'''Synaptic Amplifier''' - Each Warrior or Lictor from this formation adds 1 Warp Charge to your poll at the beginning of your Psychic Phase. You may discard all these Warp Charges, channeling them to the weaponry, if so, all melee weapons in the formation gain "Instant Death" and "Fleshbane" special rules. '''The Living Waves''' (Core) β ''An advance of the Swarm is like an avalanche of claws and fangs, massive and endless.'' *1-5 Tervigons *5-10 units of Gaunt genus (Hormagaunts, Termagants, Gargoyles, Simurghs) *'''Unlimited Assault''' - Each time a Gaunt genus model from a formation is slain, take a marker. For each 12 markers at the end of the turn, you may place a unit of 10 basic Termagants, Hormagaunts, Gargoyles, or Simurghs into and Ongoing Reserve. This units may enter table either from your table edge, or within 6" from any Tervigon in this formation. Broods spawned by the Tervigon are also considered to have this special rule. The Tervigons added to this formation are only exhausted on a roll of triple ones and upgrades to make them spawn Hormagaunts, Simurghs, or Gargoyles instead are free. You may choose to hold markers in reserve to spawn a larger brood instead for every multiple of twelve markers that you have (twenty four markers to spawn a brood of twenty gaunt menus models, thirty six to spawn thirty, forty eight to spawn forty, sixty to spawn fifty). '''Psychic Storm''' (Support) β ''Not psykers in a common sense, Tyranid creatures can still use the psychic power of the Hive Mind to a dreadful effect.'' *3 Zoanthrope broods *1 Neurothrope (not a Doom of Malan'Tai, not included into broods) The entire formation must act as one unit. Broods can not take Neurothrope for them. *'''Psystorm''' - During your Psychic Phase, Zoanthropes can overcharge the Neurothrope from the formation, instead of manifesting powers themselves. If so, the Neurothrope gains the Psystorm power: '''Warp Charge 3, witchfire.''' ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! ! Range ! S ! AP ! Type |- | Blast | 48 | 10 | 2 | Assault 1, Massive Blast |- | Lance | 60 | D | 2 | Assault 3, Destroyer |- |}<br style="clear: both; height: 0px;" /> If Perils of Warp occurs when manifesting Psystorm, do not roll on the table. Instead, just remove one model from formation of your choice, without any saves of any kind. '''Breacher Swarm''' (Support) β ''To avoid the defense perimeters of the prey, Tyranid swarm employs subterranean assault creatures.'' *1 Trygon Prime *0-3 Trygons or Mawlocs *1+ Ravener brood *0+ Ripper swarm brood *0+ Cortex Leech swarm brood Rippers and Cortex Leeches must have Deep Strike. *'''Breach the prey''' - The entire formation must start in reserve, arrives at once (roll only one die for the whole formation), and acts as one unit. As long as the infantry models from the formation stay alive, Monsters Creatures can use Look out, Sir (4+), as if they were Characters. '''Shock Swarm''' (Support) β ''Facing the tank spearheads of Imperium, Tau and Orks, Hive Mind found it useful, and evolved it's own version.'' *1-9 Carnifexes *0-3 Haruspexes All models must have Regeneration *'''Living steamroll''' - The entire formation acts as one unit. It charges on 3D6", and it's Hammer of Wrath attacks gain are considered to have the rending special rule, As long, as at least three models from the formation stay alive, they can perform a Thunderblitz, as if they were a Super-heavy Tank. '''Artillery Swarm''' (Support) β ''Despite organic nature, Tyranid artillery is still deadly.'' *1 Exocrine or Dactylis *0-3 Biovore broods *0-3 Carnifex broods Carnifexes must all have bio-cannons. The entire formation must start on the table. *'''Artillery assault''' - if all creatures from the formation are within 12" of a Exocrine (or Dactylis), and do not move, they double the range of their shooting weapons, and also gain "Ignores Cover" and "Twin-linked" special rules. '''Sporefall''' (Support) β ''The invasion is often heralded by the spores descending form the sky.'' *1+ Tyranocyte, *0+ Mucolid Spore Cluster, Spore Mine Cluster, or Meiotic Spore Brood The entire formation starts in reserve, and automatically enters play by Deep Strike at the beginning of the second turn. You can re-roll the scatter and distance for Deep Strike. '''Biotitan''' (Support) β ''Tyranid Biotitans are not just a huge creatures, but a warmachines, genetically engineered to endure any damage.'' *1 Scythed Hierodule, Barbed Heirodule, Heirophant, Viciator, Viragon, Viragon Prime Hydraphant, Cerebore, Nautiloid, or Dominatrix, '''Immortal''' - If the creature from this formation is slain, do not remove it from the table. Leave it where it was killed, place on side or replace with a suitable marker. It counts as area terrain (4+ cover save). At the beginning of your next turn, roll a dice - on a roll of 6 the Biotitan regenerates, becoming alive, restoring half of it's nominal Wounds, and can act as normal. Any intervening models are just moved out to let it stand - they run away screaming (or complaining), as the monstrosity reemerges. On a roll of 1-5, damage is too severe, and the Biotitan remains dead - repeat the roll at the beginning of your next turn. Keep repeating until it resurrects or until the game ends. It may die and resurrect itself multiple times. Kill points are given for each death of the Biotitan.
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