Are right guys, I'm a new 'Nid player, and I realized something in my first game:THE NID'S HAVE SHIT UNITS.Let's fix that, starting with the Malanthrope. I love how it looks and the fluff, just now how it plays.
>>44107984>benstillerants.jpeg
Sorry, here's a bigger one.
>>44107984First off, that's a maleceptorSecondly, 3++, BS4, psyker level 3 and the power only needs 1 warp charge
>>44108206Synapse and shadow up to 18"No look out sir if the witchfire ends up focussedIncrease in points to 225
>>44108235Since I also happen to be a psyker specialized in divination I'll go with the next unit: PyrovoreAdd torrent and outflankRemove the explosion
>>44108264Next one, tyrannofexTwin linked, shred and rending to the fleshborer hivesAp3 and fleshbane to the sprayFor the cannon, ap2, furthermore, on a 6 to hit, if unsaved, the attack inflicts d3+1 wounds instead of one, or remove d3 hull points in addition (representing the pods hitting with the ideal synchronicity)Increase in points by 50
>>44108264>pyrovore with torrentI'd buy a kit immediately. My Zone Mortalis boner cannot be contained.
>>44107984>GenestealersCan assault from outflank. Can take frag spines. Brood lord is cheaper. >Heavy Venom CannonsAre now AP3.
>>44108445Fixing the flyrant: The wings take up a biomorph slot unless it is used for an additional pair of scything talonsTervigon: If it has adrenal glands and/or venom sacs, generated termagants spawn with themIncrease cost of venom sacs and adrenal glands by 10 each for the tervigonGenerated gaunts can assault the turn they spawnTrygon:Str8 Change to tunnels:Additional to the normal rules, you can choose a unit held in reserves at the beginning of the game, the unit cannot be a monstrous creature or a jump unit and must consist of max 20 models (follow the rules for embarking for bulkiness), do not roll for this unit, it arrives automatically from reserves with the trygon, place it within 3" of the trygon, the unit arrived this way can't move or assault for the turnChange to bioelectric impulse:Ignore covers, pinning, furthermore, an unit hit by this attack additionally suffers d3 automatic haywire hits that ignore covers (the prime does d3+1) Increase in points by 30
Theres a tyranid fandex on 1d4 channot sure if they updated the "not in codex since released later" units though
>>44108777Hive guardsInterceptImpaler cannon: S7 ass3, can shoot at flyers without penalties on the roll to hitShock cannon: Ignore covers, pinning, an unit hit by one or more templates suffers additional d3(+1 for every additional template apart the first) haywire automatic hits that ignore covers
>>44108799If that's the fandex I remember being spammed on here, it was kind of shit.
>>44108915well since it is a wiki, you could always edit it
>>44108900>suffers one additional str5 ap5 haywire automatic hit that ignore covers for every blast it was hit with
I go out to buy groceries...Wow, you guys got a lot of shit done!Can someone update the wiki? Let's get this shit added.
>>44108945Lictors: 4+, the turn they arrive from reserves can only receive snap shots, shroudedThe lictors taken in a brood can act autonomously as if they were different unitsGenestealers: stealth, can buy a 4+ for 3ppm, all models can buy frags for 2ppm, reduce points by 2pm
Archiving thread 44107984http://boards.4chan.org/tg/thread/44107984/ Thread found.Thread is not currently archived; creating entry.Sanity checking passed. Continuing with archival.Downloading images...Image 1449849735768.jpg (http:images/1449849735768.jpg) downloaded.Image 1449849735768s.jpg (jpg) downloaded.Image 1449850779878s.jpg () downloaded.Image 1449850779878s.jpg (>>'Nidfag !V7jycgwQ3A12/11/15(Fri)12:34:41 No.44109127 'Nidfag !V7jycgwQ3A 12/11/15(Fri)12:34:41 No.44109127>>44108206fucking AUTOCORRECT
>>44108206fucking AUTOCORRECT
>>44108264I've had some good success just counting my Pyrovores as Beasts instead
I think fexes should by T7 (as comparison eldar wraithlords are T8!) and option for 2+ armor for say 15pts?
>>44109049Psychic shit:Dominion: Increase both shadow and synapse by 6"Catalist: All friendly units within 12" get FNP 6+ or add 1 to their FNP rollsHorror:-3 to ld, not cumulable with shadowOnslaught: All friendly units within 12" can run out of phase (this movement is not considered for the purposes of running and shooting in the following shooting phase or assaulting)Psychic scream: 2d6+3Warp blast: Ap2 to blast, ap1 to lanceEnemy psykers in range of the shadow in the warp additionally have a malus of -1 to their psychic tests
>>44108799>>44108915I've had good success with the Tyranid codex on 1d4chan. I'm running monstrous melee creature spam againr Tau and it works wonderfully.
give them all the beast type in place of the infantry type.give their monstrous creatures a new monstrous beast type.there I fixed it.
>>44109236Carnifices: Decrease in points by 30ppm2+ for 15ptsBiomorphs:Regeneration: FNP additionally to the normal effect that works only on a 5+ thoughWarriors, shrikes and ravenersReduced points by 10ppm+1 to armour save for 5ppmRaveners get access to glands (4ppm) and sacs (3ppm)When raveners are available to arrive from reserves you can choose to not do so until the next turnFurthermore they can charge the turn they arrive as long as they haven't scattered when deep strikingReduce mawloc cost by 20ptsHormagaunts add 3" to both run and assault movementsNorn crown: Eternal warriors to bearer and models within 6"Ymgarl gene: 25pts, can be taken by an unit of genestealers affecting all models, broodlord includedMiasm cannon: Ignore covers, ap3 instant death on a 6 to woundVenom cannons: ap3Bioplasm: Scatters only by a single d6Toxicrene: Works like a venomthrope for the purpose of giving units within 6" shroudedFriendly models within 6" get all their close combat attacks with poisoned(4+) or if they already were poisoned at the same roll or better then it gets instant death on a 6 to wound.Similarly an enemy unit hit by its spore attack suffers all the incoming hits as they had poisoned(4+) or if they already were poisoned at the same roll or better, get instant dead on a 6 to woundIncrease in points by 40Haruspex:Ws4 Bs4 (multiple eyes),2+, rampage, does an extra attack for every successful wound not only on the charge, these do not generate extra attacks, recovers a wound on a 4+ for every successful woundThe tongue has 18" and a model hit but not killed get moved d6" towards the haruspexIncrease in points by 35Can buy the same frag spines as the carnifexes for 5ptsReduce tyranid prime's cost by 35pts, can get wings (jump unit) for 15ptsI'd change more and do things way differently, given time and free reign over the rulebooks too, but these are the simplest changes I'd make Can't continue, hope it is useful
>>44109883>35pts45pts
Please tell me someone is recording this on the wiki. If only I could get this much response when I do Swarmlord Quest...
Talons go back to 5th editionor maybe AP5
>>44108777>The wings take up a biomorph slotThis pisses me off, same with shrikes. They take up a biomorph slot on the model without taking it up on the actual biomorph options
>>44110026I remember there being several replies to a swarmlord quest and the OP disappearing...
Vaguely related, but what do yous think the bonuses to the Nid Detachment will be? Free Regen/FnP on Monsters and Without Number on Gaunts?
>>44107984Your faction exists for the other armies to beat. Each army is at a different power level for a reason. If you play Tyranids you're choosing to play for fun and lose graciously each match
>>44110931Orks, Nids, Dark Eldar, Chaos... The bad guys seem destined to have shit armies compared to the "good guys"
>>44110978Dark Eldar aren't too bad, and Necrons are great.Other than them though, it does seem to be the case.
>>44110827I had shit to do. I'll try and start again now. I do remember someone else trying to QM it...Anyone got the thread number, or do have to find it myself.
Alright, Swarmlord Quest is up.
here's the thread number >>44111531
Gonna be a fag and upload my own thing. Hope nobody minds.http://www.mediafire.com/view/z5619ahldt1zt17/Codex_Tyranids_v_2.3.pdfShould be fullly compatible with all the 7th edition rules unless I missed something. And it uses the old version of Rage, back when it wasn't a good thing.
>>44112202No problem bruh. I just took a brief look, but it's pretty good. I love that yo made the maleceptor the psychic rape machine it is in the fluff. INFINITE WARP CHARGE FOREVER!
>>44112202Just one thing though: The Maleceptor is a Synaps e creature, yet you gave it instinctive behavior...
>>44112202I take it you dont like the new tyranid drop pod rules?also...I like biomancy psyker powers
>>44114187The Maleceptor isn't a synapse creature under these rules. Was going more for a big dumb psychic battery kind of thing.>>44114372I have to admit I haven't really bothered to keep up with those rules. I liked the idea of a mycetic spore, but I liked the spore pod rules from 4th edition so much that I wanted them too. Plus they're much cheaper on the wallet.And sorry, no biomancy. :(
"Like Zoanthropes, the Maleceptor is a psychic powerhouse. It's whole upper body is given up to the massive psychic proccesor through which it conducts the power of the Hive Mind."That is exactly the fluff. And aren't synapse creatures described as "Conduits of the Hive Mind"? Therefore, shouldn't Maleceptors be to synapse as Tervigons be to Termagants: A pure powerhouse devoted to furthering the hive mind's will? Shouldn't that mean it should have a pretty damn good synapse range? We already have Zoanthropes as Psychic Artillery, after all. The Maleceptor should have some pretty OP support moves, maybe an attack move that does 2D6 damage to any enemies in the synapse range of the Maleceptor, and 4D6 if it's a psyker?
>>44108445Be happy your gun has a freaking AP. Punisher be sad.
>>44117857Dumb psychic battery doesn't really suit it. I always saw the Maleceptor as something that should be a literal tank. Hefty Invuln save to protect itself, long range psychic blasting, that sort of stuff.
>>44119475I always saw Maleceptors as Hive Tyrants.Here my analogy:Hive Mind is the Wi-fiHive Tyrants are routersSo the Maleceptors are sort of network extenders.And Zoanthropes are anti-viruses.
>>44119598Well, all Synapse creatures are sort of signal boosters. None of them are really more in control than the others.In terms of ability though, the Maleceptor is a dedicated Psyker monstrous creature. It should be making use of the Monstrous parts of it. If it was just powers, then a Zoanthrope group would be better suited to funnel it.Zoanthropes are squishy wizards. A Maleceptor is a full on mage knight
>>44119713Too lazy to get my codex, plus I don't wanna wake up my wife, but does anyone know if the Maleceptor has any melee biomorphs? If it doesn't, that proves my theory that it was meant purely as a support Psyker, kinda like the mental version of a Hive Guard.That now makes me think of a sort of Psyker Shieldwall ability that gives all units in Synapse range a 3+ invul save, in exchange for the Maleceptor itself losing all of it's saves. I wish i had that yesterday when my Warrior Primes got wrecked by bad dice.
>>44120124>Too lazy to get my codexMaleceptors arent in the codex bro...you get their rules directly from the GW sitehttp://www.games-workshop.com/resources/PDF/Datasheets/MaleceptorEN.pdf
>>44120124If its just meant to be support though, why have it be a monstrous creature at all? Venomthropes are support units, but they don't need to be the size of a Carnifex.I'm not even saying it has to be melee, but giving it Force 'weapons' would be pretty neat. Why not let it use its psyker powers to bolter itself and be a psychic tank?
>>44120124>>44120680Well, judging by >>44120199 it seems Maleceptors don't have any melee-specific biomorphs, but do have decent melee stats.Really, the problem is that none of the current Tyranid units can be customized to fit different armies. Ideally, the Maleceptor would be able to function as a warp charge battery and support unit, a psychically enchanced melee powerhouse, or a long range shielded psychic cannon.Tyranids are all about adapting, why would they pidgeonhole something as versatile as a Psyker into only a single role?
>>44108900No. Stop. Now you're being stupid, Hive guard are fine. Just give them back the point of BS they randomly lost for no reason in the last codex.
>>44109236Split the powers out into an offensive table and a defensive/buff table so you actually have some fucking say in what sort of powers you want.
>I'm new at this, but my units suck compared to everyone else'sThe fact that you are correct doesn't change the fact that you are ridiculous.
>>44107984If it's your first game, you really shouldn't be homebrewing things yourself. Plenty of homebrew and fan-made Tyranid codexes have been made by people far more experienced than you are. Why not try out some of them before spending a bunch of time buffing them in ways you might not fully understand the consequences of?
Please don't touch the 1d4chan fandex, it's already wonky in sections and nothing you've mentioned improves it at all.
>>44120956Dude. Look up the fandex on 1d4chan, the 7th ed one. It's good.Gorgon is a bit too strong though, I remove the pointswap feature on it.
>>44120956>it seems Maleceptors don't have any melee-specific biomorphs>what are scything talons?
>>44122632No. Every unit and every gun must be buffed. This is the fandex way
>>44125917The difference between the number of hits of BS4 and ass 2 and BS3 and ass3 is 0.1666666...Which I think is compensated by the reduction in strength making them less useful against high armour vehicles, giving the before laughably short ranged and ineffective (for their cost) shock cannons a roleBeing able to intercept and hit flyers is something the give guards should naturally be able to do as their whole role is defending a position, not differently from an emplaced quad autocannon that in the hand of a marine does as many hits as 2 of these guardsBut I think that making them cost 5pts more per model is not a bad idea
Psychic powers in general are unreliable and weakThe way they changed warp charges to work mean you have to throw at least twice the required dice for a strong chance of success, and even then it's far from certain. And in the case of Witch Fires, supposing you succeed in casting, the enemy has chance, even if small, to stop it, and THEN you still have to roll to hit and THEN roll to wound and THEN they get saves, there's just so many fucking chances for the dice to land poorly
>>44127486I think thats more of the fact of the 6th/7th psychic rules are wonky/pseudo warhammer fantasy magicback then psychic powers were a basic LD test. which is why Blood Angels, Space Wolves, and Grey Knights had a field day in 5thI think having nid specific rules for psychic power generation and casting would be both better and fluffier given how they tend to break the rules
>>44110869>but what do yous think the bonuses to the Nid Detachment will be?
>>44110869Parent unit listbuilding, like wot it was in epic (e.g. unit of tyranid warriors allows you to take three other units). If the parent unit has any biomorphs, all units below get that biomorph for free. Same with tyrannocytes, I suppose, because free transports are a thing now.
>>44107984I want Nid changes to preserve the character of its playstyle. For instance, Tyranids have few high HP guns. That's something that makes them interesting. The solution is to promote melee units with high APs. Cheapening Carnifexes and other units without guns is a start, as is improving the stats, cost and coverage of melee upgrades. Rending claws should be cheap and everywhere, scything talons should be AP 5. More unit should have access to boneswords, lash whips should have an AP.A small reform to Synapse. If creatures are not in Synapse range, in order to act voluntarily in a phase they must take two tests. If they pass both they act voluntarily. If they fail both they follow their Synapse script. If they pass just one they follow the script but with their respective bonus - Stealth and Move Through Cover for Lurkers, Hatred for Gorgers (or whatever that one is called) and Preferred Enemy for Hunters.If instead the unit is in Synapse range, the unit and any one of the Synapse units in range must take a Ld test. The unit behaves voluntarily no matter the result, but if both are passed it claims its Instinct bonus.
>>44125908>Implying scything talons do ANYTHING now
>>44129062Not related, but what if they changed how Nid armies worked entirely, and had it so you took Synapse choice, and then added extra nids to that Synapse creature as upgrades?So you end up with these big huge formations that can just tank monstrous damage, but if someone snipes the Synapse creature somehow, and there aren't any other Synapse formations in range to take on these units then the remainder are lost?Also, each swarm regenerates X amount of wounds in the end phase depending on what and how many synapse creatures it has.
>>44132164So make non-synapse creatures function more akin to Tau drones rather than separate units? Seems kind of odd, though I think allowing Synapse creatures to join in units with others to lead them would be a helpful change. Other army commanders can sit in a squad full of dudes, why not Nids? That said, my own force is rather low on swarms for various reasons, and I only have a handful of non-synapse creatures.
wheres that guy who said he was doing a complete rewrite of the nid dex using inspiration from previous editions? posted like the basic army wide rules and hive fleet tactics a while back. ezreal or something was his name?
>>44133296I remember him. Never saw any results though.
>>44132643how about instead of being one huge unit, warriors can be slotted out to non synapse units.to represent the controlled will of the non synapse creatures, warriors auto pass Look Out Sir rolls
>>44133378I dunno if Nids need a huge overhaul of how their force organization works. I think what they need more is customizability and biomoprh options. Taking a basic carnifex with no upgrades and taking a fully kitted out carnifex with extra armour and heavier weapons should result in two very different units with different roles.
I like how tripfag Op archived this before anything of any consequence has been accomplished. You REALLY want to make a name for yourself, huh?> /tg/ comes together and makes some reforms to the 7th edition.> 27 posters and 71 postsWhat a joke.Pic related, your ineptitude.
>>44135666Satan confirms.
>>44135696Holy shit, this.Everyone and their grandma has written a homebrew set of rules or fixes for various parts of Games Workshop's products, and this guy wants to claim all of /tg/ for the product of a short thread? Whether he's OP or not, that's some arrogance.
>>44136688Doubly so that OP decided to do this after just one game with his Tyranids. He didn't try again in case it was a fluke. He didn't look for any of the numerous existing fixes. He jumped straight into making rules and trying to claim /tg/ worked with him on them to increase their credibility
>>44135666OP tried too hard and got nowhere, but in the end he was just a faggot looking for validation on an anonymous image board.
>>44136756Kek I overlooked that. I spent years messing about with the 'Nids, reading websites like pontificate of Nurglitch and such and absorbing and sifting opinions from Librarium, 3++itnB, Stelek, even BoLS and eventually here before I conclusively judged they were weak. Newfags can't just agree with oldfags, they need to fucking try.
>>44133315>>44133296didn't he post the fandex in this thread?>>44112202
>>44136756>He jumped straight into making rulesI can assure you that the string of posts about fixing nids is not OP's>>44108206>>44108235>>44108264>>44108445>>44108777>>44108900>>44108945>>44109049>>44109236>>44109883>>44109925>>44126136I'm keen to believe he's a newfag exalted by having a trip and being the OP of a quest threadhe didn't make shit, just asked and got, overvaluing what he got and the importance of such a thread and posts
>>44137250Nope. I'm some other guy. Did the other guy share any work, or just make promises? I'd like to see it if he did.