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Rattlehead
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Discussion Starter · #1 · (Edited)
Still very much WIP, but I thought I'd put this one up as I go rather than writing the best part of it then releasing it as happened with Dark Angels 2: Electric Boogaloo.

CODEX: TYRANIDS
Army Special Rules:
Synapse Creature: Any unit within 12" of a Synapse Creature increases its Leadership value to 10, and gains the Fearless special rule. In addition, the combination of the implacable will of the Hive Mind married to the alien biology of the Tyranid race can keep its' most powerful conduits fighting through the most horrendous injuries seemingly undaunted. A model with this special rule ignores the usual effect of Instant Death and may take Feel No Pain rolls against such weapons - instead, if a Synapse Creature takes an unsaved wound from or fails a Feel No Pain roll caused by a weapon that causes Instant Death, a Synapse Creature instead takes D3 wounds.

Shadow in the Warp: Any psyker within 12" of a model with the Shadow in the Warp special rule only harnesses Warp Charge points when casting on a 5+ instead of a 4+.

Note: Many Tyranid close combat weapons are described as a 'pair' or 'set' of weapons (pair of Scything Talons, set of Rending Claws etc.). For rules purposes, each pair or set of weapons is treated as a single weapon.

Warlord Traits:
1. Synaptic Lynchpin: The Warlord's Synapse range is increased from 12" to 18".
2. Bio-Electric Charge: The Warlord's close combat weapons gain the Haywire special rule, and in addition, every '6' to Hit that the Warlord rolls in close combat counts as two hits rather than one.
3. Petrifying Horror: At the beginning of each of your Movement phases, you may nominate a unit within 12" of the Warlord. This unit must immediately take a Leadership test on 3D6. If this test is failed, the affected unit is reduced to Weapon Skill and Ballistic Skill 1 until the start of your next turn. Units with the Fearless special rule are unaffected.
4. Subcutaneous Chitin: The Warlord has the Feel No Pain special rule. If they have already have this special rule, they instead add +1 to their Feel No Pain rolls.
5. Hive Commander: While your Warlord is alive, you may modify any reserve roll, friendly or enemy, by 1 after the roll has been made.
6. Psyk-Beast: The Warlord knows an additional Psychic Power from either Powers of the Hive Mind psychic table.

Ranged Weapons:
Devourer - 5pts
Deathspitter - 5pts
Twin-Linked Spinefists: 5pts

Melee Weapons:
A model may replace one of its weapons with one of the following:
Scything Talons - Free
Rending Claws - 5pts
Paired Boneswords - 10pts (confers +1 Attack for two weapons)
Lash Whip and Bonesword - 15pts

Bio-Cannons:
A model may replace one of its weapons with one of the following:
Barbed Strangler - 5pts
Venom Cannon - 10pts

Monstrous Weapons:
Twin-Linked Devourer with Brainleech Worms - 20pts
Twin-Linked Deathspitter with Pyro-Acid Beetles - 20pts
Stranglethorn Cannon - 15pts
Heavy Venom Cannon - 25pts

Biomorphs:
Acid Blood: 5pts
Adrenal Glands: 15pts
Feeder Tendrils: 10pts
Hardened Carapace: 20pts
Implant Attack: 10pts
Null Zone: 10pts
Optic Membranes: 5pts
Regeneration: 15pts
Reinforced Exoskeleton: 25pts
Toxin Sacs: 10pts
Toxic Miasma: 10pts
Voltage Field: 30pts

Evolutionary Biomorphs (Unique Wargear - each Biomorph may only be taken once per army):
Psyk-Cortex: 25pts
Throttlewhip: 30pts
Synaptic Broadcast Array: 40pts
Mucranoid Gland: 15pts
Splintervenom Cannon: 35pts
Short-Term Hibernation Capability: 10pts

Ranged Weapons:
Barbed Strangler:
Range: 24"
Str: X
AP: -
Type: Assault 1, Blast, Seed Pod
Seed Pod: To resolve a shot from a Barbed Strangler, place the blast template over the target unit and roll for scatter as normal. Determine which model is closest the the centre of the blast template - this model takes a Str5 AP5 hit with the Rending special rule. If the model is removed as a casualty, place the Large Blast template over the model before it is removed from the table. Every model covered by the Large Blast template takes a Str5 AP5 hit.

Devourer:
Range: 18"
Str: 4
AP: 5
Type: Assault 3, Horrifying
Horrifying: A unit that takes one or more casualties from Devourers in any Shooting Phase must take a Morale Check at the end of that turn.

Devourer with Brainleech Worms:
Range: 18"
Str: 6
AP: 5
Type: Assault 6, Horrifying
Horrifying: A unit that takes one or more casualties from Devourers in any Shooting Phase must take a Morale Check at the end of that turn.

Deathspitter:
Range: 24"
Str: 5
AP: 4
Type: Assault 3, Spray
Spray: Any model armed with a Deathspitter fires Snap Shots at BS2 instead of BS1.

Deathspitter with Pyro-Acid Beetles:
Str: 7
AP: 4
Type: Assault 4, Spray
Spray: Any model armed with a Deathspitter fires Snap Shots at BS2 instead of BS1.

Fleshborer:
Range: 12"
Str: 4
AP: 5
Type: Assault 1

Heavy Venom Cannon:
Range: 36"
Str: 8
AP: 6
Type: Assault 4, Blast, Barrage

Stranglethorn Cannon:
Range: 24"
Str: X
AP: -
Type: Assault 1, Blast, Seed Pod
Seed Pod: To resolve a shot from a Barbed Strangler, place the blast template over the target unit and roll for scatter as normal. Determine which model is closest the the centre of the blast template - this model takes a Str7 AP4 hit with the Instant Death and Rending special rules. If the model takes a wound, place the Large Blast template over the model before it is removed from the table. Every model covered by the Large Blast template takes a Str7 AP4 hit.

Spinefist:
Range: 12"
Str: User
AP: 6
Type: Assault X, Symbiote
Symbiote: A Spinefist has a number of shots equal to the number of attacks on the user's profile.

Venom Cannon:
Range: 36"
Str: 7
AP: 6
Type: Salvo 2/3, Blast, Barrage

Melee Weapons:
Bonesword:
Str: User
AP: 2
Type: Melee, Psychic Charge
Psychic Charge: If the bearer of a Bonesword has the Psyker special rule, the Bonesword gains the Instant Death special rule.

Crushing Claws:
Str: User +1
AP: 1
Type: Melee, Armourbane, Cumbersome
Cumbersome: A model using a set of Crushing Claws has -1 Initiative.

Lash Whip:
Str: User
AP: -
Type: Melee, Swiftstrike
Swiftstrike: A model armed with a Lash Whip gains +3 Initiative, even if they are using a different combat weapon.

Rending Claws:
Str: User
AP: 2
Type: Melee, Rending

Scything Talons:
Str: User
AP: 6
Type: User, Melee, Sweep
Sweep: A model using a pair of Scything Talons may re-roll failed To Hit rolls of 1 in close combat. If a model has two sets of Scything Talons, it instead re-rolls all failed To Hit rolls in close combat.

Biomorphs:
Acid Blood: If a model with Acid Blood takes an unsaved wound (even if this is then negated by a successful Feel No Pain roll), every model in base contact immediately takes a Str3 AP3 hit with the Ignores Cover special rule.

Adrenal Glands: At the beginning of one of your turns, you may declare that a unit comprised only of models with this biomorph is using its' Adrenal Glands. On this turn, the affected model gains the Fleet special rule and may both Run and Charge.

Feeder Tendrils: If a model with Feeder Tendrils causes a wound in close combat, it gains the Preferred Enemy special rule.

Hardened Carapace: A creature with a Hardened Carapace has a 2+ armour save, but cannot make Sweeping Advances. A model with this biomorph and a Reinforced Exoskeleton gains the Slow and Purposeful special rule.

Implant Attack: If a model with this biomorph rolls a '6' to Wound, that wound has the Instant Death special rule.

Null Zone: The creature unconsciously projects surges of hostile Warp energy. The model has the Adamantium Will and the Shadow In The Warp special rules.

Optic Membranes: The model has +1 Ballistic Skill and ignores the effect of the Blind special rule.

Regeneration: The model gains the It Will Not Die special rule.

Reinforced Exoskeleton: A model with a Reinforced Exoskeleton gains +1 Toughness, but cannot make Sweeping Advances. A model with this biomorph and a Hardened Carapace gains the Slow and Purposeful special rule.

Toxin Sacs: The model has the Poisoned 4+ rule. A Monstrous Creature with this upgrade instead has the Fleshbane special rule.

Toxic Miasma: At the end of the Fight sub-phase, any model in base contact with a model with this biomorph takes a Str1 AP- hit with the Poisoned (4+) and Ignores Cover special rules.

Voltage Field: The creature is surrounded by a coruscating field of electrical power that dissipates the energy of hits and overloads force fields in close proximity. The model has a 4+ Invulnerable Save against shooting attacks, and successful Invulnerable Saves taken against its' close combat attacks must be re-rolled.


Evolutionary Biomorphs
Psyk-Cortex:
Theorised to be the result of Eldar genetic material reaching the Hive Mind, a Psyk-Cortex acts as a channeling rod for the psychic malevolence of the Hive Mind, allowing the creature to draw upon more eldritch energy than the biological restraints of its' genus ordinarily allow. A model with the Psyk-Cortex increases its Psychic Mastery Level by 1 to a maximum of 4.

Throttlewhip:
Throttlewhips are a simple evolution to the Lash Whip - a larger and more obviously sentient version of the infamous weapon. The many tendrils of a Throttlewhip can create an almost impenetrable wall of writhing flesh, and enemies find themselves defenceless as their weapons are ripped from their hands.
A model armed with a Throttlewhip may use it at the beginning of the Fight sub-phase, after any Challenges have been issued or received but before any blows are struck. The bearer may either force every model in a single unit in base contact (bearer's choice) to suffer a -1 penalty to their Attacks characteristic (to a minimum of 1), or select a single model in base contact. Nominate one weapon with the Melee type held by that model - this weapon is treated as a regular Close Combat weapon until the end of the Fight sub-phase.

Synaptic Broadcast Array:
This complicated set of organs is seen only on creatures approximating commanders of the Tyranid swarms. The Hive Mind holds a stronger sway over the monstrosity, lending it an alien cunning at odds with its bestial appearance. The creature's synaptic control over its' minions is also extended, ensuring the swarm stays firmly under the iron control of the Hive.
Warlord only. A model with the Synaptic Broadcast Array adds 6" to its' Synapse range (usually, this will increase it to 18"), and may generate an additional Warlord Trait. This Warlord Trait must be generated from the Command or Tyranid Warlord Trait Tables.

Mucranoid Gland:
One of the terrifying consequences of the Hive Mind absorbing the genetic material of Space Marines, this development gives the creature an extraordinarily high tolerance of extreme environments, particularly heat.
A model with the Mucranoid Gland has a 4+ Feel No Pain save against any Flamer weapon as listed Warhammer 40,000 Rulebook, or any weapon with the Soul Blaze, Gets Hot or Melta special rules.

Splintervenom Cannon:
The Hive Mind, while predatory, is not above scavenging, and as the Hive Fleets press inwards from the galaxy's rim, they have come across bodies wracked by the masterfully concocted poisons of the Dark Eldar. The Hive Mind has been swift to incorporate such deadly toxins into into it's own armoury.
The Splintervenom Cannon is a ranged weapon with the following profile:
Heavy Venom Cannon:
Range: 36"
Str: 8
AP: 6
Type: Assault 4, Blast, Barrage, Poisoned (2+), Crippling Toxin
Crippling Toxin: Any model that suffers one or more unsaved wounds from the Splintervenom Cannon must immediately take a Toughness Test with a -1 penalty. If this test is passed, the model takes a -2 penalty to their Weapon Skill, Ballistic Skill and Initiative scores for the rest of the game. A model may not be affected by Crippling Toxin more than once.

Short-Term Hibernation Capability:
The creature is able to go into short-term hibernation when critically injured in an attempt to limit the damage caused.
When a model with the Short-Term Hibernation Capability is reduced to a single wound, it may enter a Hibernation State. If it does so, it may not take any voluntary action such as moving, manifesting psychic powers, shooting, or charging. It will not strike blows in close combat, and is hit automatically by enemy blows. The model gains a 3+ Feel No Pain save and may re-roll failed It Will Not Die rolls. The Hibernation State lasts until the end of the game.

Powers of the Hive Mind:
Ravening:
Primaris: Warp Blast (WC1)
Warp Blast is a Witchfire power.
Range: 18"
Str: 5
AP: 3
Type: Assault 1, Blast

1. Warp Lance (WC1)
Warp Lance is a Witchfire power.
Range: 12"
Str: 10
AP: 1
Type: Assault 1, Lance

2. Frenzy (WC1)
Frenzy is a Blessing with a range of 18". The target unit gains the Rage special rule.

3. The Horror (WC1)
The Horror is a Malediction with a range of 18". The affected unit must take a Morale Check on 3D6.

4. Paroxysm (WC2)
Paroxysm is a Malediction with a range of 18". The affected unit takes a -1 Penalty to their Weapon Skill, Ballistic Skill and Initiative values.

5. Psychic Scream (WC2)
Psychic Scream is a Nova with a range of 6". All affected units must take a Leadership check on 3D6 and take a wound with no armour or cover saves allowed for each point by which they fail.

6. Tyrannoform (WC3).
Tyrannoform is a Malediction with a range of 18". All affected models in the target unit must take a Toughness test or take a wound with no saves of any kind allowed. After resolving damage, you may immediately spawn a unit of Ripper Bases consisting of as many Ripper bases as wounds caused by the power. This unit has no upgrades of any kind and must be placed entirely within 6" of the targeted unit. Any Ripper bases that cannot be placed are destroyed.

Dominion:
Primaris: Catalyst (Warp Charge 1)
Catalyst is a Blessing with a range of 12". While this power is in effect, if an affected model is alive at the beginning of the Fight sub-phase, it may still attack in close combat even if it is killed before its Initiative step. After any 'slain' model has struck its blows, it is removed as a casualty.

1. Infuse (Warp Charge 1)
Infuse is a blessing with a range of 12". The affected unit gains the Fleet and Crusader special rules while this power is in effect.

2. Onslaught (Warp Charge 1)
Onslaught is a blessing with a range of 12". The affected unit may run and shoot, in either order, during the shooting phase.

3. Predatory Lurkers (Warp Charge 1)
Predatory Lurkers is a blessing with a range of 12". The affected unit may Go to Ground even if it is Fearless, and may re-roll to hit when firing Snap Shots.

4. Reconstitute (Warp Charge 2)
Reconstitute is a blessing with a range of 12". If the targeted unit consists only of Monstrous Creatures, the unit regains D3 wounds spread as equally as possible over the members of the unit, up to the starting total of the unit. If the targeted unit consists of anything other than Monstrous Creatures, the unit regains D6 wounds, which may cause new models to be created, up to the units' starting total. If the unit consists of models with models with more than one wound, you must allocate wounds to that model before creating a new one (you cannot, for example, roll a 5 and create 5 new Raveners on one wound each - you must create one Ravener at full wounds, and one on two wounds).

5. Warp Shield (Warp Charge 2)
Warp Shield is a blessing that targets the psyker. While the power is in effect, the psyker has a 3+ Invulnerable Save.

6. Reanimator (Warp Charge 3)
Reanimator is a blessing that targets a friendly Monstrous Creature within 12". If the targeted model dies while this power is in effect, leave a counter within 3" of where the model died. At the beginning of your next turn, roll a D6. On a 2+, the model is returned to play with D3+1 wounds within 6" of the marker. If the model cannot be placed, it is removed as a casualty.
 

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