Post by Adam on May 17, 2010 19:09:55 GMT -5
These are the facts.
1. The 5th edition Tyranid codex is rubbish.
2. See 1.
How do we resolve this? Rewrite it, of course. Most of you will be aware that I plan on redoing the Tyranid list, so here's the thread in which I'll write up ideas and such. Firstly, the special rules.
Synapse
Synapse is a 12" radius measured from any and all models in a Synapse Creature unit.
Models in Synapse range autopass all Leadership tests and are treated as being Ld10 for purposes of any attack that requires it. They can regroup regardless of restrictions. They benefit from their biomorphs and are immune to No Retreat and Instant Death.
Models not in Synapse range use their Instinctive Behaviour rules for the duration of the turn. They do not benefit from biomorphs with the exception of Reinforced Chitin. Certain other rules such as Without Number are also tied to the presence of synapse creatures.
Fleet
They all have it. All of them. Even (especially) Carnifexes.
Move Through Cover
Snap.
Living Ammunition
As now.
Spore Mines
As now.
Guns
Most of these seem fine, to be honest, with the exception of the venom cannon. Considering its general price, it's kind of useless. I think its penalty should be reduced to a -1 on penetrating hit damage rolls; its high Strength and weight of fire should make it a reasonable weapon otherwise.
The deathspitter is pretty awesome, perhaps too awesome. Drop its range to 18".
New weapon (replaces the Hive Guard):
Impaler - Rng: 24" Str: S+3 (max. 10) AP: 4 Type: Assault 1
Melee weapons
Crushing claws allow the model to make an extra attack each time it causes a wound or a penetrating hit on a vehicle. It's limited to causing a number of extra attacks equal to the number of initial attacks it had (or twice this value if it has two lots of crushing claws). Charge bonuses, scything talon increases, etc, all count for this.
Monstrous creature lash whips affect all models engaged with the monster, not just in base contact.
Boneswords (which are a weapon by themselves, paired, not one that comes with a lash whip) give permanent Catalyst and 6" radius Catalyst as now, and also allow the model to reroll 1s to hit. Two sets of boneswords allow rerolls of all missed dice to hit, and increase the model's Synapse range to 15" and its Catalyst radius to 9".
Hive Mind powers
Shadow in the Warp makes enemy psykers roll 3D6 on Leadership tests and nullifies PotW. It comes with all synapse creatures and has a 12" radius.
Warp Field's invulnerable save is a 5+.
New powers:
Paroxysm - shooting attack, automatically hits and reduces an enemy unit to WS and BS 1 until the beginning of your next turn. 12" range. Requires a psychic test.
Invigorate - start of the movement phase heals one wound on the unit using the power or a friendly unit within 12".
Biomorphs
- Acid Maw works all the time.
- Regenerate is one wound per turn - no more, no less.
- Spore Cysts give the creature an inherent 5+ cover save. Models within 2" of the unit, or behind it from a firer's viewpoint, also benefit from this cover save. The unit also counts as having defensive grenades. (Replaces the Venomthrope)
- A creature with Thornback can use Tank Shock when it moves. It moves 6+D6" in a straight line and may not run or shoot. Any models it runs over are hit on 6s at the creature's base Strength (MC bonuses apply).
- Toxic Miasma affects creatures who've been attacked by the unit this assault phase, even if they target other units at a lower initiative step.
- Winged MCs don't take dangerous terrain tests. They're just too big.
New biomorph:
Hive Node - The unit counts as being in Synapse range if it started the turn in Synapse range.
-----------------
It strikes me here that I haven't really nerfed anything yet to counterbalance the improvements, other than biomorphs not working outside of Synapse control. I suppose most of the stuff I've improved is generally-optional stuff that sucks in the 4th ed book anyway, so we'll see. Points cost rebalancing will occur anyway, so it's fine.
1. The 5th edition Tyranid codex is rubbish.
2. See 1.
How do we resolve this? Rewrite it, of course. Most of you will be aware that I plan on redoing the Tyranid list, so here's the thread in which I'll write up ideas and such. Firstly, the special rules.
Synapse
Synapse is a 12" radius measured from any and all models in a Synapse Creature unit.
Models in Synapse range autopass all Leadership tests and are treated as being Ld10 for purposes of any attack that requires it. They can regroup regardless of restrictions. They benefit from their biomorphs and are immune to No Retreat and Instant Death.
Models not in Synapse range use their Instinctive Behaviour rules for the duration of the turn. They do not benefit from biomorphs with the exception of Reinforced Chitin. Certain other rules such as Without Number are also tied to the presence of synapse creatures.
Fleet
They all have it. All of them. Even (especially) Carnifexes.
Move Through Cover
Snap.
Living Ammunition
As now.
Spore Mines
As now.
Guns
Most of these seem fine, to be honest, with the exception of the venom cannon. Considering its general price, it's kind of useless. I think its penalty should be reduced to a -1 on penetrating hit damage rolls; its high Strength and weight of fire should make it a reasonable weapon otherwise.
The deathspitter is pretty awesome, perhaps too awesome. Drop its range to 18".
New weapon (replaces the Hive Guard):
Impaler - Rng: 24" Str: S+3 (max. 10) AP: 4 Type: Assault 1
Melee weapons
Crushing claws allow the model to make an extra attack each time it causes a wound or a penetrating hit on a vehicle. It's limited to causing a number of extra attacks equal to the number of initial attacks it had (or twice this value if it has two lots of crushing claws). Charge bonuses, scything talon increases, etc, all count for this.
Monstrous creature lash whips affect all models engaged with the monster, not just in base contact.
Boneswords (which are a weapon by themselves, paired, not one that comes with a lash whip) give permanent Catalyst and 6" radius Catalyst as now, and also allow the model to reroll 1s to hit. Two sets of boneswords allow rerolls of all missed dice to hit, and increase the model's Synapse range to 15" and its Catalyst radius to 9".
Hive Mind powers
Shadow in the Warp makes enemy psykers roll 3D6 on Leadership tests and nullifies PotW. It comes with all synapse creatures and has a 12" radius.
Warp Field's invulnerable save is a 5+.
New powers:
Paroxysm - shooting attack, automatically hits and reduces an enemy unit to WS and BS 1 until the beginning of your next turn. 12" range. Requires a psychic test.
Invigorate - start of the movement phase heals one wound on the unit using the power or a friendly unit within 12".
Biomorphs
- Acid Maw works all the time.
- Regenerate is one wound per turn - no more, no less.
- Spore Cysts give the creature an inherent 5+ cover save. Models within 2" of the unit, or behind it from a firer's viewpoint, also benefit from this cover save. The unit also counts as having defensive grenades. (Replaces the Venomthrope)
- A creature with Thornback can use Tank Shock when it moves. It moves 6+D6" in a straight line and may not run or shoot. Any models it runs over are hit on 6s at the creature's base Strength (MC bonuses apply).
- Toxic Miasma affects creatures who've been attacked by the unit this assault phase, even if they target other units at a lower initiative step.
- Winged MCs don't take dangerous terrain tests. They're just too big.
New biomorph:
Hive Node - The unit counts as being in Synapse range if it started the turn in Synapse range.
-----------------
It strikes me here that I haven't really nerfed anything yet to counterbalance the improvements, other than biomorphs not working outside of Synapse control. I suppose most of the stuff I've improved is generally-optional stuff that sucks in the 4th ed book anyway, so we'll see. Points cost rebalancing will occur anyway, so it's fine.