tyranid codex house rules

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Post on 09-Jan-2016

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some house rules for tyranids i aperently wrote up some time ago, don't remember if any good, but scribd requires i upload something, so whatever.

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Army Special rules: The Hive mind and Synapse Creatures:

- Synapse Creatures and Tyranid units within 12" of a Synapse Creature are said to be within synapse range. A unit that is within synapse range is not subject to instinctive behavior rule (See below) and gains the fearless rule. If a unit that is falling back is within synapse range before it moves, it automatically rallies, regardless of any normal restrictions. In addition, units within Synapse range are immune to pinning. Note that regrouping only takes place at the start of the turn, so a tyranid unit that falls back can be destroyed by pursuers or crossfire. A Tyranid unit that is in Synapse range may rally regardless of usual restrictions.

- Tyranids within Synapse range as described above (including the Synapse Creature itself) count as having the benefits of the Eternal Warrior special rule.

- A creature with the Synapse power is able to cause all Spore Mines within 24" to detonate in the shooting phase (choose one mine in the cluster as the initial detonation point). Note that this counts as a shooting attack, so it may not shoot or use other psychic powers in the shooting phase. Other creatures from the same brood may still fire at a different target if desired.

Shadow in the warp

- Any enemy psyker that takes a Psychic test within 12" of a tyranid with the Shadow in the Warp special rule must take the test on 3d6 and will suffer a Perils of the warp attack on the roll of any double 1 or double 6.

Instinctive Behavior

All unengaged Tyranid models that are not falling back or have gone to ground, must take a leadership test at the beginning of the Movement phase:

- If the Test is passed the unit acts normally that turn.

- if the test is failed, the unit reverts to its baser instincts and will either Lurk or Feed, depending on the type of Instinctive behavior listed in its entry, for the duration of that turn.

- Lurk: A unit that Lurks may not move in the movement phase and may not launch an assault in the Assault phase. In the shooting phase, the unit must fire at the nearest visible enemy. If there are no enemies in the unit's line of sight or within range of at least one of its ranged weapons, or if the unit has no ranged weaponry, it must instead run towards the nearest piece of area terrain, trying to move into it if possible. If the unit is already in a piece of area terrain, it will not move and will stay where it is. A unit that lurks benefits from the Stealth special rule.

- Feed: A unit that Feeds is subject to rage as detailed in the Warhammer 40,000 rulebook. It must attempt to move 2d6 inches towards the nearest enemy unit. In addition, the unit may not fire any weapons in the shooting phase, though it may still run. It must charge the nearest enemy unit if possible.

- Alternatively, a Tyranid unit may choose to fall back instead. This is a fall back move made in the direction of the nearest Synapse creature. If there are no Synapse creatures on the board, this move is made towards the Tyranid players table edge.

Fast and deadlyAll tyranid units have the move through cover special rule.

Living AmmunitionAny failed roll to wound made by a weapon with living ammunition may be re-rolled.

Tyranid monstrous creatures:

- Can join broods of other tyranid creatures, but they may always be picked out as a separate target for enemy shooting unless the unit consists of Tyrant guards or other monstrous creatures. A tyranid monstrous creature that is also a character may still benefit from the "Look out sir rule".

- Tyranid monstrous creatures are fearless. They cannot be pinned.

- Tyranid monstrous creatures can choose to allocate their close combat attacks against specific enemy models that are in base to base contact with them, or choose to shoot at a different target to the unit they have joined.

- May re-roll the dice for moving through difficult terrain unless they joined a non-monstrous creature unit.

- Ignore enemy amour saves in close combat and roll S + 2d6 for amour penetration against vehicles in close combat.

- Count as a unit of troops for victory conditions, can capture table quarters and hold objectives.

Spore Mine ClustersUnits:

Hive Tyrant

M: 6", Ws8, Bs3, S6, T6, W4, I5, A4, Ld10, sv3+

Special rules: Monstrous creature, Fearless, Psyker, Synapse creature, Psyker, Retinue, Shadow in the warp.

- Hive Mind: All Tyranid units within 18" of a Hive tyrant is considered to be within Synapse range, instead of the usual 12".

- Hive Commander: If a Hive tyrant has the Hive commander upgrade, a single unit of troops may outflank. In addition, whilst the Hive tyrant is alive you add +1 to your reserve rolls.

- Indescribable Horror: A hive tyrant with the Indescribable Horror upgrade has the fear special rule.

- Old Adversary: All Tyranid units within 6" of a Hive tyrant with the Old Adversary upgrade benefit from the preferred Enemy special rule. This includes the Hive Tyrant itself.

Psychic Powers: The Horror, Leech Essence, Paroxysm, Psychic Scream.

Biomorphs:

- Acid Maw: 10pts

- Adrenal Imitative: 15pts

- Adrenal weapon skill: 4pts

- Bio plasma 8pts

- Bonded Exoskeleton 20pts

- Enhanced senses 10pts

- Extended Carapace 25pts

- Flesh hooks 4pts

- Implant Attack 12pts

- Regenerate 30pts

- Reinforced Chitin 15pts

- Spine banks 5pts

- Spore Cysts 5pts

- Symbiote rippers 2pts

- Tail weapon - Mace 5pts

- Tail weapon - Scythe 10pts

- Thornback 15pts

- Toxin sacs 12pts

- Toxin Miasma 6pts

- Tusked 10pts

- Winged 40pts

Weapon Symbiotes:

- Barbed Strangler 15/20pts

- Crushing claws 25pts

- Twin-linked Death spitters 15/20pts

- Twin-linked Devourer 8/12pts

- Lash whip and bone sword 15pts

- Rending claws 4pts

- Scything talons 8pts

- Spinefists 2/4pts

- Venom cannon 30/40pts

Notes:

- Allow hormagants to double the distance for their assault charge.

- Allow more functional lictors

- Allow formally geno-fixed species biomorphs.

- Cheaper Carnifexs, allow them to be taken as Elites if under 115 pts.

- the red terror

- Hive nodes

- Mutants: Special weapons models and squad leaders.

- Heavy weapons warriors

- Heavy weapon shrikes.

- Winged Gaunt for fast attack.

- Bio plasma: Rng 12", S7, Ap 2, Assault 1 Blast

- Lesser Bio plasma: Rng 12", S 7, Ap 2, assault 1.