Talk:Codex - Tyranids: /tg/ edition

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Proposed additives[edit]

Crazy Cryptek (talk) 06:54, 1 May 2014 (UTC) I propose checking these out for some ideas, particularly with regards to psychic powers and better bio-artefacts. And yes, this is shameless self promotion (I am Kain).

The +1 BS is a little too much since it would mean Guants are BS4 and BS5 with improve vision so for 12 points you'll get a 3 S4 18" assult shots and a brood of 20 is only 240 points and that's 60 shots at BS5, that's 40 hits and vs marines 20 wounds, 6 unsaved, they should start BS2 at least and make Improved Vision cost more.

  • Good point what if we made gants BS 2 base?

Crazy Cryptek (talk)Like with Prescience Primaris Psykers, you have to factor in the cost of the Synapse unit, so at bare minimum you're looking at a Zoanthrope. In addition, unlike Guardsmen and Cultists, Gaunts have to get in pretty close, and at twelve points a pop for such fragile models they'll be going down quite quickly. Especially in the edition of "lol cover saves."

Forgotten fleets[edit]

Crazy Cryptek (talk) 14:30, 4 May 2014 (UTC) So I found a list of units we could use. Anyone want to take a crack at these? The Laius Horror would also make for a good special character.

  • would be nice to bring back the sarge is acting strangely rule

Warrior characters[edit]

Mezmerro (talk) 14:48, 16 May 2014 (UTC)I noticed the "alpha" gaunts and found them a bit... weird. Instead I propose to change Warriors into unit with detachable characters (like wolf guard, warlocks, royal court), with ability to take wings (for joining gargoyles), muscular augments (for hormagant super-fleet), and snake bodies (for beast+deep strike to keep up with raveners).

  • Crazy Cryptek (talk) 14:38, 16 May 2014 (UTC) I support this but would ask what would become of Shrikes given that they're warriors with wings.
  • Mezmerro (talk) 14:48, 16 May 2014 (UTC) There are few different ways:
1) Make wings expencive so using them for upgrade standard warrior squad would give you scoring Shrikes with 4+ but at a price.
2) Wings reduce warrior's Sv to 5+, and strip them out of scoring, effectively turning them into Shrikes
3) Force winged warriors to be attached to Gargoyles.
4) No wings allowed. Instead apply the same wolfguard treatment to Shrikes.
  • Crazy Cryptek (talk) 17:07, 16 May 2014 (UTC) The last option sounds good.
  • Bhs10sclark (talk) 20:54, 16 May 2014 (UTC) death from the skies rules allowing shrikes as troops perhaps or scoring units?

This page is in dire need of being properly formated[edit]

Mezmerro (talk) 07:47, 19 May 2014 (UTC)Srsly, it's a fucking mess. Go look at other fandex pages and look at this one - it's just a wall of text with no actual formating. Since pretty much every unit has being changed at this point, you may as well turn it into a full-blown fandex.

  • Crazy Cryptek (talk) 08:46, 19 May 2014 (UTC)Right, shall we start on that then rather than just complain about it?
  • Mezmerro (talk) 09:06, 19 May 2014 (UTC)I was under impression it's more of a one-man project at this time. If you're OK with me reworking it, I'm going to do it, but having two men simultaneously editing one page (and unintentionally undoing each other's work) is a really bad idea.
  • Bhs10sclark (talk) 16:05, 19 May 2014 (UTC) For a while it was a one man project (me before i had an account) but then then one day just me the next it seemed like 12
  • Crazy Cryptek (talk) 15:12, 19 May 2014 (UTC)The Tyranids are a popular army that's been fucked over by GW twice. There's plenty of people who want to see them fixed. Anyway, so we're going to be formatting this like the Covenant and Knights inductor codexes yes?

Ideas dump[edit]

  • Bhs10sclark (talk) 21:52 20 may 2014 (utc) Only 1 warrior in a brood can take a secondary brain mutation ,also limits on the number of mutations
  • Bhs10sclark (talk) 19:03 24 may 2014 (utc) Tyranid prime can only take wings if a unit of skrikes are taken

Building Consensus[edit]

Mezmerro (talk) 08:21, 23 May 2014 (UTC)OK, do we really need new units or are we OK with just unfucking the existing ones and bringing back some old ones? Because, you know, Nids aren't Orks - scratch-biulding Nid models is no small deal, especially if you're only would be allowed to field them in a friendly games. Also I'm about to bring some order into this page, since it's no longer constantly edited by original posters.

  • Crazy Cryptek (talk) 08:59, 23 May 2014 (UTC)I agree the focus should be just on unfucking current units, but I'd say that pure homebrew units/statting out lore units is something that can be put in for fun, with a caveat that these are homebrewed units and you'd need to build them yourself or commission someone to make them. We should also look over 7e and see what needs to be changed in order to fit with that. The new smash, psyker, and FMC rules in particular need to be taken into consideration. Smash for example is going down to one attack with rerolls to armor pen and doubled strength and it seems like it'll have the Lascutter caveat of never, ever getting more than one attack. FMCs will be harder to ground, but will need to wait a turn to assault after switching movement modes, and vector strikes are getting nerfed it seems. And I'm sure everyone is familiar with the new Psyker rules and tables. Other changes also have to be thoroughly examined. Hopefully our bevy of options have futureproofed the book to an extent. Crushing claws on more things should help make the likes of Trygons less incredibly boned if caught in melee by a Walker.

Mezmerro (talk) 17:32, 23 May 2014 (UTC) Just redesigned rules and psy powers section. You have exactly 5 seconds to comply, lets say, 10 hours for suggestions and critique, then I'm moving to "arsenal" section. Which I'm going to rename into something like "Genetic Pool", with Bio Artifacts renamed to Apex Biomotphs, because Bio Artifacts sound incredibly silly.

Mezmerro (talk) 10:16, 25 May 2014 (UTC) Should there be a limit for a number of biomorphs per model tau battlesuit-style, or it's OK to allow players to load a model with a 150 points of upgrades and face the consequences?

Bhs10sclark (talk) 09:35 28 may 2014 (utc) I was thinking 1 mutation for gaunts, genestealers, gargoyles and swarms 2 for warriors, skrikes, raveners, biovores and broodlords 3 for tyranid primes, most elites (apart from the haruspex) and the tyrant guard and 4 for pretty much everything else ( maybe 5 for tyrants) so double that for biomorphs. I don't think that many players will put that many biomorphs and mutations any way

Mezmerro (talk) 13:43, 3 June 2014 (UTC) Let's settle this: units should have weaknesses when dealing with stuff they are not supposed to. You may get rid of these weaknesses with upgrades and mutations, but it would cost a lot of points. That's why Canifexes get a cheap Claws - they're dedicated melee tankbusters, while other HS monsters aren't.~


Mezmerro (talk) 04:30, 30 May 2014 (UTC) I'm thick of back and forth with +1T mutation. It's only advamced-level effective on Warriors, since it partially solves their ID problem. On anything else it's just a +5-25% to survivability, and immunity to lasguns (or 0% for MC's against S4). I think it can be solved by specifying price tag for each separate mutation, but it would be a mess to navigate, unless formated like: (WS:2/BS:4/S:2/T:4/W:8/I:2/A:4/Ld:2/Sv:8/Psy:16/Syn/16)

Perhaps a separate table for each to make it semi sane? It would allow for a lot more control over the cost of individual buffs... but also add that much more to each entry. still seems legit. Would also fix the awkward moment when you notice a 2+ model bought the armor buff mutation to get a 1+ armor save. --Bobthe6th (talk) 04:46, 31 May 2014 (UTC)
Mezmerro (talk) 06:55, 31 May 2014 (UTC) So be it

Maybe this would help[edit]

Tyran (talk) 17:33, 23 May 2014 (UTC)Hi, Kain has been mentioning this project on Dakkadakka and maybe I can help. I have this little fandex for the Nids. It is mostly a copy of the 6th edition one with some changes and maybe you can take some of the ideas.


Been reading through and trying to catch minor typos, but also have some questions.

Are mutations a per model upgrade like chaos marks, or a single point cost for the whole unit?

Per model

Should "If your any includes Trygon Prime, Raveners can be taken as Troops choices." read "If your primary detachment includes at least one Trygon Prime, Raveners can be taken as Troops choices."?

Fixed, thanks

For the trygon prime, why offer mastery level 1 as an option rather then allow apex mutations? The only apex mutation is giving a mastery level.

This way you may get a higly-psychit TP, if you realy want it.
I meant, they Can't buy apex mutations, but they can buy a mastery level. Which is the only apex mutation. It just seems like a typo really... especially when Cryptek is talking likt they should have both.

For the tervigon, any reason it shares biomorphs and not mutations with termigants within synaps range? Also... it shares all biomorphs... this include stinger salvos/claws?

By the wording it only shares upgrade biomorphs. Stinger salvo and cllaws are ranged/melee biomorphs, not upgrade ones.
Ah, kk. Is it ok that I just flipped the two words to make that clearer?
But does that mean you can spawn Hormagaunts with Acid Blood? I don't think that was intended

For "sarge is acting strangly" it seems to work on vehicles... which makes it kinda broken. if they outflank a leman russ, you get a 50/50 chance of killing it instantly and getting a free unit out of the deal... so 200+ point value?

  • Crazy Cryptek (talk) 09:09, 29 May 2014 (UTC) Mutations are per model like Chaos Marks. Want S5 hormagaunts (muscle mutation + adrenal glands)? Pony up the points for all of them. Yes it probably should. As for the Trygon prime, I'm not sure. My original intent was to allow the Trygon to buy a mastery level, and then if you want you could buy a secondary brain for ML2, and if you really want a psychic Trygon, you could make it ML3 with a norn crown. It'd be totally doable, and you'd have just blown over three hundred points on a single model without EW, but you'd be able to do it. As for Tervigons, I think they were going for allowing it to share Toxin Sacs and Adrenal glands like the old days, but I suppose mutations could make more sense. And as for "sarge is acting strangely" no that should not be how it works. It should only function on models with a toughness value.
Had to go to the rulebook for this one. "...if a model has a characteristic of '0' or '-' it automatically fails the test." So, yeah. Unless you change the wording to exclude vehicles... tanks can suddenly become ripper swarms. -- 17:50, 29 May 2014 (UTC)
  • Bhs10sclark (talk) 10:14 29 may 2014 (utc) what if the tervigon passed mutations only to termagants it spawns but they have to stay in synapse range that would make more sense to me.

Also, are Broodlords supposed to be psykers? They know a power, but don't seem to have any mastery levels...

Should Venomthropes be Independent characters? As it stands they cost a lot of points at a pop, and die horribly to any kind of focused fire. Shrouded is awsome, and with stealth standing behind another unit it is 2+... but it is 1 model with 2 wounds. I guess DISTRACTION CARNIFEX but still.

  • If an enemy fires on the 45 pts single model with 2+ cover with enough guns to reliably kill it, and not on your more valuable units, the Venomthrope alreary payed for itself. Allowing it to be hided inside the unit would make it OP auto-include.
Its generally going to be 3+ unless you find a nice wall/agis defense line to hide behind... and they can just hit it with a round of artillery. Esspecially as it will probably be playing big Mek to a couple mobs of charging Hormagants Ork boy impression... Dropping 1-3 shots of artillery fire into that will probably kill it, and if not at least eat some gaunts. Hell, it only takes 36 shots of S5 BS3(or S4 BS4) to get two wounds on it with SV2+, 18 if it is only a 3+ save. Hit it with a flamer and watch it burn along with whatever squads are around it.
Right now it just seems like a very expensive, and very squishy buff unit. Hell, they seem made to hold down an eldar squad while there mob of termigants ends them. --Bobthe6th (talk) 22:09, 31 May 2014 (UTC)

Any particular reason 1 mysetic spore costs 15 points, while two in formation cost 55 points? I get not wanting to let 50 strong squads of homriguants led by a venomthrope, tyranid prime, and a malanthrope deep strike to assualt range turn 1 for cheap(still needs 3 more models to hit capacity... WS6 hormagaunts? Everything has I1? Every kill leads to buffing the prime so he can buff the swarm... god this is scary.)

Point cost cost was my fault - incidentaly changed it to spore mine cost. As for deepstriking hormaswarm of dooom, they still cannot charge from the spores, just like SMs cannot charge from their drop-pods.

Also, the malanthrope is out of date... it still refers to the system of mutations in 4 catagories. Perhaps have a conversion of DNA tokens to points, then spend them as appropriate?

kill-to-point conversion is a nice idea

Shadow in the warp no does nothing to psykers...[edit]

Need an update for 7th ed... The new psycic phase dosn't give two shits about leadership scores. Perhapce force psykers casting within 12" of a model with shadow in the warp to only succeed on 5+s? Perils on double 5s as well as double 6s? Always perils on doubles, no matter what discipline?

Tyran (talk) 22:00, 1 Jun 2014 (UTC) Maybe a +1 modifier to deny the witch rolls against powers that were cast by an enemy psyker in shadow range. This modifier would apply even if the power in question is a blessing.

So basically a Psychic hood with a diferent name? This does not fit well with Nid fluff, since Shadow is basically telepathic DDoS, that make enemy psykers harder to concentrate, since they're constantly involuntarily intercepting thousands of telepathic messages they cannot even understand. This have nothing to do with protecting your allies from the magic, cast outside the shadow range. I thing eating enemy Warp Charges is enough.


Mezmerro (talk) 16:03, 3 June 2014 (UTC) I honestly don't see the niche this thing fills. It's not fast, to transport your troops into front lines - in fact most of your trops are faster, it cost a lot of points, and above all there is no model for it, no GW, nor Chapterhouse nor, Chinamarn, and considering it's big enough to fit two carnifexes, it couldn't be proxied by other 'Nid monsters. So I vote for kicking it out of the codex. What say you? P.S. Crazy Cryptec, do you really cannot into wiki formating, or you're just that lazy?

  • Crazy Cryptek (talk) 16:51, 3 June 2014 (UTC) I only have so much time to type things out, so I put down stuff first so that I can edit into a proper format later. As for the Cerebore, it's mostly an old relic of the Chapter Approved and Trading Card days. The original rules you can see down below gave it firepoints but I personally feel that would be a touch overpowered given how hard it is to put down. Giving it firepoints would however, turn it into a decent mobile bunker.
  • Mezmerro (talk) 17:13, 3 June 2014 (UTC) AFAIK, in the old fluf Cerebore was a Warmachine class model, the equivalent of the modern Lords of War. I can see him being a GK-mobile bunker with a hight points cost, but not a dedicated transport. But fact that matters is, that even as a LoW it wouldn't find much use, and we do not need dead weight units, that need to be scratchbuilt, and have no idea what they're supposed to do. In fact I'm eager to remove anything without a model from this codex, leaving obly Herodules, Harridnan and Hierophant in LoW section, and with Crinis being the only homebrew monster, since fluff-wise it's a budget Tyrant with synapse-level brains replaced by an acid factory, and crunch wise it have a pretty neat mechanics and fit into 'Nid army quite well.
  • Crazy Cryptek (talk) 17:37, 3 June 2014 (UTC) Actually there's this guy who made some sculpts for the Dominatrix and Dactylis of amazingly high quality, and the Viciator and Hydraphant are semi-serious joke units like the Imperator and Warlord Titan rules. In any case, the Exorcine and Trygon both used to be Warmachine sized before being shrunken down, I still have the Trygon's rules from when it was a GC and the Exorcine's old stuff. But I do have a compromise. Shuffle away the models you can't easily kitbash or have their own models into their own "home-brew unit" section with the disclaimer tag that if you want to play them you need to build them yourself.
  • Mezmerro (talk) 19:18, 3 June 2014 (UTC) OK, throw here a limks to those models, and I'm going to figure some actually good playable rules for them, instead of 1500+ pts. silyness that no one would ever use. Though inventing an artillery organism that do something biovores don't do chaeaper and excocrine - better would be a tough call.
  • Crazy Cryptek (talk) 20:19, 3 June 2014 (UTC) and The Dominatrix is meant purely for apocalypse games like the Warlord Titan rules and not as a standard lord of war. The guy's name is Vladmir by the way.
Replace it with a biomorph to add transportation to monstrous creatures? Call it Womb, acts as a normal transport for 10-20 models, can't take on units outside of reserve, and acts as assault transport if you kill the monstrous creature when disembarking. Option to forgo all attacks in combat to place the embarked models into assault. Provides a niche of protecting more fragile units like swarms and warriors. Also adds some safety from tarpits to the monstrous creature. Not sure what the price should be like. --Bobthe6th (talk) 02:56, 4 June 2014 (UTC)
Bhs10sclark (talk) 15:44, 10 June 2014 (UTC) Make the cerebore a gargantuan creature about the size of a heirodule so it moves 12"
Multiple GKs already have the option to transport units. Mezmerro (talk) 14:59, 10 June 2014 (UTC)


Mezmerro (talk) 06:31, 4 June 2014 (UTC) So what do you think about my attempt to create Bio-Bassilisk?

hmm... would want to see it in play, but seems liable to dieing horribly. I mean, the siege shield is nice, but double gets hot? All wounds getting a chance to double? That save? Monstorus creatures are tough, and giving it a dopamine injector is kinda a given... still iffy. Expensive and given to imploding. Any reason not to make siege shields a tyranofex option, along with the supa spore shota? Perhaps even make the bioplasma a biomorph to boost the AP of the tyranofexes shots? Right now I'm not seeing the need for an entire separate unit to act as a "tyranofex, but more glasscannonish." Or "Biovore, but even bigger!"--Bobthe6th (talk) 04:00, 5 June 2014 (UTC)
Like I said in the fluff section, it's a heavy ordnance organism. It's nothing like T-fex, which must come closer take hits to fully utilize it's firepower. Dactylis meant to hide behind BLoS and rain very accurate S9 AP2 large blasts on the enemies. Due to siege shields it's as tough as a Carnifex when shot at from the front facing, but tend to violently implode when flanked or assaulted - this make it the 'Nyd equivalent of the Bassilisk, Doomsday Ark and Battlewagon with Big Cannon - all of which are quite a popular choices, despite having the exact same weaknesses. tl/dr: T-Fex=heavy tank, Biovores=field mortars, Dactylis=heavy artillery. Mezmerro (talk) 04:35, 5 June 2014 (UTC)
You mean besides being killable with 2 lucky shots? That just seems like to much insult to injury. Especially without any kind of regeneration. --Bobthe6th (talk) 05:15, 5 June 2014 (UTC)
2 lucky shots from BEHIND, mind you, since BPL rule explicitly states it only applies to hits, not affected by Siege Plating. Compare it to aforementioned vehicles, who could be killed by ONE lucky shot from behind... If they manage to flank your Dactilys, they totally deserve the chance to bring it down quickly. It also have Lurk instinctive, which means it have 52% chance of getting Stealth under synapse. Mezmerro (talk) 05:44, 5 June 2014 (UTC)
Or they're dark eldar and just kill it with a couple sprays of poison from any facing. Also... would lead to the standard practice of setting your artillary against the board edge, in bigger games with a tyrandid prime with boosted BS to ensure at most a 1" scatter...--Bobthe6th (talk) 14:18, 5 June 2014 (UTC)
I'm fine with that. Guard parking Heavy Artillery Battery with Primaris and LC is fun to play for both sides, so I see no problems with Nids having the similar type of play. As for Dark Eldar, their poison was an ultimate bane of nid monsters anyway. Though I can think about some Antidote Glands biomorph upgrade to nerf poison effect on your MC's from 4+ to 6+, and it shouldn't even be expensive, since it basically nerfs DE spinterguns to reasonable level. Mezmerro (talk) 14:27, 5 June 2014 (UTC)
I would still say ditch gets hot. It just seems really silly besides for armies with tech they don't really understand. Actually... doing a fast once over of all weapons, I'm only seeing it on impirum plasma tech, one orc big mek gun, and the riptides gun on overload. Also, the tau can inflict it with one artifact. Esspecially as it is alreay limited to fairly long range, and not the highest S/AP.--Bobthe6th (talk) 02:23, 6 June 2014 (UTC)

Flying transport[edit]

Give an option for the hive crone to have some small transport capacity? --Bobthe6th (talk) 05:22, 7 June 2014 (UTC)

  • I'm planning to give all GKs universal transpotr biomorphs - small incubation chammber for 10 transport capacity and big incubation chamber for 20 and -2 wounds - in both cases no MC's can be transported.


Bhs10sclark (talk) 21:40, 15 June 2014 (UTC) I noticed that it costs the same for 1 zoanthrope to be upgraded to phycic mastery 3 as for 5 is this on purpose

  • Mezmerro (talk) 04:06, 16 June 2014 (UTC) Indeed it is. Because no matter how many Zoanthropes you have in the brood, they still only manifest one power (unless its a Warp Blast)


Time for a back pedal. Thinking with upgrades being a thing, why not make support organism an upgrade? I guess there are times were having them run free makes sense, and sometimes you want to spend 40 points to give them 50+ more wounds effectively. Thoughts?--Bobthe6th (talk) 23:28, 28 June 2014 (UTC)

Formation Setup[edit]

I think it would be a little neater if the formations were presented in the usual GW-style, it would be more space consuming, but it looks quite unprofessional as is.

  • Spearhead Swarm detachment:


2 HQ

2 Fast Attack


1 HQ

4 Troops

4 Elites

2 Fast Attack

2 Heavy Support

1 Fortification

Сommand Benefits:

  • Forward Swarm:

Units in this detachment may re-roll Reserve rolls (including successful ones), Deep Strike scatter and Outflank results. Fast Attack units have objective secured, and count friendly Behemoth synaptic creatures as having +6" to synaptic range.

The best thing would probably be to make all the detachments into formations, otherwise they aren´t allowed in unbound games.

Fleet Detachment[edit]

The Hive Fleet Detachment allows you to represent the typical structure of a Tyranid army on the Warhammer 40,000 battlefield. Whether you wish to represent an entire Hive Fleet with support elements or a swarm mutated to tackle a specific threat, the choices below offer a great way to pick your army.

RESTRICTIONS: This Detachment must include at least one Core choice and one Auxiliary choice. It may include up to one more Core choice, up to three Command choices and any number of additional Auxiliary choices, in any combination. Only the datasheets listed here can be included in this detachment. All units in the Detachment must have the Tyranids Faction and must be drawn from the same Hive Fleet.


  • Fleet Commander If this Detachment is chosen as your Primary Detachment, you can choose to re-roll the result on the Warlord Trait table.
  • Terraform At the beginning of the third turn, all organic, liquid and natural terrain, becomes Dangerous for non-Tyranid Creatures, and gives Shrouded for Tyranid units within. You should discuss before deployment which pieces of terrain this special rule applies to.
  • Shadow of Hive Mind All non-Tyranid Psykers on the table add one Warp Charge less than usual to the Warp Charge pool, to a minimum of 1. All non-Tyranid Psykers on the table harnesss Warp Charges on 5+ rather than 4+.

Core 1+

  • Living Wave
    • 5-10 of the following:
- Gargoyle Brood + 0-1 Tervigons with the Spawn Gargoyles upgrade
- Hormagaunt Brood + 0-1 Tervigons with the Spawn Hormagaunts upgrade
- Termagant Brood + 0-1 Tervigons without any Spawn upgrades.
  • Eternal Hunger
    • 5-10 Ripper Swarms

Auxiliary 1-10

  • Psychic Storm
    • 3 Zoanthrope broods
    • 1 Neurothrope
  • Breacher Swarm
    • 1 Trygon Prime
    • 0-3 Trygons or Mawlocks
    • 1+ Ravener brood
    • 0+ Ripper swarm brood
  • Shock Swarm
    • 1-3 Carnifex Broods
    • 1 Haruspex Brood
  • Artillery Swarm
    • 1 Exocrine or Dactillus
    • 0-3 Biovore broods
    • 0-3 Carnifex broods
  • Sporefall
    • 3-5 Tyranocytes
  • Biotitan
    • One of the following:
- Dimachaeron Brood
- Scythed Hierodule
- Barbed Hierodule 
- Harridan
- Hierophant
- Viragon
- Dominatrix

Command 0-3

  • Synaptic Nexus
    • 1 Alpha warrior brood
    • 0-1 Tyranid Prime
    • 0-1 Hive Tyrant or the Swarmlord.
  • Hive Spine
    • 1-3 Warrior broods
    • 0-1 Lictor broods

Living Wave[edit]


  • 5-10 of the following:
- Gargoyle Brood + 0-1 Tervigons with the Spawn Gargoyles upgrade
- Hormagaunt Brood + 0-1 Tervigons with the Spawn Hormagaunts upgrade
- Termagant Brood + 0-1 Tervigons without any Spawn upgrades.



  • 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 into and Ongoing Reserve. This units may enter table either from your table edge, or within 6" from the Tervigon from this formation.

Eternal Hunger[edit]

Objective Secured...

Psychic Storm[edit]

This is what a Decurion looks like[edit]

  • You should seriously work on how your formations look, it´s a bloody mess. I should put both the messy and in need of pictures stickies on this page. I have put both the messy and in need of pictures stickies on this page. Angry Pirate (talk) 16:06, 10 February 2016 (UTC)
  • Also for gods sake "next comes the support formations", is this a codex or a bloody beetle cake recipe? Angry Pirate (talk) 16:06, 10 February 2016 (UTC)


Monstrous Creature (Leaper)[edit]

First off I suggest renaming it to Leaping Monstrous Creature to keep it in line with the names of other unit types.

Secondly can you run and then use the leap afterwards in the shooting phase or does it forsake both of its run moves to perform a leap?

"is measured from the front of the base to the back of the base were it finishes" What does this mean? Do you mean that you measure from the front of the base and then you place the back end of the base 6 inches further than the front essentially moving 10-12"? If this is the case I suggest it be made to simply be a 10 or 12" jump, if not this part should be removed.

+1 Strength on the hammer of wrath is more or less useless, strikedown is entirely useless, this part should probably be removed entirely or be changed to +1 Strength and Concussive, which would also be more thematic. The dimachaeron could jump and tumble an enemy monstrous creature and then feed on it with its thorax spine-maw.

Expensive HQs[edit]

So... you can't get an HQ model for under 105 points. This seems kinda iffy. Of the codexes I have read, there is always a cheapish HQ option in the 50-70 point range. Perhaps make the tyranid primes special abilities into upgrades, or lower its stat line to that of an alpha warrior with the option to buy a general upgrade? Like buying terminator armor for SM/CSM. Hell, even making Alpha warriors a straight HQ choice, but you can only take 1 model in a brood unless you have a Hivetyrant? These are probably iffy ideas for an already strong codex, I just worry about having to have a 100 point model in 500 point games. --Bobthe6th (talk) 17:58, 30 July 2014 (UTC)

Possible revised Tyranid prime

Tyranid Prime[edit]

55 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Tyranid Prime 5 3 4 4 3 4 3 10 3+ Infantry (C) 1 Tyranid Prime


  • Devourer
  • Scything talons

Special Rules:

  • Independent Character
  • Know No Honor
  • Shadow in the Warp
  • Synapse Creature
  • Very Bulky


  • Brood Leader: Tyranid Prime may join the unit of Monstrous Creatures or even a single Monstrous Creature. During Psychic phase Tyranid Prime may spend one Warp Cahrge to bestow its Weapon Skill and Ballistic Skill to all models in it's unit, unless their own would be higher for any reason. It doesn't need to spend a warp charge to grant this effect to Tyranid warriors or Shrikes.
  • Additional Biomass: +1WS, +1BS, +1S, +1T, +1I, and +1A.


  • Mutations: (WS:20/BS:25/S:5/T:15/W:15/I:5/A:10/Ld:-/Sv:20/Psy:20/Syn:20)
  • May take items from the Basic Bio-weapons, Basic Bio-cannons, Melee Bio-weapons and Biomorphs list.
  • May take any of the following upgrades
-Brood Leader ········································· 20 points
-Additional Biomass ········································· 30 points
  • May be upgraded to Psyker (Mastery Level 1) ····· 30 pts.
  • May may take one of the following:
- Bounding Leap special rule ··························· 3 pts.
- Wings ················································ 15 pts.
- Snake body ··········································· 20 pts.
  • May take one of the following:
- Spinefist ····················································· 2 pts.
- Flesh hooks ················································ 4 pts.

More 7th ed stuff[edit]

  1. How are we handling Mysterious Forests (in the Warlord Traits section) now that 7th ed killed Mysterious Terrain?
  2. I changed Leviathan's chapter tactics to a detachment. What are the command and organizational benefits gunna be? 04:30, 11 August 2014 (UTC)

Subterranean Assault[edit]

It's still shit. (Except on the Trygon Prime. It's saved there by the Lurker rule)

If your units of Gaunts or whatever arrives at the same time as the Trygon, then they're stuck wandering in at your board edge. You can mess around using Without Numbers, but that still just raises it from a totally useless rule into a situational gimmick.

How about you're allowed to nominate a unit at the start of the game for each Trygon, and that unit is then guaranteed to arrive the turn after the Trygon.

Too far?[edit]

I know that this was created to make Tyranids a worthwhile army but I'm wondering if we're going too far in the other direction. Some of the new rules are also a clusterfuck. ilniaj

I tried it against competetive Guard, Tau and Necrons lists, and so far is still not on their unholy power level. As of the rules clusterfuck, feel free to fix it - its not like this is one man project.Mezmerro (talk) 05:52, 17 October 2014 (UTC)
I have to agree with Ilniaj. I love the Nids and wish they were more mutable as in 4th edition, but this codex is too big and complicated to get another player to agree to let you use it. And the massive number of extremely cheap biomorphs most players will take on every model makes army lists look like personell files: long and too boring to be worth reading through. I'll be thinking about ways to assuage these issues.--Oogalook (talk) 15:15, 19 July 2015 (UTC)

Proposed name change[edit]

Hivemind's Control sounds a bit silly. I suggest changing it to Hivemind's Command or Hivemind's Will. If the abbreviations for Hivemind's Will(HWi) and Hivemind's Wrath(HWr) is an issue we could change wrath to 'ire'. -- 14:06, 20 November 2014 (UTC)

Changing ripper swarms[edit]

I fail to see how exactly a ripper swarm would be able to bust open a land raider. Since they are rather horrible for their points compared to hormagaunts in all other aspects, this rule must mean that you believe that ripper swarms should primarrily be an anti vehicle unit. I fail to find any fluff that suggests this, in addition I see no logical reason for why a ripper swarm would be cabable of tank busting. I really like the idea of them eating forests and drinking swamps but unless you play with absurdly large forests this will almost always be a downside to you. Perhabs if their rules could be written in such a way, that they further interact with cappilary towers, they could become the harversters of resources that they are in the fluff?

A possible sollution could be removing the weird haywire rule and then compensate by decreasing their points a bit. As far as I understand the bigger creatures need to be devoured by ripper swarms before their biomass can be returned to the hive fleet, what I am getting at is that cappilary towers should only work for ripper swarms. - Angry Pirate

Well, as I understand the haywire rule for them, it's like the ripper swarms enter the vehicles via their gaps and start biting and destroying all the wires inside the vehicles (that would be why it only works in close combat). Sorry if my English wasn't very good, not native speaker, but hope you understood what I meant. ~~Polo

Land Raiders don't have gaps, that's the whole problem. They can ride the ocean floor or on a planet with no atmosphere. There is no place for Rippers to get in. Ripper Swarms are all about devouring biomass, eating all the little things which are too small for the big feeders to be bothered with. Stuff like eating forests and capturing objectives make a lot of sense, not making up a completely new purpose for them just because they did their original job rather poorly. Although I might note that they aren't even that bad with DS in the official codex, they capture objectives, which is more or less what they should do. You shouldn't be fielding a bazillion Ripper Swarms to eat your opponents vehicles or even infantry for that matter, it's simply not what they were created for in the fluff. - Pirate

Well, maybe Land Raiders don't have gaps, but Land Raiders are not the only type of vehicle in existence. If that's the problem, maybe it's just the Land Raiders the ones which needs to get protection from the jammed rule. ~~Polo

It is clearly not. Even if you believe that they should for some reason (clearly not based in fluff) be genetically programmed to sneak into the engine rooms or exhaust pipes and shit of vehicles, it should definitely be more effective against lightly armoured vehicles. Another thing to consider what happens when a bird flies into the engine of an airplane, I know that it might not be the same of a swarm but I don't think that exchange has ever ended badly for the airplane. It's also a blatant ripoff of the role of Canoptek Scarab Swarms. Look, a useful Swarm unit! Let's copy it. Angry Pirate (talk) 13:04, 17 January 2017 (UTC)

I do agree with Angry Pirate that it would be better to just cheapen Rippers and their variants rather than making them imitate Canoptek Scarabs. On a related note, I wonder what the point of Cortex Leeches are. They appear to be an advanced form of Ripper meant to be sent against enemy shooting units but why not use your own with less hassle? There are also logical issues like how Cortex Leeches are supposed to control machinery like Necrons. Perhaps remove Cortex Leeches as a unit and make them one of the possible insects that can be fired out of a thorax, where it deals no damage but struck units must take a leadership test or be forced to fire on an allied unit with their ranged weapons.--Cryptek Szerasp (talk) 09:55, 13 January 2018 (UTC)

I second this notion, but what would the range and cost of such a weapon be?--Arenuphis (talk) 14:30, 15 January 2018 (UTC)

Just 10 points like the rest of the Thorax Biomorphs. A model would have to get close to use it and then the target would have to fail a morale check to shoot at allies. Sorta like the Mind Control power used by the Genestealer Cultists.--Cryptek Szerasp (talk) 15:14, 15 January 2018 (UTC)

gargantuan Spine Launcher[edit]

Didn't the hierophant have an upgrade that let it shoot spines? I didn't see it in here, so i thought of a profile for it for the gargantuan upgrades S8 Ap3 48" assault 12 skyfire 45pts THis would allow the big creatures to deal with flyers, and could maybe be capable of dealing with some ground troops.

never mind. Didn't see it was already there derp I am Glitch (talk) 18:10, 19 May 2015 (UTC)

Ranged Weapons[edit]

Remember the old rules from 3rd edition where Tyranid ranged weapons were reliant on the strength of the model for the strength of the shots and the number of attacks of the models for the number of shots fired? I really think that system should be brought back, especially since it combines so well with the mutation system that we have brought back.--Cryptek Szerasp (talk) 22:20, 8 March 2016 (UTC)

Rather than just talking about it, I'm going to post suggestions. By the way, the change to the Devourer would mean that the cost of it for Hormagaunts would have to be reduced to 1:

Weapon Range S AP Type
Acid Spray Template 6 3 Assault 1, Torrent, Dissolve
Bio-electric pulse 18" 5 5 Assault 6, Lightning Shock
Bio-electric pulse with containment spines 18" 5 5 Assault 12, Lightning Shock
Bio-Plasma 18" 7 2 Assault 1, Blast, Maw Cannon
Bio-Plasmic Cannon
-Single Shot 36" 7 2 Assault 1, Large Blast
-Barrage 36" 7 2 Assault 3, Blast
-Fusillade 36" 7 2 Assault 6
Cluster Spines 18" -1(Max 6) - Assault 1, Large Blast
Deathspitter 18" +1(Max 5) 5 Assault X
Deathspitter with deathscreamer grubs 18" +1(Max 7) 5 Assault 2X
Devourer 18" User(Max 6) - Assault X, Neural Agony
Devourer with brainleech worms 18" User(Max 6) - Assault 2X, Neural Agony
Drool Cannon
-Torrent Template User(Max 7) 3 Assault 1, Torrent
-Spit 18" +1(Max 8) 3 Assault 2, Sticky Ooze
Desiccator larvae Template 1 - Assault 1, Fleshbane, Thorax
Electroshock grubs Template 5 5 Assault 1, Haywire, Thorax
Shreddershard Beetles Template 3 - Assault 1, Rending, Shred, Thorax
Bloodseeker Flies Template 1 - Assault 1, Blind, Thorax
Mindflayer Worms Template 4 - Assault 1, Neural Agony, Thorax
Flamespurt Cannon Template 5 4 Assault 1, Spurt
Fleshborer 12" +1(Max 6) 5 Assault 1
Fleshborer hive 18" -2(Max 6) 5 Assault 6X, Rending
Grasping Tongue 12" User 2 Assault X, Ignores Cover, Precision Shots
Impaler Cannon 24" +2 3 Assault X, Homing, Ignores Cover
Rupture Cannon 48" 10 2 Assault 2, Chain Reaction
Shock Cannon 24" User 5 Assault 1, Blast, Homing, Haywire
Spike Rifle 24" User 5 Assault X
Spinefist 12" User(Max 5) 5 Assault X, Twin-Linked
Stinger Salvo 18" User 4 Assault X
Strangleweb Template -1(Max 5) 6 Assault 1, Pinning, Shred
Barbed Strangler 36" User(Max 5) 5 Assault 1, Shred, Large Blast, Pinning
Stranglethorn Cannon 36" User(Max 6) 4 Assault 1, Shred, Large Blast, Pinning
Tentalclid 36" 5 5 Assault 1, Haywire, Pinning, Seeking, Independent Missiles, One use only
Venom Cannon
-Single Shot 36" +2(Max 9) 4 Assault 1, Blast
-Salvo 36" +2(Max 9) 4 Assault 2
Heavy Venom Cannon
-Single Shot 36" +2(Max 9) 3 Assault 1, Blast
-Salvo 36" +2(Max 9) 3 Assault 2

Cheaper Synapse Units[edit]

Well, I think some of you will lynch me for proposing this, but, synapse is a real problem when trying to play horde (or even not flyspam), and the cheapest synaptic unit (even in this codex, which have one unit cheaper than zoanthrope) costs 40 points. As other codex have specific units (as, for example, astra militarum sentinels) for less cost, maybe we can include some synapse only creature, like ¿synaptic spores? Maybe? Something really useless apart from synapse, but really cheap thanks to that. ~~Polo

transport limit changes[edit]

so what happened with the spore pod and the big transporter beasts transporting multiple creatures?

Look at the models. A Tyrannocyte doesn't look like it could contain more than a single Monstrous Creature and the old Malefactor model and newer versions made by fans doesn't look like it could contain any (or even 20 models but I digress). Since units don't ever go beyond 50 models I've reduced the transport capacity of the Cerebore to either that many or three monstrous creatures.--Cryptek Szerasp (talk) 15:11, 15 January 2018 (UTC)

then maybe have an upper limit for MCs and maybe it shouldn't fit as many gants as warriors/zoanthopes and that nerf might warrant a point decrease