Spyrers / Tyranids.

Jaws

Gang Hero
Yak Comp 2nd Place
Jul 23, 2013
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I have been playing Necromunda with some new guys lately. And one of them really, really wants to use his Tyranids in the game. I don't mind much about fluff and such, but he needs some rules to use.

First thing that popped into my mind was just converting the Shadow War rules. But a quick google search suggested using Spyrer rules. And I believe these might be a little more balanced, pitted against the normal hive gangs.

Basically it it's just rewritten spyrer text to fit with the models. What do you think of the selection? :p
Don't have any gaunts, but..:

DSC_0044_small.jpg


Tyranid remnant:
Tyranids are in the hive. It might be the result of an overlooked egg in an infested cargo hold. The work of Genestealer cultists within the Imperium, greedy corporations who wanted bio-weapons, or just a horrible coincidence. They have only the bio-morphs they were hatched with, and must rely on their ability to adapt, in order to survive. Each kind of Tyranid can evolve by collecting new gene material from their victims. Turning them into a diverse, and powerful, group of monstrous creatures.

A Tyranid remnant will have a nest, somewhere down in the darkest corners of the hive. They will only return to their nest, once they have completed whatever task the ruling hive mind sent them out to accomplish.


Outlanders
Tyranids are an outlander gang so all outlaw rules apply to them unless stated otherwise. As outlanders, Tyranids don't have a guild price so cannot pay off their outlaw status.

Goal
A Tyranid team must commit itself to achieving a specific aim during its time in the Underhive. The Tyranids' goal must be set when the team is started and may be chosen from the following:

A) Collect gene seed: To kill 5 enemy gang fighters. A kill will only count if the model dies from rolling a Dead serious injury result, or if the Tyranids capture a fighter that isn't rescued.
B) Evolve the Swarm: To earn a total of 250 Experience points.
C) Scout surrounding areas: To survive a total of ten games.

Once the pack has achieved its goal they return victorious to the nest where they will await further instructions.

When the Tyranids return to the nest, all serious injuries are removed. You can also replace dead Tyranids or any you wish to retire with a fresh Tyranid of your choosing.
You must then pick a different goal and the pack heads back down into the gloom of the Underhive.

Alternatively, the pack can return to the nest, early, without fulfilling their goal.
The normal rules listed above still apply, but each Tyranid must take a Leadership test. If the test is failed then they are removed from the pack and replaced with a fresh Tyranid. You must then pick the same goal, and the pack heads out into the hive in order to try again.

Any Tyranids that enter the nest with at least 200 Experience points or a Leadership of 9 must retire as they have evolved beyond the complexities of a regular worker ant.


Territory
Tyranid remnants have no use for territories and are constantly on the move seeking fresh prey. Tyranids cannot capture territories from enemy gangs and since they don't start with a territory they have nothing to capture.

Income
Tyranids never collect any income, never trade and can never buy extra gang members after their initial recruitment.

Starvation
Tyranids eat lesser creatures, and animals native to the area, so they are immune to the effects of starvation.

Hired Guns
For obvious reasons Tyranids don't use hired guns.

Capture
Gang fighters captured by Tyranids will be absorbed as gene seed, or used to create hatchlings. As such the Tyranids have no interest in ransoms or exchanges. The only way a gang can get back captured members is by playing a Rescue scenario against the Tyranids. The Tyranids instinctively use captured prey as bait to get more. Tyranids captured by gangers can expect only a quick death. Their pack will make no attempt to rescue them and they can not pay ransom from the nest. A Tyranid who is captured is always killed and stripped of claws, teeth and limbs, which are sold as curios for 3D6x5 credits

Leader
Tyranid packs have no set leader: leadership devolves to whoever has the most evolved synapse. In game terms this means that any Bottle rolls are taken using the best Leadership characteristic in the team (assuming that member is present and not down at the time). In some scenarios an Experience point bonus goes to the leader of the winning gang: in a Tyranid team this will go to the Tyranid with the best leadership who fought in the game. If multiple Tyranids are applicable then the one with the most Experience will get the bonus.

Synapse
Tyranids are in constant communication with each other and are highly self-motivated. This means that a Tyranid who is pinned is always allowed to roll to try and escape from pinning at the start of their turn even if there are no other Tyranids within 2" of them.

Scenarios
Tyranids roll on the normal Scenario Table, not the Outlaw Scenario Table.
Although Tyranids have no monetary interest in loot, they can still play scenarios such as Scavengers as they know shiny things attract their prey.

Gang Rating
Tyranid teams have a gang rating of 1000 plus the total Experience points of all the Tyranids. The Tyranids low gang rating is a reflection of their skulking behaviour making them difficult to track and predict by other gangs, however, even a lone Tyranid is a dangerous prospect for most gangs. To reflect this, Tyranids never gain any bonus Experience points through being an underdog.

Killer Reputation
The Tyranids' infamy understandbly means they start with the Killer Reputation skill.

Perfect organism
Tyranid bodies are complex biological organisms that count as having a Bio-booster, Skull Chip, Respirator, Photo-visor and Infra-red Goggles.
Note Tyranids are entirely reliant on their bio-morphs and so they cannot use additional equipment – eg they cannot use weapons from captured enemy fighters.

Evolution
Tyranid bodies begin to evolve once the creature starts making kills and earning combat experience. They absorb genetic material, and refine this into weapon systems and making them more powerful, improving biotic enhancements to make the creature stronger or faster, thickening armour plates to increase their protection and so on. These are represented by bio-morphs which can only be earned with Experience points and behave in exactly the same manner as skills.

Pack
Tyranid hunting packs always comprise of five Tyranids, no more, no less. Each Tyranid is recruited with the profile below and you must then choose which type of Tyranid species it will be. Note Tyranids cannot change their type once chosen, even if they fulfil their goal and return to the Underhive they can not change their specific species.

SPECIES

Basic profile:

4 3 3 3 3 1 3 1 6

Hormagaunt
The hormagaunt is the lightest of all the tyranid pack members, emphasising agility and speed. The creature itself is armoured with flexible plates, like snake scales. The hormagaunt has almost razor-like claws, harder than most metal, which it can instinctively use to deflect enemy attacks, or even ricochet hostile gunfire.
Weapons: hormagaunts are equipped with scything talons and acidic spit.
Bio-morphs: The hormagaunt has evolved to grant a +1 characteristic bonus to Movement, Weapon Skill and Initiative and Attacks.
Armour: hormagaunts have a 5+ armour saving throw.

scything talons are a living bone-like structure which constantly renews its edge as it is blunted. The talons edge is razor sharp, and can slice through any but the densest of matter.
Range Close Combat
Strength As user +1
Damage 1
Save Mod. -
Parry: The talons allows the hormagaunt to parry, up to two times, as described in the game rules. They also confers a 5+ special saving throw against all hand-to-hand combat hits and any ranged attacks that originate in the forward 90º arc of the hormagaunt.

If the hormagaunt saves against any ranged attack, it can be reflected back immediately. The reflected bullet uses the standard profile, below, except the enemy firing weapon's Strength, Damage and Save Modifer values are used instead. The hormagaunts's Ballistic Skill is still used to see if the shot hits.
Ammo: If the hormagaunt fails an Ammo roll, then it will also no longer grant any of the above benefits. The limb might have been damaged, and must regenerate. If this happens, it will no longer grant any of the above benefits, apart from a single parry, and +1 strength.

Ricochet
Range 0-8 8-16 To Hit +1/-
Save Mod. -
Ammo Roll 2+


Gargoyle
The gargoyle is a winged fiend with pinions of chameleonic skin and flesh-rending bio weapons.
When not in use the gargoyle's wings sweep back to form a pinioned cloak of steel and reveal the heavy forearm Fleshborers that are its primary weapons. Its wings are jagged with edges sharp as razors so it can slice its victim as it swoops overhead. When stealth is needed the gargoyle's wings curl around to mimic the hues surrounding its body, concealing the creature until it takes flight again.

Weapons: gargoyles are equipped with Fleshborers and chameleon wings.
Boosts: The gargoyle has evolved into a +1 characteristic bonus to Movement and Ballistic Skill.
Armour: gargoyles have a 5+ armour saving throw.

Fleshborers:
Str. 3
Damage 1
Long -
Short +1
Long 12-24
Short 0-12
Save Mod. -
Ammo Roll 2+

Wings:
Fly: The gargoyle's wings allow its user to fly.
Chameleon: The chameleonic effect of its wings allows a gargoyle to hide even if it is not behind cover, the gargoyle simply remains stationary long enough for its outline to disappear completely. Note the gargoyle will still be spotted via non-visual means, such as being within Initiative distance of an enemy model. In addition to this, the chameleonic effect of the wings makes a gargoyle difficult to track at long range. Any ranged attacks against a gargoyle suffers an additional -1 penalty if the weapon firing is at long range.


Genestealer:
The genestealers are cunning and subtle in their hunting, tearing them apart with steely claws. They can also secrete a hardening substance that can trap their victims, before they are dragged off to a fate worse than death. The rest of the elongated limbs and back of the genestealer are covered with pointy spines and overlapping plates of armour. Its arms and legs are evolved in a way that makes it climb swiftly and leap great distances. It can move quickly among the mass of broken pipes and struts which form the dark canopy of the Underhive.
Weapons: Genestealers are equipped with saliva that equals the web spinner.
Bio-morphs: The genestealer suit confers a +2 characteristic bonus to Movement and a +1 bonus to Weapon Skill, Initiative and Attacks.
Armour: Genestealers have a 5+ armour saving throw.

They are in the ceiling!: The genestealer can use its sticky secreations to help it move. (As long it hasn't run out of ammo.) This means it can move up or down even if there is no ladder. The distance moved is counted against the genestealer's movement that turn and the creature must end its move on a flat surface, not dangling in mid-air.


Warrior:
The Warrior embodies the most brutal aspects of the tyranid remnant. Its distinctively oversized claws and hulking body betray the Warriors' fearsome combat style, that of crushing and clawing their opponents to a bloody pulp. Ranks of razor sharp fangs and claws and even its chest cavities are lined by Flesh hooks, in order to blast apart opponents at a distance. Though the Warrior is the slowest of the remnant it is also the most indomitable. Not only are the powerful arms and shoulders heavily armoured but a synaptic field protects the Warrior as he lumbers forward.
Weapons: Warrior are equipped with Flesh hooks.
Bio-Morphs: The Warrior has evolved to confer a +1 characteristic bonus to Weapon Skill, Strength and Attacks.
Armour: Warriors have a 4+ armour saving throw.
Shadow of the Swarm: Warriors are protected by a synaptic field which confers a 6+ special save against any ranged attacks.

Flesh hooks:
Str. 4
Damage 1
Long -
Short +1
Long 8-16
Short 0-8
Save Mod. -1
Ammo Roll 2

Twin-linked: Flesh hooks are launched in pairs, so they must be fired at the same target, and only a single dice is rolled to hit. However, if a hit is scored make two separate rolls to wound.
 
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Thanks a lot for giving feedback. It's good to make sure the reasoning isn't just making sense to myself and me, you know. Yeah, the idea would be that they will have a rather small presence. Insignificant enough, that they haven't been purged yet. The imperium are pretty paranoid about xenos threats, afterall. They will be smaller, and not have the same, huge, gene pool that the large fleets have. Hence the lower stat lines. I think he understands that it needs to be balanced. :) In Shadow War Armageddon, you also only field 3-5. Starting at 175-250 points per model, before adding weapons and bio-morphs.

The high stats in SWA makes a lot of the Necromunda starting weaponry pretty useless, though.
 
That's really cool, and it makes sense to use spyrers, as Genestealers and any other Tyranid are actually really strong in lore, able to cleave a Space Marine in half with a single swipe. GW just made them balanced/weaker for normal 40k.
 
Just to have it all in one place. Don't think it's anything for the vault. Since the rules aren't changed. Just the wording. Probably still some errors, too. :)
 

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Your Xeno-nids and the WY Corp truck are mere icing on the cake for coolness on this one, @Jaws. This is some truly ingenius stuff; what a fresh approach to Tyranids in the Underhive, and allowing for such a selection of their cool miniatures to be included in Necromunda. Whereas the approach has always been "how can you sneak something completely agreeably overpowered into a game of little squishy fleshy humans with minimal nerfing", you have managed to approach it in a manner where they can keep their terrifying nature. Not to mention that the rules and fluff within the framing of Necromunda don't really juxtapose the identity of the species within the canon of the larger game.

But the kicker for me? The one that clean shears the top of my brain case off? Its that you managed to take something right in front of us and turn it on its head to unpossible-ify the whole thing.

Dang. Really impressed.
 
+1 for this:
Its that you managed to take something right in front of us and turn it on its head to unpossible-ify the whole thing.

I love this idea and will totally steal it when I get the urge to drop my Nids in the Underhive.

Even though the shooting makes it a bit of a stretch I'll be running a Lictor in place of the Orrus instead of a Warrior as it seems fluffier to me.

When I obtained a 2nd edn Nid Codex I playtested a Lictor against a gang for lulz. Lictors are 96pts each so I used a fresh 1000cr gang (Cawdor). The first game the Lictor ran at the gang and promptly got shot to bits (3 wounds and 5++ save only gets you so far in the Underhive).

The second Lictor learned from the mistakes of the first and hid a lot more. It tore the gang apart. Hiding Lictors can't be spotted by enemy models, only 'detected'. You can only use template or blast weapons to shoot detected enemies and these only hit on 4+. It hid, jumped someone, hid again etc. Even with plentiful hand flamers it couldn't be stopped.

Flesh hooks are really useful too. Two S4 BS4 shots at 16" and if they hit but don't kill you get pulled 2D6" towards the Lictor and have to fight it if you get pulled into base contact. It ate the gang leader like this, then scuttled off since FH also allow climbing on any vertical surface. Good times
 
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Poor Guardsmen. I only got to use Lictors in 3rd through 6th when they'd been nerfed to hell. Was a real shame since their fluff is so cool.
 
I've got to say, I'm usually not a fan of attempts to shoehorn 40k stuff into the gang setting of Necromunda, as for me it just defies the point.

But I actually really like what you've done. The mechanics and the fluff fit perfectly - it's a re-skin admittedly, but one so perfect you'd never know it wasn't written with these guys in mind in the first place. Great job! :)

Edit: I think this would be good in the vault.
 
Excellent write up dude. As mentioned - no beardy super power attempts, just a very cool, plausible way of using different themed forces.

One suggestion - I'm guessing you added he genestealer saliva as a way to fully round out the 'Malcadon' character? How about changing it to 'the genestealer's hypnotic stare ensares its target'. It doesn't change how the character operates, but maybe a bit more themey?

If genestealers do actually have hardening saliva, then just ignore me! May well have missed some tyranid fluff.

Either way, keep up the good work. In game pics please!
 
Excellent write up dude. As mentioned - no beardy super power attempts, just a very cool, plausible way of using different themed forces.

One suggestion - I'm guessing you added he genestealer saliva as a way to fully round out the 'Malcadon' character? How about changing it to 'the genestealer's hypnotic stare ensares its target'. It doesn't change how the character operates, but maybe a bit more themey?

If genestealers do actually have hardening saliva, then just ignore me! May well have missed some tyranid fluff.

Either way, keep up the good work. In game pics please!
That's just basically because I have Aliens as Tyranids. From the movies. I don't actually know how genestealers work thematically. :p I just know they infect people, and like to think they do it by abducting them and infecting them with rippers. :)
 
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Hypnotic Gaze.

ps: @tehsaq - while Lictors look cool, would not their model size make playing them a touch on the difficult side?
 
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If you arrange the terrain like a video game boss battle, granting cover benefits to the squishy humans but still requiring them to risk getting within the striking radius of the monster, bringing large as all hell miniatures into games is totally doable! Fight dragons, or chaos mega daemons, or any of those large but really fun to paint miniatures any of the manufacturers make.

Always good to see you back in the underhive, @trollmeat. Hope your metaphorical ventures out in the ash wastes have been well :)
 
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Hypnotic Gaze.

ps: @tehsaq - while Lictors look cool, would not their model size make playing them a touch on the difficult side?

I suppose it might make things a little difficult, though it depends on the pose of the model. One of my Lictors is stalking along on all sixes(?) and is eye to eye with a ganger. I was also going off Jaws' pic in the OP which has a converted Lictor (possibly Deathleaper?)

And a further +1 for using the Genestealer's hypnotic gaze as ranged attack
 
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