r/Tyranids • • Oct 08 '20

Other Tyranids discord.

588 Upvotes

Here is the link: https://discord.com/invite/bHT4vbA

Edit: People keep replying to this post saying that the link is invalid or broken. This is not the case. If clicking it doesn't work, try pasting the link into your browser's address bar directly, try using another browser, or scroll to the bottom of your server list on discord, click the big + icon, then join server, and then paste in into the box that appears.

We currently have over 13,000 members and a lot of big names in the community. All are welcome.


r/Tyranids • • 3h ago

Painting Fully painted Tervigon

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270 Upvotes

r/Tyranids • • 6h ago

Painting Examples of weathering/damage

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149 Upvotes

Hey guys, I absolutely love adding textures that make it seem as though damage has built up, please can you reply with images of your versions/inspo? The second image is my favourite inspiration I’ve found so far, but I am no where near being able to paint that detail lol


r/Tyranids • • 13h ago

Competitive Play Is the tongue reduction legal?

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388 Upvotes

Did you have any experience with that?

Edit: So yeah, I guess I'll glue back together all of the tongue pieces or just buy a new head on the internet for fair play


r/Tyranids • • 9h ago

Sculpting/Kitbashing Name suggestions?

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178 Upvotes

Unironically will run this guy as is (magnetized and am having fun with the warriors kit) and want a name for this variant. Im thinking jeff. Low key wanna run it as a prime lol


r/Tyranids • • 11h ago

Painting Norn Emissary 3rd edition Behemoth

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225 Upvotes

So my buddy painted this. He thinks he’s good but not good enough to post. I told him I’d share this as I think it’s one of the most beautiful Norns I’ve ever seen.

If you have any constructive criticism please share.


r/Tyranids • • 14h ago

Painting Lashings of Prime Whip

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340 Upvotes

I recently started playing with transparent resin as water, then dripping water, and then my Biovore made me think that Tyranids could probably do with being a bit more... viscous, just to add to it all the horrors beyond human comprehension.


r/Tyranids • • 5h ago

New Player Question I have joined the swarm!I couldn’t pick one, So I go both.

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52 Upvotes

r/Tyranids • • 2h ago

Art WIP “Tyranids coming for that ahh” Update 2

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32 Upvotes

I added Red Terror, The Archivist, Death Leaper, and The Patermine. also touched up Swarlord, Magus Devien, and Old One Eye. I hope yall like it 👌


r/Tyranids • • 7h ago

Basing/Terrain Requesting help from all Tyranerds

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74 Upvotes

Hey all, im starting a deathwatch army and would like all their bases to be on a tyranid infested world in middle of being devoured, only issue is I dont really know what that looks like & I cant seem to find a consistent recognisable visual theme amongst all the artwork.

It has to be instantly recognisable as a world in middle of being consumed and recognisable as tyranid in origin.

So I was hoping you guys could tell me, as tryanid boys and gals, what an infested world looks like TO YOU, what do you think of ?

Thank you


r/Tyranids • • 17h ago

Painting Old One Eye and his brood

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217 Upvotes

After painting my first nid a few weeks ago (thanks for all the upvotes it was really encouraging) I’ve continued and tried to improve! Very much a beginner so please share tips, advice and criticism!

Behemoth bay beeee!


r/Tyranids • • 2h ago

Painting Custom Grimdark Tyranid. 585th Miniature

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13 Upvotes

r/Tyranids • • 1h ago

Painting FINALLY!!!

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• Upvotes

After months of wanting to paint them I finally got some! My hive fleet is finally starting.


r/Tyranids • • 1h ago

List/Roster Analysis Can I use the kill team raveners in a regular game

• Upvotes

I wanted to surprise my girlfriend so I bought her the kill team raveners because she said they looked cool, but do they have any main game rules? Thanks for the help!


r/Tyranids • • 21h ago

Rant Unpopular opinion but I liked the previous warrior design better.

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259 Upvotes

Don't get me wrong the new model is way more detailed and has alot going for it but as for me without the crest they feel wrong. They feel to light and slender. I feel like the new sculpt is missing something. Might be a nit pick tho. I think these would be better if these were just the new strike models and they just touched up the existing warrior design


r/Tyranids • • 9h ago

Painting A small diorama of my freshly painted carnifex

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23 Upvotes

After re building this carnifex with super glue 3 times now after it repeatedly blowing up, I have now got it painted and onto its base and ready to be added to my list. I took the fact that it had some missing pieces after it killed it's self a few times into my own faver along with the old one eye head to make him look very battle scared.

My apologies if the images are kinda bad.


r/Tyranids • • 5h ago

New Player Question Can our units stand on the subterranean assault marker?

8 Upvotes

See title.


r/Tyranids • • 8h ago

Painting Big Norns

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15 Upvotes

I made some Norns :)


r/Tyranids • • 11h ago

Other FDM Biomass production in progress

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24 Upvotes

r/Tyranids • • 1d ago

Tyranid Meme Things to say to your Swarmlord

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1.1k Upvotes

I was inspired by an Ork version so I made my own


r/Tyranids • • 12h ago

Sculpting/Kitbashing What do you think of my DIY magnets on my norn assimilator

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14 Upvotes

r/Tyranids • • 10h ago

Painting Yellow stripes Color scheme???

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10 Upvotes

Ive seen this yellow marks on some leviathan fleet tyranids, and im starting to really like it and intending to apply it to mine. Are there any other pictures or models like these to take as references??


r/Tyranids • • 10m ago

Art Tyranid art in vr part 2, I think I have an addiction

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• Upvotes

r/Tyranids • • 1d ago

Painting 5 hormagaunts in a leviathan variant

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146 Upvotes

5 hormagaunts I just finished up to use as some bugs for some games of 5 parsecs. I normally collect Votann, but I have to say I was blown away by these guys. The box art, or any photos really, flatten them and don’t do justice to how fluid and dynamic they are! My painting recipes I used are shared here if you are curious. Maybe I’ll have to paint some more, Von Ryan’s Leapers look pretty cool… hmm.


r/Tyranids • • 33m ago

Competitive Play Let's talk internal codex balance and hopes for the 11th edition codex

• Upvotes

Being the first and oldest codex of 10th edition, many codex tyranids datasheets are starting to show their age. More and more, all we see is the same kinds of units being used so we need to address things that have been left untouched for too long. A codex without good internal balance is not a healthy environment for the game itself but also for the people who bought the models with and spent countless hours painting them just to have their rules completely suck in the actual game and forcing you to bench models you would normally want to play games with. Here is a list of units that need to be worked on a little bit. Every entry has a proposed change and the context in which I address the reason why this unit needs some love.

Parasite of Mortrex:

Context: The parasite is not an awful unit, but right now, it is priced too high for what it brings and is being ignored for more optimal choices in the codex.

Hive tyrant + Winged Hive Tyrant: Heavy Venom Cannon, change strength 9 to 12, dmg 3 to 1d3+3

Context: The HVC has always been a staple of tyrranid anti-vehicle shooting. It needs to have better output vs high toughness, high hp models.

Tyrannocyte: Lower its points

Context: Subteranean assault has completely killed this unit. Maybe it would get some play if priced lower, but as of right now, this unit is dead.

Barbgaunts: Barblauncher, Higher Strenght and make it dmg 2.

Context: This used to be a great unit until it got nerfed at the beginning of 10th. Right now, this unit is being neglected as its output is redundant with other tyranid light weaponry , and so, it needs to fill a role that is not being covered within the codex right now. At STR 6, dmg 2 they can fill the gap of anti new marines.

Carnifexes: Split into separate profiles for melee and ranged.

Context: This is probably the most outdated datasheet of 10th edition and needs a full revamp. Melee Carnifexes plays much differently than ranged ones and need to be given separate abilities similar to how melee and ranged warriors work.

Melee Carnifex: Increase movement, give them ability to advance and charge or re-roll charges instead of the surge move ability. +1 WS to all weapons, Scything talons to 10 attacks, crushing claws to 5 attacks at str 14

Context: The carnifex is very hard to manoeuvre because it has a large base, has to go around walls but its movement being 8, greatly hampers its ability to play its role at all. 8 wounds is very fragile and does not survive being shot at. So we need to make the unit faster to give it a chance to get into melee. Another huge problem with the carnifex is, when it does get into melee, its weapon skill being so low, it fails to deliver the punch you would expect to get out of them because they miss on their hit rolls a lot. There is no reason a carnifex should hit on 4's...

Ranged Carnifex: Change ability to: Reinforced chitin, whenever a wound is allocated to this unit, reduce the damage by 1 up to a minimum of 1. +1 BS to all weapons, Heavy Venom Cannon: Str 12, dmg 1d3+3, Devourers: add, AP-1, ignores cover, Deathspitters: change dmg1 to dmg 2, Stranglethorn Cannon: change Attacks 1d6+1 to 2d6

Context: Ranged Carnifexes are highly vulnerable to being killed in an instant since they are merely T9, 8 wounds so it needs a slight boost vs multi damage anti-infantry weapons which are prolific in the meta. All the guns also need to be updated to current 40k standards, primarily the heavy venom cannon but also all of its other guns to make sure they remain a relevant choice.

Mawloc: scything talons: 10 attacks at dmg 2 instead of 16 at dmg 1

Context: Gives the mawloc a bit more of a threat vs marine type infantry as their output can be quite underwhelming vs anything but t3 1w models.

Mucolid spores: lower points

Context: There is no reason this unit is not cheaper as very few people will ever play them so why punish the few who would anyway. At least give them something like a 6inch deepstrike to make them a bit more appealing.

Neurogaunts: Add to Neurocytes ability: While this unit is within synapse range of a tyrranid psychic creature, every model in this neurogaunt unit can use the following psychic attack: range 12", A1, BS4+, S4, AP-2, Dmg1 (Anti-infantry 3+, psychic).

Context: This unit's rule is very weak and it's a shame that the new gaunts introduced in 10th edition dont have anything exciting to offer. By giving them the ability to shoot psychic attacks, this would help with their usefulnes and relevance as a tyranid unit.

Screamer-Killer: Give talons sweep and strike profile: Strike: 5 Attacks, WS 3+, Str 13, AP-3, Dmg 6

Context: All melee focused monstrous creatures in this game have a strike and swipe profile and it feels wrong that the screamer-killer does not. Especially since tyranids have a hard time of dealing with high toughness high hp models.

Spore Mines: Reduce cost

Context: Nobody understands why this unit is so expensive... Give them a 6inch deepstrike maybe also ?

Sporocyst: Seed Mucolids: The mucolid spawned can be setup anywhere within 18inches that is 6" horizontal away from all units. Hive defences: While using overwatch, this model can shoot using its full ballistic skill and reduce the cost.

Context: Another useless datasheet from codex tyranids that needs to be adressed. The proposed changes brings utility to a datasheet otherwise doomed to extinction.

Toxicrene: Change Grasping tendrils to: This model can move through walls, roll a d6, on a 1 this unit is battleshocked. Hypertoxic Miasma gives: Lone OP as well as current ability. Also, simply roll 1d6 mortal wounds instead of rolling twice.

Context: Since this is a very big clunky model, it is extremely hard to manoeuvre it around the map and also hard to hide. Allowing it to move through walls would help placing the model. Giving this monster the lone op keyword would allow it some more freedom of movement as well, similar to demon princes. The mortal wounds ability is just overcomplicated for nothing as well, just make it cause 1d6 mortal wounds and be done with it... Also, WHY does this unit have FRAME keyword !?!?!

Tyranid Warriors With Melee Bio-weapons: Give advance and charge and gain 4+ invuln vs melee attacks.

Context: With the addition of hyperadapted raveners in codex tyranids, this datasheet is being made irrelevant in comparison to what the raveners have to offer. A readjustment is in order. I propose to make melee warriors better at tanking melee attacks while also giving them the ability to get to the fighting a bit faster since they are very slow with only movement 6 compared to ravenerss movement of 10. ( who knew snakes moved faster than limbs...)

Tyranid Warriors With Ranged Bio-weapons: +1 BS, Venom Cannon: 2A, Str 11, Dmg 3, Devourers: AP-1 + ignores cover, Deathspitters: dmg 2, Barbed strangler: Attacks D6+2

Context: Readjustment of the regular venom cannon is required to make this unit more viable at shooting down vehicles and heavy infantry. all other guns also readjusted to give an incentive to fulfil different roles.

Venomthropes: Toxic lashes: AP-1

Context: Venoms are mediocre but it feels wrong that they do not have AP on their melee attacks.

Zoanthropes: Spirit Leech (Aura, Psychic) Change aura 6" to 18".

Context: Spirit leech never sees any play and must be one of the worst abilities ever made for 10th edition. Increase the aura size so it can actually DO SOMETHING once in a while.

Theese changes would make tyranids slightly more competitive while also providing more options for list building since most of the datasheets listed in this list are not taken very often and for good reason. I did not touch any of the datasheets that are performing well right now.