Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

Not enough ratings
Tyranids Rework Niemeria
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
3.204 MB
30 Sep @ 11:10am
7 Oct @ 3:11am
7 Change Notes ( view )

Subscribe to download
Tyranids Rework Niemeria

Description
Tyranids Rework - Patch Notes

I used every unit DLC in the game, as these were all considered during balancing.

[Tyranids Major Rework]

[Tyranids] will receive a major rework to their Unit Roster, Heroes and faction mechanics.

[Design Philosophy]

--------------------------------
[General Changes]
1. New Core Mechanic: Bio-Adaptation

All Tyranid Units will now have Bio-Adaptation slots (1-3). You will get up to 12 different Bio-Adaptations which can be slotted in these slots (like Tau Support systems).

Small creatures will have 1 slot, medium creatures 2 and large creatures typically 3. Bio-Adaptations cost influence to slot on a unit, depending on the production cost of the unit.

Here is a list of the adaptations:

T1: Flesh Hooks - Units gain additional melee attacks and movement after attacking.

T1: Enhanced Senses - Units gain extra sight range and additional ranged accuracy.

T2: Brood-Leech Hive - Units apply a damage over time effect and the pinning debuff but suffer from reduced hitpoints.

T3: Regeneration - Units with this bio-adaptation regenerate 2 HP per turn.

T4: Sporeburst Carapace - Units with this bio-adaptation gain additional ranged damage reduction. After this unit suffers damage, its ranged damage reduction increases further, and nearby friendly units also benefit from the protection.

T4: Acidic Carapace - Units gain additional melee defense and return damage to melee attackers.

T5: Toxin Sacs - Units gain additional melee damage and attacks.

T5: Hunter-Worm Hive - Units gain additional ranged damage and attacks.

T6: Adrenal Glands - Units gain 1 additional movement.

T7: Greater Regeneration (2 Slots) - Units regenerate 5 HP per turn and gain additional maximum hitpoints.

T7: Swollen Bio-Chambers (2 Slots) - Units gain 1 additional range.

T8: Vampiric Symbiote (2 Slots) - Units gain lifesteal with melee weapons and increased melee accuracy.

---------------------------------------------------------
2. Tunneling and Creating Tunnels

You will now have a Technology to deploy Tunnels (Brood Hives) where you want and you will be able to build your network early on.

Units will now have an influence cost for using Tunnels.
There are 2 new Techs which decrease this cost and buff the Tunnels.

----------------------------------------------------------
3. Building Changes
There are now 4 Buildings for Units:

- Brood Nest - now produces Termagaunts and more ranged or hybrid creatures.
- Brood Haunt - now produces Hormagaunts and more melee-focused creatures.
- Capillary Towers - now produces Gargoyles and more Air Focus Units and Heroes (Tervigon and Hive Tyrant).
- Aedanthropum - all 3 "Thropes" and the Maleceptor.

Brood Nest and Brood Haunt share Tyranid Warriors and Tyranid Prime
---------------------------------------------------
[Heroes]

Tyranid Prime

- Is now cheaper and has slightly less HP
- Ranged and Melee weapons are now at the same strength. Your Bio-Adaptations will push this unit more in a distinct role
- "Scourge of the Brood" now grants slightly less damage but provides life steal
- Alpha Warrior now gives accuracy to all units and slightly more to Warriors
- Now has 2 Bio-Adaptation Slots

Tervigon

- Is now a T4 Unit, stronger and more expensive
- Now has 2 tiles synapse range
- New ability that protects an ally infantry unit
- "Living Incubator" now has 5/4/3 round cooldown. Termagaunts with Range 2 are way stronger now!
- "Brood Progenitor" now buffs Termagaunts, Hormagaunts and Gargoyles
- "Mass Incubation" is now an AOE Heal

Hive Tyrant

- Is now T5 and way more powerful but also expensive
- Now has 2 tiles synapse range
- Has a new ability that increases the tyrant's movement and buffs him with attacks and damage reduction
- Psychic Scream has longer base cooldown now but will decrease with levels
- Onslaught now increases radius by level and lasts 2 turns but only increases movement by 1

--------------------------------------------
[Brood Nest Units]

Units will be weaker by default but can be juiced up with Bio-Adaptations. Tyranid Warriors and Tyranid Prime can be built in Brood Nest and Brood Haunt.

Termagaunts

- Now have 2 range by default
- Now have 1 Bio-Adaptation Slot
- Now cost no resources to build and maintain

Tyranid Warriors

- Now cost slightly less and have adjusted stats
- Now have 2 range by default
- Ranged and Melee weapons are now at the same strength. Your Bio-Adaptations will push this unit more in a distinct role
- Now have 2 Bio-Adaptation Slots

Hive Guard

- Remains the same
- Now have 2 Bio-Adaptation Slots

Biovores

- Is now slightly squishier
- Now have 2 Bio-Adaptation Slots
- Weapon now has the heavy trait (sorry!)
- Spore Mine now has 2 turn cooldown and is a free action

Carnifex

- Is now more expensive and stronger
- Now has 3 Bio-Adaptation Slots
- Bio-Plasma is now a separate ability unlockable with a lategame research

Tyrannofex

- Is now more expensive and stronger
- Now has 3 Bio-Adaptation Slots
- Weapon now has only 2 range (but there is a Bio-Adaptation to give it 3 range)

-------------------------------------
[Brood Haunt Units]

Units will be weaker by default but can be juiced up with Bio-Adaptations. Tyranid Warriors and Tyranid Prime can be built in Brood Nest and Brood Haunt.

Hormagaunts

- Now have 10 units (from 8) and this makes them stronger and tankier
- Now cost no resources to build and maintain
- Now have 1 Bio-Adaptation Slot

Tyranid Warriors

- Now cost slightly less and have adjusted stats
- Now have 2 range by default
- Ranged and Melee weapons are now closer in strength. Your Bio-Adaptations will push this unit more in a distinct role
- Now have 2 Bio-Adaptation Slots

Raveners

- Now have a ranged weapon by default and have 2 range
- Now have only 4 movement speed down from 5 but there is a Bio-Adaptation for movement speed
- Ranged and Melee weapons are now closer in strength. Your Bio-Adaptations will push this unit more in a distinct role
- Now have 2 Bio-Adaptation Slots

Liktors

- Is now a T5 Unit, cheaper with adjusted stats
- Can now teleport once (Deep Striking)
- Now has a Scout ability
- Now have 2 Bio-Adaptation Slots

Haruspex

- Is now stronger but lost some HP
- Lost its life-steal ability but now starts with Vampiric Symbiote bio-Adaptation
- Now has 3 Bio-Adaptation Slots but 2 are occupied by the Vampiric Symbiote

Exocrine

- Remains the same, stats adjusted
- Now has 3 Bio-Adaptation Slots

Trygon

- Is now more expensive and stronger
- Will also gain

Scythed Hierodule

- Is now cheaper with adjusted stats (mostly stronger lol)
- Lost its damage reduction but will have more base HP
- Now has 3 Bio-Adaptation Slots

--------------------------------------------------------------
[Capillary Tower Units]

Gargoyles

- Is now a skimmer unit with 4 movement
- Ranged weapon has 2 range
- Now have 1 Bio-Adaptation Slot

Tyrannocyte

- Remains the same
- Now has 1 Bio-Adaptation Slot

Hive Crone

- Now has 5 movement down from 6
- Now has 3 Bio-Adaptation Slots

Norn Emissary

- Is now more expensive but stronger
- Now has 3 Bio-Adaptation Slots

--------------------------------
[Aedanthropum Units]

Malanthrope

- Remains the same
- Now has 1 Bio-Adaptation Slot

Venomthropes

- Is now more expensive and stronger by default
- Now have 2 Bio-Adaptation Slots

Zoanthropes

- Paroxysm is now baseline (no research needed) and a free action
- Lost the suppression ability (was bad anyways)
- Now have 2 Bio-Adaptation Slots

Maleceptor

- Now has a diffusion field ability which decreases ranged accuracy of nearby enemies
- Psychic Overload is now range 2 and very strong
- Now has 3 Bio-Adaptation Slots
16 Comments
☞ PrimarcH ☚ 13 hours ago 
Nothing to say is accurate mod and perfect for that stat! Love it!
YunRu 9 Oct @ 9:43pm 
i mostly play with fastest speed and high difficulty since i like playing with huge armies

dunno for lower difficulties but gaunts feel like they trivialize the early game by having 2 free spammable units, maybe make them weaker or increase production time? also agree with @Squilliam, i dont think the problem lies with the tunneling cost but rather the fact that you get to have multiple options for tunnel expensive units which combined with the adaptations starts costing alot
Arthillidan 9 Oct @ 7:13am 
gaunts might be a little bit broken right now. I just rolled over the impossible AI by building only brood nests and brood haunts. a warrior prime, some normal warriors for synapse and just hordes of gaunts. It's very kino but since gaunts are on par with guardsmen, it becomes very strong
Squilliam 9 Oct @ 4:23am 
@Arthillidan the weapon for the broodhive worked for me after researching it.
Squilliam 9 Oct @ 4:21am 
@Niemeria the cost is fine for most units its just the really expensive units where it gets too heavy for influence. Probably because Tyranids have several higher cost units than anything Space Marines have.
Arthillidan 7 Oct @ 4:22am 
unless it was fixed in the most recent update (I'm scared of updating in case something major was changed which will brick my save), the Tervigon´s ability Brood Progenitor doesn't work. The buff applies to nearby termagaunts, but it doesn't give them anything, and they don't do any more damage than units without the buff
Arthillidan 7 Oct @ 12:01am 
it IS meant to have a sporemine launcher right?
Arthillidan 6 Oct @ 11:54pm 
@Squilliam did the sporemine launcher on the brood hive work for you? It just doesn't seem to have one for me
Niemeria  [author] 6 Oct @ 11:41pm 
@squilliam

I used the same cost-to-influence ratio that the new Space Marines got (they can also use the Drop Pod early in the game).

The downside of earlier usage is a higher cost.

Those fast-travel abilities are really strong, and they should come with a price. Maybe it’s a bit too high for the Tyranids, but I’ll keep testing it for now.

i Mean: It can be pretty frustrating when 3–5 mid- to late-game units suddenly appear right in front of an undefended city.
Niemeria  [author] 6 Oct @ 11:35pm 
@YunRu: its a basegame weapon so there should be no problems because the weapon is in the basegame folder :)