Halollet, good going on the changes.
I would have liked the Malanthrope to stay 4 wounds as it fits the base and size of the model, right now I think its too easy to kill, as easy as killing a warrior without ID. haven't got to writing my take on it but will do.
Raveners burrow ability might be a bit too expensive but no need to change it now. Its good but you are making a choose in taking it and paying for it. fits fluff as well.
I will try to go deeper with psy powers later. For now I think its good but here is some critic:
- Brood progenitor, This is like not rolling for a power if its an Zoan or if you didnt take AG or TS. letting the power grant the effect regardless of AG or TS is one solution. If not requiring AG and TS I would make it an pick one ability(AG or TS). This power do belongs in the support pool though.
- Infestation, I would remove the "whatsoever" part and make it jump to the closest model if the test is failed, maybe with a dimnishing chance.
Unrelated and just to point out, bear in mind that spawning a ripper in the psy phase makes tyranids unable to shot the unit until the fight phase where the ripper most likely die.
- The offensive 4 power could be named Warp/hive strength, at least temporarily. Not that rules NEEDS changing but that offensive power will be used for defense 8/10 times. It could be +2 S, +2 A and smash, see this a brainstorm to get the idea and thoughts floating.
- Warp blast, I think the D is too easy to get. Make it Warp charge 4 at least. I would prefer Warp blasts lance part like so:
ML 1 18” S 8 AP 2 Assault 1 Lance
ML 2 18” S 10 AP 2 Assault 1 Lance
ML 3+ 18” S 10 AP 1 Assault 1 (reroll penetrate/wound*)
*might even go for armourbane but thats very powerfull so maybe ML 4 again.
remember that 3 zoans generate 4 charges which is an okay(?70%?) change to power the ML 2 blast themselves, Neuro only adds to that.
- Support 2, this could be called Hunger. Not the best power but it is a slight buff to the unit.
- Regenerate, wp 1 seems really cheap I would cast it anytime I could. I suggest making it wp 2. I really like the powers concept and it feels very niddy having the hive mind spurring its minions biology. I needs only to be balanced not changed.
A big thing. I know it can be hard to throw out things you have already worked on, it is for me, but changing the pools to having 3 powers and a primaris each would be a lot better imo. That is how it is done with the Eldar and Chaos and it works well. It also seems to me you are uncertain in coming up with 6 powers for each.
I would make up the two pools as below and possibly make a third with another focus point, maybe defense or metabolism.
Offense: (P)Aura of despair (1)The horror (2)Psychic Scream (3)Warp Blast
Support: (P)Dominion (1)Catalyst (2)Paroxysm (3)Regenerate
I would keep the "Progenitor" power but move it to the Tervigon just like the Neurothrope has "Spirit Leech".
As I wrote, I came up with the third pool and instead of editing above and just show the three pools I will show it beneath. This way you all can see the process and nitpick the good bits.
Offense: (P)Aura of despair (1)The horror (2)Psychic Scream (3)Warp Blast
Support: (P)Dominion (1)Support 2 (2)Paroxysm (3)Onslaught
1metabolism: (P)Catalyst
2 (1)Hive Strength
3 (2)Warp defence
4 (3) Regenerate
1wp 2 and a power boost maybe adding run & assault
2only affects one unit
3Psyker gains +2 S, +2 A and Smash
4Psyker gains +2 T and IWND
Looking over the Zoanthropes they are not having up to 6 powers but up to 10! Heres the math: 2 for the unit + 1 for each model (6) + 1 and Leech for Neuro. In total thats 9 + Spirit leech.
letting them get one power in total for each model and the Neurothrope also adding Spirit leech seems better. ML 2 with 3++ and 2 W for 50 points is actually really good, remember that others pay 25 for a power through +1 ML, they are then ICs but a lot more expensive.
The text for Brood Hive mind could be something like this: "Instead of generating powers as normal the Zoantrope unit generate 1 power from "the tyranid codex
5" for each model in the unit. When a model from the unit is removed from play, a random power other than Warp Blast is forgotten. As long as the unit contains the Neurothrope it also knows the Spirit Leech power."
5could be offense and support only to leave the metabolism option for the MC's. With 3 Attacks, Strength 6 and smash Zoans are 6 MC's suddenly.
If you want the Warp blast to be Zoans only, also making room in the 3 power system, you can add it under the Zoans like I suggests on the Tervigon.
Okay so with my rather long not too deep look at psy powers, great job Hyrrokin, I can finally move on to the acid topic. This is a outstanding idea that I like tremendously. The way I would have it work, based on Phayze's idea, is simply aplying a -1 to the enemys armour save and adjusting the ap of the acid weapons one higher than intending.
Models that I see have access to acid weapons would be pyrovores off course but also Hive Crones Drool cannon and Venomtropes/Malanthropes.
Maybe acid is just what the Feeder tendrils does? It would help the Lictor and Genestealer be good at taking out only a few models but reliably.
With Acid we do need to be careful though as an ap 6 weapon with acid is not just ap 5 weapon but also makes a Terminator have a 3+ save. Acid scales incredible well with number of attacks and good ap. I dont think any acid weapon should be better than ap 4 and that should only be the most toxic weapons. A thing to note though is that the better the ap is on an attack with acid the less range of use the acid get. For ap 4 the acid doesnt do anything with armour save 4+ and up.
Acid could also be an ability that triggers on a 6 or 5+ making only a couple of the attacks generate the decreased saves. If on a 6/5+ It is akin to rending but simply being ap 2.
I have not touched on acid reducing AV values but that is the same as getting +1 to strength so nothing complex.
I dont think acid should be something that needs to be calculated or that stays in play. Both were tried with the Necron scarabs and it works badly and were hard to remember. Maybe reducing AV for acid attacks based on hull points is simple enough work with, S 3 taking a wounded Imperial knight is then a thing though.
so far I'm only at the idea state but the concept is great, if we do it this will be the first thing not just ignoring the enemys armour save or not.
an unrelated idea is having rending at an varied ap. Having rending(3+) or rending(5+) but for now I have written more than enough, sorry for the long post.
PS. On the Synapse and instant death rule, make it 2 wounds instead of 1d3. Less dice rolling more playing