9922
Post by: The Grundel
For those that haven't figured it out. The EXTREMELY WEAK US dollar is the reason the prices seem higher then normal. It has NOTHING to do with "Greed" or anything like that on GW's part.
This message has been edited by the Moderation team.
13937
Post by: BrassScorpion
acreedon wrote:When will the codex be in stores for preview? Dec 17th? The Codex Tyranids is delayed due to a major printing error. All copies had to be returned as unacceptable and a whole new print run is needed. Therefore, the release date has been pushed back and there will be no advance preview copies available as far ahead as normal. And in response to GIANT RED TEXT, the US dollar is now at about the same ratio versus the UK pound as it has been for most recent decades. That harsh 2:1 dollar to pound ratio that lasted for months over a year ago and the subsequent but very brief much better than usual for the US less than 1.5:1 dollar to pound ratio, both of those are now history. The ratio has been hovering at around $1.60-$1.65 to the pound for months. When I visited the UK in 1995 the ratio was about $1.56 to the pound. Things have stabilized for months and are "back to normal" for the moment. In other words, in this worldwide recession, virtually everyone's currency has weakened and ratios are back to about the usual.
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Post by: Sidstyler
Yeah, what Brass said.
So it's greed.
14389
Post by: Manimal
WTF The Grundel?
Where did that outburst come from?
The thread was going along pretty smoothly, there are no price complaints in recent posts.
Back on topic, I think gargoyles will be very good if they really cut their price in half and give them the 6 to hit wounds rule.
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Post by: skkipper
The Grundel wrote:For those that haven't figured it out. The EXTREMELY WEAK US dollar is the reason the prices seem higher then normal. It has NOTHING to do with "Greed" or anything like that on GW's part.
umm wrong. the dollar is weaker against the pound compared to the previous 12 months but over the last five year the dollar is stronger now.
14852
Post by: Fateweaver
Not to mention.......WTF does that have to do with new tyranid models/rumors?
I think the usage of red, extremely large font indicates a very small, flesh colored appendage (and I don't mean an arm).
If you intend to take this thread OT try to be subtle, not TFG.
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Post by: H.B.M.C.
Fateweaver wrote:I think the usage of red, extremely large font indicates a very small, flesh colored appendage (and I don't mean an arm).
And what does that have to do with Tyranid rumours, Fateweaver, hmm?
2304
Post by: Steelmage99
And what did that have to do with Tyranid rumours, H.B.M.C?
(Continue ad Litkonium  )
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Post by: reds8n
BIG shout out to the ever reliable Mr Scryer in the darkness from warseer for the following
Tyranid Hormagaunt Brood
The Hormagaunt is a highly specialised Tyranid bioform. Each Hormagaunt has four razor-sharp claws specially developed for ripping and piercing flesh and armour, and powerful hind legs that allow the creature to dart into combat at an astounding speed.
This box set contains 12 multi-part plastic Hormagaunts. This 72-piece set includes: four different head designs and two different body designs. Models supplied with 25mm round bases.
Tyranid Termagant Brood
Termagants are fast, agile and cunning creatures. In planetary invasions, Termagants scuttle forward on four legs whilst unleashing torrents of fire from the anti-personnel bio-weaponry clutched in their clawed forelimbs.
This box set contains 12 multi-part plastic Termagants and one Ripper Swarm. This 175-piece set includes: three different head designs, two different body designs, fleshborers, spinefists, devourers, adrenal glands and toxin sacs. Also included are 12 25mm round bases and one 40mm round base.
Tyranid Hive Guard
The Hive Guard are charged with protecting Tyranid structures and are capable of unleashing salvo after salvo of intense firepower. Essentially gun-beasts, they are heavily armoured and have a body designed to be a stable firing platform for the massive impaler cannon bonded to their forelimbs. Physically linked to the shard-beasts that comprise the ammunition to their cannons, Hive Guard can target enemies with unerring accuracy - even those who they cannot see.
This blister contains one finely-detailed metal Tyranid Hive Guard armed with Impaler cannon. Model supplied with a 40mm round base.
Tyranid Venomthrope
The Venomthrope's whip-like tentacles drip with a multitude of alien poisons. Indeed, so potent are these toxins that it is believed that a Venomthrope's very touch means certain death. Under a Venomthrope's heavy carapace is a network of bulging, gas filled bladders that emit yellowish spore clouds. These clouds are lethal to non-Tyranid organisms and dense enough to obscure nearby Tyranid organisms.
This blister contains one finely-detailed metal Venomthrope. Model supplied with a 40mm round base.
Tyranid Pyrovore
A Pyrovore's maw drips with corrosive acids that are powerful enough to reduce armour, flesh and bone to a gooey, smouldering mucous. When confronted by a foe the Pyrovore launches forth an incandescent fireball from its dorsal bio-weapon that reduces its victim to a pile of burning ash.
This box set contains one seven-part, finely-detailed metal Tyranid Pyrovore. Model supplied with a 60mm round base
Tyranid Ravener Brood
Raveners were designed for shock assault and swift pursuit. They have incredible senses which allow them to track their prey over massive distances and detect the slightest movement, and a taut musculature that grants them terrifying speed. Raveners slither towards the foe with bewildering swiftness as their thorax-mounted weapon-symbiotes spit death.
This box set contains three multi-part plastic Tyranid Raveners. This 57-piece set includes a range of additional components that allow you to personalise your Ravener Brood. Models supplied with 40mm round bases.
Tyranid Gargoyle Brood
Gargoyles are often the first wave of a Tyranid swarm to be seen in battle. Thus a Tyranid attack is preceded by the beating of thousands of membranous wings as Gargoyle Broods descend upon the foe; blocking out the sun, and spitting death from their fleshborers and caustic venom from their fanged mouths.
This box set contains 10 multi-part plastic Tyranid Gargoyles. Models supplied with small flying bases.
Tyranid Trygon / Mawloc
The Trygon is a colossal serpentine creature whose iron-hard carapace is proof against all but the heaviest of weapons and whose giant talons can scythe through even the most formidable battle-tank. In battle, a Trygon's shifting mass generates lethal bio-electric energy that it unleashes upon its foes in vicious arcs of lighting.
Mawlocs are huge worm-like creatures with massive razor-toothed maws that act as the entryway to their equally cavernous gullets. Most of a Mawloc's victims are swallowed whole, there to be painfully digested. Anything to large to swallow is pounded flat by the Mawloc's muscular tail before being devoured.
This box set contains one large multi-part plastic miniature that can be assembled as either a Tyranid Trygon or Tyranid Mawloc. This 97-piece set contains a range of additional components that allow you to personalise your model. Model supplied with a large oval base.
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Post by: BrookM
Okay, so the Mawloc is the new Red Terror. Niiiice.
494
Post by: H.B.M.C.
And comes with a Valk base... so it's big.
7375
Post by: BrookM
Dunno, mention of the Valkyrie base makes it sound smaller to me.
Or I just need to stop looking at this picture all the time..
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Post by: Kanluwen
Brook, FW has always made it a point to either leave their big monsters off of bases--or to put them on far too large bases, just to make TLOS easier and lessen the chances of complaints. With that Trygon curled up like it is--it'd fit on a Valk base and still have about a couple of millimeters of free area around it.
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Post by: ForceVoid
Wow, big Pyrovore is big
Tyranid Pyrovore: Model supplied with a 60mm round base
Makes me want one now ;-)
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Post by: wyomingfox
BrassScorpion wrote:The Tyranid Codex had a major printing error in it so no preview copy in the stores at the usual time and the release date on the book has been pushed back till a corrected print run can be obtained.
That hasn't stopped them before
10193
Post by: Crazy_Carnifex
Heres to hopreing that Close combat Tyrant Gaurd still exist.
13937
Post by: BrassScorpion
That hasn't stopped them before
That's been true for minor printing errors, but this one involved a large number of pages being omitted from the final bound copies of Codex Tyranids, so the whole defective shipment had to be rejected and a new one ordered.
20107
Post by: Kwosge
Full pictures of ALL new Tyranid models are on GW website under advanced orders. If you can't find them then look under the Space Marine stuff.
I'm getting 2 or three Trygons now. They just look to awesome.
Edit:
http://www.games-workshop.com/gws/catalog/armySubUnitCats.jsp?catId=cat1490603&rootCatGameStyle=wh40k
Edit 2:
In regards to the new codex we all know that they were pushed back because GW made about 1000 to many errors in it. But logic also tells us that they don't print the world supply of Codex: Tyranid all at once and magically teleport them into the stores at 00:00:01 01/16/2010. When GW prints enough to send out as preview copies for the stores they will start showing up as preview copies at your local GW stores at the very least. Expect to see them late December. Why? Because they come out ~2 weeks after December and GW likes to show off stuff at about the two week mark and they get the store supply of stuff about 1 to 2 weeks before it is up for sale.
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Post by: kirsanth
Raveners come with rending claws!
Now here is to hoping they are worth using. . .
20107
Post by: Kwosge
The Mawloc looks to stupid. I'll might make one if I get three but I might not if I'm just getting 2.
Hahaha, the GW site just went down.
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Post by: Platuan4th
Kanluwen wrote:With that Trygon curled up like it is--it'd fit on a Valk base and still have about a couple of millimeters of free area around it.
This.
I test fit my Trygon on a Valk base before assembling my first Valk and there's plenty of space with no overhang from the Trygon.
20107
Post by: Kwosge
Platuan4th wrote:Kanluwen wrote:With that Trygon curled up like it is--it'd fit on a Valk base and still have about a couple of millimeters of free area around it.
This.
I test fit my Trygon on a Valk base before assembling my first Valk and there's plenty of space with no overhang from the Trygon.
GW Site wrote:
Model supplied with a large oval base.
It probably comes with the Valk base.
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Post by: Termagant
New stuff up for for advanced order on GW site!!!!!!
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Post by: JohnHwangDD
Kwosge wrote:In regards to the new codex we all know that they were pushed back because GW made about 1000 to many errors in it. GW doesn't do reprints because of product quality issues. I still say GW's bean counters pushed the Nid release to bump their 2010 revenue instead of their 2009 revenue. That said, I very much like that Trygon model.
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Post by: ChaosDave
JD21290 wrote:To be honest here, Nids used to be a swarm army.
By changing the force and tweaking gaunt rules me thinks thats the way they are heading with this.
However, the trygon/maw have just reinforced the zilla builds, so im not sure what GW are up to.
My guess though would be trying to bring the nids into more of a swarm based style, rather than big hitters.
Hence why the plastic gargs are out, as are the ravs, new gaunt box's.
to be honest, i like what GW have done so far, and thier plastic kits are just getting better.
Im happy with whats out so far, so if they can keep the dex gak free and without many mistakes it wouldnt be bad 
Actually what GW is trying to do is make both swarm and nidzilla viable options. They want people to be able to play the way they want and still be competitive. Now how successful they will be at that, we'll just have to wait and see.
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Post by: Lukus83
Well I think they should do an ok job. After all, the new dexes have a lot of potential lists so far. Some may be more powerful than others, but as long as you can build a list around a theme/fluff and still be semi-competitive I will be happy.
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Post by: Lukus83
Has anyone noticed that with all the stuff now up on the GW site...warriors and broodlords are now troops. It seems that we will be getting an inevitable nerf to the broodlord since he will just be an upgrade character (on the plus side he won't be an IC).
Oh and thanks for the close ups farmer. Automatically Appended Next Post: Oh and zoanthropes have been moved to elite...interesting.
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Post by: FlammingGaunt
I'm rather happy with the new trygon model Can't wait to get one!
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Post by: Lukus83
1...I'm gonna be fielding 3 of those bad boys. Automatically Appended Next Post: I also gotta say I really like the look of the pyrovore model. Hope the rules are as good!
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Post by: Farmer
Lukus83 wrote:Has anyone noticed that with all the stuff now up on the GW site...warriors and broodlords are now troops. It seems that we will be getting an inevitable nerf to the broodlord since he will just be an upgrade character (on the plus side he won't be an IC).
Oh and thanks for the close ups farmer.
Automatically Appended Next Post:
Oh and zoanthropes have been moved to elite...interesting.
No problem.
I don't like GW,but i have to give them credit for the nice rules and models,will make the game more interesting although the prices are fething stupid.
Also who the feth is going to use tyrant guards now?.
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Post by: Tim the Biovore
Yeah me too, except for that Mawloc, it just dosen't work for me.
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Post by: JohnHwangDD
The Mawloc version of the Trygon isn't bad. It's better than the tentacley Vemon thing.
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Post by: Farmer
Pyrovore looks awesome,and doesn't have that slowed bulky fat feth look the biovore has.
Tyrant guards > Hive guard
Carnifex > Trygon/mawloc
Zoanthropes > Toxithropes
Biovore > Pyrovore
Anyone else seeing stuff getting outclassed?.
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Post by: JohnHwangDD
Isn't that the point of new models?
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Post by: Farmer
JohnHwangDD wrote:Isn't that the point of new models?
Well yes,i just hope it isn't a case of "oh your good,but this is better" kind of list.
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Post by: Lukus83
I'm hoping that nothing will be outclassed per se, just given a different role.
Trygons will now be THE heavy support choice, while fexes will be weaker, but cheaper in points and you will be able to field them en masse. Etc etc...
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Post by: JohnHwangDD
I would be shocked if the new Nid book doesn't require Special Characters and pimp awesome new (or previously crappy) minis.
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Post by: Farmer
Lukus83 wrote:I'm hoping that nothing will be outclassed per se, just given a different role.
Trygons will now be THE heavy support choice, while fexes will be weaker, but cheaper in points and you will be able to field them en masse. Etc etc...
Indeed,can't wait to see 3 trygons guant ravener spam armys :3
17543
Post by: acreedon
Farmer wrote:Lukus83 wrote:I'm hoping that nothing will be outclassed per se, just given a different role.
Trygons will now be THE heavy support choice, while fexes will be weaker, but cheaper in points and you will be able to field them en masse. Etc etc...
Indeed,can't wait to see 3 trygons guant ravener spam armys :3
I can't wait to have one hahaha
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Post by: Kanluwen
Please don't direct-link to GW's site. Host it on your photobucket or dakka gallery.
19754
Post by: puma713
Farmer wrote:Lukus83 wrote:Has anyone noticed that with all the stuff now up on the GW site...warriors and broodlords are now troops. It seems that we will be getting an inevitable nerf to the broodlord since he will just be an upgrade character (on the plus side he won't be an IC).
Oh and thanks for the close ups farmer.
Automatically Appended Next Post:
Oh and zoanthropes have been moved to elite...interesting.
Also who the feth is going to use tyrant guards now?.
Who knows, since the rules haven't been released. But an indirect-firing, supposedly Str 8, 2 shot weapon fired with "unerring accuracy" (quote from GW) makes the Guards pretty inticing.
Automatically Appended Next Post:
Lukus83 wrote:1...I'm gonna be fielding 3 of those bad boys.
If you can. Everyone's assuming it's not going to be 0-1.
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Post by: Ian Sturrock
I have a stack of Stealers, a few Hybrids, and a Broodlord, from 1st & 3rd edition Space Hulk. So I shall be awaiting the codex quite eagerly, to see if I can put together a cheap, Stealer-heavy army.
I may just see about making a Hybrid Heavy Weapon Team or two squeezed onto a 40mm or 60mm base (Counts As Hive Guard or Pyrovore, depending on which of the latter looks like it might be effective). Those Hive Guard models are gorgeous though... I may need to buy some anyway.
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Post by: Railguns
I really hope that Zoanthropes get a necessary powering up in this book. The biological field artillery is currently a big vulnerable dork who is more dangerous lowering ld scores with psychic scream than actually blasting things.
17692
Post by: Farmer
Hive Tyrants with crushing claws ? .
5421
Post by: JohnHwangDD
All I see is the gorgeousness of the Official (tm) GW Realm of Battle Board (r).
Still, it boggles the mind that GW dares release a picture of Nids in a non-crap paint scheme.
12049
Post by: Nenya97
Okay, I am sorry but three squads of carnifexes is going to be scary.
multi-assault, wound allocation, they are cheaper now? (yes, i realize they are also nerfed, but how far?). So, they will overcome the problems leman russ squads have by being cheaper (i.e. less than 100 points each) and everyone has to shoot the same target? whoopty doo, they are cheap as dirt.... okay, i dont want to rant because this is all hypothetical.
Also, $50 for a trygon? they really must have made it suck and/or really cheap points, i dont know.
Heavy support has always been the focus to my armies since armageddon times, so i might be a bit biased. Maybe playing a couple games against the local nidzillas after the book comes out will change my mind.
Either way, I do not think trygon is going to be worth it compared to 3 carnifexes.
Also, interested in seeing how the HQ slots are going to affect the organization (if at all) of the army or how it works all together.
...
9 carnifexes is not going to be fun, I just can't shake that feeling, man. Someone please prove me wrong
3806
Post by: Grot 6
So, is that thing supposed to be a tyranid version of a megatank, or stoma?
Seems kinda missing its bottom part. It needs that squid tentical mass like that thing from Cloverfield, then it can drom nids all over the table. like rain of squggies, or drop troop gaunts, or something.
Could use a good set of wings like a dragon, or something, too.
17155
Post by: bhsman
Nenya97 wrote:9 carnifexes is not going to be fun, I just can't shake that feeling, man. Someone please prove me wrong
Yes, because no army has access to long-range, high strength and AP weaponry.
EDIT: Even your own signature that you probably read once and CP'd it without thinking says it best.
20107
Post by: Kwosge
JohnHwangDD wrote:Kwosge wrote:In regards to the new codex we all know that they were pushed back because GW made about 1000 to many errors in it.
GW doesn't do reprints because of product quality issues.
I still say GW's bean counters pushed the Nid release to bump their 2010 revenue instead of their 2009 revenue.
That said, I very much like that Trygon model.
GW forgot to print the Tyranid Universal Special Rules in the original printing of Codex: Tyranid. The army was, literally, un-playable.
18080
Post by: Anpu42
bhsman wrote:Yes, because no army has access to long-range, high strength and AP weaponry.
I Have a Company with 21 Plasma Weapons that should do good.
10193
Post by: Crazy_Carnifex
Yeah, that should do the trick.
Looks Exiteing!
17155
Post by: bhsman
Anpu42 wrote:bhsman wrote:Yes, because no army has access to long-range, high strength and AP weaponry.
I Have a Company with 21 Plasma Weapons that should do good. 
That, or missile launchers, lascannons, rail guns...
Not to say that these will always stop a Carnifex or squad of them short, but it's not a game-breaker.
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Post by: UberKarnage323
Those are just plain awesome! i'm definitely gonna love my tyranid army and my friends are gonna hate it
1099
Post by: Railguns
I'm a bit disappointed in the pyrovore sculpt, but only because the head seems uncreative for such an interesting concept. It's just a big gaunt head with a sac on it. With all the crest patterns you'd think they'd come up with something new. It's still a nice model, but I may do some sculpy work on the head.
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Post by: Lukus83
I disagree. It's a huge improvement on the biovore and to me that's all that matters. At least the head is tyranid-like, whereas the biovore looks like a gorilla with some orkiness thrown in.
Now to get back to rules wishlisting...
10345
Post by: LunaHound
Farmer wrote:
Hive Tyrants with crushing claws ? .
What is that im looking at?
14852
Post by: Fateweaver
A beautifully painted sample army. Don't read too much into the heirodule as it's not in the codex.
9345
Post by: Lukus83
There's a hive tyrant with crushing claws (the one on the right)...currenty that's not legal.
320
Post by: Platuan4th
Lukus83 wrote:There's a hive tyrant with crushing claws (the one on the right)...currenty that's not legal.
Or it could be a style choice made by the Staffer whose army it is and could bear absolutely no hidden meaning.
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Post by: LunaHound
Fateweaver wrote:A beautifully painted sample army. Don't read too much into the heirodule as it's not in the codex.
I see , is there a link where i can view or read about it?
( im just confused to what does that have to do with the new release )
9345
Post by: Lukus83
Nothing at all. It's an apoc addition.
17692
Post by: Farmer
LunaHound wrote:Fateweaver wrote:A beautifully painted sample army. Don't read too much into the heirodule as it's not in the codex.
( im just confused to what does that have to do with the new release )
I posted it because Hive tyrants don't get crushing claws in the current book,which might indicate you might get that option in the new book,you numty
20079
Post by: Gorechild
http://www.games-workshop.com/gws/content/blogPost.jsp?aId=6700002a
GW finally updated the site with pic's of all the new Tyranid releases. its not much different from what we saw before but they are all better quality photos
mawloc looks sweeeeeet!
181
Post by: gorgon
puma713 wrote:Who knows, since the rules haven't been released. But an indirect-firing, supposedly Str 8, 2 shot weapon fired with "unerring accuracy" (quote from GW) makes the Guards pretty inticing.
Per someone on Warseer, the impaler gun doesn't need LOS AND ignores cover. If it's AP4, that should be another nail in Nob Bikers' coffin. If it's AP3, it's going to be harsh on Tau suits too.
And it's important to note that Hive Guard are a separate Elites choice. Tyrant Guard are still the only way to get protection for the HT.
8723
Post by: wyomingfox
JohnHwangDD wrote:The Mawloc version of the Trygon isn't bad. It's better than the tentacley Vemon thing.
I agree. The Mawloc looks pretty cool if you just cut off the goofy attenas. Simple conversion.
10193
Post by: Crazy_Carnifex
gorgon wrote:puma713 wrote:Who knows, since the rules haven't been released. But an indirect-firing, supposedly Str 8, 2 shot weapon fired with "unerring accuracy" (quote from GW) makes the Guards pretty inticing.
Per someone on Warseer, the impaler gun doesn't need LOS AND ignores cover. If it's AP4, that should be another nail in Nob Bikers' coffin. If it's AP3, it's going to be harsh on Tau suits too.
And it's important to note that Hive Guard are a separate Elites choice. Tyrant Guard are still the only way to get protection for the HT.
Well, that sounds like it could be fun then. Must get a brood.
11973
Post by: Slackermagee
New rumor bits up at BoLS.
My reaction?
Three wounds is wishlisting or he mistook wounds for attacks. Or the points cost of warriors and lictors is going to explode.
Half price gargoyles and hormagaunts sounds too good to be true, though I would enjoy a 'death-on-swift-wings-coming-for-you' army.
The pyrovore is not a close combat monster...
I really, really, really want good info on two things right now: how does one manipulate the FOC placement of warriors and can the same be done with gargoyles (to troops, hopefully)? What have they done to synapse?
Everything sounds really quite nice, all the rumors are quite upbeat (and unbelievable at times but that's normal) but if they break synapse... Gotta get my hands on this codex before I leap back in to the swarm.
5394
Post by: reds8n
Mr. Bregalad from Warseer has the following intell...
All entries get new artwork.
At least two new bioweapons: a canon (Hive Guard and/or Pyrovore) and a thorax swarm (Pyrovore?).
Broodlord no HQ (still hoping for Broodlord Alpha being one).
Ravenors compatible sizewise with Warriors (was said before IIRC)
Carnifex gets more attacks and better BS. Broods of 3 confirmed.
Biomorphs for Gargoyles not included but sprue available separately (most people will have enough from the gaunts boxes). "Venom rending" confirmed (automatic wound on 6).
Trygon same size as FW one (see attached pic, my trygon based on a CD). Monstrous creature, parts compatible with carnifex. Will form tunnel swarm together with Ravenors. Will get Apocalypse data sheets in WD Ferbuary. Alpha Trygon Synapse.
Mawloc (German Morgon!) shock troop, can fall back, can borrow/disappear during movement phase just to shock back next round. If Mawloc base shocking in contact with enemy base, place 5" template above and everyone in contact with it will get S6 AP2 hit.
Pyrovore called cc monster with said acid spray attack, but personally I am still convinced of the second artillery attack. GW suggests to also use Pyrovore counting as big Biovore.
Broodlord and Warriors removed from HQ, leaving the lone Hive tyrant (still hoping for Alpha variants).
Tyrant guard gets frenzy and another rule, if Hive Tyrant is killed.
Lictor not 0-1 anymore, one more life, cheaper. Death leaper in Codex with some special rules and mail order only.
Red Terror not rulewise in Codex (just mentioned), model can be used counting as Ravenor.
Zoanthrope has "long range" anti-tank (longer than before?).
123
Post by: Alpharius
Mawloc, large template S6 AP2 hit?
What is its toughness and wounds?
Just how many points will this thing cost?
181
Post by: gorgon
The thorax weapon is almost certainly for Ravs, not the Pyrovore.
Because Ravs get thorax weapons.
270
Post by: winterman
Because Ravs get thorax weapons.
Could be a weapon for the Trygon or its variants.
5394
Post by: reds8n
Yeah...I was wondering then if the throax swarm might be for the Trygon ( or variant thereof) as it is, pretty much, a bigger Rav.
Still not too sure/convinced about this "Alpha" class stuff, think the mawloc either has "hit and run" or something akin to skyleap (groundburrow ?  ) .... AP2 seems a bit OTT to me..not impossible I guess.
The Apoc. sheets I think we might well see a fair few of.... I wonder if these are perhaps the source of confusion relating to "alpha" variants maybe ? 1 in 3 ( or similar) being upgraded to X/Y/Z .. ie an Alpha variant sounds more Apoc. than regular 40k to me.
I am thinking much the same about the Pyrovore as Mr. Gorgon, if it doesn't have an ignore cover mode then I suspect the biovores will perhaps.
1099
Post by: Railguns
They probably expect the Mawloc to work like drop vets used to. Show up on top of something, nuke it, and get nuked in return because they don't want a Trygon variant tearing about their gunline.
181
Post by: gorgon
Oh yeah...good point about the Trygon/Mawloc's thorax.
I dunno what to think about Alpha Trygons, tunneling with Ravs, etc. It's not hard to imagine some of these things being Apoc-related as you said.
The Pyrovore is a weird duck, if you ask me. Were the writers and designers on the same page on that one? Was it a lousy creative brief?  It's hard to rectify the giant gun with all the talk about it being a CC creature.
Assuming it is a CC creature (or maybe CC support), maybe the idea is to have them accompany your crushing claw Carnifexes, etc.? The Fexes open the cans, the Pyrovores dump fire and acid all over the contents...that kind of thing? Hopefully the full profile and stats provide the "aha" moment.
1963
Post by: Aduro
I think the Pyrovore's Acid attack is it's CC attack, probably counting as a Power Weapon. The Fireball is probably a heavy flamer variation from the cannon on it's back.
5256
Post by: NAVARRO
I think Pyro will be my biovores and If he's CC I will have to sculpt one from scratch.
5394
Post by: reds8n
A little clarification from Mr. Scryer in the Darkness from Warseer
Hive Tyrant - increased WS and I
Tyrant Guard - gain Furious Charge and Rage if the Hive Tyrant they are guarding is killed
Hive Guard - BS4
Lictor - increased stats (e.g. 3 Wounds), reduced points cost
Pyrovore - similar statline to Tyrant Guard, "Flamer" (my inverted commas) Poisoned 2+, AP3
Tyranid Warriors - 3 Wounds, 4+ Sv as standard
Hormagaunts - I5 and Ld6, points cost halved
Gargoyles - Poisoned rule: Each roll of 6 to hit and to wound cause a wound, reduced points cost
Carnifex - 1-3 per slot, WS4, BS3 as standard
Trygon - Close combat monster, when Deep Striking if it lands on a model it counts as having assaulted that model/unit
Mawloc - Less close combat orientated, when Deep Striking any model touched suffers a S6 AP2 hit and survivors are pushed out the way as the Mawloc emerges. At the end of any subsequent Tyranid movement phase the Mawloc can re-burrow and will automatically arrive the following Tyranid turn applying its special Deep Striking rules.
181
Post by: gorgon
The great irony with this codex might end up being that they finally made Lictors bad-a$$ again, only to have them completely overshadowed by Hive Guard and the other Elites choices.
I want Hive Guard, and I want them now.
748
Post by: ForceVoid
reds8n wrote:A little clarification from Mr. Scryer in the Darkness from Warseer
Tyranid Warriors - 3 Wounds, 4+ Sv as standard
This is pure sex.
5873
Post by: kirsanth
Not if ID affects them.
748
Post by: ForceVoid
Hmmm....
5421
Post by: JohnHwangDD
T4 W3 Sv4+... Where have I seen that before?
Ah, yes...
OGRYNS!
And we all know how much those rock!
686
Post by: aka_mythos
Just wait till we find out how much less than ogryns the point cost is. I'm betting GW wants to sell warriors, so I'll bet warriors will only be 25pts, before upgrades.
270
Post by: winterman
T4 W3 Sv4+... Where have I seen that before?
Ah, yes...
OGRYNS!
And we all know how much those rock!
Except Ogryn aren't fearless, don't score, can't be made into complex units, don't have access to good cc upgrades, are 5+ save ( IIRC, could be wrong) and their guns are limited to 12". Eternal Warrior may still show up in some form also (liek say catalyst psychic power). Other then that it's a good comparison
Still need to see points and synergy though before declaring meh or win.
1099
Post by: Railguns
Nice, characterful special rules for the guard, Hive Tyrants get a good boost, Lictors are slightly more survivable (I really hope they solve the deepstriking issue), Gargoyles have a little punch to them now, half-point upgraded Hormagaunts, AND Carnifexes are base WS4 BS 3? I like all of these. Especially Warriors being toughened up significantly.
6051
Post by: avantgarde
Tyrant Guard - gain Furious Charge and Rage if the Hive Tyrant they are guarding is killed
It sounds like the Tyrant can be targeted in CC now.
8272
Post by: FlammingGaunt
Man... I was hoping I would just need the codex and a trygon but hell I'm probably going to get a trygon, mawloc, Hive gaurds, pyrovore, and venomthropes....
sigh* O well.
1084
Post by: Agamemnon2
winterman wrote:Except Ogryn aren't fearless, don't score, can't be made into complex units, don't have access to good cc upgrades, are 5+ save ( IIRC, could be wrong) and their guns are limited to 12". Eternal Warrior may still show up in some form also (liek say catalyst psychic power). Other then that it's a good comparison
Still need to see points and synergy though before declaring meh or win.
Warriors as Troops at three wounds per head will be murder, though not as much as trygons being able to deep strike into close combat. That ability alone is enough to run entire Guard armies (like mine) off the table on turn 2 when one of those things shows up with its enormous base, engages 1-2 units and possibly a random vehicle and proceeds to tear them all to ribbons. Especially since clumping your own stuff up close together as far from the onrushing close combat units is a fairly common IG deployment.
I'm curious to find out what exactly was made weaker in the new list. I mean, something must have, right? But the only units not quoted as getting improvements are genestealers (who get broodlords as unit champions instead of HQ choices), spore mines and biovores.
494
Post by: H.B.M.C.
Lictor - increased stats (e.g. 3 Wounds), reduced points cost Won't mean a damned thing if the mother fether isn't T5.
1099
Post by: Railguns
Or ludicrously killy, but that won't happen. I'm still worried about the Lictor. He just isn't a threat beyond taking out a random fragile thing that was sitting within 6" of cover.
181
Post by: gorgon
As I said earlier, with everything else we have in Elites, I'm not sure I even care about the Lictor anymore.
Especially since the Trygon/Mawloc can be a helluva lot more disruptive (albeit at a higher price tag) if disruption is what you're going for.
1084
Post by: Agamemnon2
It also looks like the Lictor's schtick will be taken over by the Trygon, which will doubtlessly be better at it, too.
11973
Post by: Slackermagee
H.B.M.C. wrote:Lictor - increased stats (e.g. 3 Wounds), reduced points cost
Won't mean a damned thing if the mother fether isn't T5.
Damn straight. With all the wound buffs and stat increases, I'm going to guess (with some certainty) that the immunity to instant death is GONE, completely. Carnifexes is squads of three? Won't mean gak if they become T5. Warriors and Lictors get three wounds? Battlecannons still annihilate your army list.
Trygon deepstriking into close combat is probably bull. It MIGHT be true if the enemy got free shots as it burrowed up (or some other similarly powerful drawback), which would make sense. Something that big is going to take a long time (in a very vulnerable, reduced mobility state) coming out of the ground.
181
Post by: gorgon
As winterman said, if EW is gone it could return in a psychic power. The army's apparently getting some new ones.
5394
Post by: reds8n
Few more snippets from Scryer in the Darkness and his marketing brief..
"Codex: Tyranids contains a whole new set of creatures that are not yet covered by Citadel Miniatures. Enthusiastic players will want to create their own Tyrannofex or Tervigon with the help of the descriptions and images from the bestiary. (The product brief advises that) these can be assembled from a combination of parts of the Carnifex, Trygon and Tyranid Monstrous Arms Bitz Pack."
"Tyranid Warriors - Can be converted to an Alpha Warrior, a Tyranid HQ, which is ideal to lead a growing army of Tyranids or support a Hive Tyrant in its task. (The product brief advises that) you can combine the Tyranid Warriors kit with the new plastic Raveners to represent an Alpha Warrior."
"Trygon - Many parts of this kit are compatible with the Carnifex, enabling customers to create their own Tyranid monstrosities. In addition to the entry in Codex: Tyranids, there is also the option for Trygon with Ravener Brood 'Tunnel Swarm' formation for Apocalypse."
"Mawloc - Special rule is called 'Terror from the Deep' and it can 'smash defenses'." (This may just be flowery descriptive text rather than necessarily in-game function)
"Pyrovore - Are melee monsters that devour their enemies, beaking down the biomass of their victims and then transforming it into a powerful acid attack (in the form of a flamer template)."
3
1084
Post by: Agamemnon2
Tyrannofex? Tervigon?
Are they just throwing words together now?
20107
Post by: Kwosge
reds8n wrote:Few more snippets from Scryer in the Darkness and his marketing brief.. "Codex: Tyranids contains a whole new set of creatures that are not yet covered by Citadel Miniatures. Enthusiastic players will want to create their own Tyrannofex or Tervigon with the help of the descriptions and images from the bestiary. (The product brief advises that) these can be assembled from a combination of parts of the Carnifex, Trygon and Tyranid Monstrous Arms Bitz Pack." "Tyranid Warriors - Can be converted to an Alpha Warrior, a Tyranid HQ, which is ideal to lead a growing army of Tyranids or support a Hive Tyrant in its task. (The product brief advises that) you can combine the Tyranid Warriors kit with the new plastic Raveners to represent an Alpha Warrior." "Trygon - Many parts of this kit are compatible with the Carnifex, enabling customers to create their own Tyranid monstrosities. In addition to the entry in Codex: Tyranids, there is also the option for Trygon with Ravener Brood 'Tunnel Swarm' formation for Apocalypse." "Mawloc - Special rule is called 'Terror from the Deep' and it can 'smash defenses'." (This may just be flowery descriptive text rather than necessarily in-game function) "Pyrovore - Are melee monsters that devour their enemies, beaking down the biomass of their victims and then transforming it into a powerful acid attack (in the form of a flamer template)." Spore Mine Explosions are S4 AP4 Large-Blast. Each one moves independently after they land, When you buy them for Deep-striking they deep strike in BEFORE your opponent places his army. If they go off the table or touch a friendly unit they go away, No Blast. If they touch an enemy unit or are within 6" of one at the end of their movement then they blow up. Spore mine can not capture or even contest anything and don't affect game outcomes (not kill points). Biovore guns are now Assault and Biovores have Instinctive Behavior - Lurk. This is the best I could do from a larger copy I saw. Edit: Also, Spore Mine blow up when they touch impassable terrain and are auto 1-2 on the Mishap Table if they hit impassable terrain or go off the table when Deep-striking.
5394
Post by: reds8n
Indeed, good eyes there Murph...best money cab buy... err... anyway...
1
5256
Post by: NAVARRO
Tyrannofex or Tervigon I like the sound of that!
Thank you for keeping us updated reds8n.
686
Post by: aka_mythos
Agamemnon2 wrote:winterman wrote:Except Ogryn aren't fearless, don't score, can't be made into complex units, don't have access to good cc upgrades, are 5+ save ( IIRC, could be wrong) and their guns are limited to 12". Eternal Warrior may still show up in some form also (liek say catalyst psychic power). Other then that it's a good comparison
Still need to see points and synergy though before declaring meh or win.
Warriors as Troops at three wounds per head will be murder...
I'm curious to find out what exactly was made weaker in the new list. I mean, something must have, right? But the only units not quoted as getting improvements are genestealers (who get broodlords as unit champions instead of HQ choices), spore mines and biovores.
Warriors will really need to be pricey for all that they're getting, but I'm betting GW wants to see swarms of warriors sold. They'll be cheap, I bet.
On your second question, the carnifex is what will be weaker. It'll be in a squadron so all those fexes people already own won't go to waste, but at reduced strength their weapons will be less worthwhile. I also bet GW keeps the cost the same.
I think just like the IG codex, all these strengthed units will sound great right up until we see the point price tag. Trygons and warriors are my bets for broken and near broken discounted points costs. Like some of the IG choice they'll be a bit of a no brainer choice.
1963
Post by: Aduro
NAVARRO wrote:Tyrannofex or Tervigon I like the sound of that!
Thank you for keeping us updated reds8n.
Given you're supposed to use bitz from the larged `Nids, what are the odds these things were the source of the Heridule making it into the codex rumors?
1084
Post by: Agamemnon2
aka_mythos wrote:On your second question, the carnifex is what will be weaker. It'll be in a squadron so all those fexes people already own won't go to waste, but at reduced strength their weapons will be less worthwhile. I also bet GW keeps the cost the same. I hope so. Because I'm totally going to charge said carnifex mobs with ogryns, as I expect to see a few super-expensive carnifex broods fielded before people manage to figure the cost-effectiveness ratios out. By the numbers, a five-ogryn squad can kill an 4E carnifex, unless said carnifex has bought S10. If GW has dropped the Strength by 1-2 points which has been rumored, even with additional attacks to balance it out, my money's still on the ogryns.
5636
Post by: warpcrafter
Aduro wrote:NAVARRO wrote:Tyrannofex or Tervigon I like the sound of that!
Thank you for keeping us updated reds8n.
Given you're supposed to use bitz from the larged `Nids, what are the odds these things were the source of the Heridule making it into the codex rumors?
Perhaps you could do something with the upper parts of the Trygon, some Carnifex legs and a little kit-bashing to make something that would pass for a Heirodule. I'll have to see the Trygon in person before I'm really sure about that, but it does make me itch to get my hands on them.
181
Post by: gorgon
Agamemnon2 wrote:I hope so. Because I'm totally going to charge said carnifex mobs with ogryns, as I expect to see a few super-expensive carnifex broods fielded before people manage to figure the cost-effectiveness ratios out. By the numbers, a five-ogryn squad can kill an 4E carnifex, unless said carnifex has bought S10. If GW has dropped the Strength by 1-2 points which has been rumored, even with additional attacks to balance it out, my money's still on the ogryns.
Rumor is that crushing claws will count as dreadnought CCWs. So S10 in that case.
My impression is that the base S is dropping for shooting reasons. If Carnifexes are S6, VCs become S8, and then it doesn't seem so outrageous if VCs can also penetrate armor.  But at least they'd only be able to glance your Russes' front armor.
1084
Post by: Agamemnon2
gorgon wrote:Rumor is that crushing claws will count as dreadnought CCWs. So S10 in that case.
GW wants to have the cake and eat it too, I guess. Too bad, as there's practically nothing expensive enough to make it worth charging with Ogryns for, except Greater Daemons, but nobody fields those.
5421
Post by: JohnHwangDD
Agamemnon2 wrote:I'm curious to find out what exactly was made weaker in the new list. I mean, something must have, right?
I'm assuming Carnifexes will be less good going forward, because they used to be made of awesome sauce. Agamemnon2 wrote:Tyrannofex? Tervigon? Are they just throwing words together now?
Mawloc, Pyrovore? Apparently so.
22919
Post by: CurtisT
Mawloc – Has a large Red Terror style mouth, so possibly a Swallow Whole rule. According to the official GW retail product release, they will be less close combat orientated than the standard Trygon, and when Deep Striking any model touched suffers a S6 AP2 hit and survivors are pushed out the way as the Mawloc emerges. At the end of any subsequent Tyranid movement phase the Mawloc can re-burrow and will automatically arrive the following Tyranid turn applying its special Deep Striking rules.
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Post by: FlammingGaunt
All MC should have at least T6 W4 standard other wise "O I see you have a tank sized creature too bad my dreadnought can instant death it."
6500
Post by: MinMax
FlammingGaunt wrote:All MC should have at least T6 W4 standard other wise "O I see you have a tank sized creature too bad my dreadnought can instant death it."
Daemon Princes are only T 5.
Wraithlords and the Talos are only W 3.
10345
Post by: LunaHound
Any news on the dakkafex?
If im not mistaken they are the most popular variant ,
would be awful if they nerfed it...
5421
Post by: JohnHwangDD
FlammingGaunt wrote:All MC should have at least T6 W4 standard other wise "O I see you have a tank sized creature too bad my dreadnought can instant death it."
All Nids should only be armed with CCWs otherwise "O I see you have a something far away and I can shoot it".
4042
Post by: Da Boss
Hmmm. With three wounds, warriors would be quite the tough unit if individually equiped. Bit of a nightmare to wipe out, if they're in cover.
Though if they're vunerable to instant death, that's alright.
Not seeing a whole lot here to help with nids traditional weakness- tanks.
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Post by: Lukus83
I foresee that fexes are now our main ranged anti tank weapon of choice. They are apparently getting an increase in ballistic skill so it makes sense that they are carrying the big guns, especially since we now the trygon/mawloc for some deepstrike assaults.
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Post by: Railguns
They are already, they just happen to be the most reliable option in a book suffering from a dearth of reliable anti-tank options. I hope that the Carnifex remains a nasty, nasty, nasty close combat beasty that it should have been all along.
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Post by: Lukus83
I would like to see them play a variety of roles. Guns or cc, you choose. That would be cool (if they de-nerf the VC at least)...though I am personally a huge fan of cc fexes.
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Post by: chaos0xomega
I was really hoping we would see a nerf to ranged weapons and a general increase to cc in the Tyranid army, guess it aint happening...
14908
Post by: Kogwar
Yes we are getting a mini trygons hurray
14852
Post by: Fateweaver
Odd how Ogryns are considered junk. In my group the 2 IG players that run 5+Lord Commisar always make their points back with the squad. They got a 15pt increase but are infinitely better than they were before IME (which varies).
Oh, so glad more and more things are finding there way to us. Although any day now I expect a full blown leaked .pdf or a verbatim post from somone dictating into an iphone or other micro recording device.
19891
Post by: FoolWhip
chaos0xomega wrote:I was really hoping we would see a nerf to ranged weapons and a general increase to cc in the Tyranid army, guess it aint happening...
Nid's are a constantly adapting race. They should be fairly capable all around. That being said, they probably won't have too much in between: Melee oriented units and ranged oriented units.
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Post by: Lukus83
I think nids will excel at cc, but we will be paying a premium for decent ranged damage. That will be fine by me.
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Post by: Railguns
If ranged anti-tank would be priced at a premium, we would need things like deepstrike-assaulting Trygons to fight armored companies and the like.
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Post by: Agamemnon2
Fateweaver wrote:Odd how Ogryns are considered junk. In my group the 2 IG players that run 5+Lord Commisar always make their points back with the squad. They got a 15pt increase but are infinitely better than they were before IME (which varies).
Mostly because that's a 290 point squad. You could have two artillery tanks for that price, and have points left over to buy a plasma gun. Equal points of most things will eat that squad alive.
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Post by: Lukus83
Railguns wrote:If ranged anti-tank would be priced at a premium, we would need things like deepstrike-assaulting Trygons to fight armored companies and the like.
That's exactly my point. Close combat fexes should be considerably cheaper so you can field more of them. If you want to be able to shoot and hurt vehicles then there are less MC's on the board. Of course I'm just guessing here, but I wouldn't mind if this was the case.
14852
Post by: Fateweaver
Agamemnon2 wrote:Fateweaver wrote:Odd how Ogryns are considered junk. In my group the 2 IG players that run 5+Lord Commisar always make their points back with the squad. They got a 15pt increase but are infinitely better than they were before IME (which varies).
Mostly because that's a 290 point squad. You could have two artillery tanks for that price, and have points left over to buy a plasma gun. Equal points of most things will eat that squad alive.
I'm just going by what I've experienced both in using them and having them used against me. They will eat an equally costed SG squad and I've seen that setup eat through a equally costed command squad w/apothecary. They even hold termies up for a few rounds, though termies do eventually eat them but what DON'T termies normally eat that isn't a termie?
This isn't a thread to argue effectiveness of Ogryns. They are a good counter assault so we'll leave it at that. I was just defending them as they aren't as rubbish as they appear to be on paper.
1635
Post by: Savnock
Anybody else here see that very different pic of the biovore as pretty-much-confirmation that we will be seeing a new mini in wave 2? I mean, maybe that's just wishful thinking because I hate the thing so much, but maybe not. The illustration really differs from the current model a lot.
9345
Post by: Lukus83
I'm not certain, though I hope that's the case too.
1963
Post by: Aduro
Don't look That different from what we've had, just a much less Orky head.
5256
Post by: NAVARRO
My Biovores are more than covered with the Pyro,...Yet the Pyro needs to be recreated
For me biovores were always WAY to small to ejaculate spore mines, and really goofy/ugly, the new Pyro model is just about the right size, and looks menacing. Perfect match.
118
Post by: Schepp himself
The question really is if the Mawloc can borrow back the turn it appeared? Swooping hawk style. Would be rather nasty.
Greets
Schepp himself
9345
Post by: Lukus83
Well...are the mawloc rules confirmed? Biovore is set in stone, but until I see it on paper I'm taking it all with a pinch of salt.
494
Post by: H.B.M.C.
Guys at GW today said it had Hit & Run. Then again they didn't have the Codex, so what do they know?
The Trygon is nice up close.
9345
Post by: Lukus83
It sucks that they aren't shipping the codexes with the other stuff. I was planning to buy stuff based on making a playable army first, then bulk out later. As it stands I will just have to buy what I think looks good. Ah well, trygons it is.
494
Post by: H.B.M.C.
Well they would do, if not for the printing thing that pushed the release back. Not completely their fault. Just mostly. And as always, I blame Jervis. Also, everyone take a quick look to the extreme left of this picture: Now, those Capillary Towers are, from what I can tell, identical to the FW ones. But then again, the GW Trygon is virtually indistinguishable from the FW one... so are we looking at some of the rumoured Xenos Terrain?
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Post by: Lukus83
Hmmm, interesting. On the GW site it did mention that hive guard are there to protect nid structures. Perhaps we will know more when the new mission book comes out.
181
Post by: gorgon
For those who haven't seen them, here's some new rumors courtesy of Scryer in the Darkness on Warseer.
Like on Warseer, the Carnifex cost will probably spark a lot of discussion. For my money, the mycetic spore rumor is far more interesting with more gameplay implications.
Oh, and the Pyrovore still isn't making any sense to me.
The Shadow in the Warp is now 12" range on 3d6, Perils of the Warp on double 1 or 6. Free for Hive Tyrant, Tyranid Warriors and Trygon Alpha.
Hive Tyrant variant called the Swarmlord. Armed with 4 Boneswords (which are greatly improved now), and loaded up with special rules but costs more than a LR.
Zoanthrope variant whose S is equal to the number of Wounds it has... and it can have up to 10.
Pyrovore's template is S6 AP4 (not AP3). Also some talk of it getting to lay down a template every time it eats an enemy model... but I'm not sure if that was just a joke.
Now on to Deep Strike stuff... seems that the Trygon cannot in fact assault a unit he Deeps Strikes onto. Follows the same rules as Drop Pods apparently, i.e. stop within 1", however the same source hints that Mycetic Spore deployment is back, soooo...
And finally some totally alleged points cost and stats...
Trygon 200pts WS5, 6 Wounds, 6 Attacks* : Mawloc 160 pts
Carnifex 170pts WS3, 4 Wounds, 4 Attacks*
* Everybody comes with two pairs of scything talons as standard. There are also some biomorphs as standard but don't know what they are.
8723
Post by: wyomingfox
Yeah, I think somebody is pulling the wool over scryers eyes
9142
Post by: Axyl
gorgon wrote:
Oh, and the Pyrovore still isn't making any sense to me.
I get the feeling that the giant cannon on the back of the pyrovore is throwing everyone off. It looks like it should be an artillery creature, but all rumors seems to point towards a CC monster with a flamer attack.
181
Post by: gorgon
Some updates from the inimitable Mr. Scryer....
The Shadow in the Warp - Perils is indeed all 3 dice. No discarding of the lowest.
Boneswords - disallow armour saves and if a wound is inflicted then a Ld test must be passed to avoid Instant Death. If a pair of Boneswords, Ld test is taken on 3d6.
Carnifexes - ...hold onto your butts... must be armed identically when in Broods.
Tervigon - is a HQ that spawns Termagants.
Automatically Appended Next Post: Axyl wrote:gorgon wrote:
Oh, and the Pyrovore still isn't making any sense to me.
I get the feeling that the giant cannon on the back of the pyrovore is throwing everyone off. It looks like it should be an artillery creature, but all rumors seems to point towards a CC monster with a flamer attack.
It doesn't look like other Tyranid CC creatures, the gun doesn't look anything like something that'd be a short-ranged flamer attack, and the angle of the gun isn't even right to be that kind of attack.
I really wonder if the rules for this thing changed after the sculpting was done.
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Post by: Railguns
Why would a monstrous creature, who already ignores armor saves, need a weapon that ignores armor saves? A 10W Zoanthrope type creature? With those points costs and stats, I hope that Carnifexes and trygons don't occupy the same force org slots without the bioguns becoming much, much more powerful and Carnifexes shifting from their classical role as assault beasts to gunbeasts, which was a shameful necessity of 4th edition. This stuff seems silly and I wonder about the credibility.
320
Post by: Platuan4th
Railguns wrote:Why would a monstrous creature, who already ignores armor saves, need a weapon that ignores armor saves?
It wouldn't.
But Warriors might if they remembered that 1st and 2nd ed Warriors carried pairs of swords.
1099
Post by: Railguns
Which would be incredible. I'd enjoy that, but I'm sure the sprue isn't going to be recut to include them. Instant death isn't as useful against characters getting eternal warrior left and right, but it would help against things like, oh, Nob Bikers. It's almost as if GW is out to de-popularize Nob Bikers by giving every codex since them a nearly sure fire method of nuking them.
181
Post by: gorgon
Considering they've giving us more than one creature for which they're actually recommending that we kitbash miniatures for, I don't think it's a stretch to think Warriors will have a bonesword option.
I might have to rip some arms off my old bucktoothed plastics. Automatically Appended Next Post: Regarding credibility, etc., this stuff is likely 99% accurate. I agree a lot sounds weird. I had that same reaction when the first bit of rumors broke. But now I think what we're looking at is a very different and complex codex. It's not going to be a slight evolution from the 4th ed. version, like that one was from 3rd.
Again, just ponder mycetic spore deployment. That *could* have a huge impact on the army.
1099
Post by: Railguns
The seeding swarm list from 3rd edition used mycetic spore deployment. It ruined my Tau army without a fight.
270
Post by: winterman
My gut reaction was to go WTF regarding the 170 point carnifex but there is much that is un-said there. Knowing how IG codex was done and also the warrior stat boosts, I suspect one or more of the following.
-Bundle much used biomorphs as standard. BS3 already mentioned, I suspect 2+ armor save(since warriors come standard w/ 4+ now) and possibly others will be automatic also.
-Carnifexes will get a new rule. I suspect it will be cc oriented so that gunfexes become less efficient pointwise. There was a scetchy rumor of the psuedo tankshock/ram ability seems more plausible looking at this point cost. Also really characterful for a carnifex.
-Biomorphs and weapons could get cheaper/free. So high entry cost but not as bad total cost once kitted. Lots of this in 5ed codexes.
-We don't know if the A4 is with or without scytals,now how weaponry works in the new codex. That is a big xfactor.
-Carnifexes in mycetic spores or crazy synergy with some psychic power or rule is also an xfactor.
Basically I am not calling sky is falling until we see the full picture.
5256
Post by: NAVARRO
Tervigon - is a HQ that spawns Termagants
 Big ass queen body!
181
Post by: gorgon
Well, the floodgates are opening now. From BramGaunt on Warseer:
Some of this has been posted before, I'll post it again, plus all I remember.
Generel rules:
Synapse Creatures
units within 12 inches are fearless. No eternal warrior.
Feral behaviour: each tyranid unit not in range of a Synapse creature has to pass a morale check or falls back to instinctive behaviour. Melee-creatures move as fast as possible to the next enemy, while shooting creatures go for the next cover and shoot at the nearest enemies. What they do is said in their entries.
Weapons: Weaponsymbionts are no longer modified by the creature they weald it. There are heavy variants of most of them for the bigger creatures.
Venom Cannon: uses 3" blast now. They suffer a additional -1 penalty against vehicles. So, a glancing hit is - 3, a penetration - 1. You can wrec vehicles with this weapon now =)
Heavy Venom Canon: S9, same as above.
Scything Talons: One pair of tham grants you rerolls on all 1's you roll to hit, two pairs allow you to reroll all of them. Bonesword causes instant death, as long as you do not pass a morale check after suffering a wound. If you bear two pairs, the morale check is made with 3 dice.
Tentacle whip: reduces the initiative of all models attacking the bearer to 1.
Crusher Claws grant d3 additional attacks.
Lots more similar changes.
Biomorphs:
They grant general special abilities now.
Examples: Toxic Glands grant you poisonod attacks (4+), adrenalin grants furious charge, etc. A injector grants Instant death on each to wound roll of 6. I don't remember them all, though.
Units:
HQ: Hive Tyrant, Alpha Warrior, Tervigon. Named ones: A special Hive Tyrant, already mentioned, and a parasite-spreading winged horror.
Hive Tyrant: Initiative 6, Weaponskill 8. Starts of with a pair of cything talons, a tentacle whip and a Bonesword. Might be given wings or heavy carapace (2+ armour save)
May chose from 4 different psychic powers:
Mental scream:
all enemy units within 18 " have to pass a morale check. if they fail it, they suffer the difference between the roll and their morale characteristic as casulties with no armour saves allowed.
Lifeleech: one unit within 12 " suffer D3 autohits S3 AP2. for each casulty they suffer, the Hive Tyrant is granted one life point, up to a maximum of 10.
One that forces a unit to do a morale check or to fall back.
One shooting attack.
He might be given tactical advances, as for example to grant one standard unit outflank and +1 to reserve rolls.
Has lots of wapons available.
The special Hive Tyrant has Weaponskill 9. Wardsaves passed against wounds from him have to be rerolled.
He may buff one unit within 18 inches with prefered enemy, furious charge or two other special abilities.
Alpha Warrior:
Weaponskill 6, which he passes to a unit of warriors he joins.
Tervigon: Creates 3d6 termagaunts with standard loadout each movement phase, even if he's in close combat.
If he dies, gaunts near him suffer heavy losses.
He has his own psychic powers, though i don't remember them.
The horror is a hit and run monster with wings. Each enemy unit outflanking may suffer casualties: your oponent names one model within the unit, it has to pass a toughness test. if it fails it is killed and the tyranidplayer gets D6 Ripperswarms. He may do thesame to victims he kills in close combat.
Each Hive Tyrant may be given a Tyrant guard.
Elite
Hive Guard: up to 3 per unit, Ballistic skill of 4.
their weapons are 24 inches, S8, AP4 and assault 2.
Lictors: 1 - 3 per slot, they act together as one unit. Deployed like marbo.
still grant +1 to reserve rolls. Deep striking units do not scatter if deployed within 6 inces of a lictor, as long as he was on the table for at least one turn.
Ymgarls Genestealers:
They are NOT a named unit. basically, they are Genestealers, which can morph: they may increase their Attacks, Toughness or strength characteristic at the beginning of each close combat phase.
they have the rule "hibernation": note one piece of terrain. whey the genestealers become available, they are placed in this piece of terrain. they may move, shoot and charge.
Unit size 5 - 10, no broodlord for them.
Zoanthropes:
Warp field grants 3+ ward save.
have to psycic powers: warp lightning and warp lance. warp lightning is S6 AP3 3 blaste, while the warp lance is S10 DS 2 Assault 1, lance at 18 inches.
squads of 3.
There is a named Zoanthrope which is a real pain in the ass for everyone, leachinglots of lifepoints with a strong 5 " template shooting attack.
The death leaper is his own elite choice, named. WS9, Initiative 7. Me is deployed like a lictor, but may retreat and be replaced text turn.
Core
Hormagaunts:
Weapon skill 3, S3, Initiative 5, 2 attacks.
Infantery.
May be given poison glands and adrenalin. Unit size 10 - 30
Gaunts:
come with.... no idea what the weapon is named in english, but it's S4 AP 5 assault 1.
For each 10 gaunts, one may be upgraded with a S2 flamethrower that wounds against the strength characteristig.
Warriors: Weapon skill 5, lots of options. 4+ Armour save.
If led by a Alpha warrior they take up his Weaponskill.
Genestealers: Mostly the same as before, less options. Point cost lower than Grey hunters, though. No way to boost their armour save.
Have infiltrators and fleet.
Broodlord comes with his old profile, at a point cost of a longang with a heavy boltgun.
May have two psycic powers: Confusion, which makes both player roll a D6 and add the morale characteristics of a model chosen by the tyranid player. If the result of the tyranid player is the same or higher, the chosen miniature may not attack in this close combat phase.
The other ability reduces the morale characteristic of surrounding enemies by 1.
Assault:
Winged warriors are assault.
Gargoyles: we knewe about them.
Harpies:
The Harpie is a flying, Trygon-sized creature that acts as a bomber. It may deploy Spore mines at a unit it flies over. Is a monstrous creature.
Raveners: come with two pairs of scything talons. May have a thorax swarm: thorax swarms are a special weapon, the ammunition is chosen at the beginnig of the game. 3 different flamer variants.
Heavy Support:
Carnifexes: In squads of three. Have to carry the same loadout.
You cannot boost their initiative, and I am almost sure that you cannor surpass 3+ Armour save.
when charging, carnifexes increase their initiative by t. If you buy them adrenaline ,that grants you Initiative 4 and strength 10. They still have 9 in the profile.
Carnifexes start with two pairs of scything talons and 4 attacks.
Trygon: WS6, S6, 6 Lifepoints and 6 attacks.
Has a shooting attack, S6, ap5, assault 6, 12 " range.
If upgraded to a Alpha Trygon, he has 18 " and assault 12.
Tyrannofex: My favorite. a walking weapon battery.
Weapons are: Fleshborer swarm, S4 ap 5 assault 20
pyroacid spray: S6 ap 4 flamer templated, used exactly like the hellhound.
Capsule cannon: S10, AP4, assault 2, 48 " range.
unneccesary to mention that he's a monstrous creature with high toughness.
320
Post by: Platuan4th
gorgon wrote:
Gaunts:
come with.... no idea what the weapon is named in english, but it's S4 AP 5 assault 1.
For each 10 gaunts, one may be upgraded with a S2 flamethrower that wounds against the strength characteristig.
I hope this is true, as I have some of the old Strangleweb Gaunts looking for a squad.
Still nothing doing on my poor Spike Rifle Gaunts, it seems.
8021
Post by: JD21290
Platuan, was just about to post about the web
I may have to make a few (used to use barbed's hacked up)
May give a shooty nid army a go, rather than mash the trygon spam.
320
Post by: Platuan4th
JD21290 wrote:Platuan, was just about to post about the web
I may have to make a few (used to use barbed's hacked up)
May give a shooty nid army a go, rather than mash the trygon spam.
Yeah, I'm almost glad now to have so many Termagants.
181
Post by: gorgon
A shooty build is one of my main contenders at the moment. Or at least a nice moving firebase that you might not want to assault either.
Edit: Tyrannofexes sound fun, although I wonder about the points cost.
270
Post by: winterman
I pooped a little reading that. So much to take in. rippers coming out of casualties? Big walking mini-baneblades? Flying MC bombers?
The main thing I take from this is a huge incentive to collect, convert and create a bunch of tyranids. I have a smallish army and now I want a fricken huge one. I hope that stays when the codex actually releases.
181
Post by: gorgon
I think maybe it was reds8n that said this book was going to be "complex". That seems to have hit the nail on the head.
I have a large Tyranid army, and I'm really going to have to rethink some things. Which is good. Tyranids needed a shakeup.
1084
Post by: Agamemnon2
If I had to guess, I'm going to have to redo my entire army into something far less fun to play just to stand the shadow of a chance against this lot. Oh joy. genestealers popping in from nowhere, massive horde-killing potential everywhere, more carnifexes than ever before, better ranged antitank weapons, etc. etc. And what do I have? Penal legions, ratlings and rough riders. And here was me thinking the point of an army list with lots of entries was so you wouldn't have to take the same list as everyone else, but clearly GW intends the metagame to be such that suboptimal Guard lists are simply punished with all the subtleness of a curb-stomping.
5394
Post by: reds8n
gorgon wrote:I think maybe it was reds8n that said this book was going to be "complex". That seems to have hit the nail on the head.
I have a large Tyranid army, and I'm really going to have to rethink some things. Which is good. Tyranids needed a shakeup.
Yeah...but even I wasn't expecting it to be quite like this ....
The psychic powers listed ring true to me... especially the lance aspect... unsure about the S and so forth. Sounds like the Broodlord has the old hypnotic gaze of olden days...
Little dubious about the gaunts always wounding on a 4+... but that, like so much, is going to be very points cost dependent.
If those are the stats for the HIve guard gun.... not what I was expecting at all.
Man I hope all this stuff is true and not some poor hoax off of the misprinted or incorrect copies.
5256
Post by: NAVARRO
Oh my! I think all these new creatures will keep me busy for aloooong time.
20124
Post by: Neith
Lictors deploying like Marbo?
Well, it's a start- shame they wouldn't be able to assault though. I'm also surprised that Trygon may be S6, I sort of expected a little higher.
Some of the other things listed are just insane, if this is true then 'Nids are getting one hell of a shakeup.
Wonder if I can get Raveners to count as Troops anyway- I'd love a Ravener-centric army
181
Post by: gorgon
Yeah, my questions about Hormagaunts are stacking up.
Are they still considered to have scything talons? If so, do talons give an extra attack or just the reroll? And if the latter, is the unit going to A2 base? Is the unit infantry plus a Leap rule, or just infantry? Is the poison for real? At a 4+ (and assuming 3 attacks on the charge), you'd only need 12 or so to rip down a Wraithlord before it even gets to swing...
Now that things are taking shape, the secondary questions are coming into play.
19206
Post by: Sneezypanda
well, it seems with every new codex we get a bunch of awesome rumors that sound like they are completely broken, but end up being ok because they cost a whole lot of points, or have some weird limitation that no one mentioned.
does anyone know what life points are? are they supposed to be wounds? or something new to the tyranids?
181
Post by: gorgon
Sneezypanda wrote:well, it seems with every new codex we get a bunch of awesome rumors that sound like they are completely broken, but end up being ok because they cost a whole lot of points, or have some weird limitation that no one mentioned.
does anyone know what life points are? are they supposed to be wounds? or something new to the tyranids?
Wounds, I believe. English wasn't the first language of the OP.
19206
Post by: Sneezypanda
i figured, ten wounds? my god! but no eternal warrior. oh GW your so sneaky! they can have all the wounds they want, but they will die just the same to a missile launcher....
494
Post by: H.B.M.C.
Unless Warriors are T5 base, they're still hosed. The rest sounds pretty interesting.
19819
Post by: walker90234
the only thing i find annoying about the new codex is that apparently, now, the hive tyrant is the only HQ choice! thats crap! i can't use my broodlord as HQ anymore? WTF?
12914
Post by: FoxPhoenix135
Unless Synapse is kept the same, which makes creatures inside synapse range immune to instant death.
1963
Post by: Aduro
walker90234 wrote:the only thing i find annoying about the new codex is that apparently, now, the hive tyrant is the only HQ choice! thats crap! i can't use my broodlord as HQ anymore? WTF?
From what I hear, he's not the only choice, just the only choice with an official model. You also have options like Alpha Warrior,which you convert from a regular Warrior. Some other big nasty thing which spawns Termigaunts.
494
Post by: H.B.M.C.
walker90234 wrote:the only thing i find annoying about the new codex is that apparently, now, the hive tyrant is the only HQ choice! thats crap! i can't use my broodlord as HQ anymore? WTF?
Did you not read the previous page of this thread? There are four different HQ's.
19206
Post by: Sneezypanda
walker90234 wrote:the only thing i find annoying about the new codex is that apparently, now, the hive tyrant is the only HQ choice! thats crap! i can't use my broodlord as HQ anymore? WTF?
no that rumor was dismissed long ago, you can have an alpha warrior as an HQ. along with a couple special characters it seems. who knows what other alpha tyranids will be HQ's as well.
warriors appear to NOT be toughness 5, everything points to 3 wounds and a +4 save. i'm sure if they were toughness 5 we would know about it by now, because we already know about the rest of the stat line.
1615
Post by: Slave
well, no matter what they do with some of these rumors, if eternal warrior is gone, then they may as well as kept the codex, as with out it, all the medium creatures with a toughness less than 5 won't be used.
Warriors and raveners are too expensive to be insta killed in mass.
14233
Post by: Dakkadood
Is it me, or is there some similarity between Leman Russ squads and Carnifex broods?
Seriously, while 3 of [both] sound incredibly awesome, I bet a single one equipped well enough will be a threat to most armies out there.
1099
Post by: Railguns
Those rumors make me happy.
118
Post by: Schepp himself
Strange rumors...I'm not psyched about them. Too many experimental units thrown in at once and I don't trust GW to balance them out properly.
Greets
Schepp himself
494
Post by: H.B.M.C.
I hope some 'wings' are incoming, because with winged Tyrants, Warriors and now a winged Trygon, we're going to need something that fits with the Tyranid kits and style without having to resort to Forge World.
181
Post by: gorgon
Slave wrote:well, no matter what they do with some of these rumors, if eternal warrior is gone, then they may as well as kept the codex, as with out it, all the medium creatures with a toughness less than 5 won't be used.
Warriors and raveners are too expensive to be insta killed in mass.
There were earlier rumors that Warriors had access to T5, which then moved them in the org chart. That hasn't been confirmed or denied yet.
I agree that losing EW will hurt, but the more I think about the armies I've faced lately, the more I think instant kills aren't as big of a deal as they used to be. It's more likely I'll see massed autocannons than massed lascannons and missile launchers. Powerfists will hurt, but they aren't what they used to be either (Orks are the exception). It'll be interesting to see how complex Warrior units can be and if wound allocation can be used/abused.
8230
Post by: UltraPrime
I've only got about 1,000pts of 'nids at the moment. Hope I can still use them.
463
Post by: CaptKaruthors
Warriors look like they got a price drop so who cares about Eternal Warrior when you can have more of them anyways? They also gain an additional wound which means they can absorb more small arms fire as well. All in all, this book looks interesting.
19206
Post by: Sneezypanda
UltraPrime wrote:I've only got about 1,000pts of 'nids at the moment. Hope I can still use them.
i'm almost certain you will be able to. they are not taking away diversity of the tyranids, they are adding to it. so i have faith that they won't take away spine fists just because.
1615
Post by: Slave
CaptKaruthors wrote:Warriors look like they got a price drop so who cares about Eternal Warrior when you can have more of them anyways? They also gain an additional wound which means they can absorb more small arms fire as well. All in all, this book looks interesting.
It matters. If they are 25 points a model, then they are worth it, as is now, they are way to expensive with out EW. IF the new codex removes it, then they have the same JV status, and its back to nidzilla.
22841
Post by: lordbug
Now some of you gys said you have seen these minis in your local game store...can you buy them or do they only have a few and have to wait to release them im so confused and dont want to drive there for nothing to far.
270
Post by: winterman
I am fine with warriors without EW. Assuming cost is same as now or cheaper, i like 3W 4+ armor and troops more then the old elite, 2W immune to ID. And from a hollistic point of view, eternal warrior is waaaay too common. Needed to be curbed and kinda glad they did.
Also still possible the Tyrants can grant EW to one unit 18" away as one the unmentioned abilities they can grant. I like the sounds of that.
EDIT -- Except I remembered that is an SC that grants special abilities. He'stan Creed Tyrant ftw?
22841
Post by: lordbug
Oh another thing who cares about eternal warrior we are bugs if we die there are many more behind us.
181
Post by: gorgon
Personally, I think having Warriors in Troops is a biggie. Now I have a unit that can sit on an objective and actually do something (prolly firing deathspitters).
12821
Post by: RustyKnight
If Warriors aren't hellishly expensive, I'd imagine that they'll still be useful without eternal warrior. Especially if they can still abuse wound allocation.
11837
Post by: jgemrich
I can't stop smiling thinking about the Tervigon. This codex is great. I also like that they leave room for future FW tie ins with product. Really makes me think that they will have more of this type of thing for the non-marine codexes.
494
Post by: H.B.M.C.
lordbug wrote:Now some of you gys said you have seen these minis in your local game store...can you buy them or do they only have a few and have to wait to release them im so confused and dont want to drive there for nothing to far.
They're not for sale. For sale in January. The ones at the stores are just to show off.
5344
Post by: Shep
We got a pretty good look at hormagaunts there. I'm going to collate a couple of rumors about them and look at them as a profile...
Troop Choice - hormagaunt
WS3 BS3 S3 T3 I5 W1 A2 LD5 SV6+
unit type: infantry
wargear: scything talons
special rules: instinctive behavior - rage
5 points per model. Each model may be given toxin sacs (poison 4+) at a cost of ?? and/or adrenal glands (furious charge) at a cost of ??
It looks like we lost beasts. I would be shocked if we got 5 point beasts to be honest. Did we also lose fleet? That could say a lot about the unit. As was asked earlier, scything talons seems to have lost its +1 attack, but gained the re-roll 1's in CC ability. This statline, with that wargear and upgrade options, and the synapse interaction feel about right. I could believe fleet, but not beasts at 5 points. A full brood of 30 naked hormas is only 150? That brood could be fearless, and when it isn't fearless is doesn't run away, it runs towards enemy models? I think that sounds pretty nice for a scoring, choppy tarpit.
So here is the next question... given this unit entry, and assuming that the points costs for toxin sacs and adrenal glands were both reasonable... Which would you take if any?
With a natural initiative of 5, the initiative boost of furious charge isn't as valuable as it is on I4 models. And with strength 4 basically amounting to not quite as good as poison against non vehicles, the strength boost of furious assault is not that exciting. Really the only thing furious charge has going for it are attacking rear armor 10 of vehicles for glances, and attacking units with initiatives 5 and 6. Those units generally aren't something you want your troops choices to be messing with.
Toxin sacs, however, seem like a no-brainer, barring an overcost situation.
Am I missing anything?
5636
Post by: warpcrafter
Flying Trygon? Another big critter that craps out Gaunts? It seems that the term Nidzilla might just get a new meaning. ('eh! out of the way, ya weedy little Carnifexes!)
494
Post by: H.B.M.C.
I hope they haven't taken Fleet away from the 'Nids. That would just be crazy.
17050
Post by: MilkmanAl
I wouldn't pay any more than a point per model, at most, for Furious Charge. For toxin sacs, I'd probably go 2 points per. You start talking about 8-point T3 models without saves, and that adds up in a hurry, regardless of how good they are. 7, I could stomach, but I think I'd rather just leave them alone and take more bodies instead unless I knew I was going to be in a mirror match or up against a lot of Thunderwolves or Wraithlords or something.
I feel like Gaunts will always have fleet. Axing the leaping/beasts on Hormagaunts seems a little weird since they've always had it, but I can't see them only costing 5 points per model with I5 and multiple attacks if they were still that fast. Then again, Fenrisian Wolves have +1 on stats across the board and only cost 8 points per. If they wanted to get people using hordes again, 5 point, I5 beasts would certainly be one way to do it.
Overall, I'm thrilled with the seemingly reliable rumors coming out. This is going to rock.
270
Post by: winterman
We got a pretty good look at hormagaunts there. I'm going to collate a couple of rumors about them and look at them as a profile...
I think its even money that they still have a 12" charge, they just no longer get stuck on the bottom floor of a ruin (one of many 5ed rules oddities being shored up based on other rumors). And losing fleet would be something mentioned I am sure. The absence of info should not be read as the absence of the rule. We'll see though.
Also the half points has been rumored to be based off of 12 point adrenal gland hormies, so 6 points for the stats mentioned, but with 12" charge, seems perfectly reasonable next to fen wolves stats. Even at 5, with the way cc works in 5ed I would not be too shocked. I guess we'll see soon enough. That I5 is sure gonna be useful incase they do lose a combat and are outta synapse.
That brood could be fearless, and when it isn't fearless is doesn't run away, it runs towards enemy models?
That's not my reading of the IB rumor at all. I don't think the IB roll applies when combat is lost or similar, only when out of synapse at the start of the turn. Could be mistaken though. Does make one wonder what happens when they do lose a regular morale check out of synapse (do they still fall back toward synapse?)
5344
Post by: Shep
updated hormagaunt entry...
Troop Choice - hormagaunt
WS3 BS3 S3 T3 I5 W1 A2 LD5 SV6+
unit type: infantry
wargear: scything talons (re-roll 1's to hit in CC)
special rules: instinctive behavior - rage (when not in synapse range, make a leadership test before moving. If failed the unit must move as fast as possible to the nearest enemy unit and must charge), fleet, quick (roll 3D6 and pick the highest when running)
5 points per model. Each model may be given toxin sacs (poison 4+) at a cost of ?? and/or adrenal glands (furious charge) at a cost of ??
No 12" charge... discuss.
9142
Post by: Axyl
It seems that different units will act differently outside synapse. Horm's have IB-Rage. Biovore has IB-Lurk. I'd imagine there may be one or two different other's as well.
I like the quick + fleet rule. Even without the 12 inch charge it seems they could still easily have a 11-12" move easily before the charge. I would say it evens out there (even though now with optimal rolling you could get a 6" move+ 6" fleet + 12" charge).
270
Post by: winterman
No 12" charge... discuss.
yep, I'd be outta money I guess on the coin toss  . Does look like they want them to be faster, just not too fast. I like it personally but I know some people who dug the old beast rush that will not be happy.
Wonder what else gets quick, if anything.
14389
Post by: Manimal
I like quick. We went from a 33% chance to get a 5+ run to a 70% chance.
I'll take consistent higher movement with a big price reduction over a 12" charge .
If either toxin sacs or adrenal glands are cheap, I think hormaqaunts will be good.
181
Post by: gorgon
Big news from BramGaunt on Warseer:
Dedicated Transports
Spore Capsule
You may buy a Spore Capsule for lots of units: it may transport 1 Monstrous Creature or up to 20 Infantry.
The Spore Capsule is Deep Striking, and the unit within disembarks. It may neither move nor attack. It may still shoot.
The Capsule has WS and BS 2. It has Toughness 5 or 6 and 3 Lifepoints. It has, if i remember correctly, 3 attacks S 6.
It has a Assault 6 Strength 6 shooting attack with a range of 6 inches.
That has a lot of implications, IMO.
17050
Post by: MilkmanAl
Wow, MC's right in the mix. That could get really interesting with Carnifex broods and Deep Striking Trygons.
19891
Post by: FoolWhip
Time to buy some softballs....
5344
Post by: Shep
gorgon wrote:
That has a lot of implications, IMO.
Understatement!
I think this just basically took all of the posters that were thinking it was going to be 'bio-guard' and said... nope it's a CC army.
How much for a carnifex with double crushing claws and a spore?
Remember ironclads? I don't either
14389
Post by: Manimal
WOW!
A killer deepstriking assaulty carnifex with a side of awesome sauce please.
270
Post by: winterman
*Head explodes*
Curious whether it has similar rules to a drop pod or not (no scatter and half first turn). Also kinda surprised they made it a full on model with stats.
9345
Post by: Lukus83
So is this BramGaunt guy reliable as a source? I'm new to the whole rumours thing and am just trying to keep up.
I have to say there do seem to be more rumours than can be expected to fit into the nid book...It will be nice to see which will pan out and which won't.
11031
Post by: LuigiX
'Nids getting one of SM's biggest unique assets (make no mistake, the Spore Capsule as described above is a Drop Pod)? Sounds a bit fishy to me. Even accepting this as some attempt at homoginizing armies, GW has always protected their SM's. While I'd like to see it from a 'Nid player perspective, this really stinks of wishlisting. Just 'cause it's on Warseer doesn't make it true- look through their archives to see how many "locked solid" DE release dates have come & passed.
17050
Post by: MilkmanAl
Tyrainds did have the Mycetic Assault rules awhile back that acted similarly to drop pods, so this development isn't totally out of the blue. In fact, it was something I sort of suspected might get included. I'm pretty sure others suggested it in the Tyranid codex fixing thread thingy over in the Proposed Rules forum, too.
man, I'm really anxious to see this codex now. With "CC monster" MC's that boast Bane Wolf flamers, getting dropped on could seriously suck. 20 Hormagaunts or 10 CC Warriors in your face probably wouldn't be much fun, either.
494
Post by: H.B.M.C.
So Mycetic Spores are in, and they're actual units? Guess we'll never see models for them either. And yeah, Mycetic Spores have been around for a very long time. Introduced in the first rules for 'Nids in Epic and later brought into 40K 3rd Ed via the Mycetic Spore sub-list.
181
Post by: gorgon
Anyone remember the days of Codex: DA and Codex: CSM? I know I can't. Talk about a wild and crazy codex. Man o man. "The Great Tightening" may begin immediately after this codex, but as a Tyranid player I'm gonna be enjoying the next 5+ years, LOL.
19754
Post by: puma713
Neith wrote:Lictors deploying like Marbo?
Well, it's a start- shame they wouldn't be able to assault though. I'm also surprised that Trygon may be S6, I sort of expected a little higher.
Some of the other things listed are just insane, if this is true then 'Nids are getting one hell of a shakeup.
Wonder if I can get Raveners to count as Troops anyway- I'd love a Ravener-centric army 
Yep, it's a step in the right direction. Looks like I may be using Lictors again  Or Death Leaper, in any case. Automatically Appended Next Post: H.B.M.C. wrote:So Mycetic Spores are in, and they're actual units? Guess we'll never see models for them either.
Guess it's time to grab the green stuff and get to work on that SM drop pod. Maybe a bloated egg of some sort akin to the sacs in Alien
1099
Post by: Railguns
If they can't assault after deep striking, and still suffer from the "extremely vulnerable yet lacks the destructive ability to compensate for it" syndrome, then Lictors are going to spend another edition in the storage bin. It's a shame, because I've liked Lictors from the day I started Warhammer 10 years ago and they just haven't lived up to what they are written up to be.
513
Post by: Symbio Joe
H.B.M.C. wrote: [...] and later brought into 40K 3rd Ed via the Mycetic Spore sub-list.
Oh yes I remember introduced by Pete Haines and he promptly had an error in his example list  . Ah, those were the days.
494
Post by: H.B.M.C.
This is back in the days when GW sample lists had Dev squads with 4 completely different weapons, so anything's possible.
118
Post by: Schepp himself
Ok...so it's the mycetic spore drop pod now. Maybe the lictor will get some playtime after all. With it, your spores can come down more reliably.
But I fear a no-brainer!
Greets
Schepp himself
EDIT: It's simply not cool when an army gets into assault turn two and there is nothing you can do about it. Takes away all the tactics and fun of 40k.
9345
Post by: Lukus83
Just thought I would mention there's a pretty nice thread on warseer with a compilation of most of the rumours into 1 post. Don't know if this has been mentioned before, but if you didn't know it's worth a look.
118
Post by: Schepp himself
Had a look at the (printed out) codex today. Looks nice with a lot of cribbly artwork in it. The genestealer pic is too cantoony and doesn't fit into the overall style but besdies that it's good.
Even as a Tyranid player I was baffled with the complexity of the new codex, though. But maybe it was only the german version. I'm german, but used to read warhammer related stuff in english...
The spore mine is in and 40 points. If you drop a carni, you can't have a brood of them, though, so it's 1 per heavy slot. And its 200 points for a basic loadout. So I don't fear a no brainer there. And sure, you can have 9 Carnifexes in a list, but you look at almost 1500 Points pretty much naked.
Stealers and Gaunts can be dropped, too, though and the spore indeed uses most of the drop pod rules (not the automatic deep striking if I remember correctly).
The Trygon is 200 points and units that deep strike can use it's borrowed entry point.
I cannot give any infos on the guns though, because they have weird names in german and I'm not used to them. Sorry. Only that they ain't x+2 anymore. But thats old news.
Ravener and Warriors have both W3 but a 4+/5+ save that cannot be improved. So no 3+ AS warriors as troops. Basic warrior is 30 points.
I can confirm the rumors on the hormagaunts.
Zoanthropes focused warp lightning is range 18" S10 AP1 lance now!
And the Pyrowore is indeed a melee monster. As strange as it sounds. The weapon is a flamer and it ignores armor saves in close combat. It hasn't got a super fighty stat line, though. Undecided if it's worth it.
Overall a nice Codex, all my units are still viable and useful. Unsure if all the new strange critters will work out.
That's everything for now, didn't read it to memorize anything, but maybe I can give more answers when asked.
Greets
Schepp himself
5544
Post by: sirisaacnuton
Very cool info Schepp. Thanks a lot!
One concern: if 9 naked 'Fexes is 1500 points, they must have upped the cost on them a good bit. Currently they're 85 naked. Did they get a significant stat line overhaul?
748
Post by: ForceVoid
Wow, 30pts for those Warriors, I am curious as to what comes standard on them.
9345
Post by: Lukus83
Thanks for the update...can I ask where you saw the dex? I'm hoping that I can get mine soon...I'm a personal friend of the store owner, so hoefully can get a sale before the official release date.
Or at least a look since I want to know the stats of the units I will be buying.
20124
Post by: Neith
Hmm, this is a little problematic considering all my Warriors have Extended Carapace currently. They're all painted and I'd rather not have to go over them again. Perhaps I can just say the Carapace is for show instead, and not improve their save.
Raveners with 3W is nice, but with a 5+ save they're still going to be fodder for Tactical Squads.
Carnifex cost seems totally crazy- doesn't matter to me though as I'll be running a list that focuses on speed.
494
Post by: H.B.M.C.
It's odd because 9 BS3 Heavy Bolter shots will kill a W3 Tyranid Warrior. And 9 BS3 Heavy Bolter shots will kill a Marine.
The Marine is 16. The Warrior is 30.
Not a fair trade. They need T5 or T4(5).
118
Post by: Schepp himself
The Carnifexes have the aforementioned boosts in Ws Bs and A and two sets of scything talons base which let them reroll all hits. Also the +2 I on the charge thing. Crushing claws are still the same points (IIRC) and give you +D3 attacks always at I 1.
Raveners are also 30 points with double scything talons.
Warrior standard loadout is scything talons and "Neuralfresser", I think, that would be the devourer in english.
You can also give some weapons only broodwise, to prevent oot wound allocation I suppose.
@Neith: They have 4+ As base, so they have extended carapace. All the armor is called differently. Basic armor (6+) is "Chitin" and a 4+ AS for example is called "verstärkter Carapax" or something like that.
Greets
Schepp himself
P.S. You can give more creatures regeneration now. Trygon, Hive Tyrant...
330
Post by: Mahu
A few questions:
1) Is the Lash wipe remove one attack, or reduce attacks to one?
2) What is the Str. and Number of Shots of the Tyrant's Venom Cannon?
3) What are the stats of the Devourer?
4) What happens to the Barbed Strangler? Especially on the Carnifex.
5) What is the Carnifexes Instictive Behavior?
463
Post by: CaptKaruthors
Is this factoring cover or non-cover? Assuming that they still cap out at 6 for a full unit, that's 18 wounds for 180pts. That's 10pts per wound. Not bad actually since marines are 16pts and to get an equivalent in wounds would be 288pts.
H.B.M.C. wrote:It's odd because 9 BS3 Heavy Bolter shots will kill a W3 Tyranid Warrior. And 9 BS3 Heavy Bolter shots will kill a Marine.
The Marine is 16. The Warrior is 30.
Not a fair trade. They need T5 or T4(5).
20124
Post by: Neith
Schepp himself wrote:
@Neith: They have 4+ As base, so they have extended carapace. All the armor is called differently. Basic armor (6+) is "Chitin" and a 4+ AS for example is called "verstärkter Carapax" or something like that.
Ah, that's not too bad then- I think I still have the same problem with my Genestealers, but I'll just count them as having their basic Armour Save.
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Post by: H.B.M.C.
CaptKaruthors wrote:Is this factoring cover or non-cover?
Non-cover.
CaptKaruthors wrote:Assuming that they still cap out at 6 for a full unit, that's 18 wounds for 180pts. That's 10pts per wound. Not bad actually since marines are 16pts and to get an equivalent in wounds would be 288pts.
Not a fair comparison.
162 HB shots to kill 16 wounds of MEQs.
54 HB shots to kill 16 wounds of Warriors.
GW once again overcosts a model with multiple wounds taking no account of their Toughness and Armour Save (unless they are T4(5) or T5, in which case it is quite different).
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Post by: Agamemnon2
H.B.M.C. wrote:GW once again overcosts a model with multiple wounds taking no account of their Toughness and Armour Save (unless they are T4(5) or T5, in which case it is quite different).
Well, isn't this yet another joyous codex from Robbie Cruddace? You know, filled with units whipped out from nowhere, 20-shot weapons, poor understanding of pricing and a general attitude of "who cares, this is awesome!"
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Post by: DarthDiggler
3 wounds at 30pts seems reasonable, until the immune to instant death is taken into account. 300pts for 10 warriors (naked) that get picked up off the table from veteran meltaguns, battlecannons, thunderhammers, etc... I suppose those weapons should pick them up, but make the warriors 2 wounds for 20pts then to help mitigate all those str 8 instant kills they will receive.
30pts for a warrior also come from the synapse footprint a large group of warriors can project. Heavy bolters are also not in vogue currently. Heavy flamers and template weapons are the anti-horde weapon of choice right now.
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Post by: Mahu
One IG Heavy Bolter versus a MEQ = 3 shots, 1.5 Hit, .75 Wounds, .25 Casualties
One IG Heavy Bolter versus a Warrior in 4+ cover = 3 shots, 1.5 Hit, .75 Wounds, .38 Casulties
10 MEQs equals 40 Heavy Bolters
6 3 Wound Warriors (18 wounds total) equal 72 Heavy Bolters
494
Post by: H.B.M.C.
Bringing cover into it changes things. But I was talking out of cover. They're not worth the cost. "Just stick it in cover" should never be a measure of how durable a unit is, especially one that should be moving forward and trying to get into HTH.
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Post by: lord_blackfang
H.B.M.C. wrote:It's odd because 9 BS3 Heavy Bolter shots will kill a W3 Tyranid Warrior. And 9 BS3 Heavy Bolter shots will kill a Marine.
The Marine is 16. The Warrior is 30.
Not a fair trade. They need T5 or T4(5).
And three plasma wounds kill one Warrior but 3 Space Marines.
Marines need 2 wounds!
See what I did there?
118
Post by: Schepp himself
Mahu wrote:A few questions:
1) Is the Lash wipe remove one attack, or reduce attacks to one?
Don't know for sure...I think it was to one.
Mahu wrote:
2) What is the Str. and Number of Shots of the Tyrant's Venom Cannon?
3) What are the stats of the Devourer?
4) What happens to the Barbed Strangler? Especially on the Carnifex.
All of the above: had to guess and I won't do that. Weapons are pretty much fixed now, so no "on a Carnifex, this weapon has...". The Devourer gets "Hellworms" or something like that as a special ammunition when the firing beast is bigger, maybe for a cost.
Mahu wrote:
5) What is the Carnifexes Instictive Behavior?
Uhh... Damn. Either feed or lurk I guess...
Sorry that I can't help you out mahu, but it was more of an overall glance. Once again, tyranid weaponry are not my thing.
Greets
Schepp himself
330
Post by: Mahu
H.B.M.C. wrote:Bringing cover into it changes things. But I was talking out of cover. They're not worth the cost. "Just stick it in cover" should never be a measure of how durable a unit is, especially one that should be moving forward and trying to get into HTH.
Yes, but to consider the cost of a unit you have to also consider the a typical circumstances they will find themselves in. Warriors should most likely get cover save because they are most likely to have cheap Gaunts and Hormagaunts around them.
Even so, 18 wounds divided by a .75 still means you will need 24 Heavy Bolters on the table to kill a full unit of 6 in a single shooting phase. Who has that?
Whenever you have another time to see the Codex Schepp. I was wondering if Tyrants get the high or low end Venom Cannon and what the stats of that Venom Cannon is. Thank you for what information you have.
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Post by: DarthDiggler
I agree, Warriors will most likely have huge screens of gaunts or hormaguants in front of them. GW is promoting the Hive Wave appraoch to Bugs. This is the most likely situation the Warriors and Heavy Bolters will find themselves in. warriors behind a screen of little bugs. If someone does not do this with thier Bug army, they are playing away from the strengths the units working together. I'm not saying they can't or shouldn't play that way, but if they choose to do so they will limit the effectiveness of certain units.
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Post by: Lyracian
@Schepp himself
Do you remember if anything was immune to Instant Death?
How about cost or BS of Zoanthropes?
181
Post by: gorgon
Yeah, I tend to think Warriors are going to be in the middle or rear of the formation most times anyway. Shooting and objective holding are the role I envision for them...not getting stuck in vs. TH/SS Terms, etc.
Although it's interesting that there's plenty of options to avoid playing Tyranids in a unidirectional, must-cross-the-table way. Spore Pods, Lictors, Mawlocs, Trygons (and other units through their tunnel), Ymgarl Genestealers, etc. really give you a lot to build around. There have to be some highly competitive builds there.
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Post by: aka_mythos
H.B.M.C. wrote:
GW once again overcosts a model with multiple wounds taking no account of their Toughness and Armour Save (unless they are T4(5) or T5, in which case it is quite different).
This begs the question of what do you think is the appropriate increase in cost for an added wound, for example what should a a basic marine with a second wound cost?
I agree the pricing is poor. I think GW's problem is that they see wounds, toughness, and armor saves as directly equal components in pricing; an increase to anyone is equal to an increase to any other. Most people know better. How much should this Warrior cost? The way you guys speak even if they have those extra wounds but moderate toughness and moderate saves, they should be priced less than the model with no extra wounds, moderate toughness and high armor. I think this problem has a risen due to an imbalance in the number of heavy weapons. That there are so many heavy weapons relative to normal weapons, no unit can specialize in dealing with the lighter threats without being a liability.
Agamemnon2 wrote:Well, isn't this yet another joyous codex from Robbie Cruddace? You know, filled with units whipped out from nowhere, 20-shot weapons, poor understanding of pricing and a general attitude of "who cares, this is awesome!"
Where else are units going to come from? I mean seriously, they have to invent new stuff at some point.
I think you got it wrong, the pervasive attitude at GW is, "if its fun, who cares." That though carries alot of the issues you have. Why can't a weapon be 20 shots, because there wasn't anything before? The whole game is an abstract representation of a futuristic battlefield; the "abstract" aspect allows one to justify through a conscious effort of the imagination and require nothing else. Why do people, get frustrated with points? It wouldn't matter if the other people playing didn't. If I use a unit poorly pointed and so do you, we're still playing a fair game. Its when people get so focused on the gaming the mechanics and point system, that they forget to play the game and have fun.
Robin Cruddace may not be the best codex writer, but I do think he's better than some of the writers in the past. He brings unorthodox thinking, in his willingness not to be tied down drastically by what preceded his work. While I will disagree with some of his choices, like Ogryn and Warrior point costs, you have to give him credit that he isn't just cranking out cookie cutter codices; he is giving players something to get excited about.
17050
Post by: MilkmanAl
30 points for a Warrior doesn't seem horrendously overcosted. Since they come with scything talons, a pretty decent gun (assuming it stays similar to what it was), a 4+ save, and synapse, it's a justifiable cost. Maybe they should be ~27 points or something. The real problem is that Cruddance went in the wrong direction when trying to make them tougher. More wounds was not the answer. T5 would've solved all their issues.
All in all, I see that issue as more of an annoyance than anything. In all likelihood, my Warriors will be surrounded by a wall of Hormagaunts and will thus almost always get cover saves. I'm okay with that.
I'm pumped about the possibilities this codex is apparently bringing. Drop podding Genestealers? Hell yes. Raveners sound pretty damned awesome, too. Sure, they'll get beaten up a little, but with 3 wounds and what sounds like a hellacious alpha strike, I can deal.
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Post by: airmang
Don't they also come with Shadow in the Warp. It's not as awesome, but it could come in handy. It's kinda like the SW acute senses, in that it's not always useful, but when you need it your thankfull you have it. just a thought...
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Post by: gorgon
FYI, there's a mini-meltdown happening on Warseer because someone thinks fexes dropped to T5. This seems unconfirmed, however.
I suppose the dynamic with Tyranids is much like with IG. There are some things regarding the traditional units that perhaps could have been handled better. However, it's largely academic because the new units and options overshadow said issues.
Podding fleet 'stealers almost seems too good to be true. Pod deployment might also be a contributing factor for Hormagaunts slowing down a bit.
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Post by: wyomingfox
gorgon wrote:
Regarding credibility, etc., this stuff is likely 99% accurate.
Like the SW Rumors were 99% accurate
10 Wound Zoes...
Come On
Come on
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Post by: warboss
H.B.M.C. wrote:It's odd because 9 BS3 Heavy Bolter shots will kill a W3 Tyranid Warrior. And 9 BS3 Heavy Bolter shots will kill a Marine.
The Marine is 16. The Warrior is 30.
Not a fair trade. They need T5 or T4(5).
they're meant to be relatively immune to small arms fire which making them base 4+ save and 3 wounds does pretty well; redo your mathhammer with lasguns/boltguns/pulse rifles/shootas/etc. i think the whole point is for you to have a cheaper nonmonstrous unit that you're tempted to fire your heavy weapons at, thereby saving the MCs for a few more turns. it was crap that somehow they spammed eternal warrior because they had a special link to the hive mind (i ate that lascannon with only a bit of indigestion because i have the hive mind on psychic speed dial??). whether or not you like to use it in your examples, 5th edition with it's 4+ for everybody cover saves is the (quite effective) solution to high ap weaponry.
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Post by: kirsanth
warboss wrote: it was crap that somehow they spammed eternal warrior because they had a special link to the hive mind (i ate that lascannon with only a bit of indigestion because i have the hive mind on psychic speed dial??).
How does this apply to the copious amount of marines (and others!) that can do the same thing? Those at least have vehicles to mitigate the directed high strength shots, and yet still manage to eat lascannons with nothing other than being old (?!) to explain why they can do so.
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Post by: gorgon
wyomingfox wrote:gorgon wrote:
Regarding credibility, etc., this stuff is likely 99% accurate.
Like the SW Rumors were 99% accurate
10 Wound Zoes...
Come On
Come on
It's not 10 wounds to start. The psychic power leeches wounds and you max out at 10 if you get that far.
If you're still in disbelief, I'm fine with a wager. I can always use more Hive Guards.
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Post by: Mahu
Lifeleach sounds fun, but looks like it has a short list of times it will be effective. Most Marine lists have Hoods that can stop it, and it's useles against a unit in a vehicle. It may be an answer to deal with IG as it will make it a more difficult choice for Melta or Plasma Vets to take a shot at a creature with it. Especially a Hive Tyrant. "Oh drat, you took away three of my wounds, here I will just kill half your unit and gain 5 wounds, thanks."
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Post by: gorgon
I agree that it's fluffy but limited. It'd take a heckuva game to get to W10.
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Post by: Railguns
If lifeleech is D3 autohits at S3 AP2 I'd hardly worry about it. You'll have, at most, 3 hits. At strength 3, so you'll be lucky to cause any wounds against something worth the effort. It's likely to help you pick up a wound or two if you are close to junk like Guardsmen, Eldar, Tau, etc. Orks, MEQ's and all that will just laugh as you waste your shooting phase trying to get wounds back on your Hive Tyrant with a punchy lasgun when it could be using any of the new, more powerful weaponry.
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Post by: MilkmanAl
That depends. I can definitely see myself passing up a shot at a transport to get my 1-wound Tyrant up to 2 before an assault. It's going to be an extremely situational power, but I can see it being quite useful. If you can still use it when in base contact with something, it'll be unbelievable.
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Post by: Da Boss
Wow those are some crazy rules. I may have to buy this one to look over, though I can't see myself collecting nids for at least a year, if even then.
Still, mental! Drop pods for nids.
19754
Post by: puma713
*edit* Nevermind
9142
Post by: Axyl
Someone is making a compilation of the german dex on a new thread over on warseer. Go check it out. Alot of stuff we know, some stuff we don't.
http://www.warseer.com/forums/showthread.php?t=234792
Credit goes to Dark_harlequin
Hey guys. So I got to do a little light bug related Codex reading today ^.^ I know you have all kinds of rumors collected allready but I'm gonna write it
all anyway. This is what i remembre from the Codex. As allways if you don't belive me your own fault.
ANd I am doing this after maybe hour of reading. So don't stone me if I get some WS wrong or smth
Tyranid army rules:
- Synapse creature is pretty much the same except, and I cannot stretch that enough, NO more eternal warriorand before you ask: no nowhere, not on
genestealers, not on hive tyrantsnot on Trigons NOWHERE
- Instinctive behavior is split into 2 classes of Tyranids:
Lurkers: instantly take cover and shoot at the next target when they fail their check
Hunters: get the "bloodlust" rule from te rulebook (allways move and assault next enemy)
- Tyranids don't suffer normal warp attacks when rolling 11 or 66 on Psychic powers
- Tyranids never have additional close combat weapons, their profile is all they get
I'll get all the weapons and morphs out of the way first and ten just list the name in the entries.
Weapons:
(all weapons are assault so I'm not gonna mention that every time), I may have missed one or two simply because there are to many ^^
Biozid Cannon:
R 36 S 6 AP 4 Explosive 1
Heavy Biozid Cannon:
R 48 S 9 AP 4 Explosive 1
Stingstrangler:
R 24 S 4 AP 6 Big Explosion 1
Thornstrangler:
R 36 S 6 AP 4 Big Explosion 1
Bug throwers:
R 18 S 4 AP 5 Assault 1
Stingfists:
R 18 S 4 AP 5 Assault X (X= Number of Attacks), allways twinlinked
Sting blaster:
R 12 S 5 AP - Assault 1
Spike blaster
R 18 S5 AP 5 Assaukt 4
Someother weirs sounding weapon:
R 18 S 3 AP 6 Assault 2
Texorin Bugs:
3 fire modes, may be fired additionally to all oter weapons
R Flaming S * AP - Assault 1, allways wounds on 2+ against non Tanks
R Flaming S 5 AP 5 Assault 1
R Flaming S 3 AP 6 Assault 1, armor piercing
Biomorphs:
Toxin Chambers:
ALL units may buy these, the squad gains poison attacks (4+)
Adrinalin Injectors:
ALL units may buy these, the squad gains Furious assault
Catchers claws:
Weapon R 12 S 5 AP - Assault 2
All kinds of Chitin stuff:
Ranging from 6+ Armor save to 2+
Toxic blood:
When this model loses a wound in melee the model that caused the wound must stand an I check or lose a wound with no AS allowed, tanks arehit on 4+
(Eldar scream huray)
Toxic miasma:
All enemy units in CC range with this model must take a T check or lose one wound withnormal AS (Eldar don't scream huray any more  )
Tentacle whips:
All units in CC wit this model have I 1
Horn swords:
A model losing a wound by a horn sword must pass an LD test or is killed outright. If the wound was caused by a pair of horn sowrds he must use 3D6 for
the check
Scyting claws:
Models with scytng claws may reroll 1s to hit, models wit a pair may reroll all to hit rolls
wrenching claws:
give AP rule in CC
Scissor Claws:
Give +D3 attacks and lower own I to 1
Regeneration:
At the start of each turn the model recovers a wound on a 6
Wings:
Model flyes
HQ:
Hive Tyrant:
- Old profiles
- No ward save as far as I recall
- Shadows of warp: ALl psychers using their powers within 12 must roll 3D6, double 6 or 1 still result in an attack from the warp
- comes with scyting claws and can equip about any weapon and morph in the book
- may have two of the following psychic powers for free:
The Horror: One enemyunit within 18 must take a panic test
Life leech: R 18 unit recives D3 S 3 hits no AS, hive regains one wound for every lost wound caused this way
warp scream: R 12 enemy units WS and BS is reduced to 1 for 1 round
Dominate: Hive tyrants synapse range is 18 inchesfor one round
- May buy any number of these abilities for somepoints:
Unspeakable Horror: Units wishing to charge or shoot at the hive must pass an LD check or........ well Not shoot/attack
Vicious mind: A core unit may flank and you get +1 to all reserve rolls
Ancient enemy: All Tyrinid units within 6 have arch enemy rule
- May still buy a set of guards who stayed pretty much the same except teir stuff does different things now (see biomorphs) and they have 3 wounds
Tervigon:
WS 3 BS 3 S 6 T 6 W 4 I 1 A3 LD 10 AS 2+
- may spawn 3D6 termagants per movement phase which may be activated as normal, but on a doublenumber he canno longer spawn anything fromnow on
- has spike blasters, is monstrous
- termagants within 6 may use his LD
- Has dominate psi power and may exchange it for:
The catalist: a unt within 12 gains feel no pain
The force: unit within 12 may run/sprint AND shoot
Alpha Tyranid Warrior:
WS 6 BS 5 S 5 T 5 W 4 I 5 A 4 LD 10 AS 4+
- synapse creature, shadow of warp
- may buy allmost everyting except the REALY heavy stuff
- tyranid warriors within 12 may use his WS and I
Elite:
Tyrant Guards:
- very similar to the guys that watch the hive tyrant (same profiles)
- may buy some biomorpgs like wrenching claws and stuff
- may carry all weapons except the REALY havy stuff
Liktors:
- have 3 wounds now
- use cover, move through cover bla bla
- gives +1 to reserve rolls and acts as an teleprt homer within 6
- apears anywhere on te tablewhen available but may not move or shoot that turn
- has catchers claws and AP and scyting claws
Zorantrophs:
- have only 5+ armor but 3+ ward save
- same profiles only 3 wounds
- have two psychic powers
warpl ightning: R 24 S 5 AP 3 Explosive 1
Warp Lance: R 18 S 10 AP 1 Assault 1, Lance
Toxontroph:
- Zorantroph profiles (3 wounds) only with 2 attacks
- has tentacle whips and toxic Miasma
- has poison attacks 2+
- all tyranid units within 6 gain a 5+ cover save, defesive granades and every enemy that charges them must test for dangerous terrain
Pyrovore:
- Biovore profile only 3 wounds
- as a heavy flamer
- when killed outright explodes in flaming acid and damages everyone around
core:
Tyranid Warriors:
- 3 wounds now
- scyting claws as a basic
- may get all weapons except for the REALY havy ones
- may have 2 melee biomorphes (check all the clwas in the list) even horn swords or pairs of horn swords
- synapse creatures ofc
Hormagants:
- NO longer may charge 12
- very cheap
- 2A profile
Hormagants:
- even cheaper
- have two individual weapons
Toxic stinger: R 18 S 3 AP 6 Assault 1
Grapling choker: R Flaming S 2 AP - Assault 1, wounds against S not T
- every unit allows one Tervigon to be played as core
Genestealers:
- same profile
- not subjected to instinctive behavior
- may buy a symbiarch for allmost 50 points who has more W, S, T, A, LD, WS....everything ^^
may have one of two psychic powers: one that amkes genestealers count as having frag granades and one that may hypnotise one model in CC which,
if it doesn't pass an LD check, may not attack
may buy some biomorphs like toxic blood
Absorber swarms:
- may deep strike
- when they fail instinctive behavior they eat each other (one wound per point failed)
- not very expensive
edit: more added
Storm:
Winged Tyranid Warriors:
- only 5 points more expensive than normal ones
- fly obv ^^
- no options to medium heavy weapons
Gargoyles:
- SO cheap they make stormboyz seem like grey knights against them
- have FANTASY poison attacks in melee
- Termagant profiles
- have bug throwers
- fly ofc
Harpy:
WS 3 BS 4 S 6 T 5 W 4 I 5 A 3 LD 7 AS 4+
- monstrous creature, flyes, has a twinlinked thornstrangler
- every inut he charges gains -1 I
- may shoot 3 spore mine on a unit he flyes over (like screamers) which causes a great blast S4 or 5 (don't remember) or three spore mines if he misses
Winged absorber swarms:
- well they are absorber sworms with wings, what else is there to say? ^^
Bulk of spore mines:
- 3-6
- deep strike and... well what do spore mines do? land somewhere and explode near smth
- explode in large blast S 4 AP 4 per guy
Venators:
- still beasts
- 3 wounds WS 5 and 4 A profile
- scyting claws and wrenching claws as a given with a few options for exchange
Heavy support:
Carnifex:
WS 3 BS 3 S 6 T 6 W 4 I 1 A 4 LD 6 AS 3+
- may be taken in squads of 1-3
- pretty expensive
- need I to mention that tey may buy freaking EVERYTING?
- no more profile upgrades
Trigon:
WS 4 BS 4 S 6 T 6 W 6 I 4 A 6 LD 8 AS 3+
- may sprint
- may deep strike and leaves behind a tunnel through which other units may deep strike in subsequent turns
- may NOT charge the turn he deep strikes
- bio electric field has R 12 S 6 AP - Assault 6
- may be upgraded to alpha in which case he is a synapse creature, has LD 10, has shadow of warp, and is bio electric field has Assault 12
- slightly more expensive than a carnifex
Mawloc:
WS 4 BS 0 S 6 T 6 W 6 I 4 A 3 LD 9 AS 3+
- may deep strike, if he apears under a unit he places a large template there which has S 6 AP 3 ten moves all remaining models aside and is placed there (not in CC)
- has fall back and sprint rule
- may dig himself in again if he is not in CC in your movement to automaticly reapear in your next movement phase
Biovores:
- pretty cheap
- may shott one spore mine each that explode like descrbed above
Tyrofex:
WS 3 BS 3 S 6 T 6 W 4 I 1 A3 LD 10 AS 2+
- monstrous
- has Texorin Bugs and the 3 following weapons (of wich he can fire two):
R 48 S 10 AP 4 Assault 2
R 36 S 4 AP 5 Assault 20
R Flaming S 5 AP 4 Assault 1, is shot like the inferno cannon of the emperial hellhound
Stuff I missed so far:
Giant drop spore:
WS 2 BS 2 S 6 T 6 W 3 I 1 A2 LD 4 AS 5+
- deep strikes
- may be bought as an transport option for most units (not trigon, Mawloc, Venators, everything with wings)
- may carry 20 infantery guys or one monstrous creature
- may shoot: R 6 S 6 AP - Assault 3
- may not move
- has tentacle whips
1918
Post by: Scottywan82
Wow, sounds awesome, but needs some hardcore translation.
11771
Post by: gameandwatch
Tyrofex...dear god... not so happy bout everything with only t6, I miss my T8 fexes :(
5873
Post by: kirsanth
gameandwatch wrote:I miss my T8 fexes :(
Wha . . . ? T8?
8272
Post by: FlammingGaunt
First of all W00T! Secondly I'm very glad carnies aren't T5, and finally I need some more green stuff theres going to be lots of converting in my future.
11771
Post by: gameandwatch
Carnis were t8 in 3rd... good ol hive fleet kraken
181
Post by: gorgon
2nd ed....not 3rd.
The Alpha Warrior is shaping up to be a nice HQ option for smaller games.
Thinking about the venom cannon/heavy VC (bioazid cannon in that list), I wonder if it'll be more or less reliable since it dumped multiple shots for a single blast? Supposedly it only has -1 to the pen roll, which is an obvious improvement. But those scatters are going to be annoying considering a Tyrant used to average 2 hits a turn (assuming WS4).
5873
Post by: kirsanth
Oooh!
I miss them too, and I never saw them.
LOL
463
Post by: CaptKaruthors
I understand your point H, but aren't all the gribblies moving forward in front of them, thus cover will always be plentiful? Maybe they factored that into it's points cost?
H.B.M.C. wrote:Bringing cover into it changes things. But I was talking out of cover. They're not worth the cost. "Just stick it in cover" should never be a measure of how durable a unit is, especially one that should be moving forward and trying to get into HTH.
5421
Post by: JohnHwangDD
Scottywan82 wrote:Wow, sounds awesome, but needs some hardcore translation.
The sad part is, it's probably already translated...
I mean, have you not been following the new names of stuff that GW has been pulling out their butt?
270
Post by: winterman
Hormagants:
- even cheaper
- have two individual weapons
Toxic stinger: R 18 S 3 AP 6 Assault 1
Grapling choker: R Flaming S 2 AP - Assault 1, wounds against S not T
- every unit allows one Tervigon to be played as core
Move over Nidzilla, Clovernids is in the house!
That means the potential for 5 MCs, 3 of which that can score, that can grant Feel no pain to units of choice and create new ones every turn. I don't even care if that is effective, that just sounds fun as hell.
1478
Post by: warboss
kirsanth wrote:warboss wrote: it was crap that somehow they spammed eternal warrior because they had a special link to the hive mind (i ate that lascannon with only a bit of indigestion because i have the hive mind on psychic speed dial??).
How does this apply to the copious amount of marines (and others!) that can do the same thing? Those at least have vehicles to mitigate the directed high strength shots, and yet still manage to eat lascannons with nothing other than being old (?!) to explain why they can do so.

either you're being sarcastic or are really bad at math because using "copious" when it means 2 in a standard force org for vanilla marines (space wolves can take a grand total of 5) is totally wrong. imperial guard? 1 if you actually take yarrick. tau? none. orks? one (ghaz) IIRC. chaos marines? 2 (daemon princes and abaddon, both HQ choices). eldar? don't know off hand, maybe an HQ choice but not any of the other slots so max 2 there. daemonhunters? none. witchhunters? i think they have a piece of wargear that allows one character to ignore it ONCE per game. where is this "copious" use of eternal warrior that you see outside of nids?
how about nids? every synapse creature in the current codex has eternal warrior... i don't have the current nid codex but IIRC you can take squads of up to 9 warriors as HQ, elites, and fast attack currently... meaning you can have 8*9= 72 eternal warrior models in a 1 force org nid army. there is only one army that currently spams eternal warrior and that'll apparently be fixed soon. ET shouldn't be common and it was probably the thing i liked least about the current nid book. good riddance. i don't have a problem with nid specials having it or even the alpha warrior HQ choice, just with a common spammable into multiple force org spots large unit getting it.
5226
Post by: TragicNut
So it looks like 'nids have the potential for up to 17?! monstrous creatures in a single force org chart... 2 in HQ, 3 in Troops, 3 in Fast Attack, and 9 in Heavy Support. Sure they're only S6 and wound Wraithlords on a 6+, but you get 17 of them to make up for it. Yay?
5873
Post by: kirsanth
warboss wrote:either you're being sarcastic or are really bad at math because using "copius" when it means 2 in a standard force org
My quote had nothing to do with a Force Org, nor did the quote I was refering to.
5344
Post by: Shep
TragicNut wrote:Sure they're only S6 and wound Wraithlords on a 6+...
Carnifex was confirmed as strength 9 in january white dwarf. Looks like we've got some conflicting info.
If the fex really does have strength 9 base, and access to furious charge, then I could see where it could fill a role that the 'gon's can't.
9142
Post by: Axyl
Shep wrote:TragicNut wrote:Sure they're only S6 and wound Wraithlords on a 6+...
Carnifex was confirmed as strength 9 in january white dwarf. Looks like we've got some conflicting info.
If the fex really does have strength 9 base, and access to furious charge, then I could see where it could fill a role that the 'gon's can't.
Yea, I noticed some of the stats seem off from what we've been told before so I'm still a little leery about trusting all the stats out of the list here. I've read that fexes were supposed to be I 4 as well and it shows I 1 here.
270
Post by: winterman
They are I4 on the charge if they have adrenal glands (+2I on the charge special rule, +1I for furious charge from glands, base 1I). That has been said by several sources.
I think it is a typo on the carni and he also missed the changed on the Hive Tyrant also (WS8 rumored), but from memory stats are bound to be off.
8709
Post by: OnTheEdge
*smacks head against keyboard* Arby strikes again...
//Edge
17050
Post by: MilkmanAl
A spore-dropped Tyrant with Ancient Enemy and Warp Scream and Tervigon (for FNP) surrounded by a ton of dropped Hormagaunts sounds like a pretty decent way to ruin your opponent's day.
9158
Post by: Hollismason
It's pretty cool how they added in "special characters" especially those genestealers holy crap is that a awesome unit.
Also, WTF is up with the Space Wolf codex having what seems to be all countermeasures to tyranids that doesnt seem really cool.
18080
Post by: Anpu42
Hollismason wrote:It's pretty cool how they added in "special characters" especially those genestealers holy crap is that a awesome unit.
Also, WTF is up with the Space Wolf codex having what seems to be all countermeasures to tyranids that doesnt seem really cool.
Wuf Baby!
2304
Post by: Steelmage99
Hollismason wrote:It's pretty cool how they added in "special characters" especially those genestealers holy crap is that a awesome unit.
Also, WTF is up with the Space Wolf codex having what seems to be all countermeasures to tyranids that doesnt seem really cool.
Hollis, do you have some rule about skipping every other punctuation or something?
11973
Post by: Slackermagee
No eternal warrior in the synapse rules? More expensive warriors, lictors, raveners, zoeys, etc (all at toughness 4?)... it's like Crubbance has written Codex: Ogryns.
494
Post by: H.B.M.C.
So they've changed literally every single rule in the Codex, right down to the unit profiles.
Arby just can't help himself, can he?
1084
Post by: Agamemnon2
Slackermagee wrote:No eternal warrior in the synapse rules? More expensive warriors, lictors, raveners, zoeys, etc (all at toughness 4?)... it's like Crubbance has written Codex: Ogryns.
Ironically, Ogryns these days sail through most things with their Toughness 5. Most of the time, any S10 weapons fired at them would be better used pointed at tanks, too. (In my experience, only Vindicators usually bother sniping them out, railguns and medusas have better things to do).
22841
Post by: lordbug
This newest codex rumor does not sound like it is true, every site says something different and on sctibd I found a codex for nidds somebody made guess we just have to wait a few more weeks untill we get it to know for sure.
10193
Post by: Crazy_Carnifex
@ Agamemnon2 So, Ogryns are better you say?
Edited because I can't spell
1084
Post by: Agamemnon2
Crazy_Carnifex wrote:@ Agunemnon2 So, Ogryns are better you say?
Well, Ogryns have Toughness 5, which does make a lot of difference. They pay dearly for it though, being cripplingly expensive.
118
Post by: Schepp himself
As far as I remember, the lictor can run or shoot after deepstriking and has flesh hooks that can shoot as a 12" S6 (the other source says 5 but I am pretty sure as I looked at it closely because I love lictors...) Ap - Assault 2 weapon.
So you could appear behind a tank and try to stun it with your hook and next turn assault it.
Other than that, this german codex sounds like the one I've read.
Greets
Schepp himself
5636
Post by: warpcrafter
Death from the skies!!! I'm off to make drop-pods with tentacles. I've tried to remain somewhat reserved about the Tyranids, but this is too good to hold back anymore. I'll have to practice my hissing.
1099
Post by: Railguns
Regenerate is still useless, Lictors still aren't killy enough, and Carnifexes nerfed to to S6 for no reason, ESPECIALLY since they dumped the creature dependant weapon profiles? They went out of their way to change everything but didn't seem to put any thought to how or why.
17050
Post by: MilkmanAl
Any guesses on what the "individual weapon" part of the Termagant entry means? If it means that those are your weapon choices on each guy, that is badass. I'll definitely take a 30-strong unit of guys with S2 flamers. Sounds like a barbecue!
18080
Post by: Anpu42
So the S-9 Fex that could kill a Marine on a 2+
Now needs a ...2+
14852
Post by: Fateweaver
I hear lots of ACL's tearing. I had better go get the doctors and sports trainers.
5440
Post by: thanatos67
Anpu42 wrote:So the S-9 Fex that could kill a Marine on a 2+
Now needs a ...2+
more like the fex that was S9-10 and was the only thing that could even dent a monolith now cant. Granted there sounds like a few better choices now for heavy tank killing, like the s10 2 shot 48 inch gun for liths or the S10 LANCE??? for raiders and everything else for that matter. It honestly sounds like from these rumors that nids somehow got WORSE at killing mech in cc but better at killing mech from range. I also cant believe these strength nerfs, like from S9 to S6 is a couple of order of magnitudes. Consider the multilaser and the lascannon, if you wanna think about the two. My carnifex just went from being lascannon strong to multilaser strong? get out...
S10 lance? hmmmm, wonder what eldar gets then since they invented it...
14852
Post by: Fateweaver
Updated by Original Poster on Seer and translated. Note that Carnis ARE indeed S9 so we can all quit crying now. Cleaned up by yours truly.
Tyranid army rules:
- Synapse creature is pretty much the same except, and I cannot stress that enough, NO more eternal warrior and before you ask: no nowhere, not on Genestealers, not on Hive Tyrants, not on Trygons, NOWHERE.
- There are no boss biker like wound groups for Tyranids. Squads all need to take most weapon and biomorphs or none.
- Instinctive behavior is split into 2 classes of Tyranids:
Lurkers: instantly take cover and shoot at the next target when they fail their check.
Hunters: get the "blood lust" rule from te rulebook (always move and assault next enemy).
- Tyranids don't suffer Perils of the Warp if they fail their Ld roll.
- Tyranids never have additional close combat weapons, their profile is all they get.
I'll get all the weapons and morphs out of the way first and then just list the name in the entries.
Weapons:
(All weapons are assault so I'm not gonna mention that every time), I may have missed one or two simply because there are too many.
Venom Cannon:
R 36 S 6 AP 4 Assault 1 3” Blast
get -1 on the VD chart (ie glancing is -3, pen is -1; no more Glance only).
Heavy Venom Cannon:
R 48 S 9 AP 4 Assault 1 3” Blast
get -1 on the tank damage chart (ie glancing is -3, pen is -1; no more Glance only).
Barbed Strangler:
R 24 S 4 AP 6 Assault 1 Large Blast.
Stranglethorn Cannon:
R 36 S 6 AP 4 Assault 1 Large Blast.
Fleshborers:
R 18 S 4 AP 5 Assault 1.
Spinefists:
R 18 S 4 AP 5 Assault X (X= Number of Attacks), always twin-linked.
Sting blaster:
R 12 S 5 AP - Assault 1.
Spike blaster
R 18 S5 AP 5 Assault 4.
Some other weird sounding weapon:
R 18 S 3 AP 6 Assault 2.
Texorin Bugs:
3 fire modes, may be fired additionally to all other weapons.
R Flaming S * AP - Assault 1, allways wounds on 2+ against non Tanks.
R Flaming S 5 AP 5 Assault 1.
R Flaming S 3 AP 6 Assault 1, Rending.
Death Blasters:
R 18 S 5 AP 5 explosive.
Biomorphs:
Toxin Sacs:
All units may buy these, the squad gains poison attacks (wound on 4+).
Adrenal Gland:
ALL units may buy these, the squad gains Furious Charge.
Flesh hooks:
R 12 S 5 AP - Assault 2.
All kinds of Chitin stuff:
Ranging from 6+ Armor save to 2+.
Toxic blood:
When this model loses a wound in melee the model that caused the wound must roll equal to or less than their Initiative or suffer a wound with no armor save allowed, vehicles suffer a glancing hit on a 4+.
Toxic miasma:
All enemy units in melee with this model must roll equal to or less than their Toughness or lose one wound, normal armor save allowed.
Lash whips:
All enemy units in melee with the model with lash whips have Initiative lowered to 1.
Boneswords:
A model losing a wound by a bonesword must pass an LD test or suffer Instant Death. If the model has 2 or more boneswords that roll is taken on 3d6 (all 3 added together).
Scything talons:
Models with scything talons may reroll 1s to hit, models with a pair may reroll all to hit rolls.
Rending claws:
Give rending rule in melee.
Crushing Claws:
Give +D3 attacks and lower own Initiative to 1 when using them.
Regeneration:
At the start of each turn the model recovers a wound on a 6.
Wings:
Model counts as Jump Infantry.
14852
Post by: Fateweaver
HQ:
Hive Tyrant:
- Current profile (conflicts with rumors of some improved stats).
- No ward save as far as I recall (conflicts with rumor of 5+ inv. standard).
- Shadows of warp: All psykers using their powers within 12” must roll 3D6, double 6 or 1 result in Potw, any other result the power passes/fails as normal.
- Comes with scything talons and can equip nearly every bioweapon and biomorph.
- May have two of the following psychic powers for free:
The Horror: One enemy unit within 18 must pass a morale check or flee.
Life leech: R 18, one chosen enemy unit suffers D3 S 3 hits with no armor save allowed, Tyrant regains one wound for every unsaved wound caused (up to max of 10).
Warp Scream (Psychic Scream): R 12 enemy units WS and BS is reduced to 1 for 1 round.
Dominate: Hive tyrants synapse range is 18” for one round.
- May buy any number of these abilities for X points:
Unspeakable Horror: Units wishing to charge or shoot at the Tyrant must pass an LD check, failure means chosen unit cannot shoot OR attack that turn.
Vicious mind: A TROOP unit may outflank and you get +1 to all reserve rolls.
Ancient enemy: All Tyranid units within 6” have Preferred Enemy.
- May take a unit of Tyrant Guard. Tyrant Guard profile is the same although they are now 3 wounds each.
Tervigon:
WS 3 BS 3 S 6 T 6 W 4 I 1 A3 LD 10 AS 2+
- may spawn 3D6 termagants per movement phase which may be activated as normal, but on a double number he can no longer spawn anything from now on.
- has spike blasters, is monstrous.
- termagants within 6 may use his LD and gain counterstrike.
- Has dominate psi power and may exchange it for:
The catalyst: a unit within 12 gains feel no pain.
The force: unit within 12 may run/sprint AND shoot.
Alpha Tyranid Warrior:
WS 6 BS 5 S 5 T 5 W 4 I 5 A 4 LD 10 AS 4+
- synapse creature, shadow of warp
- may buy almost everything except the REALLY heavy stuff.
- tyranid warriors within 12 may use his WS and I.
Elite:
Tyrant Guards:
- very similar to the guys that watch the hive tyrant (same profiles).
- may buy some biomorphs like Rending claws and stuff.
- may carry all weapons except the REALLY heavy stuff.
Lictors:
- have 3 wounds now
- use cover, move through cover bla bla
- gives +1 to reserve rolls and acts as an teleport homer within 6
- appears anywhere on the table when available but may not move or shoot that turn
- has flesh hooks, rending claws and scything talons.
Zoanthropes:
- have only 5+ armor but 3+ invulnerable save
- same profiles but 3 wounds now
- have two psychic powers
warp lightning: R 24 S 5 AP 3 Explosive 1
Warp Lance: R 18 S 10 AP 1 Assault 1, Lance
Toxanthrope/Venomthrope:
- Same profile as Zoanthrope but with 2A
- has tentacle whips and toxic Miasma
- has poison attacks 2+
- all tyranid units within 6 gain a 5+ cover save, defensive granades and every enemy that charges them must test for dangerous terrain
Pyrovore:
- Biovore profile only 3 wounds
- as a heavy flamer
- when killed outright explodes in flaming acid and damages everyone around
Troops:
Tyranid Warriors:
- 3 wounds now
- scything talons are standard
- may get all weapons except for the REALLY heavy ones
- may have 2 melee biomorphs (including crushing claws and boneswords)!!
- synapse creatures.
Hormogaunts:
- No more 12” Charge
- Infantry, not beasts (so can now climb buildings).
- 2A base (reroll all misses due to 2x S. talons).
Termagants:
- even cheaper
- have two individual weapons
Toxic stinger: R 18 S 3 AP 6 Assault 1
Grapling choker: R Flaming S 2 AP - Assault 1, wounds against S not T
- every unit allows one Tervigon to be played as Troop
Genestealers:
- same profile
- not subjected to instinctive behavior
- may buy a Broodlord for almost 50 points who has more W, S, T, A, LD, WS (apparently same profile as currently according to some sources).
- May have one of two psychic powers: one that makes genestealers count as having frag granades and one that may hypnotise ,meaning both players roll an D6 and add their LD. If you are higher, the enemy may not attack in cc that round.
- May buy some biomorphs like toxic blood
Ripper swarms:
- may deep strike
- when they fail instinctive behavior they eat each other (one wound per point failed)
- not very expensive
Fast:
Winged Tyranid Warriors:
- only 5 points more expensive than normal ones
- Jump Infantry
- no options for heavy weapon biomorphs.
Gargoyles:
- Super cheap (same as Hormogaunts apparently).
- Wound on a 6 to “hit” automatically in melee.
- Termagant profiles
- Fleshborers
- Jump Infantry
Harpy:
WS 3 BS 4 S 6 T 5 W 4 I 5 A 3 LD 7 AS 4+
- monstrous creature, Jump Infantry, has a twinlinked Stranglethorn Cannon
- every unit he charges suffers -1 to Initiative
- may shoot 3 spore mines on a unit he flys over (like screamers) which causes a large blast S4 or 5 (don't remember) or three spore mines if he misses
Winged Ripper swarms:
- Ripper swarms that are Jump Infantry
Spore Mine cluster:
- 3-6 mines per cluster
- deep strike
- explode with a S4 Ap4 5” blast per mine in the cluster
Raveners:
- Beasts
- Profile as current but 4A base and an additional wound.
- scything talons and rending claws standard, can take a few biomorphs/bioweapon options
Heavy support:
Carnifex:
WS3 BS3 S9 T6 W4 I1 A4 LD6 Save 3+
- may be taken in squads of 1-3
- pretty expensive
- Every bioweapon and biomorph available now
- no more options to increase stats
Trygon:
WS 4 BS 4 S 6 T 6 W 6 I 4 A 6 LD 8 AS 3+
- Has fleet
- may deep strike and leaves behind a tunnel through which other units may deep strike in subsequent turns
- may NOT charge the turn he deep strikes
- bio electric field has R 12 S 6 AP - Assault 6
- may be upgraded to Prime in which case he is a synapse creature, has LD 10, has shadow of warp, and his bio electric field changes to Assault 12
- slightly more expensive than a carnifex
Mawloc:
WS 4 BS 0 S 6 T 6 W 6 I 4 A 3 LD 9 AS 3+
- may deep strike, if he appears under a unit he places a large template there which has S6 AP3(2) then moves all remaining models aside and is placed there (not in CC)
- has hit and run
- may dig himself in again if he is not in CC in your movement to automatically reappear in your next movement phase (tyranid VoD).
Biovores:
- pretty cheap
- may shoot one spore mine each that explode like described above
Tyrannofex:
WS 3 BS 3 S 6 T 6 W 4 I 1 A3 LD 10 AS 2+
- monstrous
- has Texorin Bugs and the 3 following weapons (of which he can fire two):
R 48 S 10 AP 4 Assault 2
R 36 S 4 AP 5 Assault 20
R Flaming S 5 AP 4 Assault 1, is shot like the inferno cannon of the Imperial hellhound
Stuff I missed so far:
Giant drop spore:
WS 2 BS 2 S 6 T 6 W 3 I 1 A2 LD 4 AS 5+
- deep strikes
- may be bought as an transport option for most units (not trigon, Mawloc, Raveners, anything with wings)
- may carry 20 infantry guys or one monstrous creature
- may shoot: R 6 S 6 AP - Assault 3
- may not move
- has tentacle whips
Special Chars
First on No EXACT profiles here. I spent more attention on the rest of the list.
The Swarmlord ( HQ):
- bigger badder Hive Tyrant
- Carries two enhanced boneswords
- Whirl of blades: has a 4+ Invulnerable save in CC
- May use two psychic powers per turn
- may give one unit within 12 counter-assault, furious charge or accute senses for one turn.
One Eye (heavy support):
- Carnifex
- Regenerates on 5+
- has a small temper problem which lets him reroll to hits and sometimes go berserk
- units within 12 may use his LD
The Paradox of something (some planet name no clue) ( HQ I think):
- has stat line pretty similar to an alpha warrior with T 4
- Supersonic scream: Every enemy unit within 6 must take an LD test with 3D6 and lose the amount of wounds they failed it by
- whenever he causes wounds in any way he gains one wound up to the max of 10
- Has S X where X is the number of his wounds
- Psychic storm: can fire multiple d3 bolts with S equal to his wounds (so X)
Deathleaper (Elite):
- better Lictor
- has some "disappear again" rule like the old sly marbo
- VERY good at backstabbing people
- VERY good at scaring people from behind for no reason ^.^
Plague wing (Fast):
- larger gargoyle
- may shoot parasites at enemies that can turn them into ripper swarms
- every enemy non tank model that outflanks must pass a T test or become a ripper swarm
Lurker Genestealers (Elite):
- Genestealers which can Either morph up their S, T or A by one at the beginning of their turn
- may start in "tranquil rest" which means they can ambush from a certain piece of terrain instead of being deployed (exactly as current lictor)
- thought to be able to move and assault as normal on turn they arrive.
8723
Post by: wyomingfox
Well...Kamikaze Zoes still suck IMO  . So they made Zoes more difficult to kill...And look, thier effective strength has increased...because that was obviously thier 2 biggest problems in 3rd and 4rth. Nope thier inability to harm tanks obviously had nothing to do with the fact that they were very expensive, slow, one shot wonders with crappy BS and even crappier range. Oh well, maybe they will cost alot less...then again, they take up a valuable elite slot, so I probably wouldn't take them if they were free.
But heah! Biovores are usefull again
7413
Post by: Squig_herder
Found this on the web, I havent looked over all the 30 pages but I think its new:
Broken Loose from http://forums.eternityofwar.com/showthread.php?t=5846&page=23 wrote: Had a look at the (printed out) codex today. Looks nice with a lot of cribbly artwork in it. The genestealer pic is too cantoony and doesn't fit into the overall style but besdies that it's good.
Even as a Tyranid player I was baffled with the complexity of the new codex, though. But maybe it was only the german version. I'm german, but used to read warhammer related stuff in english...
The spore mine is in and 40 points. If you drop a carni, you can't have a brood of them, though, so it's 1 per heavy slot. And its 200 points for a basic loadout. So I don't fear a no brainer there. And sure, you can have 9 Carnifexes in a list, but you look at almost 1500 Points pretty much naked.
Stealers and Gaunts can be dropped, too, though and the spore indeed uses most of the drop pod rules (not the automatic deep striking if I remember correctly).
The Trygon is 200 points and units that deep strike can use it's borrowed entry point.
I cannot give any infos on the guns though, because they have weird names in german and I'm not used to them. Sorry. Only that they ain't x+2 anymore. But thats old news.
Ravener and Warriors have both W3 but a 4+/5+ save that cannot be improved. So no 3+ AS warriors as troops. Basic warrior is 30 points.
I can confirm the rumors on the hormagaunts.
Zoanthropes focused warp lightning is range 18" S10 AP1 lance now!
And the Pyrowore is indeed a melee monster. As strange as it sounds. The weapon is a flamer and it ignores armor saves in close combat. It hasn't got a super fighty stat line, though. Undecided if it's worth it.
Overall a nice Codex, all my units are still viable and useful. Unsure if all the new strange critters will work out.
That's everything for now, didn't read it to memorize anything, but maybe I can give more answers when asked.
The Carnifexes have the aforementioned boosts in Ws Bs and A and two sets of scything talons base which let them reroll all hits. Also the +2 I on the charge thing. Crushing claws are still the same points ( IIRC) and give you +D3 attacks always at I 1.
Raveners are also 30 points with double scything talons.
Warrior standard loadout is scything talons and "Neuralfresser", I think, that would be the devourer in english.
You can also give some weapons only broodwise, to prevent oot wound allocation I suppose.
Warriors have 4+ As base, so they have extended carapace. All the armor is called differently. Basic armor (6+) is "Chitin" and a 4+ AS for example is called "verstärkter Carapax" or something like that.
P.S. You can give more creatures regeneration now. Trygon, Hive Tyrant...
Firstly there are three types of Trygon
Mawloc
Trygon Prime (its has the synapse creature ability) - Not called an Alpha
Normal Trygon
Synapse includes two instinctive behaviours:
- to lurk
-to feed
It didnt say anymore about the behaviour
Hive guard weapons are confirmed having without line of sight
It doesnt sound like the Mawloc is a monstrous creature... as Terminators got theyre armour saves against it.
Though units in reserve can come out of the hole it just dug. So potential repearing can make several reserve exit ppoints on the battlefield... also I think the Str 6 ap2 attack represents the mawloc swallowing its victims as it comes out...
there are more than 20 bestiary entries so I dont know what that could mean
Ravenors have their weapon symbiotes imbedded in their chests now rather than on their arms
The pyrovore flame attack is str 5
A new Hive Tyrant power call Paroxysm and Leech essence was mentioned but it dont now what it does
Upgrades for the HT include Ancitent Adversary which increases your success with reserve rolls
And another one that gives you preferred enemy to units around the HT
Zoanthrope power is a str 10 Ap1 lance strike :O
Genestealers are 14pts a piece
The gargoyle attacks with poisoned is called Blinding venom
Pts values include
Hormagaunts - 6pts basic
Termagaunts - 5 points basic
Warriors - 30pts basic
Deathleaper - 140pts basic
Hive gaurd - 50pts a piece
tyrant guard 60 pts
Venomthropes 55pts
mawloc - 170pts
Trygon - 200
Carnifex has a Stranglethorn cannon - whatever that is.
Most of the other ruomours are correct if i havent repeated them.
ALL OF THIS INFO IS OUT OF WD SO I ASSUME THIS IS CORRECT
Just read on a German forum that the Fex can spit an S7 AP2 small blast bioplasma attack and is indeed T5.
Warriors come with that gun everybody has on dakkafexes now (what's the name again?), scything talons, BS3, A3.
The Hive Tyrant seemingly bestows Preferred Enemy to models in 6".
No idea if that's true, but the guy (Teufelstyrant on Tabletopwelt. de) said he's seen the codex.
Raveners with 2x Scytals cost as much as current ones without.
Zoanthropes are a bit more than a squad of Guardsmen.
Still take this with a grain of salt, I am just relaying info that I read somewhere else
Hope this is new to us
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Post by: Squig_herder
double post ^^
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Post by: Fateweaver
Posted a few pages back i think
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Post by: Teh_K42
@ Fateweaver: Wow, lots of stuff. Quick thoughts:
-The rule where rippers eat each sounds fun.
-That 'hypnotise' psychic power for genestealers seems atrociously powerful. Will probably have a hefty points tag.
- "[Lictor] appears anywhere on the table when available but may not move or shoot that turn" Does this mean lictors can pop up and assault?
- "[Tervigon] may spawn 3D6 termagants per movement phase which may be activated as normal, but on a double number he can no longer spawn anything from now on." This is either awesome or stupid awesome. A potential 15 termagants a turn, a possible 105 over the course of a game with doubles occurring often enough so that it will probably stop it from being abused competitively.
-Toxic Blood looks like it could cause some YMDC debates. I wonder it can be combined with a lash whip for 2+ wound awesomeness?
All looks very promising.
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Post by: Symbio Joe
Okay now I have a major headache. This is more change than I've expected ever! There will indeed be a lot of proxies around the next few month until it all melted down to number of competitive lists (yes I inded have hope there will be more than one). I do not play 40k on a regular basis anymore and my only enemy around is a Space Wolf so I will concentrate on more conversions and painting.
OT: Seems like a Codex with a "Let's have something for everyone" attitude to me which is fine but resolves in a lot of bewildered Nid players and their enemies. It is a major point for the "every new edition alters the gameplay to the game" argument. To be honest it seems more like "every new gamedesigner alters the gameplay of an army". It would do GW good to stick to a fixed team for a while as a constant rotation only thins more the authority of the ruleset.
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Post by: Fateweaver
These are not things I have personally read. I just cleaned it up and fixed spelling errors.
Take everything with salt as I don't know how accurate any of this is.
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Post by: Salvation122
It's pretty cool that GW still hasn't figured out that if a Lictor does not assault the turn it arrives, it's either so far out of position that it's no threat or it dies next turn.
Other than that, on the whole, it looks like a lot of fun, although I am wondering whether the guns listed for the Termagants are upgrades from the Fleshborer or whether or not they come with both those guns. Terms look like they could actually be useful now, it'd suck if they didn't get to use the awesome new fleshborers.
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Post by: wyomingfox
So...have Deathspitters effectively become Venom Cannons now?
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Post by: Salvation122
wyomingfox wrote:Well...Kamikaze Zoes still suck IMO  . So they made Zoes more difficult to kill...And look, thier effective strength has increased...because that was obviously thier 2 biggest problems in 3rd and 4rth. Nope thier inability to harm tanks obviously had nothing to do with the fact that they were very expensive, slow, one shot wonders with crappy BS and even crappier range. Oh well, maybe they will cost alot less...then again, they take up a valuable elite slot, so I probably wouldn't take them if they were free.
Remember that we don't know how much they cost, and they can pod in now.
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Post by: Railguns
I looked around on that list for deathspitters and devourers but didn't see anything. They even took living ammo away, and Carnifexes are still only WS3 I1. I guess they have to sell those Trygons.
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Post by: OnTheEdge
Something that makes me wonder is the rules for Toxin Sacs, Poison on 4+ and all models can buy them. Why would a Carnifex with strength 9
or even a Hive Tyrant need that upgrade? That point eludes me.
//Edge
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Post by: Lukus83
*Checks rulebook*
Haha, found a slight use for it. If S of poisoned attacks is higher than T of target you get to re-roll failed wounds.
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Post by: OnTheEdge
Aha, ok, thanks man! I missed that one, haven't got used to fifth ed yet
But still. a Carnifex wounds most things on a 2+ anyway. But atleast it will get rid of those annoying 1s you
always roll on a 2+ roll
//Edge
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Post by: Lukus83
Still...it's minor since they should wound pretty much everything on 2+ anyway.
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Post by: Ian Sturrock
The Tervigon sounds a lot more reasonable (but definitely a gamble) if he stops laying more Gaunts on a roll of doubles. With 3 dice, you have almost a one in two chance of getting a double, so you can only really rely on him doing this in the 1st turn.
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Post by: Agamemnon2
[Recanted.]
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Post by: NAVARRO
Mycetic zilla or steala
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