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I agree that it's fluffy but limited. It'd take a heckuva game to get to W10.

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Mandeville, Louisiana

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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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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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.

   
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*edit* Nevermind

This message was edited 2 times. Last update was at 2009/12/11 18:50:14


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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

This message was edited 1 time. Last update was at 2009/12/11 19:19:12


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Richmond, VA

Wow, sounds awesome, but needs some hardcore translation.
   
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Los Angeles, CA

Tyrofex...dear god... not so happy bout everything with only t6, I miss my T8 fexes :(

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gameandwatch wrote:I miss my T8 fexes :(
Wha . . . ? T8?

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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.

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Carnis were t8 in 3rd... good ol hive fleet kraken

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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).

This message was edited 1 time. Last update was at 2009/12/11 20:13:04


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Oooh!
I miss them too, and I never saw them.
LOL

"It is not the bullet with your name on it that should worry you, it's the one labeled "To whom it may concern. . ."

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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.

   
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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?

   
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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.

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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.

This message was edited 1 time. Last update was at 2009/12/11 20:53:46


 
   
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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?
   
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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.

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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.

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Denton, TX

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.

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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.

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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.
   
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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.

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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.

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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?

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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.

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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?

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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).

This message was edited 1 time. Last update was at 2009/12/11 23:28:54


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