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.