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Made in us
Lurking Gaunt




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.
   
Made in ca
Huge Hierodule






Outflanking

@ Agamemnon2 So, Ogryns are better you say?

Edited because I can't spell

This message was edited 2 times. Last update was at 2009/12/12 00:04:44


Q: What do you call a Dinosaur Handpuppet?

A: A Maniraptor 
   
Made in fi
Calculating Commissar







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.

The supply does not get to make the demands. 
   
Made in eu
Infiltrating Broodlord





Mordheim/Germany

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

40k:
Fantasy: Skaven, Vampires  
   
Made in us
Nasty Nob on Warbike with Klaw





Buzzard's Knob

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.

WAAAAAAAAAAAAAAAAAAAAAAAGGGGGHHHHH!!!!!!!!!! 
   
Made in us
Rampaging Carnifex





Mandeville, Louisiana

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.

Dakka. You need more of it. No exceptions.
You ask me for an evil hamburger. I hand you a raccoon.-Captain Gordino
What are you talking about? They're Space Marines, which are heroic. They need to be able to do all the heroic stuff. They fight aliens and don't afraid of anything. -Orkeosarus

 
   
Made in us
Longtime Dakkanaut




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!
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

So the S-9 Fex that could kill a Marine on a 2+
Now needs a ...2+

Space Wolf Player Since 1989
My First Impression Threads:
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Made in us
Longtime Dakkanaut




I hear lots of ACL's tearing. I had better go get the doctors and sports trainers.


--The whole concept of government granted and government regulated 'permits' and the accompanying government mandate for government approved firearms 'training' prior to being blessed by government with the privilege to carry arms in a government approved and regulated manner, flies directly in the face of the fundamental right to keep and bear arms.

“The Constitution is not an instrument for the government to restrain the people, it is an instrument for the people to restrain the government.”


 
   
Made in ca
Regular Dakkanaut




purging philadelphia

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...

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Made in us
Longtime Dakkanaut




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.

This message was edited 1 time. Last update was at 2009/12/12 04:35:41


--The whole concept of government granted and government regulated 'permits' and the accompanying government mandate for government approved firearms 'training' prior to being blessed by government with the privilege to carry arms in a government approved and regulated manner, flies directly in the face of the fundamental right to keep and bear arms.

“The Constitution is not an instrument for the government to restrain the people, it is an instrument for the people to restrain the government.”


 
   
Made in us
Longtime Dakkanaut




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.

This message was edited 3 times. Last update was at 2009/12/12 05:20:31


--The whole concept of government granted and government regulated 'permits' and the accompanying government mandate for government approved firearms 'training' prior to being blessed by government with the privilege to carry arms in a government approved and regulated manner, flies directly in the face of the fundamental right to keep and bear arms.

“The Constitution is not an instrument for the government to restrain the people, it is an instrument for the people to restrain the government.”


 
   
Made in us
Fireknife Shas'el





Reedsburg, WI

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

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Made in au
Longtime Dakkanaut






Springhurst, VIC, Australia

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

DC:90+S++G++MB+I+Pw40k98-ID++A++/hWD284R++T(T)DM+

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Made in au
Longtime Dakkanaut






Springhurst, VIC, Australia

double post ^^

This message was edited 1 time. Last update was at 2009/12/12 06:23:27


DC:90+S++G++MB+I+Pw40k98-ID++A++/hWD284R++T(T)DM+

Squigy's Gallery, come have a look
 
   
Made in us
Longtime Dakkanaut




Posted a few pages back i think

--The whole concept of government granted and government regulated 'permits' and the accompanying government mandate for government approved firearms 'training' prior to being blessed by government with the privilege to carry arms in a government approved and regulated manner, flies directly in the face of the fundamental right to keep and bear arms.

“The Constitution is not an instrument for the government to restrain the people, it is an instrument for the people to restrain the government.”


 
   
Made in au
Nimble Ellyrian Reaver






Australia, mate

@ 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.


This message was edited 1 time. Last update was at 2009/12/12 06:18:42


 
   
Made in de
Rampaging Carnifex






Franconia

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.

I know when it is closing time. - Rascal Mod

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Made in us
Longtime Dakkanaut




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.

--The whole concept of government granted and government regulated 'permits' and the accompanying government mandate for government approved firearms 'training' prior to being blessed by government with the privilege to carry arms in a government approved and regulated manner, flies directly in the face of the fundamental right to keep and bear arms.

“The Constitution is not an instrument for the government to restrain the people, it is an instrument for the people to restrain the government.”


 
   
Made in us
Regular Dakkanaut





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.
   
Made in us
Fireknife Shas'el





Reedsburg, WI

So...have Deathspitters effectively become Venom Cannons now?

Wyomingfox's Space Wolves Paint Blog A journey across decades.
Splinter Fleet Stygian Paint Blogg Home of the Albino Bugs.
Miniatures for Dungeons and Dragons Painting made fun, fast and easy. 
   
Made in us
Regular Dakkanaut





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.
   
Made in us
Rampaging Carnifex





Mandeville, Louisiana

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.

Dakka. You need more of it. No exceptions.
You ask me for an evil hamburger. I hand you a raccoon.-Captain Gordino
What are you talking about? They're Space Marines, which are heroic. They need to be able to do all the heroic stuff. They fight aliens and don't afraid of anything. -Orkeosarus

 
   
Made in se
Bounding Assault Marine





In the deepest reaches of Valhalla

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
   
Made in cn
Blackclad Wayfarer





From England. Living in Shanghai

*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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Made in se
Bounding Assault Marine





In the deepest reaches of Valhalla

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

This message was edited 1 time. Last update was at 2009/12/12 09:25:14


 
   
Made in cn
Blackclad Wayfarer





From England. Living in Shanghai

Still...it's minor since they should wound pretty much everything on 2+ anyway.

Looking for games in Shanghai? Send a PM 
   
Made in gb
Stubborn Dark Angels Veteran Sergeant





Teesside

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.

My painting & modelling blog: https://www.dakkadakka.com/dakkaforum/posts/list/699224.page

Serpent King Games: Dragon Warriors Reborn!
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Made in fi
Calculating Commissar







[Recanted.]

This message was edited 3 times. Last update was at 2009/12/13 08:47:48


The supply does not get to make the demands. 
   
Made in pt
Using Object Source Lighting







Mycetic zilla or steala

   
 
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