jifel wrote:HQ:
*Swarmlord: Instead of Fearless, allows units within 18" to choose to pass or fail.
SitW also goes to 18".
*Tyrants: Heavy Venom Cannon goes to
Ap. 3, no reduction to damage table. Drop base points by 10, increase Wings cost by 10.
*Prime: 10 points cheaper.
*Parasite of Mortrex: Toughness 5, no points change.
*Tervigon: No changes needed
*Tyrant Guard: -5 points
ELITES:
*Hive Guard:
BS 3, can snapfire at units out of
LoS, Ignore Cover. Impaler Cannons: The living Ammo always adds +1 to the to-hit roll, even when snapfiring. This allows Hive Guard to be better anti air but worse at shooting Ground targets out of
LoS, a fair trade I think.
*Venomthrope: Change to shrouded instead of 5+, or maybe stealth. Give
IC rule and ability to break up squad.
*Lictors: Give Ymgarls rule to them for deployment assault, option to infiltrate. -5 points
*Deathleaper: As above, and -20 points, and ability to replace one lictor in squad.
*Zoanthropes: No change needed
*Doom of Malan'tai: No change needed.
*Pyrovore: Give Torrent to gun, -5 points and no Acid Maw.
*Ymgarls: +2 points, Assault grenades
TROOPS:
*Gants: Strangleweb goes to Strength 4, spinefists/Spike rifles free.
*Hormagants: -1 point, and -1 point to their upgrades (Toxin/Adrenal)
*Warriors: 2 wounds, T5.
*Genestealers: -2
ppm, give Broodlord 15 point ability to give squad Frag grenades.
*Rippers: Can contest, -2 points per model, Beasts.
FAST ATTACK:
*Gargoyles: No changes needed.
*Harpy: -15 points
*Shrikes: 4+ save, 5, 2 wounds, +5 points
*SkySlashers: See Rippers
*Raveners: 2 wounds, T5, access to Toxin/Adrenal
*Spore Mines: Can Deepstrike, scattering even on hit.
HEAVY SUPPORT:
*Trygon: Prime Upgrade grants ML1 psyker
*Mawloc: Scything Talons, give them the Trygons gun
*Biovores: No change
*Carnifex: -20 points
*Tyrannofex: -20 points, Rupture Cannon
Ap. 3,
BS 4
*Old One Eye: Can join Carnifex squad, grants
IWND, -10 points.
*Mycetic Spore: Toughness 5
Wargear/Rules:
Venom Cannons: No Damage chart modifier,
Ap 3
Barbed Strangler:
Ap 4, Strength test for unit or pinned.
Deathspitters:
Ap. 4
All Synapse Creatures are Pskers:
ML 0 unless they have a higher
ML (gives +1 to deny, and vulnerable to psychic checks)
New Psychic Powers:
Primaris: Onslaught: 24" Blessing, target unit may run, and then shoot OR assault
1. Catalyst grants +4
FNP, still 12" Blessing
2. Psychic Scream: 12" Malediction Unit targeted takes a
LD. check (
2d6), wounds if fails, and can't overwatch, must take Pinning check
3. Paroxysm: 24" Malediction, unit hit can only snap fire and is
WS 1, must take pinning check.
4. The Horror: Self-Blessing, Any unit attempting to shoot the model (or unit) must take a
Ld. check first, if fails may not shoot at all and must then take a Pinning Check.
5. Domination of Will: Malediction: All enemy units within 24" recieve -1
Ld. and -1 to Deny the Witch Rolls (DtW takes effect AFTER trying to Deny the "Domination" power)
6. Presense of the Hive Mind:
ML 2, Self-Blessing.
SitW and Synapse extend range by 12" on this model, gains +1 to DtW roll.
Note on powers above: Zoeys get Warp Lance, and 1 power. Doom keeps Cataclysm
Warlord Table:
1. Unknown Strategy: May modify reserve rolls by 1, + or -
2. Alien Strategy: One non-Warlord Nid unit may outflank, and rerolls side to determine where it comes in. (Swarmlord)
3. Aura of Despair: Enemy
ICs in challenge with
WL must roll
Ld. check, if failed can't attack
4. Leader of Beasts: Warlords Synapse bubble grows by 6"
5. Bane of Sentience: Infantry in
SitW range of Warlord are at -1
Ld.
6. Eater of Worlds: Warlord can score objectives