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Incoming Tyranids!

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Re: Incoming Tyranids!

Postby timewizard » Tue Dec 08, 2009 6:22 pm

Looks like the large oval base. Isn't this the same size base the valk is on? GW probably would use the same base for each.

The GW blurb says the Trygon armor is good against all but the heaviest weapons (2+ methinks?) and that it's talons can go throught the most formidable battle tank. So high strength plus rending?

It also is supposed to have bio electric energy, psychic attacks?

Wonder if synapse is the same and if instinctive behavior has been fixed (I know, that's like asking for WBB to be corrected!)

Looking forward to January release of the codex. I'll probably pick up the codex and a box of gargoyles and then have a good read through the dex before I buy any other models. But I admit, they do score high on the "look cool" scale! :D
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Re: Incoming Tyranids!

Postby Spack » Tue Dec 08, 2009 7:52 pm



I'd take a stab at them being on this one, left of centre. Right of centre is the two pieces of the top half of the head with upper jaw include, left of centre small L shaped pieces with teeth will be the normal lower jaw, the other similar ones with extra spikey bits and a bit wider probably the extended jaw halves for the Mawloc.
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Re: Incoming Tyranids!

Postby Angelwing » Tue Dec 08, 2009 8:49 pm

Having looked at the models a bit more, I'm starting to have cold sweats about the venomthrope. I have a suspicion that this model will be hellish to assemble, and stay assembled. I'm having flashbacks to the 3rd ed raveners, lictor talons and necron pariahs! :cussing :eusa_pray

In fact I'm rather hoping that this model comes as an individual rather than in units so I only have to make one. I hope I'm wrong and it goes together well as it's a cracking model to look at.
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Re: Incoming Tyranids!

Postby PaddyF » Thu Dec 10, 2009 9:59 am

Looking over some of the details coming out there is something called a Tyrannofex which can be made from the Carnifex Kit and Tygron Kit.

Now if you were to take the name litterally then it translates to Tyrant Fex since Tyranno is latin for Tyrant as in Tyrannosaurus Rex (King of the Tyrant Lizards) which to me makes it sounds like a Carnifex with maybe more Biomorph options and Synapse.

I am hoping that a Winged Tyrant will make Gargoyles troops so I can have 60 of the buggers flying about :D
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Re: Incoming Tyranids!

Postby timewizard » Thu Dec 10, 2009 1:47 pm

There's some more info on a site called pink tyranids located here.

If this is correct, nids will be a force to be reconed with. Of course you have to consider;

1) No points cost have been quoted yet

2) This all has to be taken with a grain of salt (or maybe a shaker!)

Looks interesting though!
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Re: Incoming Tyranids!

Postby mattjgilbert » Fri Dec 11, 2009 1:59 pm

from the WD which just arrived through the front door... gallery2.php?g2_itemId=27559

I'll remove them later if having them is deemed to breach IP etc.
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Re: Incoming Tyranids!

Postby timewizard » Fri Dec 11, 2009 2:31 pm

Look good Matt. Pretty much the same as what appeared in the GW press release, just a bit more detail.
Thanks for posting. :D
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Re: Incoming Tyranids!

Postby DaBoss » Fri Dec 11, 2009 3:29 pm

Looking at the Battle Report between the Tyranids and the Salamanders, we get a feel of the points for the models.

For each model:
Tyrant Guard 60pts
Venomthrope 55pts
Hive Guard 50pts
Deathleaper 140pts
Tyranid Warrior (Devourer armed and scything talons) 30pts
Termagant (Fleshborer) 5pts
Hormagaunts 6pts
Gargoyles 6pts
Ravener (Rending Claws and Devourers) 40pts
Mawloc 170pts
Trygon 200pts

Definitately a reduction in points cost going on to make things more Hordelike...

And the Trygon/Mawloc coming out cheaper than a Land Raider, more like a Leman Russ/Demolisher level.
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Re: Incoming Tyranids!

Postby timewizard » Fri Dec 11, 2009 3:38 pm

DaBoss wrote: Definitately a reduction in points cost going on to make things more Hordelike...


I have visions of tons of bugs scurrying across the tabletop!

The points reduction is going to make a big difference in a lot of games. Even with low toughness and poor saves, at least some of those hordes are going to be able to get through enemy lines. Backed up with a gunfex or 2 and changing the warriors...hmmm 8)

The Trygon and Mawloc sound real interesting in the rumor mill dept. Not too many points for the punch (especially for the Mawloc if the rumors are true!)
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Re: Incoming Tyranids!

Postby PaddyF » Fri Dec 11, 2009 6:19 pm

Tyrannofex - Walking weapon battery
- Fleshborer swarm: S4 AP5 Assault 20
- Pyroacid spray: S6 AP4 flamer template, used exactly like the Hellhound
- Capsule cannon: Range 48", S10, AP4, Assault 2
- Monstrous Creature with high Toughness

Yeah 3 of those please for 60 S4 shots
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Everybody else is like "we'z gotta strip down to be slippery like". Beakies do this, umies do this, even orkses do this, but Eldarz all like " You'z all stupid, dats why youz monkeys. Iz putting on 'eavier armor, iz gonna stomp through the jungle all sneaky like and chainsaw you stealthy like cuz Eldar's da best like dat. And if youz looks at me funny, dakka comes outta my face"
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Re: Incoming Tyranids!

Postby killmaimburn » Sat Dec 12, 2009 9:04 am

DaBoss wrote:Definitately a reduction in points cost going on to make things more Hordelike...

I don't trust bat reps either :lol: , According to the web (it must be true) carnifexs are 200 flat (this has caused many other webs, which also must be true, to be very cross at the,in effect, cease and desist ( :5umbrella) this puts on the nidzilla builds in smaller point games.
Of course.. this is the web.. so it is all true. :mrgreen:
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Re: Incoming Tyranids!

Postby mattjgilbert » Sat Dec 12, 2009 9:38 am

'fex in batrep is 180 points with stranglethorn cannon.
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Re: Incoming Tyranids!

Postby killmaimburn » Sat Dec 12, 2009 11:20 am

Dark_Harlequin on warseer (for all your rumour needs shop smart, shop S-mart) says
Tyranid army rules:
- Synapse creature is pretty much the same except, and I cannot stretch 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 morphes 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 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 ^^

Venom Cannon:
R 36 S 6 AP 4 Assault 1 Blast
get -1 on the tank damage chart

Heavy Venom Cannon:
R 48 S 9 AP 4 Assault 1 Blast
get -1 on the tank damage chart

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 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, rending

death blasters:
R 18 S 5 AP 5 explosive

Biomorphs:

Toxin Sacs:
ALL units may buy these, the squad gains poison attacks (4+)

Adrenal Gland:
ALL units may buy these, the squad gains Furious Charge

Felsh hooks:
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 are hit on 4+ with a glancing hit

(Eldar scream huray)

Toxic miasma:
All enemy units in CC range with this model must take a T check or lose one wound with normal AS (Eldar don't scream huray any more :P)


Lashwhips:
All enemy units in CC wit this model have I 1

Boneswords:
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 swords he must use 3D6 for the check

Scything talons:
Models with scything claws may reroll 1s to hit, models wit a pair may reroll all to hit rolls

Rending claws:
give rending rule in CC

Crushing 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 flies

HQ:

Hive Tyrant:
- has WS 6
- 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 enemy unit 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 inches for one round
- May buy any number of these abilities for some points:
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 Tyranid 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 double number he can no longer spawn anything fromnow 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 catalist: 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 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 REALLY heavy stuff

Liktors:
- have 3 wounds now
- use cover, move through cover bla bla
- gives +1 to reserve rolls and acts as an teleport homer within 6
- apears anywhere on te table when 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
warp lightning: 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 REALLY heavy ones
- may have 2 melee biomorphes (check all the clwas in the list) even boneswords or pairs of boneswords
- 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 almost 50 points who has more W, S, T, A, LD, WS....everything ^^
may have one of two psychic powers: one that makes genestealers count as having frag granades and one that may hypnotise , meaning bot roll an D6 and add their LD. If you are higher, the enemy 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


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 Stranglethorn Cannon
- every unit 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 swarms 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 9 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? :P
- 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 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 bader Hive Tyrant
- Carries two enhanced boneswords
- Whirl of blades: has a 4+ ward save in CC
- May use two psychic powers per turn
- may give one unit within 12 counterstrike, furious assault or sharp senses for one round

One Eye (heavy support):
- Carnifex char
- 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 DS 3 bolts with S equal to his wounds (so X)

Deathstalker (Elite):
- better Liktor
- 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 (Storm):
- larger gargoyl
- may shoot parasites at enemies tat can turn them into absorber swarms
- every enemy non tank model that flanks must take a T test or become an absorber swarm if they fail

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 beeing deployed (pretty likely to the old catachans)


So that's it from me. If any questions arise please post them or send me a pm and maybe I will not overlook it and answer (if I can). Hope you enjoyed this


The dude says
Rules

Army-wide Special Rules and Biomorphs

Reds8n has said we can expect to see many new and improved psychic abilities in the book.
Scryer in the Darkness tells us The Shadow in the Warp is now 12" range on 3d6, causes Perils of the Warp on double 1 or 6 and is free for Hive Tyrant, Tyranid Warriors and Trygon Alpha.

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.

Biomorphs: They grant general special abilities now. Examples: Toxin sacs grant you poisoned attacks (4+), adrenalin glands grant furious charge, etc. An Injector grants Instant Death on each to wound roll of 6. I don't remember them all, though.

Weapon symbionts are supposedly no longer modified by the creature that wields it. There are heavy variants of most of them for the bigger creatures.

Venom Cannon now gets a 3" blast. They suffer an additional -1 penalty against vehicles. So, a glancing hit is - 3, a penetration - 1. Heavy Venom Canon, is as above plus S9.

BramGaunt tells us One pair of Scything Talons grants rerolls on all 1's to hit, and two pairs grant rerolls to all to hit rolls.

Stickmonkey tells us the Lash whip may be changed to be able to target specific models in close combat. BramGaunt tells us it reduces the initiative of all models attacking the bearer to 1.

Scryer in the Darkness says Boneswords will be power weapons that cause Instant Death on a failed Ld roll. If a pair of Boneswords, Ld test is taken on 3d6.

BramGaunt tells us Crushing Claws grant d3 additional attacks.

Special characters including Old One Eye are rumoured to return. Phil Kelly explained that they are not meant to be individuals, but more like mutated survivors from a big war. Robin Cruddace has supposedly said they may give special rules to the whole army. BramGaunt tells us The Red Terror will not appear in the Codex.

Phil Kelly has implied the Tyranids will get an increased anti-tank capability

HQ

Hive Tyrant – Stickmonkey tells us Tyrants are likely to get more psychic powers and a 5+inv save as default.
- WS8, I6.
- Starts of with a pair of scything talons, a tentacle whip and a Bonesword.
- May 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 Ld check. If they fail, they suffer the difference between the roll and their Ld 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 Wound, up to a maximum of 10
- One that forces a unit to do a morale check or to fall back.
- One shooting attack.
- He may be given tactical advances, for example to grant one standard unit outflank and +1 to reserve rolls.
- Has lots of weapons available.

Swarmlord - Armed with 4 Boneswords, costs more than a LR.
- WS9
- Invulnerable saves passed against Wounds from him have to be rerolled.
- He may buff one unit within 18 inches with Preferred Enemy, Furious Charge or two other special abilities.

Tervigon –Made by combining the Carnifex and Trygon kits.
- Creates 3d6 Termagants with standard loadout each movement phase, even if he's in close combat.
- If he dies, Gaunts near him suffer heavy losses.
- Has its own psychic powers

Alpha Warrior - WS 6, which he passes to a unit of Warriors he joins.

The Parasite of Mortrex - A hit and run monster with wings.
- Each enemy unit outflanking may suffer casualties: your opponent names one model within the unit, it has to pass a Toughness test. If it fails it is killed and the Tyranid player gets D6 Ripper Swarms. He may do the same to victims he kills in close combat.
- Has The Shadow in the Warp standard

Tyrant Guard – According to a GW product brief they get Rage and Furious Charge if their Tyrant is killed.
- Each Hive Tyrant may be given a Tyrant Guard

Elites

Hive Guard - Brood size 1-3
- BS4
- Impaler Cannon: Range 24" S8 AP4 Assault 2. supposedly does not need LOS

Lictor – Official GW retail product release says they will have increased stats such as 3 Wounds, reduced points cost, and no 0-1 Limit.
- 1-3 per slot, they act together as one unit. Deploy like Marbo
- Grant +1 to reserve rolls. Deep striking units do not scatter if deployed within 6” of a Lictor, as long as it was on the table for at least one turn

Death Leaper – WS9, I 7, and Rending on 5+.
- Named Character
- Deployed like a Lictor, but may retreat and redeploy text turn

Zoanthrope - Broods of up to 3
- Warp field grants 3+ Inv save
- Psychic powers: warp lightning and warp lance. Warp Lightning is S6 AP3 3 blast, Warp Lance is S10 AP2 Assault 1, lance at 18 inches
- Has The Shadow in the Warp standard

The Doom of Malantai - Last survivor of a swarm destroyed by the Eldar of Craft World Malantai. It sucked the souls out of the Crystal Matrix and killed almost all of its citizens.
- After using its strong 5 " template psychic shooting attack it suffers D3 wounds with no saves allowed.
- May leech up to 10 wounds, and the strength of its psychic attack increases to the number of wounds it has left
- Has The Shadow in the Warp standard

Pyrovore – Official GW retail product release says they will have a similar statline to Tyrant Guard, and their Pyro Acid spray is S6 AP4.
- I1 A1 ignores Armour in CC

Venomthrope - Appears to have 4 lashwhips, possibly toxic sacs similar to a Malanthrope, and is rumoured to be a psyker. The GW Newsletter confirms it has Poisoned attacks (2+). BramGaunt says it and will grant a 5+ cover save to all units within 6” and possible also give them defensive grenades.

Ymgarl Genestealers - Brood size 5 - 10, no Broodlord for them
- 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
- Special rule: "Hibernation": note one piece of terrain. When the Genestealers become available, they are placed in this piece of terrain. They may move, shoot and charge

Troops

Tyranid Warriors - WS 5, 3 Wounds 4+ Armour save
- If led by an Alpha Warrior they use his WS
- lots of options

Genestealers - Mostly the same as before, less options
- Point cost lower than Grey hunters
- No way to boost their armour save
- Have Infiltrators and Fleet

Broodlord – Upgrade for Genestealers.
- Uses old profile, at point cost of a Long Fang with HB
- May have two psychic powers: Confusion, which makes both player roll a D6 and add the Ld 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 Ld characteristic of surrounding enemies by 1

Termigants – Fleshborer S4 AP5 Assault 1
- For every 10 Gaunts, one may be upgraded with a S2 flamethrower that wounds against the Strength characteristic

Hormagaunts – Points cost halved
- Brood size 10 - 30
- WS3, S3, I5, 2 Attacks, Ld 6
- Infantry
- May be given toxin sacs and adrenalin glands
- Fleet and “Quick” 3D6 pick the highest for Fleet

Ripper Swarm

Fast Attack

Winged Tyranid Warriors

Winged Ripper Swarm

Gargoyles – minimal increase to Initiative.
- points cost halved
- Toxin Sacs supposedly available
- Poisoned attacks: Each roll of 6 to hit and to wound automatically causes a wound.

Raveners - 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

Harpy – Monstrous creature.
- Flying, Trygon-sized creature that acts as a bomber
- It may deploy Spore mines at a unit it flies over

Spore Mines – See Biovore

Heavy Support

Carnifex – Some vague talk about them getting some sort of “Tank Shock” like rule allowing them to charge through other units (causing wounds) to engage units on the other side.
- 1-3 per slot which must be armed the same
- WS 4, BS 3
- Cannot boost Initiative, and it is almost sure that cannot go above 3+Sv
- When charging, increase Initiative by 2. If purchase adrenaline, grants I4 and S10.
- S9 in profile
- Two pairs scything talons and 4A as standard

Biovore – A pic from an official GE product brief shows the following (with thanks to jamesterjlrb for transcribing):

Originally Posted by jamesterjlrb View Post
WS3, BS3, S4, T4, W2

Equipment and Biomorphs

Hardened carapace, Claws and teeth

Spore Mine Launcher: Range 48" str. 4, Ap 4, Assault ?[assume 1], Large [blast]

*If after the first template in the ????[possibly barrage?!] [has been] determined, there are no enemy models within 6" of the [template, do] not resolve the attackbut instead place a number of spore mines equal to the number of biovores in the unit, in base contact w[ith each other] on the spot wher the central hole would have landed. T[he mines] follow the rules for spore mines detailed in the Living Brood [special rule].

Special Rules

Biovore

Instinctive behaviour-Lurk

Spore Mines

Living Bomb: Each spore mine is treated as an [individual] unit. Spore mines are always ignored for the purposes of [all] mission objectives. Spore mines are not subject to I[nstinctive] Behaviour, never go to ground voluntarily or ??? fall back. At the beginning of the Tyranid movement p[hase each] spore mine moves D6" in a direction determined by r[olling the] scatter dice. (Tyranid player chooses the direction if a hit [is rolled].

If a spore mine suffers a wound, touches an enemy mo[del, hits] impassable terrain or it ends any movement phase with[in 1"] of an enemy unit, it immediately explodes. Place the centr[al hole] of the large balst marker over the spore mine and resolve [it at] a strength 4 and ap of 4. Spore mines that drift off the [board or] into a friendly unit are immediately removed from play.

Spore mine clusters
Fluff about how spore mines don't always need biovores drop from sky (like last codex)

Orbital Deployment: Spore mine clusters are always deployed in the following manner. After both sides have selected their deployment zone but before any units are deployed, all of your spore mine clusters must Deep Strike onto the board. If any scatter off the board or into impassable terrain then the entire cluster is destroyed as described in the 1-2 result on the deep strike mishap table. After they have landed the spore mines in the cluster are then treated as individual spore mines as described in the living bomb rule.
Trygon – May be upgraded to a Trygon Prime, making it a Synapse Creature with an improved Bioelectric attack.
- Official GW retail product release says if it lands on a model when Deep Striking it counts as having assaulted that model/unit.
- WS6, S6, 6 Wounds and 6 Attacks
- Bioelectric attack: Range 12",S6, AP5, Assault 6
- If upgraded to an Alpha Trygon, attack is 18" and Assault 12

Mawloc – Cheaper and less CC oriented than standard Trygon.
- Has a large Red Terror style mouth, so possibly a Swallow Whole rule. May possibly have Hit & Run.
- According to the official GW retail product release, 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 it can re-burrow and will automatically arrive the next Tyranid turn using its special DS rules.

The official GW retail release says three new Apocalypse data sheets for the Trygon/Mawloc in WD February. One of these will supposedly include the ability for Raveners to DS through the Trygon tunnel without rolling for Reserves and Assault after.

Tyrannofex - Walking weapon battery
- Fleshborer swarm: S4 AP5 Assault 20
- Pyroacid spray: S6 AP4 flamer template, used exactly like the Hellhound
- Capsule cannon: Range 48", S10, AP4, Assault 2
- Monstrous Creature with high Toughness

Dedicated Transports

Spore Capsule - Can be taken by lots of units
- transports 1 MC or up to 20 Infantry
- Deep Strike. Transported unit disembarks immediately.
- Completely immobile. Can't move, run, assault, regroup or pursue.
- WS and BS 2 Toughness 5 or 6 and 3 Wounds. 3 attacks S 6.
- has a 6" Assault 6 S6 shooting attack


Nids inside vehicles..leet robot pirate ninjas firing chainsaw kittens from human tanksss 8O
Probably most of my post should be deleted upon codex release (the 1st quote is odd because its translated from german)..
It has always been the prerogative of half-wits and fools to point out the Emperor has no clothes, but the Emperor remains the Emperor, and the half-wit remains a half-wit.-The Sandman (The friendly ones)
ruffian4 wrote:Handy fellow, this kmb...Like Ahriman delving the paths of the webway ...
World of ME First try at Apoc Batrep WHAT/WHO is AOS?
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Re: Incoming Tyranids!

Postby Angelwing » Sat Dec 12, 2009 10:44 pm

Yikes. My wallet is trying to hide. So much good stuff.
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