Friday 23 August 2013

Rumour Watch: Tyranid Compilation.

It's that time of the week again. Rounded up all the Tyranid stuff below for the swarms to digest...............Yeah I went there. Enjoy:


Tyranids will get a massive overhaul with Psychic powers. Look for many new non-overt force powers that represent the chilling, horrific, warp-stifling power of the Hive-mind.

Aside from a few old chesnuts, look for almost all new Tyranid enhancing abilities, and other new chilling and damping abilities to use on enemies of reflect the horror, hopelessness, and dread of fighting the swarms under the psychic interference of the hivemind.

Look for concepts such as dampened psychics for opponents mixed with bio-enhancement powers to bolster the swarms.

Shadow in the Warp will remain in the codex, but receive a controversial overhaul.

More existing units will have the option of manifesting Psychic powers.  


Carnifex - significant cost reduction

Harpy – big overhaul. New model/dual-combo kit, Flying Monstrous, Sonic Screech combines with Vector striking. Additional Spore Mine Cysts may be purchased as upgrades. Default Stranglethorn has new upgrade options.

New Flyer - Fast Attack choice, the alternative build for the Harpy kit.

Ymgarl Genestealers - Special arrival rule is shared with the Lictor, may now purchase standard Genestealer biomorph upgrades.

Hiveguard: new weapon upgrade option (available to a handful of units) that grants skyfire with an "enhanced ability" to ground FMCs.   


Via Natfka:

via a strong source here on Faeit 212
Tyranids, at least at current can ally with themselves essentially.
They have the standard:
2 HQ
6 Troops
3 Elites
3 Fast Attack
3 Heavy Support

And can take an optional

1 HQ
2 Troops (not minimum 1, up to 2, but instead MUST take 2 and then...)

And if they do, it unlocks
1 Elite
1 Fast Attack
1 Heavy Support.

Only an HQ from the core can be warlord.

Then the diversity comes into play.

Hive Fleets now have different rules (think chapter tactics). Your secondary brood can be from a different hive fleet. Not representing two fleets working together, just similar evolutionary strains.

There are also army wide FoC changes based on your Hive Tyrant. Wings give you the option to take Gargoyles as your compulsory troops (so max 2) for instance.  Bonded carapace let's you take Carnifex's as elites as well as heavy support (but can't be more than a certain number of points, so they end up kinda baby).

They have some really cool adaptations for skyfire.

Warriors can be purchased as sergeant style upgrades for gaunts and gargoyles. They get the biomorphs of the brood and are not attached like wolf guard.

Tyrannofex will see a points decrease.

Pyrovore will see torrent.

Ranged biomorphs contribute to a model's close combat.
Melée biomorphs enhance a model's ranges attacks.
You take some biomorphs that affect both, like +1 str to both.
But having a gun makes melée better and having melée weapons improves your guns. There's some new synergy there. Mostly for big bugs.


via BOLS:
Two new Tyranid psychic powers lists. One list is destructive powers, one is augmentive powers.
Tervigon – Upgrade options for Termagant spawns to give them full options, but they are quite pricy.

Tyrant Guard and Hive Guard -Dual-build plastic kit. 3 models. All options for either unit.

Lictors – small point increase, gain new “Surprise!” rule (all shots against Lictors the turn after they appear are snap shots). DeathLeaper now an upgrade character. 

Altered FOC to help counter the lack of Allies. 3 HQ, 4 Elite, 6 Troop, 4 Fast, 4Heavy. Purchasing the 3rd HQ choice unlocks the extra Elite, Fast, and Heavy slots.
Termagants – Gain Fleet. New 10 unit box. Includes options for Spike rifles and Strangleweb. Curled tails. No rippers on sprues.

"BIG BUG" – Larger than Tervigon sized HQ unit. Oval base, hunched over, but wider. Has 18” synapse. Psyker 4. Prime version: Grants FNP and Counter Attack to Nids in 12.” Stats like Tervigon, except 2A. SitW  


Via 4chan:

>Army-wide notes

>- No FOC and ally table changes

>- Devastation and Adaptation are new power tables with 3 powers each + primaris.

>- Primaris for Devastation = Warp Blast, Adaptation = Onslaught (similar to battle-focus)

>- All Tyranid powers can be used with either one or two charges to increase the effect.

>- Ravenous Advance: Units with this rule can run & assault in the same turn.

>- The Ground Trembles: All MC cause d3 Hammer of Wrath hits.

>- Red Terror, Deathleaper and Old One Eye are unique upgrades to their respective broods.

>Harpy/Erinye, plastic dual kit.

>- Harpy is designed to kill infantry hordes/provide support via its special vector strike.

>- Vector striking it can either use Spore Mine Cyst to create blasts along the path or Sonic Screech to halve initiative and cause a pinning test.

>- Erinye is an AA variant in Elite, very different front torso/head piece with gribbly tentacles.

>- Increased Swoop speed and its gimmick is grappling other flyers.

>- Vector strike -> dice roll 4+ -> the enemy flyer is dragged directly behind where the Erinye ended its move, including a new facing.

>- Both can buy broods of Gargoyles that can drop off in the movement phase when not vector striking.

>Zoanthrope (Doom)/Genethrope, plastic dual kit.

>- Zoanthropes are ML1 psykers, have access to the Devastation, Telepathy, Telekinesis tables.

>- Genethropes are similar, but have access to the Adaptation and Biomancy tables.

>- New unique biomorphs. Increased Shadow in the Warp range, Deny the Witch boost aura, two others.

>- Both types can upgrade up to ML2 but only ever get 1 power, each Elite choice is a unit of 1-3 that can contain mixded Zoan and Gene.

>- Doom has access to all the above tables and comes with Essence Leech and 3 powers.

>- Consumes a wound every time it uses a power (except for Leech), but can keep casting until a Perils roll or its down to 1 wound.

>Mycetic Spore/Mycetic Hive Node, plastic dual kit

>- Spore is a Dedicated Transport, notable changes are that SC can join and MC broods can all opt to get spores.

>- Hive Nodes are bought by HQ models (1-3 choice for Tyrants, 1 for every other HQ), no transport capacity.

>- Nodes provide Synapse and can be configured in one of many ways. Grants poison or shrouding to nearby units or terraforms (Dangerous Terrain) the surroundings.

>- Old unused bimorphs in the box are options again.
>- Base cost the same but upgrades are much, much cheaper overall but lots of "only buy 1 out of this list" kind of choices which greatly limits what a fex can have.
>- Tusked gives HoW an AP value, Thornback increases the number of HoW hits.
>- Enhanced Senses gives Night Fighting.
>- Tail Scythe & Tail Mace each deliver a single hit to all models in BtB at Ini 1, with different stats.
>- Living Battering Ram rule: Changed to allow the Carnifex to assault the contents of a building/transport on a 4+ if it was destroyed by its charge, rolled once for the brood.
Via Demiurg on Warseer (18-08-13):

As I have said the Only thing for certain is the Harpy kit, Its been done for quite a while now at least as Long as the other fliers (Eldar, Tau).

-Tyranids are after Space Marines
-Look for them before the end of the year

*New Minis:*
Tyranid Prime (finecast)
Harpy. Roughly size of the heldrake. Pretty much looks like the picture in prior codex.
Doom of Malantai (clamshell package)
Parasite of Mordrax (clamshell package)
Termagant sprues recut for more options (some chatter says Genestealers)
Mycetic Spore
New "Big Bug" kit (Because every army needs one!)
*New Rules: *
Pyrovore gains Torrent and a steep points reduction.
Hiveguard gain Skyfire 
via Natfka:
He states these rules are BETA (CrAzY424 - REMEMBER THIS IS BETA) and are around 7 month old
Hormagaunts :
may add an additional 20 Hormagaunts 
Equipment: scything talons & adrenal glans 
toxic sacks : (remain the same)
piercing talons : (+1 strength)
tyranid warrior (squad leader): 
special rules:
leap, they just keep coming,synaptic back lash (tyranid warrior only) synapse creature (tyranid warrior only)
leap: may charge +6'' extra & do not lose initiative while charging through difficult terrain  
they just keep coming: enemies firing at models with this rule suffer -1 bs 
models with BS 1 must re-roll any successful hits on a model with this target.
synaptic back lash: after a model with this rules dies then all friendly units within 6'' of the models death suffer a single strength 3 AP - hit.
Old one eye to have his toughness increased 
tyranid warriors 
may add an additional 3 models
 5     5  4+
piercing talons, leap, synaptic back lash, 
special rules: will of the hive mind
toxic sacks: (read above)
adrenal glands:  (read above)
range biomorph exoskeleton:  (+1 bs)
increased exoskeleton:  (+1 sv) 
barbed strangler: (remains the same)
venom rifles: (tyranid rifles with poison) 18'' range (under re-testing)
will of the hive mind: while the squad remains with the full 3 models then the synapse range increases to 12''
may add an additional 2 models
  T   W
  6    5  
scything talons, piercing talons
special rules: rampant rage, living battering ram, natural disaster
Toxic sacks:
range biomorph exoskeleton:
armoured shell:  (2+ save)_
crushing claws:  (+d3 attacks & +1 to range AP)
reinforced plating:  (reduced strength of weapon being fired at you by 1)
heavy venom cannon: (strength 9 AP 2 heavy 2)
barbed strangler: (strength 5 AP 5 large blast, pinning)
twin linked devourers: (strength 4 AP 6 assault 4)
rampant range: when charging units the carnifex gains rage & furious charge)
Living battering ram: the carnifex deals d3 hammer of wrath hits
natural disaster: if the carnifex forgoes its turn in a piece of terrain (ruins ect) it can destroy that terrain and remove it from play
Via Warseer from a long time ago:

Tau are next, then Eldar. Sisters, Templars, Orks, and probably Nids need books before IG does.

75hastings69 response
Not quite, remove sisters & Templars...... replace with SM & IG....... Although the order of them 
might be mixed up a bit

another posted question
I was under the impression it was Tau, Eldar, Orks (MOVE), SM, Nids, then Guard?

75hastings69 answer.
Move the orks 
Lots and lots of stuff. Plus more should be coming out over the next few weeks/months.  

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