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Post by jackedup on Jan 8, 2014 18:39:15 GMT
Okay guys, I'd love to answer more questions, but work calls. Gotta go.
I look forward to hearing more of your thoughts later, and I'm sure you'll have the new codex in a matter of hours.
Apologies if I made mistakes or was a bit sloppy! I haven't read it in depth myself and am skimming a bit. And I know it's not what most of us wanted, but hey, maybe we're missing something.
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Post by jackedup on Jan 8, 2014 18:35:39 GMT
Swarmlord (285 pts)
Ws 9, BS 4, S6, T 6, W 5, I 6, A 4, Ld 10, Sv 3+
MC, Character
Warlord Trait: Synaptic Lynchpin (18' synapse)
Psyker level 3, Shadow in the Warp, Synapse
Alien Cunning: Must add 1 to reserve rolls
Swarm Leader: At beginning of turn, choose either Swarmlord's Unit, r a friendly unit within 18'. Unit gains Furious Charge, Monster Hunter, or Preferred Enemy till end of turn.
Swarmlord generates powers from Pwers of the Hivemind.
TWO pairs of Bone Sabres: Str User, AP2, Blade Parry (4+ invuln against wounds caused by melee weapons), Instant Death
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Post by jackedup on Jan 8, 2014 18:28:56 GMT
Revx, Hive Tyrant, Swarmlord entries both say they generate their powers from Powers of the Hivemind. Broodlord always only knows The Horror. arnestig, Carnifex can buy their bio plasma and can buy bio cannons, sorry missed it out while typing. Carnifex can buy every damn thing from the looks of it kertoan, venomthrope still 45 points. WS 3, BS 3, S 4, T 4, W 2, I 3, A 2, Ld 6, Sv 5+. Lash whips (+3 Init), confers shrouded on self and wihin 6'. Poisoned 2+, Instinct (Feed). Toxic Miasma: Usable once per game, in assault. During init step 1, all enemy units enaged in combat take hits = models in base to base. Hits are Str 3, Ap -. Poisoned and ignores cover. Nameless, Brainleech Devourer is 18', S6, AP-, Assault 6. Note that Hive guard Impaler cannon is unchanged (still Str 8, no need line of sight, etc.) Hive guard are 55 pts with same stats
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Post by jackedup on Jan 8, 2014 18:18:45 GMT
Instinctive Behaviour
(As before, Fail Ld and be out of synapse for this to happen)
Instinct (Lurk)
1 - 3: Survive. The unit is treated as having failed a morale test and immediately falls back
4 - 5: Seek Cover. In the movement phase the unit is not slowed by difficult terrain, but still must take Dangerous Terrain Tests. In the shooting phase, the unit can run, but can only shoot if it is in a building or area terrain. The unit cannot charge in assault.
6: Stalk. As 4-5, but gains stealth.
Instinct (Hunt)
1 - 3: Burrow and Hide. The unit immediately goes to ground. If there is a fearless model, use results from 4-5 instead.
4- 5: Prowl. In the shooting phase, the unit cannot Run and must shoot at the closest enemy unit within range and line of sight. If there is no viable target, do nothing. Cannot charge in assault.
6: Destroy. As Prowl above. Also gains preferred enemy.
Instinct (Feed)
1-3: Cannibalistic Hunger. Unit suffers hits equal to number of models in the unit. Use majority strength, AP -. Wounds allocated by owning players. Armour saves okay, but no cover saves. Unit can do nothing. If it is a single model, use devour (as if rolled 4 - 5).
4-5: Devour. Cannot shoot or run. In Assault, must charge closest enemy or do nothing.
6: Kill. As above, but gains rage.
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Post by jackedup on Jan 8, 2014 18:09:14 GMT
Revx, Zoanthropes can only generate one other power from the Hivemind (posted them up earlier).
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Post by jackedup on Jan 8, 2014 18:07:01 GMT
Carnifex (120 points)
WS 3, BS 3, S 9, T 6, W 4, I 2, A 3, Ld 7, Sv 3+
Fearless, Instinct (Feed), Living Battering Ram (D3 Hammer of Wrath hits)
May replace ST with crushing claws (15 pts)
May take any bio-morph, spine banks (5 pts), or Bio Plasma (20 pts). May take Thresher scythe (10 pts) or Bone Mace (15 pts) tail morphs.
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Post by jackedup on Jan 8, 2014 18:03:12 GMT
Raveners (30 pts per model)
WS 5, BS 3, S 4, T 4, W 3, I 5, A 3, Ld 6, Sv 5+
Deep strike, Instinct (Feed), two pairs of ST. Any Ravener can exchange one pair of ST for Rending claws at 5 points per model.
Can take Spinefists (3 pts), Devourer (5 pts), Deathspitter (10 pts). One Ravener in the *army* may be upgraded to Red Terror for 85 points:
Red Terror
WS 6, BS 3, S 5, T 5, W 3, I 5, A 4, Ld 8, Sv 4+
Two pairs of ST, Prehensile Pincer (see that tail list I posted up there), Deep Strike, Swallow Whole (if it hits with 4 attacks, it auto kills a guy. The guys gets his invuln save and that's it)
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Post by jackedup on Jan 8, 2014 17:59:09 GMT
Is the Death Leaper an Independent Character or just a solo-deploying HQ Lictor?
Infantry (Character), HQ, 130 points, Mind Eater Warlord Trait (2 vp for killing characters in challenge)
WS 9, BS 3, S 6, T 4, W 3, I 7, A 4, Ld 10, Sv 5+
Rending claws, ST, flesh hooks
Chameleonic skin, Deep Strike, Fear, Fleet, Hit & Run, Infiltrate, Instinctive Behaviur (Lurk), Move Through Cover, Phermone Trail, Stealth
It's After Me! (Lower a character's Ld by D3)
Where is It (Enemy models can only fire snap shots when targeting Deathleaper)
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Post by jackedup on Jan 8, 2014 17:53:10 GMT
What about biovores and spore mines?
Biovore (40 pts)
WS 3, BS 3, S 4, T 4, W 3, I 2, A 2, Ld 6, Sv 4+
Spore Mine Launcher 48', S 4, AP 4, Assault 1, Barrage, Last Blast, Spore Burst
Rules are a bit long winded, but seem about the same.
Pyrovore looks about the same as well. Template weapon, acid maw, explode when you kill them, etc.
Zoanthropes can take one other Psyker power as a brotherhood (they always have Warp Blast)
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Post by jackedup on Jan 8, 2014 17:46:33 GMT
1. What can take regeneration?
Hive Tyrant, Tervigon, Prime, Broodlord, Haruspex, Harpy, Crone, Carnifex, Trygon and Prime, Mawloc (earlier I made a mistake and said they couldn't), Exocrine, and Tyrannofex.
Regen is a 30 point biomorph. Now you roll a single D6, and regen 1 wound on a 4+. Not one dice per wound lost.
2. Does anything have an invulnerable save, and if yes, what (other than Zoanthropes)?
Not that I see.
3. This one is wishful thinking on my part, but I assume there is no Codex special rule which allows certain units to run and assault (some of the earlier debunked rumours were mentioning things like this, and if it were true, it would IMHO solve all the other problems with this codex)?
Not that I see.
4. Do the rumoured upgrades for the tervigon exist? I'm talking about the ones which allow unlimited spawns or 4D6 spawns.
Not that I see.
5. What can take flesh hooks or whatever they're called (the things that act like frag grenades)?
Warriors and Prime.
6. You said the Haruspex was useful against infantry and that was about it, and then said it had a S6 tongue attack, which i'm a little confused about. As far as you can see, can it still use smash (being a monstrous creature) to get 2 S10 AP2 attacks against vehicles (or anything else), or more attacks if it is wounded?
Haruspex (160 pts)
WS 3, BS 3, S 6, T 6, W 5, I 3, A 3, Ld 7, Sv 3+
Feeder Beast - If a Haruspex inflicts at least one unsaved one in the assault phase, it recovers a single wound at the end of that phase.
Rapacious Hunger - In the turn in which it charges, every unsaved wound it inflicts in close combat allows it to make an additional attack. These bonus attacks cannot generate further attacks. Wounds that inflict instant death generate only one bonus attack, and wounds caused by HW, acid blood, or tail do not benefit from this rule.
The Haruspex has a Grasping tongue - 12', S6, AP 2, Assault 1, Gulp!
Gulp! A to hit roll of a 6 is a precision shot.
7. Although scything talons now suck apparently, does the trygon still reroll all misses in CC via some new special rule or whatever, or does he just get an extra attack for two sets of scything talons, and attack at AP6 (useless)?
He gets an extra attack. He is monstrous though, so it's always at AP2 right? I dunno, because the entry for ST says Str (user) and AP 6
8. Other than the points decrease, is the Tyrannofex the same, as in, is the Rupture cannon still S10 AP4 two shots?
Same. The cannon is 30 points (dunno what it used to be)
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Post by jackedup on Jan 8, 2014 17:24:11 GMT
Back again. Okay, some quick answers:
Zoanthrope Issue - A Zoanthrope brood follows all the rules for Brother hood pf Psykers except that the unit has a Mastery level of 2. In addition, if a brookd of Zoantrhopes uses the Warp Blast power, the number of shots fired is equal to the number of zoanthropes in that brood. (eg 3 Zoanthropes would make the burst and lance profiles assault 3)
Doom is gone, parasite is gone, mycetic spore is gone. Ymgarl stealers are gone, but the "ymgarl factor", of giving a special boost each assault round (+1 Str, +1 atk, Improve armour save by 1), can be purchased as a bio-artefact for 40 points.
Spore mines and shrikes are still around, and Red Terror is back. Gargoyles still have blinding venom, can buy toxin sacs and adrenal glands.
I don't see options to improve the Hive Tyrant's carapace to a 2+ save anymore, or any other HQ's for that matter. Looks like you'll need the Ymgarl Factor.
Tyrannofex rupture cannon is 30 points, 48' range, S 10, AP4, Assault 2
The tail morphs are:
Bone Mace, S 8, AP - , Unwieldy
Prehensile Pincer, S 6, AP 5
Thresher Scythe, S 4, AP 4, Rending
Toxinspike, S 1, AP 6, Poisoned 2+
A tail attack allows a single added attack, resolved separately from a model's other close combat attacks. It doesn't benefit from other melee weapons, biomorphs, etc.
Hive Tyrant stat line:
165 pts, WS 8, BS 4, S 6, T 6, W 4, I 5, A 4, Ld 10, Sv 3+ ( Interesting: You now have to pay 20 points for lash / whip, or it comes with two sets of ST)
FOC as follows:
HQ - Hive Tyrant, Swarmlord, ld One Eye, Tervigon, Tyranid Prime, Deathleaper
Troops - Warrior, Genestealers, Termagants, Hormagaunts, Ripper Swarm
Elites - Hive Guard, Lictor, Zoanthrope, Venomthrope, Haruspex, Pyrovore (Ha ha! Pyrovore "Elite"!)
Fast Attack - Shrikes, Raveners, Red Terror (as part of ONE Ravener brood), Sky Slasher, Gargoyle, Harpy, Hive Crone, Spore Mine Cluster (how mines are "fast" attack is beyond me)
Heavy Support - Carnifex, Biovore, Trygon and Prime, Mawlc, Exocrine, Tyrannofex
Powers of the Hive Mind:
1. Catalyst - 1 charge
Blessing that targets psyker's unit and up to one other friendly within 12'. Targets gain FNP.
2. The Horror - 1 charge
Malediction targeting single enemy unit within 24'. Target takes a pinning test at -2 Ld
3. Onslaught - 1 charge
Blessing that targets a single friendly unit within 24'. Unit can both run and shoot in the shooting phase.
4. Paroxysm - 1 charge
Malediction targeting single enemy unit within 24'. Target's WS and BS reduced by D3 (roll once for both)
5. Psychic Scream - 1 charge
Nova power, 6'. For each target unit, roll 2D6+ 2 and subtract Ld. Unit suffers wounds equal to result, no armour or cover saves.
6. Warp Blast - 2 charges
Witchfire power, either burst or lance. This is the standard Zoanthrope Warp Blast.
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Post by jackedup on Jan 8, 2014 16:12:54 GMT
I see no living ammo.
Some other points (again, sorry this is in bits and pieces, I am sneaking glances):
No Doom of Malantai, No Parasite. No mycetic spore. I do see the Red Terror is back (if he hits 4 times, he swallows a guy).
Warlord Traits:
1 - Nature's Bane - At the beginning of each movement phase, select one jungle within 12' of the warlord. It becomes carnivorous for the game.
2 - Heightened Senses - Warlord and Nids within 12' have Night Vision.
3- Synaptic Linchpin - Warlord has 18' synapse
4 - Mind Eater - 2 VP for independents slain by warlord in a challenge.
5 - Digestive Denial - After deployment, pick one piece of terrain on opponent's side that was NOT paid for. Cover save worsens by one. (4+ becomes 5+, etc.)
6 - Adaptive Biology - Warlord gains FNP (5+) on next movement phase after it suffers a wound. (For rest of game)
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Post by jackedup on Jan 8, 2014 16:04:37 GMT
The Trygon tunnel is the same as before (mark it, others come out from it, blah blah).
Tyranid melee weapons come as pairs. Each pair is a single melee weapon. A tyranid mist fight with TWO pairs of ANY melee weapon to gain a bonus attack for using two weapons. A Ravener with two pairs of ST gains a bonus attack, or a Stealer with rending claws and a pair of ST does as well.
Crushing claws gives + 1 Str, AP 2, Armourbane, and Unwieldy
Shrikes are still around, with 5+ save
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Post by jackedup on Jan 8, 2014 16:00:33 GMT
Deathspitter 18', Str 5, Ap 5, Assault 3
Zoanthropes are a psychic brotherhood (level 2), that always know warp blast. So they generate one more.
Speaking of which I just noticed: The Tervigon is now 195 points, and is mastery level 1. So its psyker powers got nerfed a bit I think.
The new mechanic in the book is that instinctive behaviour is now lurk, feed, and hunt. Basically lurk means camping there, feed is assault, and hunt is shooting. If you fail leadership and they go on instinct, something bad happens on a 1-3 (lurkers fall back, shooters go to ground, feeders attack one another). On a 4-5 its something like can only assault, can only shoot, etc. On a 6 they gain a small bonus (feeders get rage, lurkers get stealth, shooters get preferred enemy.
The Prime still boosts the warriors as always.
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Post by jackedup on Jan 8, 2014 15:55:02 GMT
Further clarification: The Lictor has rending claws (one set), and one set of ST. It has flesh hooks (assault 2, user Str), stealth and Hit and run, phermone trail, infiltrate, and move through cover. Stats are: WS 6 BS 3 S 6 T 4 W 3 I 6 A 3 Ld 10 Sv 5+
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