New codex rules preview (OP updated with summary)
Oct 27, 2017 14:00:20 GMT
Aux, Davor, and 13 more like this
Post by xtztxtxz on Oct 27, 2017 14:00:20 GMT
Leak Summary:
www.warhammer-community.com/2017/10/30/tyranid-codex-preview-synapse-instinctive-behaviour-and-the-shadow-in-the-warp-oct-30gw-homepage-post-2/
www.warhammer-community.com/2017/10/31/codex-tyranids-preview-hive-fleet-adaptations-oct-31gw-homepage-post-2/
www.warhammer-community.com/2017/11/01/codex-tyranids-preview-day-3-commanding-your-swarm-nov-1gw-homepage-post-2/
www.warhammer-community.com/2017/11/02/codex-tyranids-preview-stratagems/
www.warhammer-community.com/2017/11/03/codex-tyranids-preview-units-nov-3gw-homepage-post-2/
imgur.com/a/0S7OG
Synapse
<Hive Fleet> units automatically pass Morale tests if they are within 12" of any friendly <Hive Fleet> units with this ability
Shadow in the Warp
Enemy PSYKERS must subtract 1 from any Psychic tests they make if they are within 18" of any units with this ability. TYRANID PSKYERS are not affected.
Instinctive Behaviour
Unless a <Hive Fleet> unit with this ability is within 24" of any friendly <Hive Fleet> Synapse unit, you must subtract 1 from any hit rolls made for it when shooting any target other than the nearest visible enemy unit, and you must subtract 2 its charge roll against any unit other than the nearest enemy unit.
Hive Fleet adapations (apply to everything)
www.warhammer-community.com/2017/10/31/codex-tyranids-preview-hive-fleet-adaptations-oct-31gw-homepage-post-2/
Behemoth: You can re-roll failed charge rolls for units with this adaptation
Kraken: When a unit with this adaptation Advances, roll three dice instead of one and pick the highest to add to the Move characteristic of all models in the unit for that Movement phase. In addition, such units can Fall Back and charge in the same turn.
Gorgon: You can re-roll wound rolls of 1 in the Fight phase for units with this adaptation
Jormungandr: A unit with this adaptation (other than units that can fly) always has the benefit of cover for the purpose of shooting attacks. If the unit advances or charges, however, it loses the benefits of this adaptation until the start of your movement phase.
Hydra: You can re-roll hit rolls in the Fight phase for units with this adaptation that target units containing fewer models than their own
Kronos: You can re-roll hit rolls of 1 for units with this adaptation in your Shooting phase if they did not move in the preceding Movement phase
Leviathan: Roll a D6 each time a unit with the adaptation loses a wound whilst it is within 6" of a friendly Synapse unit from the same hive fleet. On a 6, the damage is ignored and the unit does not lose a wound. Ignore this adaptation on a unit that is currently affected by the Catalyst psychic power.
Psychic Powers
Catalyst, Onslaught, The Horror are unchanged.
Psychic scream, WC5, Targets nearest enemy within 18" does d3 mortal wounds. if the target is a psyker, also roll 2d6. if the value is higher than the enemy psyker's leadership, the enemy psyker loses 1 spell at random
Paroxysm WC5, target enemy unit within 12" of the psyker fights last. (there's a whole big ass block of text here talking about exceptions and what not)
Dominion target unit within 36" of the psyker essentially gains synapse
Warlord Traits
1) First battle turn, before first turn, you can remove your warlord and set them up again.
2) Never suffer any hit roll penalties. Overwatch still on 6s.
3) Add 6" synapse
4) WL kill a character in fight, friendly hive unit in 3" , get to move as per normal again at end of phase.
5) Before battle start, choose opponent unit. WL reroll all failed hit rolls against that all units with the same dataslate. (etc. All obliterator squads)
6) After end of any phase, wlt take a wound, remaining of battle, all dmg to wl -1
Behemoth: WOund roll of 6 in fight phase. that attack +1 dmg
Kraken: 1 friendly kraken unit within 6 of wlt, can fight first in fight phase even without charging
Leviathan : 1 per battle round. you can reroll a single hit/wound/dmg /advance charge or saving throw for the wl.
Gorgon: end of fight phase. roll d6 for every enemy within 1" of warlord. on 4+, that unit suffer a MW.
Jormungandr: Enemy unit dont gain bonus to saving throw for being in cover by attacks from wl, or friendly Jormungandr units within 3 of wl.
Hydra: Beginning of each of your turn, roll a dice for each wound WL suffered, on a 6, heal.
Kronos: Enemy psyker fail a psychic test within 18 of your wl, they suffer D3 MW
Stratagems
1cp the enemy below (jormungandr)
Use this Stratagem during deployment when setting up a Jormungandr Infantry unit. Instead of deploying normal set this unit up underground. When you set up a unit of tunnelers (Raveners, Trygon, Trygon Prime, or Mawloc) any number of units that have been set up underground may deploy with them. Place that unit within 3” of the tunneler and more than 9” away from any enemy units.
1cp brute force (behemoth)
use when benemoth unit complete charge . roll d6 for each behemoth charging model within 1inch of enemy. each roll of 6, 1 MW on enemy unit. 2+ for a behemoth monster charging
(30 man gant charge in, roll d6 for all, on a 6 chuck a mw)
1cp war on all fronts (leviathan)
fight phase. select enemy within 1inch of 1 flying and 1 nonflying leviathan unit. can reroll hits & wound rolls of 1 for levi attacks against the enemy unit
1cp Against Shadow (Kronos)
enemy psyker attempts to cast a spell within 24 inch of kronos unit. that psyker can only use 1 dice for his psyk test.
1cp Hypertoxicity (Gorgon)
fight phase. choose gorgon wiht toxin sac, the biomorph do 1 additional dmg on wounds roll of 5+ instead of 6
2cp Endless Swarm
Select a destroyed unit of gants, horms, garg or any hydra inf unit that has been completely destroyted. Add an identical unit to your army and set it up as reinforcement wholly 6inch of any board edge , more than 9 inch from enemy
1cp Opportunistic Advance
Use in the Movement Phase. Choose a Kraken unit that does not have the Fly keyword. When Advancing you can double number you roll when determining how much to add to the unit's Movement characteristic.
3cp Call the Brood
end of move. add a new unit of up to 5 genestealers, wholly within 6 of a brood or infestation node but more than 9 from enemy
3Cp adrenaline surge
end of fight phase. select a nid unit from army, can immediately fight again
2cp Digestive Denial
After deployment but before turn start. choose a piece of terrain othre than fortifciation.
Units fullywithin or on this piece of terrain do not gain any bonus to their saving throws for being in cover.....
lol if anyone piles their whole army onto one big terrain in their deployment.
2cp single minded annihilation
end of shoot phase, choose inf unit, shoot again lol (devil gants/hiveguard lol)
1cp grisly feast
morale phase. select ripper or haru. enenemy within 6 inch must add 1 to morale test
2cp pathogenic slime
shooting phase. select nid mon. increase dmg of its attack by for this phase. lol 2dmg dakka flyrant/exo/tyrannofex
3cp sporefield
after both armies deploy, add up 2 unit of spore mines as reinf, more than 12 inch from enemy
1cp invisible hunter
move phase. lictor within 1 inhc of enemy. that model can fall back shoot and charge.
1cp power of the hive mind
end of psyk phase, choose a nid spyker that casted earlier, can cast 1 additional power
1cp pheromone trail
Use this stratagem when a TYRANID INFANTRY unit from your army is set up on the battlefield as reinforcements if there is already a LICTOR from your army on the battlefield. You can set up the unit wholly within 6” of the LICTOR and more than 9” from any enemy models, rather than following the normal rules for setting up the unit.
2cp death frenzy
use when nid char die, it can shoot again as if it were shooting phase, or fight again as if fight phase before its removal
1cp overrun
use when nid unit destroys an unit in fight, and not within 3 inch of enemy. that you unit can forgo consolidation, but move and advance as if movement phase but cannot move within 1inch of enemy model
1cp voracious appetite
fight phase, nid mon or character is chosen to fight.can reroll all failed wounds for that model til end of phase
psk barrage
need 3x3 zoans to shoot a point, all unit within 3 inch of that point rolls. 4+ unit suffer 3d3 mortal
1cp caustic blood
start of fight phase.select nid unit, roll d6 when a model dies, on 6 enemy suffer mw
2cp rapid regen
end of mov, heal d3
1cp scorch bugs
shoot phase
seelect nid, +1 to wound for all feshborer or fleshborer hive attacks
1cp feeder tendrils
when gene lictor toxi venom kills a chara in fight phase, gain d3 cp
1cp implant attack
use aft nid unit fight in fight phase. roll d6 for each wounded enemy model and not slain. 2+ suffer , model suffers a mw
1/3cp bounty of hive fleet
artefact thing
1cp metabolic movement
use in move , after a nid unit as movemed. you can move that unit again includ advance. however roll a d6 for every model, on a 1 , unit gets a MW. cannot shoot or charge that turn.
Relics
Scythes of Tyran (Behemoth)
Replaces massive scything talons. Adds +1S and generates extra attack on to hit of 6+
Infrasonic Roar (Jorgmungandr)
Monster only. Enemy unit within 6 inch of this model must subtract 1 from LD.
Chameleonic Mutations (Kraken)
-1 to hit from shooting attacks
Hyperadaptive Biology (Gorgon)
From the end of the first phase in which this model suffers any wounds, add 1 to its Toughness for the remainder of the battle
Balethorn Cannon (Kronos)
Replaces Stranglethorn. Ignores invuln saves
Slimer Maggot Infestatation (Hydra)
Replaces pair of slimer deathspitters. Re-rolls failed wounds
Slayer Sabres (Leviathan)
Replaces monstrous boneswords. If against infantry or biker model suffers dmg from this weapon but not slain at end of fight phase, roll d3. if result is greater than wounds remaining on the model, the model is slain.
Maw Claws of Thyrax
Replaces rending claws (either size). when this model slays an enemy model in the fight phase. u can reroll hits in the subsequent fight phase for this model.
Miasma Cannon
Replaces HVC. Auto-hits within 8" and always wounds non-vehicles on 2+
Norn Crown
Ignore IB within 30"
Ymgarl Factor
Roll D3 at beginning of each fight phase:
1 +1 S
2 +1 A
3 +1 T
The Reaper of Obliterax
Replaces bonesword & lash whip. Inflict double damage on a 6+
Units / Wargear
<General>
A lot of weapons cost are slightly cheaper and inbuilt into the base cost of units that only can have them.
i dont have the numbers but there are many reductions in costs for big bug melee and ranged weapons. eg. massive scything are now 10pts. massive scything talons in a pair are cheaper too (cant remember exact number). monstrous scything talons are much cheaper too. carnifex comes stock with tresher scythe which is now zero points and is the same wording as the hive tyrant. which is, it makes its profile attacks, which in the codex is 4, and then also makes the tail attack, which is now 1d3 attacks.
tyrant guard still suck. scything talons are still 0. rending claws are still 2. boneswords are still 4. crushing claws are 12 (stats unchanged)
<points> warriors are still the same. zoanthropes are the same. haruspex has a big one. biovores are the same. the spore mine rules are the same too. hiveguard are either the same or has an inconsequential decrease in points.
Stinger salvos are now 24 inches
HVC 36 inch assault D3 S9 2AP 3damage
VC 36 inch assault D3 S8 2AP D3 damage
Stranglethorn is 25pts
1x Devourer with brainleech is 7pts. Assault 6
1x deathspitter with maggot is 7pt. Assault 3
Monstrous boneswords are 20pts
Monstrous boneswords with whip are 15pts
APPROXIMATE base on old to current default loadout --
Carnifex -5
Exo -10
Haru -80
Crone +10
Harpy +5
Tyrant -20
Flyrant -15
Pyro -5
Tyrgon -10
Trygon Prime -15
Tyrannocyte -15
Tyrannofex -10
our hive tyrant is now t7, 12W. wings will have deepstrike. has a base 4++. down one attack [to 4]. didnt manage to see the pointage or the wargear options. no idea if monstrous rending claws are still a thing.
hive tyrants can still take MRC
Swarmlord does still have hive commander. On 6s to wound he does one additional mortal wound
swarmlord is t7, 12w, 4++. his blade parry makes it 3++. no other notable change i think. uses leviathan warlord trait
old one is is now 9 wounds. 200 pts. hits of 6 generate one additional attack. can be equipped with a scything talons relic that +1s ap-3, 3dmg, +1 attack. uses behemoth warlord trait. No degradation
Neurothrope is now HQ, a character and no longer part of a zoanthrope unit. zoanthropes within 6" of a neurothrope reroll 1s for psychic tests. the spirit leech thing now only heals 1 wound for a zoanthrope unit withint 6"
Neurothropes are 70 points all in
maleceptors deal 3 mortal wounds if we roll a 6 on that weird aoe ability. it knows 2 spells and can cast and deny 2 spells. also t7. also 4++
maleceptors total pointage including wargear is 172. T7, 12W
venomthropes and zoans are still fielded as units of 3
venomthropes when in grp of 3 also affect monsters. when in a grp of 6, the aura becomes 6".
genestealers remain the same. but have an option of getting +1 armour but they lose swift and deadly. (wtf GW)
bs4 got flesh hook as option
New ability: infestion can put 4 nodes in ur own deploy area , if enemy near it , it disappears. u can pop up from any of the 4 nodes as per normal ds/reserve.
Gargoyles gain DS
no changes to raveners..
Shrikes are gone
Crone lost 1 base attack but tail weapon is free attack. Tentaclids are 4 shots
Red Terror -1 WS/A
Toxicrene - toxic lash are AP-2
tyrannocyte is now 100 pts. 5pts for each deathspitter. Transport rules unchanged
exocrine with all wargear is 210 or something like that. minor points decrease
tyranofex is 185 pts.
rupture cannon is 47 or 49. rupture cannon profile is heavy 3, s10 ap-3 d6 damage. thats all. no more funky "if it hits both..blablabla"
Acid spray 18" 2D6 hits
there are now 3 seperate carnifex entries. 1.) Carnifex 2.) Screamer killer 3.) Thornback
carnifex including 2x monstrous scything talons clock in total at 83 pts.. the 2 pairs of monstrous scything talons for carnifexes are 15 pts, 1 pair is 14 pts. yes.. i know. dont ask me why.
there are individual upgrades for basic carnifexes. +1BS, +1 attack on the charge, -1 to hit from enemy shooting. on the charge carnifexes and screamer killers now get +1 WS on top of the current battering ram rule
screamer killers come stock with "bio plasmic scream" which is 0 points, 12" assault 6(not sure on the number), S7 ap-1, 1damage. screamer killers come stock with 2 monstrous scything talons as well. 90 pts in total
Thornbacks are base 70.
upgrades = chitin & sense
ability is vicious hunter enenmy infantry dont get any form cover bonus to their savs
and when they charge against infantry D3 mortal instead of 1
Starts with 2 devourers with brainleech worm
It can swap the devourers with deathspitters with maggots
And a pair of monstrous scything talons
It can swap the claws with a stranglethorn only.
for the carnifex biomorphs:
-1 to hit from enemy shooting biomorph is 10 pts - does not stack with shrouding spores
+1 attack on the charge is 8 pts
+1 BS is 10 points
chitin biomorph at the end of combat roll d6 for each enemy unit in combat with it. on 6 deal 1 mortal wound
Original post:
There's a WD preview on the GW community site with details on Carnifexes being split into multiple unit types; Sceamer-Killers and Thornbacks
It also confirms that all the different head/bio-morph options in the Carnifex kit 'now have an effect in games once again'. Specifically mentioned are:
It's hard to read the image, but there are 2 new special rules on the datasheet in addition to the current one. Living Battering Ram also looks like it has an additional line after "suffers a mortal wound".
www.warhammer-community.com/2017/10/30/tyranid-codex-preview-synapse-instinctive-behaviour-and-the-shadow-in-the-warp-oct-30gw-homepage-post-2/
www.warhammer-community.com/2017/10/31/codex-tyranids-preview-hive-fleet-adaptations-oct-31gw-homepage-post-2/
www.warhammer-community.com/2017/11/01/codex-tyranids-preview-day-3-commanding-your-swarm-nov-1gw-homepage-post-2/
www.warhammer-community.com/2017/11/02/codex-tyranids-preview-stratagems/
www.warhammer-community.com/2017/11/03/codex-tyranids-preview-units-nov-3gw-homepage-post-2/
imgur.com/a/0S7OG
Synapse
<Hive Fleet> units automatically pass Morale tests if they are within 12" of any friendly <Hive Fleet> units with this ability
Shadow in the Warp
Enemy PSYKERS must subtract 1 from any Psychic tests they make if they are within 18" of any units with this ability. TYRANID PSKYERS are not affected.
Instinctive Behaviour
Unless a <Hive Fleet> unit with this ability is within 24" of any friendly <Hive Fleet> Synapse unit, you must subtract 1 from any hit rolls made for it when shooting any target other than the nearest visible enemy unit, and you must subtract 2 its charge roll against any unit other than the nearest enemy unit.
Hive Fleet adapations (apply to everything)
www.warhammer-community.com/2017/10/31/codex-tyranids-preview-hive-fleet-adaptations-oct-31gw-homepage-post-2/
Behemoth: You can re-roll failed charge rolls for units with this adaptation
Kraken: When a unit with this adaptation Advances, roll three dice instead of one and pick the highest to add to the Move characteristic of all models in the unit for that Movement phase. In addition, such units can Fall Back and charge in the same turn.
Gorgon: You can re-roll wound rolls of 1 in the Fight phase for units with this adaptation
Jormungandr: A unit with this adaptation (other than units that can fly) always has the benefit of cover for the purpose of shooting attacks. If the unit advances or charges, however, it loses the benefits of this adaptation until the start of your movement phase.
Hydra: You can re-roll hit rolls in the Fight phase for units with this adaptation that target units containing fewer models than their own
Kronos: You can re-roll hit rolls of 1 for units with this adaptation in your Shooting phase if they did not move in the preceding Movement phase
Leviathan: Roll a D6 each time a unit with the adaptation loses a wound whilst it is within 6" of a friendly Synapse unit from the same hive fleet. On a 6, the damage is ignored and the unit does not lose a wound. Ignore this adaptation on a unit that is currently affected by the Catalyst psychic power.
Psychic Powers
Catalyst, Onslaught, The Horror are unchanged.
Psychic scream, WC5, Targets nearest enemy within 18" does d3 mortal wounds. if the target is a psyker, also roll 2d6. if the value is higher than the enemy psyker's leadership, the enemy psyker loses 1 spell at random
Paroxysm WC5, target enemy unit within 12" of the psyker fights last. (there's a whole big ass block of text here talking about exceptions and what not)
Dominion target unit within 36" of the psyker essentially gains synapse
Warlord Traits
1) First battle turn, before first turn, you can remove your warlord and set them up again.
2) Never suffer any hit roll penalties. Overwatch still on 6s.
3) Add 6" synapse
4) WL kill a character in fight, friendly hive unit in 3" , get to move as per normal again at end of phase.
5) Before battle start, choose opponent unit. WL reroll all failed hit rolls against that all units with the same dataslate. (etc. All obliterator squads)
6) After end of any phase, wlt take a wound, remaining of battle, all dmg to wl -1
Behemoth: WOund roll of 6 in fight phase. that attack +1 dmg
Kraken: 1 friendly kraken unit within 6 of wlt, can fight first in fight phase even without charging
Leviathan : 1 per battle round. you can reroll a single hit/wound/dmg /advance charge or saving throw for the wl.
Gorgon: end of fight phase. roll d6 for every enemy within 1" of warlord. on 4+, that unit suffer a MW.
Jormungandr: Enemy unit dont gain bonus to saving throw for being in cover by attacks from wl, or friendly Jormungandr units within 3 of wl.
Hydra: Beginning of each of your turn, roll a dice for each wound WL suffered, on a 6, heal.
Kronos: Enemy psyker fail a psychic test within 18 of your wl, they suffer D3 MW
Stratagems
1cp the enemy below (jormungandr)
Use this Stratagem during deployment when setting up a Jormungandr Infantry unit. Instead of deploying normal set this unit up underground. When you set up a unit of tunnelers (Raveners, Trygon, Trygon Prime, or Mawloc) any number of units that have been set up underground may deploy with them. Place that unit within 3” of the tunneler and more than 9” away from any enemy units.
1cp brute force (behemoth)
use when benemoth unit complete charge . roll d6 for each behemoth charging model within 1inch of enemy. each roll of 6, 1 MW on enemy unit. 2+ for a behemoth monster charging
(30 man gant charge in, roll d6 for all, on a 6 chuck a mw)
1cp war on all fronts (leviathan)
fight phase. select enemy within 1inch of 1 flying and 1 nonflying leviathan unit. can reroll hits & wound rolls of 1 for levi attacks against the enemy unit
1cp Against Shadow (Kronos)
enemy psyker attempts to cast a spell within 24 inch of kronos unit. that psyker can only use 1 dice for his psyk test.
1cp Hypertoxicity (Gorgon)
fight phase. choose gorgon wiht toxin sac, the biomorph do 1 additional dmg on wounds roll of 5+ instead of 6
2cp Endless Swarm
Select a destroyed unit of gants, horms, garg or any hydra inf unit that has been completely destroyted. Add an identical unit to your army and set it up as reinforcement wholly 6inch of any board edge , more than 9 inch from enemy
1cp Opportunistic Advance
Use in the Movement Phase. Choose a Kraken unit that does not have the Fly keyword. When Advancing you can double number you roll when determining how much to add to the unit's Movement characteristic.
3cp Call the Brood
end of move. add a new unit of up to 5 genestealers, wholly within 6 of a brood or infestation node but more than 9 from enemy
3Cp adrenaline surge
end of fight phase. select a nid unit from army, can immediately fight again
2cp Digestive Denial
After deployment but before turn start. choose a piece of terrain othre than fortifciation.
Units fullywithin or on this piece of terrain do not gain any bonus to their saving throws for being in cover.....
lol if anyone piles their whole army onto one big terrain in their deployment.
2cp single minded annihilation
end of shoot phase, choose inf unit, shoot again lol (devil gants/hiveguard lol)
1cp grisly feast
morale phase. select ripper or haru. enenemy within 6 inch must add 1 to morale test
2cp pathogenic slime
shooting phase. select nid mon. increase dmg of its attack by for this phase. lol 2dmg dakka flyrant/exo/tyrannofex
3cp sporefield
after both armies deploy, add up 2 unit of spore mines as reinf, more than 12 inch from enemy
1cp invisible hunter
move phase. lictor within 1 inhc of enemy. that model can fall back shoot and charge.
1cp power of the hive mind
end of psyk phase, choose a nid spyker that casted earlier, can cast 1 additional power
1cp pheromone trail
Use this stratagem when a TYRANID INFANTRY unit from your army is set up on the battlefield as reinforcements if there is already a LICTOR from your army on the battlefield. You can set up the unit wholly within 6” of the LICTOR and more than 9” from any enemy models, rather than following the normal rules for setting up the unit.
2cp death frenzy
use when nid char die, it can shoot again as if it were shooting phase, or fight again as if fight phase before its removal
1cp overrun
use when nid unit destroys an unit in fight, and not within 3 inch of enemy. that you unit can forgo consolidation, but move and advance as if movement phase but cannot move within 1inch of enemy model
1cp voracious appetite
fight phase, nid mon or character is chosen to fight.can reroll all failed wounds for that model til end of phase
psk barrage
need 3x3 zoans to shoot a point, all unit within 3 inch of that point rolls. 4+ unit suffer 3d3 mortal
1cp caustic blood
start of fight phase.select nid unit, roll d6 when a model dies, on 6 enemy suffer mw
2cp rapid regen
end of mov, heal d3
1cp scorch bugs
shoot phase
seelect nid, +1 to wound for all feshborer or fleshborer hive attacks
1cp feeder tendrils
when gene lictor toxi venom kills a chara in fight phase, gain d3 cp
1cp implant attack
use aft nid unit fight in fight phase. roll d6 for each wounded enemy model and not slain. 2+ suffer , model suffers a mw
1/3cp bounty of hive fleet
artefact thing
1cp metabolic movement
use in move , after a nid unit as movemed. you can move that unit again includ advance. however roll a d6 for every model, on a 1 , unit gets a MW. cannot shoot or charge that turn.
Relics
Scythes of Tyran (Behemoth)
Replaces massive scything talons. Adds +1S and generates extra attack on to hit of 6+
Infrasonic Roar (Jorgmungandr)
Monster only. Enemy unit within 6 inch of this model must subtract 1 from LD.
Chameleonic Mutations (Kraken)
-1 to hit from shooting attacks
Hyperadaptive Biology (Gorgon)
From the end of the first phase in which this model suffers any wounds, add 1 to its Toughness for the remainder of the battle
Balethorn Cannon (Kronos)
Replaces Stranglethorn. Ignores invuln saves
Slimer Maggot Infestatation (Hydra)
Replaces pair of slimer deathspitters. Re-rolls failed wounds
Slayer Sabres (Leviathan)
Replaces monstrous boneswords. If against infantry or biker model suffers dmg from this weapon but not slain at end of fight phase, roll d3. if result is greater than wounds remaining on the model, the model is slain.
Maw Claws of Thyrax
Replaces rending claws (either size). when this model slays an enemy model in the fight phase. u can reroll hits in the subsequent fight phase for this model.
Miasma Cannon
Replaces HVC. Auto-hits within 8" and always wounds non-vehicles on 2+
Norn Crown
Ignore IB within 30"
Ymgarl Factor
Roll D3 at beginning of each fight phase:
1 +1 S
2 +1 A
3 +1 T
The Reaper of Obliterax
Replaces bonesword & lash whip. Inflict double damage on a 6+
Units / Wargear
<General>
A lot of weapons cost are slightly cheaper and inbuilt into the base cost of units that only can have them.
i dont have the numbers but there are many reductions in costs for big bug melee and ranged weapons. eg. massive scything are now 10pts. massive scything talons in a pair are cheaper too (cant remember exact number). monstrous scything talons are much cheaper too. carnifex comes stock with tresher scythe which is now zero points and is the same wording as the hive tyrant. which is, it makes its profile attacks, which in the codex is 4, and then also makes the tail attack, which is now 1d3 attacks.
tyrant guard still suck. scything talons are still 0. rending claws are still 2. boneswords are still 4. crushing claws are 12 (stats unchanged)
<points> warriors are still the same. zoanthropes are the same. haruspex has a big one. biovores are the same. the spore mine rules are the same too. hiveguard are either the same or has an inconsequential decrease in points.
Stinger salvos are now 24 inches
HVC 36 inch assault D3 S9 2AP 3damage
VC 36 inch assault D3 S8 2AP D3 damage
Stranglethorn is 25pts
1x Devourer with brainleech is 7pts. Assault 6
1x deathspitter with maggot is 7pt. Assault 3
Monstrous boneswords are 20pts
Monstrous boneswords with whip are 15pts
APPROXIMATE base on old to current default loadout --
Carnifex -5
Exo -10
Haru -80
Crone +10
Harpy +5
Tyrant -20
Flyrant -15
Pyro -5
Tyrgon -10
Trygon Prime -15
Tyrannocyte -15
Tyrannofex -10
our hive tyrant is now t7, 12W. wings will have deepstrike. has a base 4++. down one attack [to 4]. didnt manage to see the pointage or the wargear options. no idea if monstrous rending claws are still a thing.
hive tyrants can still take MRC
Swarmlord does still have hive commander. On 6s to wound he does one additional mortal wound
swarmlord is t7, 12w, 4++. his blade parry makes it 3++. no other notable change i think. uses leviathan warlord trait
old one is is now 9 wounds. 200 pts. hits of 6 generate one additional attack. can be equipped with a scything talons relic that +1s ap-3, 3dmg, +1 attack. uses behemoth warlord trait. No degradation
Neurothrope is now HQ, a character and no longer part of a zoanthrope unit. zoanthropes within 6" of a neurothrope reroll 1s for psychic tests. the spirit leech thing now only heals 1 wound for a zoanthrope unit withint 6"
Neurothropes are 70 points all in
maleceptors deal 3 mortal wounds if we roll a 6 on that weird aoe ability. it knows 2 spells and can cast and deny 2 spells. also t7. also 4++
maleceptors total pointage including wargear is 172. T7, 12W
venomthropes and zoans are still fielded as units of 3
venomthropes when in grp of 3 also affect monsters. when in a grp of 6, the aura becomes 6".
genestealers remain the same. but have an option of getting +1 armour but they lose swift and deadly. (wtf GW)
bs4 got flesh hook as option
New ability: infestion can put 4 nodes in ur own deploy area , if enemy near it , it disappears. u can pop up from any of the 4 nodes as per normal ds/reserve.
Gargoyles gain DS
no changes to raveners..
Shrikes are gone
Crone lost 1 base attack but tail weapon is free attack. Tentaclids are 4 shots
Red Terror -1 WS/A
Toxicrene - toxic lash are AP-2
tyrannocyte is now 100 pts. 5pts for each deathspitter. Transport rules unchanged
exocrine with all wargear is 210 or something like that. minor points decrease
tyranofex is 185 pts.
rupture cannon is 47 or 49. rupture cannon profile is heavy 3, s10 ap-3 d6 damage. thats all. no more funky "if it hits both..blablabla"
Acid spray 18" 2D6 hits
there are now 3 seperate carnifex entries. 1.) Carnifex 2.) Screamer killer 3.) Thornback
carnifex including 2x monstrous scything talons clock in total at 83 pts.. the 2 pairs of monstrous scything talons for carnifexes are 15 pts, 1 pair is 14 pts. yes.. i know. dont ask me why.
there are individual upgrades for basic carnifexes. +1BS, +1 attack on the charge, -1 to hit from enemy shooting. on the charge carnifexes and screamer killers now get +1 WS on top of the current battering ram rule
screamer killers come stock with "bio plasmic scream" which is 0 points, 12" assault 6(not sure on the number), S7 ap-1, 1damage. screamer killers come stock with 2 monstrous scything talons as well. 90 pts in total
Thornbacks are base 70.
upgrades = chitin & sense
ability is vicious hunter enenmy infantry dont get any form cover bonus to their savs
and when they charge against infantry D3 mortal instead of 1
Starts with 2 devourers with brainleech worm
It can swap the devourers with deathspitters with maggots
And a pair of monstrous scything talons
It can swap the claws with a stranglethorn only.
for the carnifex biomorphs:
-1 to hit from enemy shooting biomorph is 10 pts - does not stack with shrouding spores
+1 attack on the charge is 8 pts
+1 BS is 10 points
chitin biomorph at the end of combat roll d6 for each enemy unit in combat with it. on 6 deal 1 mortal wound
Original post:
There's a WD preview on the GW community site with details on Carnifexes being split into multiple unit types; Sceamer-Killers and Thornbacks
It also confirms that all the different head/bio-morph options in the Carnifex kit 'now have an effect in games once again'. Specifically mentioned are:
- Enhanced senses
- Tusks
- Monstrous acid maw
- Chitin thorns
- Spine bank
- Spore cysts
It's hard to read the image, but there are 2 new special rules on the datasheet in addition to the current one. Living Battering Ram also looks like it has an additional line after "suffers a mortal wound".