Ok langsam aber sicher haben wir den Codex hier *g*
Hier nochmal ein grosser schwung aus warseer:
Hey guys. So I got to do a little light bug related Codex reading today ^.^ I know you have all kinds of rumors collected allready but I'm gonna write it
all anyway. This is what i remembre from the Codex. As allways if you don't belive me your own fault.
ANd I am doing this after maybe hour of reading. So don't stone me if I get some WS wrong or smth 😛
Tyranid army rules:
- Synapse creature is pretty much the same except, and I cannot stretch that enough, NO more eternal warriorand before you ask: no nowhere, not on
genestealers, not on hive tyrantsnot on Trigons NOWHERE
- 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 "bloodlust" rule from te rulebook (allways 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 ^^
Biozid Cannon:
R 36 S 6 AP 4 Explosive 1
Heavy Biozid Cannon:
R 48 S 9 AP 4 Explosive 1
Stingstrangler:
R 24 S 4 AP 6 Big Explosion 1
Thornstrangler:
R 36 S 6 AP 4 Big Explosion 1
Bug throwers:
R 18 S 4 AP 5 Assault 1
Stingfists:
R 18 S 4 AP 5 Assault X (X= Number of Attacks), allways 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, armor piercing
Biomorphs:
Toxin Chambers:
ALL units may buy these, the squad gains poison attacks (4+)
Adrinalin Injectors:
ALL units may buy these, the squad gains Furious assault
Catchers claws:
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 arehit on 4+
(Eldar scream huray)
Toxic miasma:
All enemy units in CC range with this model must take a T check or lose one wound withnormal AS (Eldar don't scream huray any more 😛)
Tentacle whips:
All units in CC wit this model have I 1
Horn swords:
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 sowrds he must use 3D6 for
the check
Scyting claws:
Models with scytng claws may reroll 1s to hit, models wit a pair may reroll all to hit rolls
wrenching claws:
give AP rule in CC
Scissor 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 flyes
HQ:
Hive Tyrant:
- 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 enemyunit 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 inchesfor one round
- May buy any number of these abilities for somepoints:
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 Tyrinid 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 doublenumber he canno longer spawn anything fromnow on
- has spike blasters, is monstrous
- termagants within 6 may use his LD
- Has dominate psi power and may exchange it for:
The catalist: a unt 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 allmost everyting except the REALY heavy stuff
- tyranid warriors within 12 may use his WS and I
MORE TO COME...