8th Edition angekündigt. Wünsche und Hoffnungen des Schwarms?

Aha! This just in:

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Pete Foley straft Warhammer Facebook lügen.
 
Hmmm ... Trotzdem seltsam ... Da fehlt definitiv noch ein Puzzelteil. Komisch, aber nachdem ich die Liste durchgesehen habe, wird deine Annahme wohl stimmen, denn da ist auch der Trygon mit 60 Punkten für seine Klauen dotiert. Ziemlicher Murks aus Modellsicht.

Edit: Okay, damit ist die Sache klar. Manche Basis Waffen kosten also. Gut, damit ist der Fall erledigt. Nen Trygon Prime also dann für 209 Punkte und Garni für 87.
 
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Ich will mal kurz OT jammern:

Es gab gestern jemanden, der hatte Absicht und Möglichkeit den gesamten T'au-Inhalt abzufotografieren und online zu stellen.
In dem Buch sind aber auch sowohl Tyraniden als auch Orks, die beide eine sehr große Fangemeinde haben.
Ich will ja nicht sagen: das ist typisch T'au-Spieler, aber das ist typisch T'au-Spieler... :dry:

(Sorry.)
 
Ja was erwartest du denn von einem Tau*-Spieler?

Die Fischköpfe wollen halt Gleichberechtigung und lieber niemandem was zeigen, als allen. Hätten sich die Niden mal dem Tau*-Empire angeschlossen, dann hätten wir die bekommen 😀

Nur gut, dass ich meine ganze Tau*-Armee grade am verkaufen bin:happy:

*T'au🙄

edit: Was mir grade auffällt. Kein neues Monster für uns... D.h. entweder gibts gar keins (GW Marketing wird da was dagegen haben) oder das Datasheet ist in ein paar Wochen schon nicht mehr up to date (oder paar Monate)
 
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Man beachte auch, dass es keine Punktekosten für "twinlinked devourer" gibt.
Obwohl twinlinked Waffen eigentlich ein eigenes Profil, und demnach eigene Punktekosten haben sollten.
Vllt fallen sie ja ersatzlos weg.

Und wer schleppt dann diese einzelnen brainleech devourer mit sich rum?

Ich halte es da für wahrscheinlicher dass man jetzt einfach gleich zwei komplett unabhängige brainleech devourer kauft. Es wurde auch irgendwo schon gemunkelt dass die nurnoch 3 schuss pro stück haben. Da wäre es zumindest fair wenn wir schon weder wiederholbare trefferwürfe noch 24 schuss mit dem doppelpaar haben, dass wir die 12 einfachen schüsse wenigstens auf 4 verschiedene ziele splitten können.
 
So langsam kommts!

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Für mich sind da sehr viele WTF momente, Tyranno fängt nur mit BF 4+ an und dann geht das auchnoch auf 5+ runter wenn er verwundet ist. Toxicrene hat auch nur 4+ KG was bis auf 6+ runtergeht...
Trygon nur W6 und 12 LP O_O

Und ich versteh auch nicht warum man jemals die Biostatic Rattle gegen einen Prehensile Pincer Tail tauschen sollte, der transformiert nur eine der vorhandenen attacken in eine viel schlechtere attacke.
 
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Hm ... auf den ersten Blick mag das stimmen was du sagst, aber wenn man sich den Toxicrene genauanschaut ist das Ding schon nicht ohne. Er trifft zwar nur auf die 4+ aber dafür verteilt er ordentlich MW, schlägt immer zu erst zu und darf Verwundungswürfe wiederholen und steckt selbst ganz gut weg. Wenn er drauf geht, schlägt er evtl. noch um sich. Also den Toxicrene finde ich auf den ersten Blick echt nice für nicht mal 150 Punkte. Kann man locker stellen find ich.

Edit: Es gilt auch zu bedenken das der Toxicrene eigentlich nur KG 3 hat. Also ne Nahkampfbestie war der noch nie. Aber billiger ist er auch geworden (12 Punkte)
 
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Ja, zumindest scheinen unsere biester günstig zu werden. Wenn man mal vom Haruspex absieht (der aber auch gut was wegschaufeln wird, wies aussieht, mit 4W3 attacken, die dann auchnoch zusätzliche schaufelklauen attacken generieren und LP heilen).

Wundert mich aber immernoch warum die waffen des Toxicrene nicht in die grundpunkte eingerechnet wurden, er kann sie nicht austauschen und ich kann mir nicht vorstellen dass irgendein anderes modell die haben kann.
 
Der Haruspex ist natürlich jetzt ne Ansage. Sowohl Regel- als auch Punktetechnisch macht der ordentlich was her und bleibt Wertetechnisch durchaus stabil. Intressant ist auch das die ganzen Kampforganismen die nach vorne gehen ihre Waffen im Nahkampf abfeuern können. Haruspex und Toxicrene will man vorne haben und sie können alle ihre Schußwaffen im Nahkampf zum Einsatz bringen. Auf kurze Distanz scheinen Tyras wieder richtig heftig zu werden.
 
Das mit den Punkten ist schon komisch, aber das trübt derzeit meine Laune über die neuen Tyra Regeln nicht. Ich bin zwar nach wie vor der Meinung das wir hier noch Testregeln vor uns haben und da noch was geändert wird, bis der Dex in den Läden steht aber ich habe mich schon lange nicht mehr so darauf gefreut, meine Tyras auszuführen.

BTW: Bei den Sonderregeln der Tyras steht das der Tervigon mit seiner Regel "Brood Progenitor" Termaganten im Umkreis von 6" 1er beim Schießen wiederholen lässt.
 
Mal ne Verständnisfrage: Beim Toxicrene steht, dass man jedesmal, wenn er einen LP verliert nen W6 wirft und bei einer 6 ne Mortal Wound auf die gegnerische Einheit verteilt wird.

Wenn eine E-Faust drei LP abzieht, würfel ich dann auch drei W6? Ich würde sagen ja. Wie seht ihr das?

Ja. Jeder LP den ein modell verliert ist ein fall der die Fähigkeit auslöst. Entsprechend wirkt auch Catalyst, für jede wunde die ein modell unter dem effekt der psikraft zugefügt wird, wird ein W6 geworfen und eine 5+ verhindert die wunde. Also z.B. eine Laserkanone verwundet einen Carnifex der mit Catalyst belegt ist, und macht 4 schaden, der carni wirft dann 4w6 und für jede 5 oder mehr wird ein schadenspunkt ignoriert.
 
En francais

und leider teilweise sehr niedrigauflösend

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https://scontent.fmad3-3.fna.fbcdn....=418960bfd374dfd4c0bc0d6586b7bed1&oe=59B94C96
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- - - Aktualisiert - - -

Und Mühselig von user Kjolnir im The Tyranid Hive Forum entziffert und ins Englische übersetzt:
Translations

Weapon Profiles, starting from Weapon Profiles 1. General rule:

1) The profile of the weapon is predictable. Range, Type, S, AP, Damage, Notes. Under type, I see three options. Assaut (Assault), Lourdes (Heavy), Pistolet (Pistol).

Starting at the top:

Bioplasma
Bioplasma Cannon
Rupture Cannon - If both shots hit, the AP is -4 and the damage is D6
Shock Cannon - If the target is a vehicle and you roll a 4+ to wound, the target suffers a mortal wound in addition to all other damage. If you roll a 6+ to wound, inflict D3 mortal wounds instead
Impaler Cannon - This weapon may target units that are not visible to the weapon-bearer. Also, units targeted with this weapon gain no bonus to cover to their saving throws.
Stranglethorn Cannon - the glare on the comment here makes it hard to understand, but the first part says you can add 1 to the roll to hit, and I remember correctly from the english versions, it's for units greater than 10 in size
Drool Cannon - This weapon hits automatically
Venom Canon
Heavy Venom Cannon
Not sure. The French version says "Constricteur" for which the cognate is "constrictor." Grasping Tongue maybe?
Spinemaws, I think. The direct translations is "spit darts."
Flamespurt - This weapon his automatically
Deathspitter
Deathspitter with slimer maggots
Fleshhooks (Str User) - This weapon can shoot at enemy units less than 1" away and may target enemy unit less than 1" away from friendly units
Bio-electric Pulse
Bio-electric pules with containment spines
Devourer
Devourer with Brainleech Worms
Fleshborer
Strangleweb - You can add 1 to attack rolls made against units of 10 or more models
Acid Spray - This weapon automatically hits
Spike Rifle
Stinger Salvo, maybe
Spore Mine Launcher - the note is a reference to another page in the book, likely the part about setting a spore mine if you miss
Grasping Tongue, so not sure what Constricteur is, then. This weapon can shoot at enemy units less than 1" away and may target enemy unit less than 1" away from friendly units. Also, when a model is killed by this weapon, the weapon-bearer recovers one previously lost wound
Choking Spores - You can reroll rolls to wound with this weapon. Also, units targeted by this weapon do not gain a cover bonus to their saving throw.
Spinefists - When a model with this weapon shoots, make a number of shots equal to their attack characteristic.
Fleshborer Hive
Tentaclids - You can reroll rolls to hit against units with the Fly keyword. Also, if the target is a vehicle and you roll a 4+ to wound, the target takes 1 mortal wound in addition to all other damage taken. if the to-hit roll is a 6+, add D3 wounds instead
Toxic Lashes - This weapon can shoot at enemy units less than 1" away and may target enemy unit less than 1" away from friendly units. Also, you can reroll rolls to wound with this weapon.
Massive Toxic Lashes - This weapon can shoot at enemy units less than 1" away and may target enemy unit less than 1" away from friendly units. Also, you can reroll rolls to wound with this weapon.

That's the ranged weapon chart as best as I can see and translate. Working on the next one now!

**Edit - Cleaning this translation up as there is a better-quality pic posted**

Hive Tyrant:

Monstrous Scything Talons: You can reroll rolls of 1 to hit when attacking with this weapon. If the weapon-bearer has more than one pair of scything talons, they can make an additional attack in close combat.
Prehensile Pincher - probably the tail biomorph? The note says, I think, you can make one attack with this weapon in place of one of your regular attacks.

Equipment Options: The Hive Tyrant can replace a pair of Scything Talons for a weapon on the monstrous bio-weapons or monstrous bio-cannons table
The Hive Tyrant can replace two pair of Scything Talons for weapons on the same table
The Hive Tyrant can have wings. use the second movement characteristic on the table above, and gain the Fly keyword.
This model can take toxin sacs or adrenal glands.

Abilities: Shadow in the Warp
Will of the Hive Mind: A model with this ability has a 12" range for Shadow in the Warp instead of 8"
Death Throes: If this model is reduced to 0 wounds, roll a D6 before it is removed. On a 6, each unit within 3" receives D3 mortal wounds
Psychic Barrier/Shield - This model has a 5+ invulnerable Save

Psyker: The Hiv Tyrant can attempt to manifest two powers during each friendly psychic phase, and can attemt to deny the witch twice during each enemy psychic phase. I knows the power Smite and two powers from the Powers of the Hive Mind discipline.

Faction Keywords: Tyranids, <Hive Fleet>
Keywords: Character, Monster, Psyker, Hive Tyrant

Hive Guard

This unit is comprised of three Hive Guard. It can include up to 3 additional models (power level +7) Each model is armed with an Impaler Cannon.

Weapons: Impaler Cannon, Shock Cannon. See above for descriptions.
Equipment Options: Any model can replace its Impaler Cannon for a Shock Cannon
All the models may take toxin sacs or adrenal glands
Abilities: Instinctive Behavior
Faction Keywords: Tyranids, <Hive Fleet>
Keywords: Infantry, Hive Guard

**Edit - Cleaning this translation up as there is a better-quality pic posted**



Harpy

A Harpy is a single-model unit that is armed with two Stranglethorn Cannons and Scything Wings. It can also shoot with Spinemaw (Again I think, the literal translation is Spit Darts).

Weapons: Heavy Venom Cannon, Spinemaw, Stranglethorn Cannon, Scything Wings

Equipment Options: This model can replace its two Stranglethorn Cannons with Heavy Venom Cannons.

Abilities: Instinctive Behavior
Death Throes, as above
Agonizing Cry - When a Harpy succeeds at charging, until the end of the turn, enemy units less than 1" away may not activate for combat until every other eligible unit has been activated
Spore Mine Cysts- A Harpy can drop a Spore Mine while flying over enemy units during the movement phase. To do this, choose a unit the Harpy flew over and roll a D6 for each model in the unit, up to 3D6. For each result of a 4+, the Spore Mine hits the target and explodes. Roll a D6 to know how much damage is inflicted on the unit: On a 1, the Spore Mine causes no wounds, 2-5 inflicts one mortal wound, 6 inflicts D3. On each failed to-hit roll, Place a single spore mine anywhere less than 6" from the target and more than 3" from all enemy models (if the spore mine cannot be placed it is destroyed). This spore mine follows the Spore Mine rules, p103. These Spore Mines are part of your army, but may not advance or charge the turn they are placed.

Faction Keywords: Tyranids, <Hive Fleet>
Keywords: Monster, Fly, Harpy

Hive Crone

A Hive Crone is a single-model unit armed with a Drool Cannon, Tentaclids, Scything Wings, anda Wicked Spur.

Weapons: Drool Cannon, Spinemaw, Tentaclids, Scything Wings, Wicked Spur - Each time the weapon bearer attacks in close combat, one of its attacks must be made with this weapon.

Abilities: Instinctive Behavior, Death Throes.

Faction Keywords: Tyranids, <Hive Fleet>
Keywords, Monster, Fly, Hive Crone

Mucolid Spores

This unit is comprised of (I think 1, maybe 3, but judging by a power level of 1, I'd say it's just one) Mucolid spores. It can take an addition 1 model (+1 power level) or 2 models (+2 power level).

Abilities: Instinctive Behavior
Descent from the Sky - During Deployment, you can place a unit of Mucolid Spores high in the atmosphere instead of on the battlefield. At the end of any of your movement phases, it can descend onto the field of battle anywhere more than 12" from an model.
Floating Death - A Mucolid Spore explodes if it is 3" or less from an enemy unit at the end of any charge phase. Each time a Mucolid Spore explodes, roll a D6. On a 1, nothing happens. On a 2-5, caused D3 mortal wounds. On a 6, cause D6 mortal wounds.
Living Bomb - Mucolid Spores automatically pass moral tests. Also, Mucolid spores cannot contribute to victory conditions (or something close to that), their destruction does not grant victory points, and then there's something in there about creating new Mucolid Spores and their points don't count towards something, maybe towards the army total point count? That part of the page is hard to read.

Melee Weapons

Wicked Spur
Scything Wings
Thresher Scythe, maybe - Make D3 attacks to hit instead of 1 when attacking with this weapon.
Lashwhip and Bone Sword
Lashwhip and Monstrous Bone Sword - These two share a description. Really blurry and hard to read, but I think it says "if the weapon-bearer is killed during the fight phase before having made their attacks, leave it where it is. When its unit is activated this phase, the attacker may attack normally before leaving the battlefield. WOOOOOOOOOW!!!!
Biostatic Rattle - If a unit is wounded with this weapon, add 1 to its moral roll until the end of the turn.
Toxin Spike - Each time the weapon-bearer attacks, it must make an attack with this weapon. It wounds all targets (except Vehicles) on a 2+.
Monstrous Boneswords - A model armed with boneswords may make an additional melee attack during the fight phase
Boneswords - Same as the monstrous variety
Claws and Teeth
Scything Talons
Massive Scything Talons
Montrous Scything Talons - Three entries share the same description: You can reroll you to-hit rolls of 1 while attacking with this weapon. If the weapon-bearer has more than one pair, it may make an additional attack during the fight phase.
Ravenous Maw - Make D3 to-hit rolls instead of 1 for each attack with this weapon
Distensible Jaws - Each time the weapon-bearer attacks, one of the attacks must be made with this weapon.
Bone Mace - Each time the weapon-bearer attacks, one of the attacks must be made with this weapon.
Powerful Limbs
Prehensile Pincer Tail - Each time the weapon-bearer attacks, one of the attacks must be made with this weapon.
Crushing Claws - When attacking with this weapon, subtract 1 from the to-hit roll.
Massive Crushing Claws - When attacking with this weapon, subtract 1 from the to-hit roll.
Monstrous Crushing Claws - When attacking with this weapon, subtract 1 from the to-hit roll.
Shovelling Claws
Bonesabers
Acid Maw
Rending Claws - For each to-wound roll of a 6, the AP value becomes -4
Monstrous Rending Claws - You may reroll rolls to wound with this weapon. Also, each to-wound roll of a 6, the AP value becomes -4 and the damage is 3.
Grasping Talons, I think
Toxic Lashes
Massive Toxic Lashes - These two entries share the same description: You can reroll rolls to wound with this weapon. A model with this weapon fights, the rest is really blurry and hard to read.
Blinding Venom - A unit that suffers a wound from this weapon subtrats 1 from its to-hit rolls for the rest of the turn.

Mawloc

A Mawloc is a single-model unit armed with Distensible Jaws, Prehensile Pincer Tail, and three pairs of Scything Talons (regular, neither massive nor monstrous).

Weapons: Distensible Jaws, Prehensile Pincer Tail, Scything Talons

Abilities: Instinctive Behavior
Terror from the Deep - During deployment, you can place the Mawloc underground instead of on the battlefield. At the end of any of your movement phases, place the Mawloc anywhere on the battlefield more than 1" away from all enemy models and more than 6" away from all other Mawlocs placed in this fashion this turn, then roll a D6 for each enemy unit within 2". On a 1 (not sure, kinda blurry, probably nothing happens), on a 2-3 the unit suffers a single mortal wound, on a 4-5 D3 mortal wounds, and on a 6, 3 mortal wounds. The Mawloc cannot charge during the same turn.
Return to Reserves: At the beginning of any of your movement phases, Any Mawloc more than 1" away from an enemy unit may leave the battlefield and can re-enter Terror from the Deep deployment staging. The rest is hard to read but I believe it says you canot redeploy to the battlefield the same turn you do this.
Death Throes

Faction Keywords: Tyranids, <Hive Fleet>
Keywords: Monster, Mawloc

Exocrine

An Exocrine is a single model unit armed with a Bio-Plasmic Cannon and Powerful Limbs.

Weapons: Bio-plasmic Cannon, Powerful Limbs

Abilities: Instinctive Behavior
Symbiotic Targeting - If this model does not move during its movement phase, you may add 1 to your to-hit rolls during the subsequent shooting phase. If you do this, the model may not charge for the rest of the turn.
<Illegible> Artillery - If this model does not move during your movement phase, it may shoot twice with its weapons during its shooting phase.
Death Throes

Faction Keywords: Tyranids, <Hive Fleet>
Keywords: Monster, Exocrine.

And that's it folks!
 
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