Codex angekündigt für den 11.11. ab 4.11. vorbestellbar

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Ok habe mal alle Neuerungen, die in dem Forum genannt wurden zusammenkopiert:

ok here we go

"chapter tactics"
behemoth: reroll failed charges
Kraken: can charge after falling back
Gorgon: reroll 1s to hit for fight phase
jormungandr: always have cover bonus (i'm not sure if i read this right)
hydra: reroll misses against units with less models during fight phase
kronos: reroll 1s to hit for shooting, IF the unit doesnt move
Leviathan: looks to be the same as salamander tactic but i'm not 100% sure

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"

here's the bit lots and lots of ppl will go nuts about
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
dont have much info on the thornback other than at the end of combat roll d6 for each enemy unit in combat with it. on 6 deal 1 mortal

Read more: http://thetyranidhive.proboards.com/thread/53797/new-codex-rules-preview?page=22#ixzz4wwTLpiuz



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)

*cant remember the name* target unit within 36" of the psyker essentially gains synapse

here's a bunch of random (please do not swear)

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
swarmlord is t7, 12w, 4++. his blade parry makes it 3++. no other notable change i think. uses leviathan warlord trait


hivefleet gorgon warlord trait: enemy units within 3" of the warlord at the end of the turn take 1 mortal wound each on a 4plus
hivefleet behemoth warlord trait: on 6's to wound he deals an additional damage
hivefleet leviathan warlord trait: after deployment but before start of game, redeploy your warlord

tyrannocyte is now 100 pts. 5pts for each deathspitter.

hivefleet kronos stratagem: 2cp, when an enemy psyker attempts to cast a spell, make it use only 1 dice to roll
hivefleet behemoth stratagem: 2cp, choose on unit. roll a d6 for each charging model. for each 6 deal 1 mortal wound to the enemy unit it charged. for monsters its on a roll of 2+

2cp stratagem: choose one unit. at the end of the shooting phase it shoots again. (cannot target monsters)

maleceptors total pointage including wargear is 172. T7, 12W

Read more: http://thetyranidhive.proboards.com/thread/53797/new-codex-rules-preview?page=22#ixzz4wwTEysGl


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"

exocrine with all wargear is 210 or something like that. minor points decrease
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".
the carnifex biomorpth that gives -1 to hit to enemy shooters does not stack with venomthrope. said biomorph is 10 pts.

genestealers remain the same. but have an option of getting +1 armour but they lose swift and deadly. (wtf GW)

there is a relic for any character that gives either +1S, +1A or +1T during fight phase. roll dice to see which buff
haruspex is something around 220 pts with wargear. not sure if any rules changed

Read more: http://thetyranidhive.proboards.com/thread/53797/new-codex-rules-preview?page=22#ixzz4wwTk5H6X


hive tyrants can still take MRC
warp blast is the same except at a unit of 6 it deals d3+3 instead of d3+d3
neurothrope is cheap as balls. i want to say 45 but i'm not 100% certain.

the jormungandr stratagem is one giant cluster of weird ass sounding things. to give u an idea. before deployment u choose a unit(not monster) to deepstrike. it can deepstrike per normal rules but only from a 'tunnel'. then they go on to talk about what a 'tunnel' is. ravener, trygon and....one more thing... i cant remember... makes 'tunnels'

didnt manage to see the tyrannocyte transport rules. sorry
sad.png


genestealers are still 12pts in total. 10 pts for body, 2 pts for rending claws

Read more: http://thetyranidhive.proboards.com/thread/53797/new-codex-rules-preview?page=22#ixzz4wwTxabC3


yes.. exocrine and T-fex still get to fire twice if they stay still


Read more: http://thetyranidhive.proboards.com/thread/53797/new-codex-rules-preview?page=22#ixzz4wwU5zsEE


for the carnifex biomorphs:
-1 to hit from enemy shooting biomorph is 10 pts
+1 attack on the charge is 8 pts
+1 BS is 10 points

Read more: http://thetyranidhive.proboards.com/thread/53797/new-codex-rules-preview?page=22#ixzz4wwUccD1a


there's a 1CP one that lets a unit in close combat do additional damage on wound rolls of 6. but with the caveat that the extra damage can only go onto multi wound models. it wont help kill additional 1 wound infantry

there s a 2CP one that simply lets a monster regen d3 wounds

the usual 1CP/3CP standard relic one that all the other codices have

there a 1 CP one for screamer-killer and haruspex to +1 to the roll for morale for the enemy unit that was in CC with them

Read more: http://thetyranidhive.proboards.com/thread/53797/new-codex-rules-preview?page=22#ixzz4wwVDAwTM




Tyrranofex wird wohl spielbar werden :wub:
 
lordhikaru said:

Warlord

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
Fleet WLT Traits

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
- - - Aktualisiert - - -

alles von Lordhikaru:

A lot of weapons cost are slightly cheaper and inbuilt into the base cost of units that only can have them.
Stinger salvos are now 24 inches, so that is factored into every existing model that can have them. eg. slight cost increase for everything that has them


Crone
Lost 1 attack. Tentaclids are now 4 shot

[h=3]Post by lordhikaru on 11 minutes ago[/h] Harpy: point same ish.
Heavy venom canon are now d3 S9 Ap2 3damage


tyranocyte: cheaper as deathspitter cheaper

mawloc: same ish
new wep, bio rattle Strength user, ap1 1 damage
toxinspike, strenght 1 d3 damage , always wound on 2 but not on vehicles

carnifexes are aout right?

Toxicr same ish \ tox lash are 2ap

tyranofex same ish. \ a spray is 2d6, rupture is 3 strength 10 3ap d6 damage

Exo same

red terror -1attack -1wep skill

gargs can ds,

Haru mon no change but but like huge point drop 65-80

veno brood 3 or more gives cover to mons. 6 increases their range to 9

malecep 4++ , psyk overload now include on 6 due 3 mortals instead of 1 level 2 psyker
 
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

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
choose when nid inf set up as reinf/reserve. if got lictor on battlefield, you can set up wholly within 6 inch of lictor and more than 9 from enemy

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

1cp the enemy below (jormungandr)
use strat when jor inf set up, put it undergorund. whenever u set up raveners mawloc trygon or trygon prime. any no of its unit can be set up within the tunnels, 3 inch from burrowing unit ,9 inch away enemy.

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 move phase for advancing Kraken unit (noFly units), can double number you roll for advance and add to the move 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.
 
Sehr viel Input momentan, den ich noch nicht wage komplett zu überschauen. Viele Sachen lesen sich auf den ersten Blick sehr gut, schwierigkeiten habe ich noch bei der Wahl der passenden Schwarmflotte. Allerdings sieht das momentan für mich so danach aus das ich froh sein kann wieder ein eigenes Farbschema gewählt zu haben, da es wohl so sein wird das man seine Beschuss Elemente in Schwarmflotte X auslagert und die Nahkampfelemente in Schwarmflotte Y nimmt. So eine Good for Everything scheint es bisher nicht zu geben, vielleicht Leviathan wenn das Salamander Trait so bleibt, was Gerüchtet ist.

Auch frage ich mich ob die Sachen für die dicken Monster ausreichen werden um sie öfters auf dem Feld zu sehen, schön sind die Buffs und teils massiven Punktereduzierungen, wie beim Haruspex aufjedenfall schon einmal. Und Carnifexe will ich auch endlich mal wieder auf dem Schlachtfeld sehen ^^
 
Hmm das kostet ja nur 4 CP. Das kann man dann auch einmal machen juhu.
Aber kaum einer wird heute noch von 30 Termas überrascht auch wenn die 90 schuss haben. Sind das gerade mal die 10 tote Marines. Bei W7 und 3 plus oder so sind das gerade mal 6 lebenspunkte. Das kostet ja nur 240 punkte hmmm und wenn der Gegner schlau ist killt er halt nur 25 ..... und du hast dann noch ne runde mühe die tot zu machen. Und bist dann erst in der 4 runde im Stande die zurück zu holen. Wie gesagt vielleicht sehe ich das zu schwarz.... Aber habe am WE gegen Ad Mech gespielt das ist ein ganz anderer Schnack. Und ehrlich gesagt ist es nervig, wenn dein Schwarmherscher von einem 140 punkte cybot (Space Wolve schild bot) aufs Maul bekommt.
 
Nochmal pro Schwarmflotte aufgesplittet

BEHEMOTH:


Hive Fleet Attribute: Re-roll failed charges.

Warlord Trait: A To-Wound roll of 6+ during the Fight Phase deals 1 additional damage.

Stratagem: Brute Force (1CP)
Use when a Benemoth unit successfully completes a charge. Roll a dice for each model in the unit that ended it's charge move within 1” of an enemy model. For each roll of 6+, the enemy unit suffers 1 Mortal Wound. If the charging unit was a Monster, it instead inflicts a Mortal Wound on a roll of 2+.



GORGON:

Hive Fleet Attribute: Re-roll 1's To-Hit during the Fight Phase.

Warlord Trait: At the end of the Fight Phase roll a dice for each unit within 1”/3”* of the Warlord. On a 4+ that unit suffers a Mortal Wound.

Stratagem: Hypertoxicity (1CP)
Use during the Fight Phase. Choose a Gorgon unit equipped with Toxin Sacs. The biomorph does 1 additional damage on To-Wound rolls of 5+ instead of 6+.

*Seeg said one, LordHikaru said the other.



HYDRA:

Hive Fleet Attribute: Re-roll all failed To-Hit rolls during the Fight Phase for units who outnumber their opponents.

Warlord Trait: At the beginning of your turn roll a dice for each Wound your Warlord has suffered previously in battle, on a 6+ it regains that Wound.

Stratagem: Endless Swarm (2cp)**
Select a destroyed unit of Termagants, Hormsgaunts, Gargoyles, or any Hydra Infantry unit that has been completely destroyed. Add an identical unit to your army and set it up as reinforcements wholly within 6” of any board edge, and more than 9 inch from any enemy units.


**Not sure if this is actually the Hydra stratagem, if it simply has a bonus when used by Hydra armies. The wording implies the later, but I couldn't find another trait that specifically mentions Hydra in the leaks.



JORMUNGANDR:

Hive Fleet Attribute: 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 next movement phase.

Warlord Trait: Enemy units do not benefit from Cover against attacks made by the Warlord or friendly units within 3” of the Warlord.

Stratagem: The Enemy Below (1CP)
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 tunnellers (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 tunneller and more than 9” away from any enemy units.



KRAKEN:

Hive Fleet Attribute: Units may charge after Falling Back.

Warlord Trait: Choose a unit within 6” of the Warlord, it may fight first in the Fight Phase even if it didn't charge.

Stratagem: Opportunistic Advance (1CP)
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 Movemnt characteristic.



KRONOS:

Hive Fleet Attribute: If a unit does not Move, it may re-roll 1's To-Hit when shooting.

Warlord Trait: If an enemy Psyker within 18” of your Warlord fails a Psychic Test they suffer D3 Mortal Wounds.

Stratagem: Against Shadows (1CP)
Use when an enemy psyker attempts to cast a spell within 24” of a Kronos unit. That psyker can only use one dice for their psychic test.



LEVIATHAN:

Hive Fleet Attribute: Each unit may re-roll 1 failed To-Hit and To-Wound roll when it shoots or fights (needs exact wording before confirmation).

Warlord Trait: After deployment, but before the first game turn, you may re-deploy your Warlord.

Stratagem: War On All Fronts (1CP)
Use during the Fight Phase. Select enemy unit within 1” of one Flying and one non-Flying Leviathan unit. You may re-roll all To-Hit and To-Wound rolls of 1 for attacks against the enemy unit made by friendly Leviathin units.