Tyras 2010

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Generel rules:

Synapse Creatures


units within 12 inches are fearless. No eternal warrior.

Feral behaviour:
each tyranid unit not in range of a Synapse creature has to pass a morale check or falls back to instinctive behaviour. Melee-creatures move as fast as possible to the next enemy, while shooting creatures go for the next cover and shoot at the nearest enemies. What they do is said in their entries.

Weapons:
Weaponsymbionts are no longer modified by the creature they weald it. There are heavy variants of most of them for the bigger creatures.

Venom Cannon: uses 3" blast now. They suffer a additional -1 penalty against vehicles. So, a glancing hit is - 3, a penetration - 1. You can wrec vehicles with this weapon now =)

Heavy Venom Canon: S9, same as above.

Scything Talons:
One pair of tham grants you rerolls on all 1's you roll to hit, two pairs allow you to reroll all of them. Bonesword causes instant death, as long as you do not pass a morale check after suffering a wound. If you bear two pairs, the morale check is made with 3 dice.

Tentacle whip: reduces the initiative of all models attacking the bearer to 1.

Crusher Claws grant d3 additional attacks.

Lots more similar changes.


Biomorphs:

They grant general special abilities now.

Examples: Toxic Glands grant you poisonod attacks (4+), adrenalin grants furious charge, etc. A injector grants Instant death on each to wound roll of 6. I don't remember them all, though.

Units:

HQ: Hive Tyrant, Alpha Warrior, Tervigon. Named ones: A special Hive Tyrant, already mentioned, and a parasite-spreading winged horror.

Hive Tyrant:
Initiative 6, Weaponskill 8. Starts of with a pair of cything talons, a tentacle whip and a Bonesword. Might be given wings or heavy carapace (2+ armour save)

May chose from 4 different psychic powers:
Mental scream:
all enemy units within 18 " have to pass a morale check. if they fail it, they suffer the difference between the roll and their morale characteristic as casulties with no armour saves allowed.

Lifeleech: one unit within 12 " suffer D3 autohits S3 AP2. for each casulty they suffer, the Hive Tyrant is granted one life point, up to a maximum of 10.

One that forces a unit to do a morale check or to fall back.

One shooting attack.

He might be given tactical advances, as for example to grant one standard unit outflank and +1 to reserve rolls.

Has lots of wapons available.

The special Hive Tyrant has Weaponskill 9. Wardsaves passed against wounds from him have to be rerolled.

He may buff one unit within 18 inches with prefered enemy, furious charge or two other special abilities.


Alpha Warrior:
Weaponskill 6, which he passes to a unit of warriors he joins.


Tervigon:
Creates 3d6 termagaunts with standard loadout each movement phase, even if he's in close combat.

If he dies, gaunts near him suffer heavy losses.

He has his own psychic powers, though i don't remember them.

The Horror:
is a hit and run monster with wings. Each enemy unit outflanking may suffer casualties: your oponent names one model within the unit, it has to pass a toughness test. if it fails it is killed and the tyranidplayer gets D6 Ripperswarms. He may do thesame to victims he kills in close combat.

Each Hive Tyrant may be given a Tyrant guard.


Elite:

Hive Guard:
up to 3 per unit, Ballistic skill of 4.

their weapons are 24 inches, S8, AP4 and assault 2.


Lictors:
1 - 3 per slot, they act together as one unit. Deployed like marbo.
still grant +1 to reserve rolls. Deep striking units do not scatter if deployed within 6 inces of a lictor, as long as he was on the table for at least one turn.

Ymgarls Genestealers:
They are NOT a named unit. basically, they are Genestealers, which can morph: they may increase their Attacks, Toughness or strength characteristic at the beginning of each close combat phase.

they have the rule "hibernation": note one piece of terrain. whey the genestealers become available, they are placed in this piece of terrain. they may move, shoot and charge.

Unit size 5 - 10, no broodlord for them.


Zoanthropes:

Warp field grants 3+ ward save.
have to psycic powers: warp lightning and warp lance. warp lightning is S6 AP3 3 blaste, while the warp lance is S10 DS 2 Assault 1, lance at 18 inches.

squads of 3.

There is a named Zoanthrope which is a real pain in the ass for everyone, leachinglots of lifepoints with a strong 5 " template shooting attack.

The death leaper is his own elite choice, named. WS9, Initiative 7. Me is deployed like a lictor, but may retreat and be replaced text turn.


Core:
Hormagaunts:

Weapon skill 3, S3, Initiative 5, 2 attacks.

Infantery.

May be given poison glands and adrenalin. Unit size 10 - 30


Gaunts:
come with.... no idea what the weapon is named in english, but it's S4 AP 5 assault 1.
For each 10 gaunts, one may be upgraded with a S2 flamethrower that wounds against the strength characteristig.


Warriors:

Weapon skill 5, lots of options. 4+ Armour save.
If led by a Alpha warrior they take up his Weaponskill.


Genestealers:
Mostly the same as before, less options. Point cost lower than Grey hunters, though. No way to boost their armour save.

Have infiltrators and fleet.

Broodlord comes with his old profile, at a point cost of a longang with a heavy boltgun.
May have two psycic powers: Confusion, which makes both player roll a D6 and add the morale characteristics of a model chosen by the tyranid player. If the result of the tyranid player is the same or higher, the chosen miniature may not attack in this close combat phase.
The other ability reduces the morale characteristic of surrounding enemies by 1.


Assault:
Winged warriors are assault.


Gargoyles: we knewe about them.


Harpies:
The Harpie is a flying, Trygon-sized creature that acts as a bomber. It may deploy Spore mines at a unit it flies over. Is a monstrous creature.


Raveners:
come with two pairs of scything talons. May have a thorax swarm: thorax swarms are a special weapon, the ammunition is chosen at the beginnig of the game. 3 different flamer variants.


Heavy Support:
Carnifexes:
In squads of three. Have to carry the same loadout.

You cannot boost their initiative, and I am almost sure that you cannor surpass 3+ Armour save.
when charging, carnifexes increase their initiative by t. If you buy them adrenaline ,that grants you Initiative 4 and strength 10. They still have 9 in the profile.
Carnifexes start with two pairs of scything talons and 4 attacks.


Trygon:
WS6, S6, 6 Lifepoints and 6 attacks.

Has a shooting attack, S6, ap5, assault 6, 12 " range.

If upgraded to a Alpha Trygon, he has 18 " and assault 12.


Tyrannofex:

My favorite. a walking weapon battery.

Weapons are: Fleshborer swarm, S4 ap 5 assault 20

pyroacid spray: S6 ap 4 flamer templated, used exactly like the hellhound.

Capsule cannon: S10, AP4, assault 2, 48 " range.

unneccesary to mention that he's a monstrous creature with high toughness.
 
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Nana, erstens sind das noch immer Gerüchte und müssen nicht stimmen/können Irrtümer enthalten, zweitens steht da noch nicht alles und drittens stehen da keinerlei Punktkosten. Gerade ohne diese kann man schlecht einschätzen wie gut/schlecht etwas ist.
Siehe Wolfsfänge bei den Wölfchen, obwohl sich deren Regeln kaum verändert haben sind sie seit dem neuen Codex in quasi allen Listen gesetzt, vorher nie.

Edit:
Tervigon:
Erschafft 3 W6 Termaganten mit Standardausrüstung bei jeder Bewegungsphase, selbst wenn er im Nahkampf ist
Wenn er stirbt, bekommen die Ganten um ihn herum schwere Verluste ab.
Er hat eigene Psikräfte, aber er weiß nicht welche genau.
 
Zuletzt bearbeitet:
also wenn dass alles so kommt, wie gemunkelt wird, haben wir nen neuen uber codex. dagegen ist ja das worldwolf psi dingens ja nen scheiß, was ich hier zum teil lese. 3w6 ganten in einer bewegungsphase, eine sturm 20 schußwaffe

wtf?? :huh: okey gatlinggun kann man nich verstehen, aber eine natürliche waffe mit einer solch hohen kadenz? -_-

juhu gw betreibt, mal wieder, fluffvergewaltigung :angry:
 
Das heist, sie dürfen dann mit I 1+W angreifen. Das ist Quark, weil sie dann so schnell wie ein Spargel sein würden und das nicht geht, weil sich ein Carnifex sicherlich nicht schneller bewegen kann, als der Mensch gucken kann.

Wenn son carnifex in eine gegnereinheit rollt, kann ich mir schon vorstellen, dass er der erste sein wird, der irgendwas tötet, weil der mit seiner wucht schon einiges in dem moment mitnimmt, in dem er gerade in kontakt kommt.
 
Wie "stark" eine 20 Schuss Waffe ist zeigte ja schon der Punisher eindrucksvoll. 😀
Vor dem Beschuss von 10 Ballaboys hat ja auch keiner Angst. Und welcher Fluff da vergewaltigt wird würde ich auch gerne mal erklärt bekommen. Soweit bekannt soll die Waffe eine Art Insektenschwarm sein, der im Oberkörper des Tyrannofexes erzeugt wird. Eine größere Variante von dem was die Venatoren auch bekommen.
 
Hey,
Habe das grade auf Warseer.com gelesen. Der Autor BramGaunt hat dort einen recht zuverlässigen Ruf, wie mir scheint.

"Some of this has been posted before, I'll post it again, plus all I remember.


Generel rules:

Synapse Creatures

units within 12 inches are fearless. No eternal warrior.

Feral behaviour: each tyranid unit not in range of a Synapse creature has to pass a morale check or falls back to instinctive behaviour. Melee-creatures move as fast as possible to the next enemy, while shooting creatures go for the next cover and shoot at the nearest enemies. What they do is said in their entries.

Weapons: Weaponsymbionts are no longer modified by the creature they weald it. There are heavy variants of most of them for the bigger creatures.

Venom Cannon: uses 3" blast now. They suffer a additional -1 penalty against vehicles. So, a glancing hit is - 3, a penetration - 1. You can wrec vehicles with this weapon now =)

Heavy Venom Canon: S9, same as above.

Scything Talons: One pair of tham grants you rerolls on all 1's you roll to hit, two pairs allow you to reroll all of them. Bonesword causes instant death, as long as you do not pass a morale check after suffering a wound. If you bear two pairs, the morale check is made with 3 dice.

Tentacle whip: reduces the initiative of all models attacking the bearer to 1.

Crusher Claws grant d3 additional attacks.

Lots more similar changes.


Biomorphs:

They grant general special abilities now.

Examples: Toxic Glands grant you poisonod attacks (4+), adrenalin grants furious charge, etc. A injector grants Instant death on each to wound roll of 6. I don't remember them all, though.

Units:

HQ: Hive Tyrant, Alpha Warrior, Tervigon. Named ones: A special Hive Tyrant, already mentioned, and a parasite-spreading winged horror.

Hive Tyrant: Initiative 6, Weaponskill 8. Starts of with a pair of cything talons, a tentacle whip and a Bonesword. Might be given wings or heavy carapace (2+ armour save)

May chose from 4 different psychic powers:
Mental scream:
all enemy units within 18 " have to pass a morale check. if they fail it, they suffer the difference between the roll and their morale characteristic as casulties with no armour saves allowed.

Lifeleech: one unit within 12 " suffer D3 autohits S3 AP2. for each casulty they suffer, the Hive Tyrant is granted one life point, up to a maximum of 10.

One that forces a unit to do a morale check or to fall back.

One shooting attack.

He might be given tactical advances, as for example to grant one standard unit outflank and +1 to reserve rolls.

Has lots of wapons available.


The special Hive Tyrant has Weaponskill 9. Wardsaves passed against wounds from him have to be rerolled.

He may buff one unit within 18 inches with prefered enemy, furious charge or two other special abilities.


Alpha Warrior:

Weaponskill 6, which he passes to a unit of warriors he joins.

Tervigon: Creates 3d6 termagaunts with standard loadout each movement phase, even if he's in close combat.

If he dies, gaunts near him suffer heavy losses.

He has his own psychic powers, though i don't remember them.


The horror is a hit and run monster with wings. Each enemy unit outflanking may suffer casualties: your oponent names one model within the unit, it has to pass a toughness test. if it fails it is killed and the tyranidplayer gets D6 Ripperswarms. He may do thesame to victims he kills in close combat.

Each Hive Tyrant may be given a Tyrant guard.

Elite

Hive Guard: up to 3 per unit, Ballistic skill of 4.

their weapons are 24 inches, S8, AP4 and assault 2.


Lictors: 1 - 3 per slot, they act together as one unit. Deployed like marbo.
still grant +1 to reserve rolls. Deep striking units do not scatter if deployed within 6 inces of a lictor, as long as he was on the table for at least one turn.

Ymgarls Genestealers:

They are NOT a named unit. basically, they are Genestealers, which can morph: they may increase their Attacks, Toughness or strength characteristic at the beginning of each close combat phase.

they have the rule "hibernation": note one piece of terrain. whey the genestealers become available, they are placed in this piece of terrain. they may move, shoot and charge.

Unit size 5 - 10, no broodlord for them.

Zoanthropes:
Warp field grants 3+ ward save.
have to psycic powers: warp lightning and warp lance. warp lightning is S6 AP3 3 blaste, while the warp lance is S10 DS 2 Assault 1, lance at 18 inches.

squads of 3.

There is a named Zoanthrope which is a real pain in the ass for everyone, leachinglots of lifepoints with a strong 5 " template shooting attack.

The death leaper is his own elite choice, named. WS9, Initiative 7. Me is deployed like a lictor, but may retreat and be replaced text turn.



Core

Hormagaunts:
Weapon skill 3, S3, Initiative 5, 2 attacks.

Infantery.

May be given poison glands and adrenalin. Unit size 10 - 30

Gaunts:
come with.... no idea what the weapon is named in english, but it's S4 AP 5 assault 1.
For each 10 gaunts, one may be upgraded with a S2 flamethrower that wounds against the strength characteristig.

Warriors: Weapon skill 5, lots of options. 4+ Armour save.
If led by a Alpha warrior they take up his Weaponskill.

Genestealers: Mostly the same as before, less options. Point cost lower than Grey hunters, though. No way to boost their armour save.

Have infiltrators and fleet.

Broodlord comes with his old profile, at a point cost of a longang with a heavy boltgun.
May have two psycic powers: Confusion, which makes both player roll a D6 and add the morale characteristics of a model chosen by the tyranid player. If the result of the tyranid player is the same or higher, the chosen miniature may not attack in this close combat phase.
The other ability reduces the morale characteristic of surrounding enemies by 1.

Assault:
Winged warriors are assault.

Gargoyles: we knewe about them.

Harpies:
The Harpie is a flying, Trygon-sized creature that acts as a bomber. It may deploy Spore mines at a unit it flies over. Is a monstrous creature.

Raveners: come with two pairs of scything talons. May have a thorax swarm: thorax swarms are a special weapon, the ammunition is chosen at the beginnig of the game. 3 different flamer variants.

Heavy Support:
Carnifexes: In squads of three. Have to carry the same loadout.

You cannot boost their initiative, and I am almost sure that you cannor surpass 3+ Armour save.
when charging, carnifexes increase their initiative by t. If you buy them adrenaline ,that grants you Initiative 4 and strength 10. They still have 9 in the profile.
Carnifexes start with two pairs of scything talons and 4 attacks.

Trygon: WS6, S6, 6 Lifepoints and 6 attacks.

Has a shooting attack, S6, ap5, assault 6, 12 " range.

If upgraded to a Alpha Trygon, he has 18 " and assault 12.

Tyrannofex: My favorite. a walking weapon battery.

Weapons are: Fleshborer swarm, S4 ap 5 assault 20

pyroacid spray: S6 ap 4 flamer templated, used exactly like the hellhound.

Capsule cannon: S10, AP4, assault 2, 48 " range.

unneccesary to mention that he's a monstrous creature with high toughness.



Thats all I remember so far. I will try to update it. Enjoy =) "
 
Wie "stark" eine 20 Schuss Waffe ist zeigte ja schon der Punisher eindrucksvoll. 😀
Das liegt aber daran, dass der Punisher bei weiten nicht so widerstandsfähig wie ein Megaviech mit W8 und R 2+ ist.
des weiteren kann der Punisher ganz ganz schnell seine Waffe verlieren, sowas passiert dem Meagviehch nicht.

-_-

Achso redbull, ich stimme dir völlich zu!
 
Das liegt aber daran, dass der Punisher bei weiten nicht so widerstandsfähig wie ein Megaviech mit W8 und R 2+ ist.
des weiteren kann der Punisher ganz ganz schnell seine Waffe verlieren, sowas passiert dem Meagviehch nicht.
Ja, und weiter? Wenn diese Waffe wirklich mit S 4 auffährt und unsere Kreatur eine angenommene BF von 3 habe, sind das gerade einmal 1 2/3 tote Space Marines pro Runde. Bei einer BF von 4 sind es 2 2/9 Marines. Ein Carnifex mit den heute üblichen doppelten synchronisierten Neuralfresser und einer BF von 3 kommt dagegen auf 1 17/18 Space Marine pro Runde, ist also besser als die neue Kreatur bei BF 3 und nur ungleich schlechter bei BF 4. Außerdem ist er billiger und kann auch gegen Panzer vorgehen.