LA COMPAGNIE ARDENTE
Vous souhaitez réagir à ce message ? Créez un compte en quelques clics ou connectez-vous pour continuer.



 
AccueilPortailRechercherDernières imagesS'enregistrerConnexion
Le Deal du moment : -29%
DYSON V8 Origin – Aspirateur balai sans fil
Voir le deal
269.99 €

 

 Cancrelats en approche, avec une bonne dose de cafards (tyranides)

Aller en bas 
5 participants
AuteurMessage
aktaïr
Général
Général



Messages : 970
Date d'inscription : 05/03/2008
Age : 49

Cancrelats en approche, avec une bonne dose de cafards (tyranides) Empty
MessageSujet: Cancrelats en approche, avec une bonne dose de cafards (tyranides)   Cancrelats en approche, avec une bonne dose de cafards (tyranides) Icon_minitimeMer 4 Sep - 14:18

Repris du forum The Tyranide Hive, l'ensemble des rumeurs parues à ce jour sur le prochain codex Tyranide.

Attention, c'est long...

Tyranids Evolve: Playtesting Still Going On

Tyranids are currently being playtested, which means that the rules and ideas being thrown out will change, be altered, dropped completely, and in most cases not look like they do now. Still we have not seen anything specific, and I would imagine that we will not for a while.

There are no specific playtest rules here, which is fine, because its more important at this stage to see the direction that the codex is headed rather than specific rules. (although specifics are always fun and exciting to see).

Please remember that these are ideas that are being tested currently, and that it is still early as we do not expect tyranids until next year sometime. However this set does answer some questions that we still have, like dedicated transports, FoC changes or not, and some very cool ideas like Evolving your bugs for specific battlefield roles.

anonymous source wrote:
Tyranids are still being playtested.

Some royal court type stuff with warrior primes.

Point reduction on the little bugs.

Some interesting FoC rearranges.

Several new bugs (not all will make it).

The ability to tailor make your bugs and "evolve them" into being very specific, or keep them cheap and generalized.

Better ways to help close with the enemy.

Feels very "overwhelming" to play against them.

No new transport options, but a couple new deployment options.

Added 9th March:
Some more specifics on tyranid playtest.

Carnifexes are in the elite and heavy support sections (but have different options)

While broods are the same base cost as the current dex, additional gaunts are dirt cheap. So if you want to horde it up, you can.

Rippers are cheaper.

Ability to build around "free" units coming in from reserve throughout the game (from different sources, but it's the same special rule), but they do not score.

Can go the other route and bugzilla it up and have all (including scoring) monstrous creatures.

The goal is to go mass or massive or anything in between.

The big text on the design board (figuratively speaking) is "Every Unit Viable. Every unit desirable."

And on the topic of evolutions - these are just upgrades and options that can make a bug very finite in it's role, but awesome at it. Not mid game changes. Only one special creature can do that.

Quote
Post by swarm492 on Mar 9, 2013 at 6:09pm
I found this bit on Faeit 212 when I came home from work. Enjoy

------------------------------------------------------------------------------------

here is a wonderful sound to this set of rumors. I am speaking of the terms used in this set, "Every Unit Viable. Every Unit Desirable". Phrases like this being used as a design parameter (figurative of course) are always some of the best things to hear from close sources. Grab some morning coffee, and sit down and enjoy this set, as its a great start to the day.


Please remember that these are rumors, and are more specifically playtesting bits.

via a strong anonymous source
Some more specifics on tyranid playtest.

Carnifexes are in the elite and heavy support sections (but have different options)

While broods are the same base cost as the current dex, additional gaunts are dirt cheap. So if you want to horde it up, you can.

Rippers are cheaper.

Ability to build around "free" units coming in from reserve throughout the game (from different sources, but it's the same special rule), but they do not score.

Can go the other route and bugzilla it up and have all (including scoring) monstrous creatures.

The goal is to go mass or massive or anything in between.

The big text on the design board (figuratively speaking) is "Every Unit Viable. Every unit desirable."

And on the topic of evolutions - these are just upgrades and options that can make a bug very finite in it's role, but awesome at it. Not mid game changes. Only one special creature can do that.

Post by swarm492 on Mar 10, 2013 at 6:33am
An additional bit over at Faeit 212, thought I should share again. Personally I know we are so far off that everything we hear is pretty much not going to stay in its current form if at all by the time it reaches us. However if just the general approach is kept the same by the dev team I look forward to it.
--------------------------------------------------------------------------------------
It seems that playtest rules are coming out of the woodwork, and these ones are really starting to give us some idea to what a new Tyranid codex might look like. Its just too bad that we are not closer to the codex release.


Please remember that these are playtest rumors, and that while playtesting rules give us some insight as to the direction of the codex, most get altered, changed, or dropped in the final product.

via an anonymous source (anonymous for obvious reasons)
FoC manipulation and "new" deployment options are based on the various stages and methods of a Tyranid invasion. The design goal is to be able to represent in a viable manner things like stealthy vanguard forces, huge waves of little gribblies, the sheer brute force of monstrous creatures in the final stages of invasions, surprise forces coming from underground and the sky, and so on. Pretty exciting to know that someone in charge acknowledges that Tyranids are multi-faceted.

Further details that the others did not mention:
- A lot of flexibility in the form of army composition. As opposed to the very mutable stats of units and weapons of the old codex, which caused a lot of headaches for opponents.
- Hive Tyrants are the main source of FOC manipulation. The idea is that they can specialize the scoring elements of the army.... but you have to pay for it.
- Reserve manipulation is a very strong theme in the codex. These options are more numerous and reliable than in the current codex. And that's because...
- Mycetic Spores have expanded rules for ease of use. This includes MC broods.
- Trygon tunnels are also greatly expanded. Raveners have additional synergy with the tunnels. Even Monstrous Creatures can use them but with a penalty.
- More outflanking options. Various ideas are being thrown around on the topic of protecting Genestealers and especially Lictors from being shot to pieces when they appear.

And the most important rule that is being tested...
Synapse offering protection from Instant Death in a brand new way. Right now this is being tested only on creatures that have the Synapse rule (not within the aura): Wounds that trigger ID can instead be rolled to either cause 1 Wound, 2 Wounds, or ID. The designers have mentioned that multi wound models are problematic in the ruleset and doubly for for Tyranids who have many such units, yet because of the abundance of S8 and above weapons they cannot rely on them.

Aug 14, 2013 at 10:35am herecomestomorrow likes this.

The Hivemind is drawing closer! Here is the latest batch of rumors on the Tyranids.

Altered FOC to help counter the lack of Allies. 3 HQ, 4 Elite, 6 Troop, 4 Fast, 4Heavy. Purchasing the 3rd HQ choice unlocks the extra Elite, Fast, and Heavy slots.

Termagants – Gain Fleet. New 10 unit box. Includes options for Spike rifles and Strangleweb. Curled tails. No rippers on sprues.

"BIG BUG" – Larger than Tervigon sized HQ unit. Oval base, hunched over, but wider. Has 18” synapse. Psyker 4. Prime version: Grants FNP and Counter Attack to Nids in 12.” Stats like Tervigon, except 2A. SitW

Two new Tyranid psychic powers lists. One list is destructive powers, one is augmentative powers.

Tervigon – Upgrade options for Termagant spawns to give them full options, but they are quite pricey.

Tyrant Guard and Hive Guard -Dual-build plastic kit. 3 models. All options for either unit.

Lictors – small point increase, gain new “Surprise!” rule (all shots against Lictors the turn after they appear are snap shots). DeathLeaper now an upgrade character.

via an anonymous source from the Faeit 212 inbox.

Tyranid Dominatrix
It looks like a tyrant, but with more legs.... does not look like the old epic model.
WS8 BS4 S6 T6 W4 I5 A4 Ld10 Sv3+

*Once per turn the dominatrix can double the synapse range of one other synapse creature on the battle field, including itself...this affects the Shadow in the Warp range as well.

*All Tyranids within 6" gain Feel No Pain just like Catalyst, it is gained at the start of the turn and lasts until the next Tyranid turn, but as an effect. So those units may move outside the field and retain it.

*The Dominatrix allows Tervigon Spawn Termagant rerolls for Tervigons within 12". 2nd roll must be taken.

*if killed every Synapse or Psyker model on the table (friend or foe) must take a psychic test at half LD or suffer 1 wound with no saves allowed.

*Lvl3 Psyker. access to biomancy, TK, Telepathy, and Divination, plus the Tyranid powers.

*Can take the same options as the Tyrant (including leader abilities), but not wings.

*Base with the Rupture Cannon, Claws and Teeth, Crushing Claws(x2), Eternal Warrior, Fear, Regen.

*considered a Monstrous Creature, not Gargantuan. Rupture Cannon cannot be upgraded



What is a Tyranid Dominatrix?
I had no clue what one was, and as usual when I see a new model type, its time to do a little quick research to see if the model has a precedence. So here is a good decription of what a Tyranid Dominatrix is.

Tyranids Rumor Roundup

Older Rumors
The Harpy has been complete for some time.
-Unknown whether it gets released along with Apocalypse, or held for the 6th Edition Tyranid codex.
Rumors 6-22-2013
Tyranids are after Space Marines

Tyranids will be receiving a large plastic monstrous creature.
-the new kit in comparison to the Tyrannofex will have similar size ratios as the Wraithknight to the Wraithlord
Via BoLS 8-12-2013

-Tyranids are after Space Marines
-Look for them before the end of the year

New Minis:
Tyranid Prime (finecast)

Harpy. Roughly size of the heldrake. Pretty much looks like the picture in prior codex.

Doom of Malantai (clamshell package)

Parasite of Mordrax (clamshell package)

Termagant sprues recut for more options (some chatter says Genestealers)

Mycetic Spore

New "Big Bug" kit (Because every army needs one!)

New Rules:
Pyrovore gains Torrent and a steep points reduction.

Hiveguard gain Skyfire
via BoLS 8-13-2013

Altered FOC to help counter the lack of Allies. 3 HQ, 4 Elite, 6 Troop, 4 Fast, 4Heavy. Purchasing the 3rd HQ choice unlocks the extra Elite, Fast, and Heavy slots.

Termagants – Gain Fleet. New 10 unit box. Includes options for Spike rifles and Strangleweb. Curled tails. No rippers on sprues.

"BIG BUG" – Larger than Tervigon sized HQ unit. Oval base, hunched over, but wider. Has 18” synapse. Psyker 4. Prime version: Grants FNP and Counter Attack to Nids in 12.” Stats like Tervigon, except 2A. SitW
via BoLS 8-14-2013

Two new Tyranid psychic powers lists. One list is destructive powers, one is augmentive powers.

Tervigon – Upgrade options for Termagant spawns to give them full options, but they are quite pricy.

Tyrant Guard and Hive Guard -Dual-build plastic kit. 3 models. All options for either unit.

Lictors – small point increase, gain new “Surprise!” rule (all shots against Lictors the turn after they appear are snap shots). DeathLeaper now an upgrade character.
via BoLS 8-19-2013

Carnifex - significant cost reduction

Harpy – big overhaul. New model/dual-combo kit, Flying Monstrous, Sonic Screech combines with Vector striking. Additional Spore Mine Cysts may be purchased as upgrades. Default Stranglethorn has new upgrade options.

New Flyer - Fast Attack choice, the alternative build for the Harpy kit.

Ymgarl Genestealers - Special arrival rule is shared with the Lictor, may now purchase standard Genestealer biomorph upgrades.

Hiveguard: new weapon upgrade option (available to a handful of units) that grants skyfire with an "enhanced ability" to ground FMCs.
Codex Launch date: 1st Saturday in November

via BoLS 8-21-2013

Tyranids will get a massive overhaul with Psychic powers. Look for many new non-overt force powers that represent the chilling, horrific, warp-stifling power of the Hive-mind.

Aside from a few old chesnuts, look for almost all new Tyranid enhancing abilities, and other new chilling and damping abilities to use on enemies of reflect the horror, hopelessness, and dread of fighting the swarms under the psychic interference of the hivemind.

Look for concepts such as dampened psychics for opponents mixed with bio-enhancement powers to bolster the swarms.

Shadow in the Warp will remain in the codex, but receive a controversial overhaul.

More existing units will have the option of manifesting Psychic powers.


Citation
From N.I.B.

Citation
Aug 20, 2013 at 10:39am
Quote
Post by N.I.B. on Aug 20, 2013 at 10:39am
Faeit update:

via a strong source here on Faeit 212
Tyranids, at least at current can ally with themselves essentially.
They have the standard:
2 HQ
6 Troops
3 Elites
3 Fast Attack
3 Heavy Support

And can take an optional

1 HQ
2 Troops (not minimum 1, up to 2, but instead MUST take 2 and then...)

And if they do, it unlocks
1 Elite
1 Fast Attack
1 Heavy Support.

Only an HQ from the core can be warlord.

Then the diversity comes into play.

Hive Fleets now have different rules (think chapter tactics). Your secondary brood can be from a different hive fleet. Not representing two fleets working together, just similar evolutionary strains.

There are also army wide FoC changes based on your Hive Tyrant. Wings give you the option to take Gargoyles as your compulsory troops (so max 2) for instance. Bonded carapace let's you take Carnifex's as elites as well as heavy support (but can't be more than a certain number of points, so they end up kinda baby).

They have some really cool adaptations for skyfire.

Warriors can be purchased as sergeant style upgrades for gaunts and gargoyles. They get the biomorphs of the brood and are not attached like wolf guard.

Tyrannofex will see a points decrease.

Pyrovore will see torrent.

Ranged biomorphs contribute to a model's close combat.
Melée biomorphs enhance a model's ranges attacks.
You take some biomorphs that affect both, like +1 str to both.
But having a gun makes melée better and having melée weapons improves your guns. There's some new synergy there. Mostly for big bugs.

Psychic ability is a lot worse than what it is now, but it'd be difficult to explain and just upset people who don't have the whole picture.

All of this is subject to change and about a month old.

Post by webebuggin on yesterday at 12:11am

Anddddd even more goodness has popped up! on Faeit. Looks like POSSIBLE playtesting rules from the chans, tons of new and pretty interesting info. Some of it strange, some awesome, some depressing. Worth a read.

Army-wide notes
- No FOC and ally table changes
- Devastation and Adaptation are new power tables with 3 powers each + primaris.
- Primaris for Devastation = Warp Blast, Adaptation = Onslaught (similar to battle-focus)
- All Tyranid powers can be used with either one or two charges to increase the effect.
- Ravenous Advance: Units with this rule can run & assault in the same turn.
- The Ground Trembles: All MC cause d3 Hammer of Wrath hits.
- Red Terror, Deathleaper and Old One Eye are unique upgrades to their respective broods.

-Harpy/Erinye, plastic dual kit.
- Harpy is designed to kill infantry hordes/provide support via its special vector strike.
- Vector striking it can either use Spore Mine Cyst to create blasts along the path or Sonic Screech to halve initiative and cause a pinning test.

- Erinye is an AA variant in Elite, very different front torso/head piece with gribbly tentacles.
- Increased Swoop speed and its gimmick is grappling other flyers.
- Vector strike -> dice roll 4+ -> the enemy flyer is dragged directly behind where the Erinye ended its move, including a new facing.
- Both can buy broods of Gargoyles that can drop off in the movement phase when not vector striking.

-Zoanthrope (Doom)/Genethrope, plastic dual kit.
- Zoanthropes are ML1 psykers, have access to the Devastation, Telepathy, Telekinesis tables.
- Genethropes are similar, but have access to the Adaptation and Biomancy tables.
- New unique biomorphs. Increased Shadow in the Warp range, Deny the Witch boost aura, two others.

- Both types can upgrade up to ML2 but only ever get 1 power, each Elite choice is a unit of 1-3 that can contain mixded Zoan and Gene.

- Doom has access to all the above tables and comes with Essence Leech and 3 powers.
- Consumes a wound every time it uses a power (except for Leech), but can keep casting until a Perils roll or its down to 1 wound.

Mycetic Spore/Mycetic Hive Node, plastic dual kit
- Spore is a Dedicated Transport, notable changes are that SC can join and MC broods can all opt to get spores.

- Hive Nodes are bought by HQ models (1-3 choice for Tyrants, 1 for every other HQ), no transport capacity.
- Nodes provide Synapse and can be configured in one of many ways. Grants poison or shrouding to nearby units or terraforms (Dangerous Terrain) the surroundings.

Carnifex
- Old unused bimorphs in the box are options again.
- Base cost the same but upgrades are much, much cheaper overall but lots of "only buy 1 out of this list" kind of choices which greatly limits what a fex can have.
- Tusked gives HoW an AP value, Thornback increases the number of HoW hits.
- Enhanced Senses gives Night Fighting.
- Tail Scythe & Tail Mace each deliver a single hit to all models in BtB at Ini 1, with different stats.
- Living Battering Ram rule: Changed to allow the Carnifex to assault the contents of a building/transport on a 4+ if it was destroyed by its charge, rolled once for the brood.


Thoughts? I REALLY like the sound of that new living battering ram. And Ravenous Advance sounds exactly like what nids need.

Also I dont care how effective it is at crossing table, I have enough fexs to max out all those slots so I am building a bugzilla list if you can take them in elites with that tyrant (rumored)

Post by Genevaman on 11 hours ago

New Nid rumours! (Apply salt as always, of course.) (Source)

*2 Psychic tables called 'Devastatiion' and 'Adaptation'. Warp Blast and Onslaught are the respective Primaris powers. Each power has a basic and improved profile - basic versions will cost one Warp Charge, advanced versions cost two.

*4th Edition Fleet is back! Ravenous Advance allows units with the rule to Run and Assault in the same turn.

*Tyranid MCs have an improved version of Hammer of Wrath called The Ground Trembles. D3 Hammer of Wrath attacks on the charge.

*Old One Eye, Red Terror(!) and Deathleaper are all upgrade characters.

*New Zoantrope variant - Genetrope. Zoantropes will focus on witchfires and maledictions. Genetropes will focus on buffs. New biomorphs including better Deny the Witch and Shadow in the Warp effects.

*Harpy/Erinye dual kit to be released. The Erinye is an Anti-Air variant of the Harpy that can 'grab' Flyers and drag them across the board with it on a 4+ when it successfully Vector Strikes.

*Doom uses wounds instead of Warp Charges to cast psychic powers.

*Special Tyranid terrain pieces called 'Nodes'. These Nodes provide an aura of Synapse and grant Shrouded to friendly models. The number of Nodes you can take depends on your HQ choices.

*Carnifex still the same points (grumble...) but has many more upgrades with stronger effects at cheaper costs. Living Battering Ram now allows the Carnifex to assault transport contents if a vehicle is destroyed by it's improved Hammer of Wrath attack. Biomorphs include an AP rating for HoW, additional HoW attacks, Mace and Scythe tail upgrades for extra CC attacks and Night Vision. (Because if there's one thing the Fex was lacking it was Night Vision, right? lol)

*And the big downer.... STILL NO ALLIES OR FORTICATIONS.

------------------------------------------------------------------------

All in all some interesting stuff. I don't know about you guys but the return of old Fleet has me pretty excited. A few revelations were disappointing (Fexes still cost an arm and a leg) but I'm getting a positive vibe nonetheless. In case, we'll know in a few months time. Stay frosty.


Citation
From N.I.B.

Citation
7 hours ago
Post by N.I.B. on 7 hours ago
Update with play test rules from january:

via an anonymous source on Faeit 212
He states these rules are BETA and are around 7 month old

Hormagaunts :
may add an additional 20 Hormagaunts

Equipment: scything talons & adrenal glans

upgrades:
toxic sacks : (remain the same)
piercing talons : (+1 strength)
tyranid warrior (squad leader):

special rules:
leap, they just keep coming,synaptic back lash (tyranid warrior only) synapse creature (tyranid warrior only)

leap: may charge +6'' extra & do not lose initiative while charging through difficult terrain

they just keep coming: enemies firing at models with this rule suffer -1 bs
models with BS 1 must re-roll any successful hits on a model with this target.

synaptic back lash: after a model with this rules dies then all friendly units within 6'' of the models death suffer a single strength 3 AP - hit.

Old one eye to have his toughness increased

tyranid warriors
may add an additional 3 models
WS T SV
5 5 4+

Equipment:
piercing talons, leap, synaptic back lash,
special rules: will of the hive mind

upgrades:
toxic sacks: (read above)
adrenal glands: (read above)
range biomorph exoskeleton: (+1 bs)
increased exoskeleton: (+1 sv)
barbed strangler: (remains the same)
venom rifles: (tyranid rifles with poison) 18'' range (under re-testing)

will of the hive mind: while the squad remains with the full 3 models then the synapse range increases to 12''

carnifex:
may add an additional 2 models
T W
6 5

Equipment:
scything talons, piercing talons
special rules: rampant rage, living battering ram, natural disaster

upgrades:
Toxic sacks:
range biomorph exoskeleton:
armoured shell: (2+ save)_
crushing claws: (+d3 attacks & +1 to range AP)
reinforced plating: (reduced strength of weapon being fired at you by 1)
heavy venom cannon: (strength 9 AP 2 heavy 2)
barbed strangler: (strength 5 AP 5 large blast, pinning)
twin linked devourers: (strength 4 AP 6 assault 4)

rampant range: when charging units the carnifex gains rage & furious charge)
Living battering ram: the carnifex deals d3 hammer of wrath hits
natural disaster: if the carnifex forgoes its turn in a piece of terrain (ruins ect) it can destroy that terrain and remove it from play


Citation

Saw this on BoLS. Basically same rehash, but for me, this is something new.

Citation
- Increased Swoop speed and its gimmick is grappling other flyers.

Citation
Here is the rest, adding just in case I missed it. 2am, tired so not sure if I repeated this or not.

- Devastation and Adaptation are new power tables with 3 powers each + primaris.
- Primaris for Devastation = Warp Blast, Adaptation = Onslaught (similar to battle-focus)
- All Tyranid powers can be used with either one or two charges to increase the effect.
- Ravenous Advance: Units with this rule can run & assault in the same turn.
- The Ground Trembles: All MC cause d3 Hammer of Wrath hits.
- Red Terror, Deathleaper and Old One Eye are unique upgrades to their respective broods.
- Harpy/Erinye, plastic dual kit.
- Harpy is designed to kill infantry hordes/provide support via its special vector strike.
- Vector striking it can either use Spore Mine Cyst to create blasts along the path or Sonic Screech to halve initiative and cause a pinning test.
- Erinye is an AA variant in Elite, very different front torso/head piece with gribbly tentacles.
- Increased Swoop speed and its gimmick is grappling other flyers.


Citation
Aug 25 2013

From 40kwarzone

Citation
Rumour Watch: Tyranids, Mystery Box, Dark Elves and Battle Forces.

So. Some rumours dropping via 40k Radio's podcast cast. A few things:

Via 40k Radio podcast. "Rasputin"

1. Dark Elves are in October.

2. Tyranids are beginning of 2014.

3. No mystery box.

4. Battle forces are planned to be phased out and replaced by a number of new "army" boxes. Themed boxes such as Eldar "Spirit host" or Space Marine "Strike force."

Cheers.


Citation
Aug 26
More Rumors.

from Natfka.

Citation
I have received information regarding the Tyranids, and its always exciting to get more. Today we are going to take a look at the HQ and Elite sections of some playtesting rules. The HQ are first, as they are coming in two sets


I want to spend a moment to add some extra salt to these. The source is adamant that these are from a playtest set, while according to another, these do not match up. So why post them up? Because they are rumors, and there is always the possibility that there something to them. There is no direct line to GW to tell me if these are in fact real or not, and if there was, they wouldnt say either way.

The source that sent them in, has been correct before and is a good source, but remember to please use a little extra salt with this set.

via an anonymous source on Faeit 212
This is from the latest test codex to finalize the rules for the upcoming codex.
HQ:
Hive tyrant:
WS BS S T W I A LD SV
8 4 7 7 5 6 5 10 3+

composition: 1 Hive tyrant
Unit type: monsterous creature

Weapons and biomorphs:
Bonded exoskeleton
bone sword (challenge weapon)
lash wip (changed: -4 to enemies initative)
scything talons

special rules:
Synapse creature
psyker mastery level 3
overlord (+1 to movement & charge distance for army until death of unit)
shadow in the warp (changed: -4 to enemy physic tests within 12'')
leaderless (death of unit will cause strengh 4 AP - hits to all units within 12'')

physic powers:(under testing)

options:
add an additional set of scything talons: free
replace scything talons with heavy venom cannon:
stranglethorn cannon: (changed: 15pts)
twin linked death spitters: (changed: strength 5 AP 4 assault 4) :

may take the following:
Adrenal glands: 5pts
toxic sacks:
acid blood:
implant attack : (changed: challenge weapon) :
toxic miasma:
regeneration: (changed: 5+ to regain a wound at the end of the turn) :
Alpha regeneration: (4+ to geain a wound at the end of the turn):

May take up to two upgrades:
armoured shell:
wings:
spore field (-1 to enemy BS when firing at model):
physic shield (4+ invunrible save)

Swarmlord:
WS BS S T W I A LD SV
10 0 8 7 6 7 6 10 2+/4+

Composition: 1 Swarmlord
Unit type: Character Monsterous creature

Weapons and biomorphs:
Bonesabres (challenge weapon)
armoured shell
physic shield

special rules:
synapse creature (18'' range)
phyker mastery level 4
swarm leader: (changed: give one unit: rage, fear or feel no pain)
undying beast: gains eternal warrior special rule
blade parry: (changed: gains +1 attack for every enemy model in base contact. striking at initative step 7)
shadow in the warp
painfull loss: (once the unit is killed ALL models must take a unmodified leadership test (including units under synapse) the amount you fail by
on your leadership test is the amount of wounds a unit must take)

physic powers: (under testing)

Tervigon:
WS BS S T W I A LD SV
4 0 6 6 6 1 2 10 3+

Composition: 1 tervigon
unit type: monsterous creature

weapons and biomorphs: (Unchanged)

special rules:
synapse creature: (12'' range)
brood progenitor
pysker mastery level 2
shadow in the warp
spawn termagaunts
it will not die

physic powers: (under testing)

Must take one of the following:
scything talons:
piercing talons: (+1 stength)
crushing claws: (changed:
spore field:

can take one of the following:
adrenal glands :
toxic sacks:
acid blood:
toxic miasma:
regeneration:

Tyranid prime:
WS BS S T W I A LD SV
6 4 6 5 4 5 4 10 3+

Composition: 1 tyranid prime
unit type: infantry

weapons and biomorphs:
scything talons
rending claws
implant attack

special rules:
synapse creature:(6'')
alpha warrior: (changed: if unit joins warriors then synapse range increases to 12'' also allows squad to use WS)
shadow in the warp

replace scything talons with:
pair of bone swords (changed: challenge weapons) :
lash wip and bone sword:

may take the following:
adrenal glands:
toxic sacks:
regeneration:
physic shield:

ranged weaponry: (under going beta testing)

The parasite of mortrex:
WS BS S T W I A LD SV
6 0 5 5 2 6 3 10 3+

Composition: 1 parasite of mortex
unit type: jump infatry

weapons and biomorphs: (unchanged)
special rules: (unchanged)

Hive guard:
You may include a squad of hive guard if you take either the hive tyrand or the swarmlord
(these do not count towards your HQ slots)

WS BS S T W I A LD SV
4 0 6 6 1 4 3 7 3+

Unit composition: 1-3 hive guard
unit type: infatry (character)

weapons and biomorphs:
rending claws
scything talons
boned exoskeleton

special rules:
instinctive behaviour - feed
blind rampage
rage
shield wall

may take the following:
lash whip
bone sword (challenge weapon)

Also from Natfka, the Elites.

Citation
Source: natfka.blogspot.nl/2013/08/tyranid-playtesting-rules-part-2-elite.html

Here is part two of the latest Tyranid Playtest rules that I received this weekend. Take a look and here is a link to the first set in case you missed it earlier today.

natfka.blogspot.com/2013/08/tyranid-playtesting-rules-part-1-hq.html#more

As in the previous set, please remember that these are rumors and require a little extra salt

via an anonymous source on Faeit 212
Elite
Hive Guard brood
WS BS S T W I A LD SV
4 4 5 6 2 1 2 8 3+

Composition: 1-3 hive guard
unit type: Infantry

weapons and biomorphs:
Claws and teeth
impaler cannon
bonded exoskeleton

special rules:
instinctive behaviour - lurk
sky fire
interceptor

weaponry: (changed : strength 7 AP 3 assault 3) Note: guns no longer ignore cover saves.

Lictor brood:
WS BS S T W I A LD SV
7 4 6 4 2 8 3 10 5+

Composition: 1-3 lictors
Unit type: infatry

Weapons and biomorphs:
chameleonic skin (changed: +1 cover while in jungles and ruins)

flesh hooks (changed: range 12'' strength 6 AP 2 assault 2 pull) - pull: pull an indipendant character out
a unit and into combat

reinforced chitin
rending claws
scything talons

special rules:
prey: (pick an indipendant character at the begining of the game, able to re-roll hits & wounds against that target)
fleet
counter attack
move through cover
stealth
natual reflexes (5+ invunerable save)
spore field

Venomthrope brood:
WS BS S T W I A LD SV
3 0 * 4 2 4 3 7 5+

Composition: 1-3 venomthropes
unit type: infatry

Weapons and biomorphs:
lash whips
reinforced chitin
toxic miasma

speical rules:
instinctive behaviour - feed
spore cloud (changed:5+ cover save for all units in 6'' & strength 6 AP - hit for all enemy units within 6'')
toix touch (wound on 2+)
spread poision: (grants a unit within 6'' the poision special rule)
spore field

Zoanthrope brood : (non completion until psyic powers finallised
doom of malan'tai: (non completion until psyic pwers finallised

Pyrovore brood:(changes)
. +1 toughness
. +1 wound
. weapon now has torrent

Ymgarl geanstealers:
WS BS S T W I A LD SV
5 0 5 4 1 6 3 10 5+

unit composition: 5-10 ymgarl geanstealers
unit type: infatry

weapons and biomorphs:
rending claws
reinforced chitin

special rules:
rage
brood telephathy
fleet
move through cover
toxic cloud (units may not overwatch against this target)
bounderble leap (+6'' charge range and ignores effects of difficult terrian)


Citation
Aug 27 From Sitael

Citation
From Bols :


"They rain down from the Hiveships, gelatenous bags of vile ichor and malevolence. Here's the latest word on the Mycetic Spore said to arriving with the upcoming Tyranids.

-Mycetic Spore is coming with the new Tyranid release
-Plastic combo-kit that makes the Spore and another large bug.
-It is an enormous creature, with an immense abdomen/transport sac, that spills over the sides of a standard oval base.
-It has tiny vestigial arms similar to a Zoanthropes, and a head with a tentacle ringed maw.
-The giant abdomen/sac looks swollen, and has internal protuberances looking like Tyranid creatures are stretching the skin from within, about to rip their way out... ~EWWWWW!!!
-It has forward arms options that can be upgraded for various biomorph/weapon options.
-The secondary creature build option replaces the abdomen/sac with something entirely different."


So it looks like the "Big Bug" would be in the mycetic spore dual kit (if these rumors are OK).


Citation
Aug 31

From Taniquetil

Citation
except i added some colour to make it easier to read

May: High Elves - Correct
June: Eldar - Correct
July: Apocalypse - Correct
August: Lizardmen - Correct
September: Blood Bowl - Incorrect
October: Space Marines - 1 Month out
November: Dwarves? (someone else Suggested Dark Elves, which i'd love)
December: Hobbit
January: Tyranids


Citation
Sept 3

From Vhalyar on DakkaDakka.

Citation
FWIW, the poster of the sensible rumors on 4chan added some details to what he previous said.

New stuff:
>Crawling Plague (named Venomthrope), Finecast
>- Like the other named tyranids is taken as a brood upgrade.
>- Three rows of vents on its back, tail is much longer and coils itself around a piece of scenery. Mouth tendrils are shorter and spread open around its mouth like it's trying to spit out something, with liquid dripping out of it.
>- Torrent weapon, AP- Poison 4+. Gimmick is on a 3+ place a marker anywhere on where you placed the template. Following turn place the small end of the flamer template on the marker and aim it in any direction, roll again on 4+ every subsequent turn to see if it stays on the field.
>- Grants stealth to all models within 6" and shrouding to itself. Venomthropes create 5+ cover, so they synergize.
>- It Lurks in the Mists: Special deployment gimmick instead of deploying on the board, at the start of any movement phase except the first you can deploy the Crawling Plague within 6" of any venomthrope.
>- Mutation from the new Hive Fleet Karkinos, which is specialized in toxic weaponry and the usage of venomthropes.

>Tyranid Prime, plastic clamshell
>- Larger Warrior, head crest has four prongs, additional shoulder plates that interlock down over part of the chest, armor in general is sharper and extends farther out with a slight upward curve. Looks like you could impale a guardsman on its back.
>- On foot, devourer and scything talons, dead easy to switch out components with Warriors and Raveners.
>- Details of the fluff are quite a bit different. The Prime is designed as a perfect hunter, created to fit any battlefield and seek out and eliminate enemy commanders while supported by evolved broods in this regard.
>- Apex Brood: The Prime can take a single retinue of "Apex" Warriors, Raveners or Shrikes. They receive T/WS/BS +1 and the Prime auto passes LOS! rolls while attached to the Apex Brood. Somewhat more expensive than their normal counterparts (+5 to +10 pt each depending on the creature)
>- No more +1WS/BS when attached to regular warriors, that's replaced by the retinue.
>- Hunter-Killer: Enemy characters cannot refuse challenges from the Prime.

And the old stuff, for the sake of completeness:
>Army-wide notes
>- No FOC and ally table changes
>- Devastation and Adaptation are new power tables with 3 powers each + primaris.
>- Primaris for Devastation = Warp Blast, Adaptation = Onslaught (similar to battle-focus)
>- All Tyranid powers can be used with either one or two charges to increase the effect.
>- Ravenous Advance: Units with this rule can run & assault in the same turn.
>- The Ground Trembles: All MC cause d3 Hammer of Wrath hits.
>- Red Terror, Deathleaper and Old One Eye are unique upgrades to their respective broods.

>Mycetic Spore/Mycetic Hive Node, plastic dual kit
>- Spore is a Dedicated Transport, notable changes are that SC can join and MC broods can all opt to get spores.
>- Hive Nodes are bought by HQ models (1-3 choice for Tyrants, 1 for every other HQ), no transport capacity.
>- Nodes provide Synapse and can be configured in one of many ways. Grants poison or shrouding to nearby units or terraforms (Dangerous Terrain) the surroundings.

>Harpy/Erinye, plastic dual kit.
>- Harpy is designed to kill infantry hordes/provide support via its special vector strike.
>- Vector striking it can either use Spore Mine Cyst to create blasts along the path or Sonic Screech to halve initiative and cause a pinning test.
>- Erinye is an AA variant in Elite, very different front torso/head piece with gribbly tentacles.
>- Increased Swoop speed and its gimmick is grappling other flyers.
>- Vector strike -> dice roll 4+ -> the enemy flyer is dragged directly behind where the Erinye ended its move, including a new facing.
>- Both can buy broods of Gargoyles that can drop off in the movement phase when not vector striking.

>Zoanthrope (Doom)/Genethrope, plastic dual kit.
>- Zoanthropes are ML1 psykers, have access to the Devastation, Telepathy, Telekinesis tables.
>- Genethropes are similar, but have access to the Adaptation and Biomancy tables.
>- New unique biomorphs. Increased Shadow in the Warp range, Deny the Witch boost aura, two others.
>- Both types can upgrade up to ML2 but only ever get 1 power, each Elite choice is a unit of 1-3 that can contain mixded Zoan and Gene.
>- Doom has access to all the above tables and comes with Essence Leech and 3 powers.
>- Consumes a wound every time it uses a power (except for Leech), but can keep casting until a Perils roll or its down to 1 wound.

>Carnifex
>- Old unused bimorphs in the box are options again.
>- Base cost the same but upgrades are much, much cheaper overall but lots of "only buy 1 out of this list" kind of choices which greatly limits what a fex can have.
>- Tusked gives HoW an AP value, Thornback increases the number of HoW hits.
>- Enhanced Senses gives Night Fighting.
>- Tail Scythe & Tail Mace each deliver a single hit to all models in BtB at Ini 1, with different stats.
>- Living Battering Ram rule: Changed to allow the Carnifex to assault the contents of a building/transport on a 4+ if it was destroyed by its charge, rolled once for the brood.

Whatever else
- Trygon Prime can taken as HQ/HS
- Trygon tunnels can be used by all infantry/beasts but Raveners can be held until a tunnel is available.


4chan is typically excellent at posting the content of material that's about to be released, not really at posting rumors months in advance. And rumors this far ahead of a release... meh.
Revenir en haut Aller en bas
halbarad
Maître de Guerre
Maître de Guerre
halbarad


Messages : 1683
Date d'inscription : 23/03/2008
Age : 58
Localisation : liege

Cancrelats en approche, avec une bonne dose de cafards (tyranides) Empty
MessageSujet: Re: Cancrelats en approche, avec une bonne dose de cafards (tyranides)   Cancrelats en approche, avec une bonne dose de cafards (tyranides) Icon_minitimeMer 4 Sep - 18:31

t'aurai des infos sur les orks alien alien alien 
Revenir en haut Aller en bas
Magarch
Général
Général
Magarch


Messages : 952
Date d'inscription : 06/03/2008
Age : 45

Cancrelats en approche, avec une bonne dose de cafards (tyranides) Empty
MessageSujet: Re: Cancrelats en approche, avec une bonne dose de cafards (tyranides)   Cancrelats en approche, avec une bonne dose de cafards (tyranides) Icon_minitimeMer 4 Sep - 18:41

Wé, ça parle aussi sur les orks, Alain. Notamment un système plutôt original pour les bizarboyz, qui généreraient leurs points de charge warp non pas par eux-mêmes, mais en les "piochant" parmi leurs unités! Twisted Evil 
Revenir en haut Aller en bas
aktaïr
Général
Général



Messages : 970
Date d'inscription : 05/03/2008
Age : 49

Cancrelats en approche, avec une bonne dose de cafards (tyranides) Empty
MessageSujet: Re: Cancrelats en approche, avec une bonne dose de cafards (tyranides)   Cancrelats en approche, avec une bonne dose de cafards (tyranides) Icon_minitimeMer 4 Sep - 19:31

Les champignons verts qui font plein de bruit, ce sera plus tard et dans un âtre sujet. On ne mélange pas la salade et les limaces :-)

Promis, après la trad' de rigueur, je m'occupe des monteurs de équité et autres créateurs de trucs qui fonctionnent parce qu'ils le croient.
Revenir en haut Aller en bas
halbarad
Maître de Guerre
Maître de Guerre
halbarad


Messages : 1683
Date d'inscription : 23/03/2008
Age : 58
Localisation : liege

Cancrelats en approche, avec une bonne dose de cafards (tyranides) Empty
MessageSujet: Re: Cancrelats en approche, avec une bonne dose de cafards (tyranides)   Cancrelats en approche, avec une bonne dose de cafards (tyranides) Icon_minitimeJeu 5 Sep - 16:18

merci;) 
Revenir en haut Aller en bas
benled
Caporal
Caporal
benled


Messages : 82
Date d'inscription : 27/05/2013

Cancrelats en approche, avec une bonne dose de cafards (tyranides) Empty
MessageSujet: Re: Cancrelats en approche, avec une bonne dose de cafards (tyranides)   Cancrelats en approche, avec une bonne dose de cafards (tyranides) Icon_minitimeMar 10 Sep - 13:20

y a une date de prévue pour cette sortie? les fig mes plaisent bien.............. ca va encore être un gouffre à mon porte monnaie ça Sad 
Revenir en haut Aller en bas
Magarch
Général
Général
Magarch


Messages : 952
Date d'inscription : 06/03/2008
Age : 45

Cancrelats en approche, avec une bonne dose de cafards (tyranides) Empty
MessageSujet: Re: Cancrelats en approche, avec une bonne dose de cafards (tyranides)   Cancrelats en approche, avec une bonne dose de cafards (tyranides) Icon_minitimeMar 10 Sep - 18:33

Cela parle de novembre pour les cafards galactiques. Ce serait la prochaine sortie pour 40k, et vu que GW accélère sensiblement son rythme de sorties...
Revenir en haut Aller en bas
coteaz04
Héros
Héros
coteaz04


Messages : 2697
Date d'inscription : 15/04/2008
Age : 59
Localisation : liège (saive)

Cancrelats en approche, avec une bonne dose de cafards (tyranides) Empty
MessageSujet: Re: Cancrelats en approche, avec une bonne dose de cafards (tyranides)   Cancrelats en approche, avec une bonne dose de cafards (tyranides) Icon_minitimeMar 10 Sep - 19:17

affraid que de nouveautés en perspective ....oufti
Revenir en haut Aller en bas
Contenu sponsorisé





Cancrelats en approche, avec une bonne dose de cafards (tyranides) Empty
MessageSujet: Re: Cancrelats en approche, avec une bonne dose de cafards (tyranides)   Cancrelats en approche, avec une bonne dose de cafards (tyranides) Icon_minitime

Revenir en haut Aller en bas
 
Cancrelats en approche, avec une bonne dose de cafards (tyranides)
Revenir en haut 
Page 1 sur 1
 Sujets similaires
-
» Nouveau codex tyranides pour janvier 2010
» Space Wolves en approche ...
» BLOOD ANGELS en approche
» Titi et gros minet en approche
» HellspawN a aussi peint des tyranides, fut un temps...

Permission de ce forum:Vous ne pouvez pas répondre aux sujets dans ce forum
LA COMPAGNIE ARDENTE :: UNIVERS DE 40K :: WARHAMMER 40K :: WARHAMMER 40K-
Sauter vers:  
Ne ratez plus aucun deal !
Abonnez-vous pour recevoir par notification une sélection des meilleurs deals chaque jour.
IgnorerAutoriser