Author Topic: Tyranid Rumors: Genestealers?  (Read 4537 times)

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Online Fritz40K

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Tyranid Rumors: Genestealers?
« on: August 20, 2013, 11:18:51 AM »
Ripped from BOLS, which of course ripped it from somewhere else...

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 - New 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.

...Standard 'stealer biomorphs?

Morphs are coming back for 'stealers?

A 4+ armor save and frag grenades would be HUGE.

It would put them back on the table IMHO.

Interesting.
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Offline BeeCee

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Re: Tyranid Rumors: Genestealers?
« Reply #1 on: August 20, 2013, 02:14:03 PM »
Naftka has some more stuff up today as well. Interesting bits on FoC manipulation and you can ally with yourself.

Also hive fleet rules much like the chapter traits for SM.

I really want to see if there is anything done to help us move bugs across the table with no transports. Maybe run and charge? Horms as beasts again?
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Offline SteveVenezia

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Re: Tyranid Rumors: Genestealers?
« Reply #2 on: August 20, 2013, 03:36:58 PM »
I'm super excited about this. I'm a Tyranid man at heart, and 6th Ed really upset me. Hey look at these great new toys! Allies and Fortifications!!!! Oh not for you Tyranids, you can't play.

I'm sure there will be loads of new fun to play with, but I'm interested to see what happens with Tervigons and Tyrannofex, mostly because I have 3 of the models. They are Tervigons now but I'd rather have 1 or 2 as Tryannoes, I love the idea of massive beasts with 2+ saves. A simple point reduction wouldn't cut it for me, their guns are just not good enough; the flamer is OK but only because we so direly lack cover-busting fire-power, and it looks like Pyrovores are going to fix that anyway.

What I'd like to see:

Equipment
  • Acid Fire - If an enemy unit is hit by a Tyranid template weapon they count as being assaulted by frag grenades on that turn.
  • Multiple levels of Regeneration - each one costs 30 points but improves the It Will Not Die roll by 1.

Tyrannofex
  • 260 points basic plus one of the weapons listed below for free
  • Usual stat line but with BS 4
  • Weapon #1 - 18", Assault 20, S4, AP5, Blind, Pinning
  • Weapon #2 - S6, AP4, Torrent, Acid Fire
  • Weapon #3 - 48", S10, AP4, Assault 4

Pyrovore
  • 50 points
  • S4, AP5, Torrent, Acid Fire

Carnifex
  • 150 points
  • Monstrous Rage - If the Carnifex is below full wounds it gains the Rage and Furious Charge special rules.

Mawloc/Trygon
  • Tunnels made by these creatures entering through Deepstrike can be used by other Tyranid units arriving by reserve on the same turn.

Lictor/Deathleaper
  • Ambush - Lictors may make an Ambush during the assault phase instead of declaring a normal assault. Declare an enemy model that is within charge range of the Lictor - this model must take an Initiative test (using 2D6 if you're using the Deathleaper) and if they fail they are now locked in a Challenge where normal rules apply, with the exception that the target cannot decline the challenge. If the test is passed the unit is charged as normal.

Gargoyles
  • Blinding Venom - The Gargoyle’s Fleshborers have the Blind and Pinning special Rule.
  • Any Gargoyles may replace its Fleshborer with a Devourer for 5 points.

Fortifications
  • Spawning Pool - 160 points. Each time an infantry model dies within 18" of the Pool, place it on the Pool instead of removing it from play. At the start of the Tyranid Movement phase replace any models that are on the Pool with Termagants; these are a new unit that may move and shoot as normal.
  • Hive Tower - 3 Towers for 150 points. Must be placed within 6" of each other. 36" range, S8, Ap-, Assault 2, Skyfire, Interceptor.
  • Tunnel Network - 5 Tunnel Maws for 100 points. Place during deployment but not in your opponent's zone. Tyranid units coming in from reserve may deploy from a Tunnel Maw as if disembarking from a vehicle (so no assaulting). Tyranid units may enter a Tunnel Maw as if embarking in a vehicle - place them in ongoing reserves, but they may only re-emerge from a Tunnel Maw. Tunnel Maws can be attacked and destroyed like any other unit (T7, W2). If all Maws are destroyed with units still in the tunnel network, these units are also destroyed.

Offline Khe-Loc

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Re: Tyranid Rumors: Genestealers?
« Reply #3 on: August 20, 2013, 03:58:41 PM »
I'm super excited about this. I'm a Tyranid man at heart, and 6th Ed really upset me. Hey look at these great new toys! Allies and Fortifications!!!! Oh not for you Tyranids, you can't play.

I'm sure there will be loads of new fun to play with, but I'm interested to see what happens with Tervigons and Tyrannofex, mostly because I have 3 of the models. They are Tervigons now but I'd rather have 1 or 2 as Tryannoes, I love the idea of massive beasts with 2+ saves. A simple point reduction wouldn't cut it for me, their guns are just not good enough; the flamer is OK but only because we so direly lack cover-busting fire-power, and it looks like Pyrovores are going to fix that anyway.

What I'd like to see:

Equipment
  • Acid Fire - If an enemy unit is hit by a Tyranid template weapon they count as being assaulted by frag grenades on that turn.
  • Multiple levels of Regeneration - each one costs 30 points but improves the It Will Not Die roll by 1.

Tyrannofex
  • 260 points basic plus one of the weapons listed below for free
  • Usual stat line but with BS 4
  • Weapon #1 - 18", Assault 20, S4, AP5, Blind, Pinning
  • Weapon #2 - S6, AP4, Torrent, Acid Fire
  • Weapon #3 - 48", S10, AP4, Assault 4

Pyrovore
  • 50 points
  • S4, AP5, Torrent, Acid Fire

Carnifex
  • 150 points
  • Monstrous Rage - If the Carnifex is below full wounds it gains the Rage and Furious Charge special rules.

Mawloc/Trygon
  • Tunnels made by these creatures entering through Deepstrike can be used by other Tyranid units arriving by reserve on the same turn.

Lictor/Deathleaper
  • Ambush - Lictors may make an Ambush during the assault phase instead of declaring a normal assault. Declare an enemy model that is within charge range of the Lictor - this model must take an Initiative test (using 2D6 if you're using the Deathleaper) and if they fail they are now locked in a Challenge where normal rules apply, with the exception that the target cannot decline the challenge. If the test is passed the unit is charged as normal.

Gargoyles
  • Blinding Venom - The Gargoyle’s Fleshborers have the Blind and Pinning special Rule.
  • Any Gargoyles may replace its Fleshborer with a Devourer for 5 points.

Fortifications
  • Spawning Pool - 160 points. Each time an infantry model dies within 18" of the Pool, place it on the Pool instead of removing it from play. At the start of the Tyranid Movement phase replace any models that are on the Pool with Termagants; these are a new unit that may move and shoot as normal.
  • Hive Tower - 3 Towers for 150 points. Must be placed within 6" of each other. 36" range, S8, Ap-, Assault 2, Skyfire, Interceptor.
  • Tunnel Network - 5 Tunnel Maws for 100 points. Place during deployment but not in your opponent's zone. Tyranid units coming in from reserve may deploy from a Tunnel Maw as if disembarking from a vehicle (so no assaulting). Tyranid units may enter a Tunnel Maw as if embarking in a vehicle - place them in ongoing reserves, but they may only re-emerge from a Tunnel Maw. Tunnel Maws can be attacked and destroyed like any other unit (T7, W2). If all Maws are destroyed with units still in the tunnel network, these units are also destroyed.

Tellign us what you would like to see in roumors thread might cause some people who only read your post roughly at first to blieve that those are actual roumors.

Not that it happend to me... Like at all...

Offline SteveVenezia

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Re: Tyranid Rumors: Genestealers?
« Reply #4 on: August 20, 2013, 04:20:23 PM »
Tellign us what you would like to see in roumors thread might cause some people who only read your post roughly at first to blieve that those are actual roumors.

Not that it happend to me... Like at all...

Hah! Sorry, I didn't even think about that. I'm just so excited about the new codex I'm trying to make up new rules just to fill the gap...

Offline BeeCee

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Re: Tyranid Rumors: Genestealers?
« Reply #5 on: August 20, 2013, 08:42:15 PM »
a ton more up at faeit212, although a lot of these seem like they should be heavily salted to me. It's a good read nonetheless.
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Offline Dirty Harry

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Re: Tyranid Rumors: Genestealers?
« Reply #6 on: August 21, 2013, 01:55:08 AM »
Oh man, if they gave genestealers a 4+ save? BOY HOWDY! I hate to wish list, but I'm gonna wish list...

WARNING. INCOMING WISHLISTING.

Ripper swarms come stock with tunnel burrowing.

Broodlord has a BS and poison attacks.

Elite broods such as venomthropes can splinter off into desperate units.

Deploy able synapse nodes, much like servo skulls.

Improved psyker mastery for named psykers such as the doom of m'alantai.

Tyranid styled fortifications (why don't books aside from the core rules have army unique forts?)
Finally, options for elites to score.
Don't try making a unit unkillable. its a waste of time and the dice gods laugh at you for wasting your time. Dedicate a unit to a job and make sure it does it til it's either dead or running.

Offline SteveVenezia

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Re: Tyranid Rumors: Genestealers?
« Reply #7 on: August 21, 2013, 04:38:14 AM »
The latest rumours are pretty whack. Suggesting the Mycetic Spore model can also be used essentially as a building to provide synapse/poison/shrouding/dangerous terrain. That's freaken epic! And the Harpy can sonic blast units to halve their initiative and cause pinning. I'm a huge fan of units that work together rather than single mega units.

If even half of these rumours are true I'm gonna need a loooot of money in November...

Online Fritz40K

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Re: Tyranid Rumors: Genestealers?
« Reply #8 on: August 21, 2013, 10:30:37 AM »
Wow on the fortifications, esp the spawning pool.
Though my men may sleep, and my ships rest at anchor, my foes know full well that big guns never tire...

Look on my works ye mighty, and despair...

Offline SteveVenezia

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Re: Tyranid Rumors: Genestealers?
« Reply #9 on: August 22, 2013, 11:52:15 AM »
Even more rumours are up, but 7-8 months old.

Hormagaunts with a special 'Leap' move that extends charge by 6" and lets them ignore cover.
Warriors can buy stat-improving biomorphs to get a 3+ save and improve BS. Also they're T5 as standard.
Carnifex can buy 2+ save.
Synapse is only 6" as standard, but if you have multiple smaller synapse creatures (warriors) together then it extends to 12".
Heavy Venom Cannon is S9 AP2 Assault 2.

It all sounds very work-in-progress which fits the rumour. I love the idea of really tough units that fall apart if someone snipes the warrior. It would really make you think about your army.

Still no mention at all of genestealers, but with all the 'don't worry about losing initiative when you charge' rules that are floating about they'd be fine even if they stayed the same.

Offline FTGT Evan

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Re: Tyranid Rumors: Genestealers?
« Reply #10 on: August 22, 2013, 02:39:58 PM »
I think my favorite rumored play test rule so far is the "they just keep coming" rule, where enemy fire suffers -1 to hit, or has to reroll successes if BS1. With it supposedly being on hormagaunts, it seems a bit overpowered, but would make my scythed horde fearsome.

Offline SteveVenezia

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Re: Tyranid Rumors: Genestealers?
« Reply #11 on: August 22, 2013, 03:24:35 PM »
I think my favorite rumored play test rule so far is the "they just keep coming" rule, where enemy fire suffers -1 to hit, or has to reroll successes if BS1. With it supposedly being on hormagaunts, it seems a bit overpowered, but would make my scythed horde fearsome.

They are definitely one of my favourite Nid models, so I really hope they will at least be viable in the new codex. I would be happy if any of the rumours about them were true; 6" charge, -1 to hit, reroll overwatch, led by a warrior, ignore cover on assault... I'll take anything!

Offline nagg noil

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Re: Tyranid Rumors: Genestealers?
« Reply #12 on: August 22, 2013, 06:31:01 PM »
I want to know more about the rumors surrounding the genestealer cult. I already started converting my old battle for Macragge box set. I even have a ork biovore in the works