Sunday, January 5, 2014

Tyranid Rules


There is a summary of known Tyranid rules that have now been revealed, although still hold some room for error, as we have not yet seen the codex. So check them out, and here is a first look at the rules we will be seeing in the upcoming codex.


Please remember that these are still considered rumors, until we start getting information right from the codex.

via daboarder on the Bols Lounge
Summary of our new info,
Force org slots based on kits

HQ:
Deathleaper
Carnifex (OOE)
Hive/tyrant guard (Tyrant gaurd)
Warriors (Prime)

Elites:
Haruspex/exocrine (BOTH!!!)
Hive/tyrantguard (Hive guard)

Fast attack
Harpy/Hive crone

New Biomorphs

Designer Notes: Tyranids only gain an additional attack when wielding two "pairs" of weapons, IE: two pairs of scything talons.
(Suggests we are losing the stacking of combat abilities, ie: rending + Scything talons)

Bonesword:
S:user, Ap3, To wound rolls of 6 cause ID.

Hiveguard:
Shockcannon or Impaler cannon

Tyrant guard:
Crushing claws, Scything talons, Bonesword+Lashwhip (No mention of rending claws, may be base)

warriors:
lash whips, spinefists, devourers, rending claws, scything talons, deathspitters, pairs of boneswords, a venom cannon, a barbed strangler, pairs of flesh hooks.
Adrenal glands, Toxin sacs

Haruspex, Exocrine:
Thresher scythe tail biomorph

Carnifex
Tresher scythe Or bone mace biomorphs

Harpy:
Venom cannon (Not heavy)

Codex Preview:

Hormaguants:
Confirmation of 5 pt hormagaunts, 2 point adrenal glands and 3 point toxin sacs.

Red terror is included in the codex itself.(images at least)

Psychic power.
Dominion: primaris. Unchanged