There is a lot here, and its quite a bunch of early intel that was collected and collated by Davor over on the Tyranid Hive forums. Its by far the biggest and most complete compilation Ive dug up.
Your Awesome Davor... Huge thanks for spending the effort to collect all this for the community.
http://thetyranidhive.proboards.com/thread/53806/tyranid-rumour-collections-date-noon
jamierk said:
Still no instinctive behaviour update! It's killing me as the way it currently works has been the nicest way to play nids in ages!
most of the artefacts are soso. but there is a 30 inch norm crown that negates the effect of IB, but doesn't give you anything else.
lordhikaru said:
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.
lordhikaru said
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
seeg said
a thing to note is that the screamer killer's bioplasmic scream is free and part of the default wargear. whereas the carnifex's bioplasma is not free and is an option. (please do correct me if i'm wrong lordhikaru!)
and just to reiterate cuz some ppl missed it in this ridiculously fast moving thread.
swarmlord is NOT leviathan keyword. i caused some confusion from my wrongly reported warlord traits. swarmlord has the re-set up your warlord before the game starts one. the leviathan trait is in fact this:
1 per battle round. you can reroll a single hit/wound/dmg /advance charge or saving throw for the wl
Read more: thetyranidhive.proboards.com/thread/53797/new-codex-rules-preview-info?page=33#ixzz4wx5pENKr
shadow in the warp is still the same
the other 3 psychic spells i didnt write are the same as index. please refer to the compiled rumours thread.
lordhikaru said:
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.
Rumours coming in hot and heavy.
lordhikaru said:
old eyeball 200 pts. 9w character add 1 roll to hit if charged
extra attack now on 6 only
doesn't degrade
tyrand our lord and savior
T7 12 wounds -1attack 4++
synpase 18 inch
dakkadevs are 6 shots
lordhikaru
gigasnail Avatar
5 hours ago gigasnail said:
That's a good point; range on acid spray?
Stats on fleshborer hive?
BL devourers?
Deathspitters w/ slimer maggots?
18 inch on spray.
i am listing only difference.pls remember that ... pointless for me to recall entire page and rewrite them out when 80% tp 90% are the same
lordhikaru
zoan grouip of 6 +3 mortal wound damage on smit
Tyrant guard plus 1 attack
genes bs4 got flesh hook as option
New ability: infestion
-can put 4 nodes in ur own deploy area , if enemy near it , it disappears. u can pop up from any of the 4 nodes as per normal ds/reserve.
either or option, lose run and charege but gain 4+ armor save
lordhikaru
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
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
Read more: thetyranidhive.proboards.com/thread/53797/new-codex-rules-preview-info?page=30#ixzz4wwpc5IUG
lordhikaru said:
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
lordhikaru said:
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.
lordhikaru said:
Kitane Avatar
6 hours ago Kitane said:
Details about instinctive behaviour and Shadow in the warp would be great.
Also are Shrikes still in the codex? Thank you...
No Shrikes.
lordhikaru said:
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
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
Hive Fleet traits (apply to everything)
* complete*
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
Psychic Powers
* missing at least 3 powers*
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
warp blast is the same except at a unit of 6 it deals d3+3 instead of d3+d3
Warlord Traits
*missing generic traits and 3 hive fleet specific ones*
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
the jormungandr trait is the cover bonus itself. so it definately doesnt stack
Stratagems
*missing most stratagems*
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+
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'
2cp stratagem: choose one unit. at the end of the shooting phase it shoots again. (cannot target monsters)
Relics
*missing most relics*
there is a relic for any character that gives either +1S, +1A or +1T during fight phase. roll dice to see which buff
its a relic venom cannon. same stats as a venom cannon except d6 shots. but if the target is within 12" it auto hits and always wounds on 2+
Units / Wargear
i dont have the numbers but there are many reductions in costs for big bug melee and ranged weapons. eg. massive scything are now 10pts. massive scything talons in a pair are cheaper too (cant remember exact number). monstrous scything talons are much cheaper too. carnifex comes stock with tresher scythe which is now zero points and is the same wording as the hive tyrant. which is, it makes its profile attacks, which in the codex is 4, and then also makes the tail attack, which is now 1d3 attacks.
tyrant guard still suck. scything talons are still 0. rending claws are still 2. boneswords are still 4. crushing claws are 12 (yay i guess)
carnifexes have a point reduction. exocrines have a minor one. tyrannocyte has a sizeable one too. warriors are still the same. zoanthropes are the same. haruspex has a big one. biovores are the same. the spore mine rules are the same too. hiveguard are either the same or has an inconsequential decrease in points.
our hive tyrant is now t7, 12W. wings will have deepstrike. has a base 4++. down one attack [to 4]. didnt manage to see the pointage or the wargear options. no idea if monstrous rending claws are still a thing.
hive tyrants can still take MRC
Swarmlord does still have hive commander
swarmlord is t7, 12w, 4++. his blade parry makes it 3++. no other notable change i think. uses leviathan warlord trait
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
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"
neurothrope is cheap as balls. i want to say 45 but i'm not 100% certain.
maleceptors deal 3 mortal wounds if we roll a 6 on that weird aoe ability. it knows 2 spells and can cast and deny 2 spells. also t7. also 4++
maleceptors total pointage including wargear is 172. T7, 12W
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".
genestealers remain the same. but have an option of getting +1 armour but they lose swift and deadly. (wtf GW)
no changes to raveners..
tyrannocyte is now 100 pts. 5pts for each deathspitter.
exocrine with all wargear is 210 or something like that. minor points decrease
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"
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 wound
the carnifex biomorpth that gives -1 to hit to enemy shooters does not stack with venomthrope. said biomorph is 10 pts.
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
Link to the Warhammer Community site. www.warhammer-community.com/2017/10/29/preview-the-great-devourer-essential-accessories-for-painters-and-great-value-scenery-bundles/
There's a WD preview on the GW community site with details on Carnifexes being split into multiple unit types; Sceamer-Killers and Thornbacks
It also confirms that all the different head/bio-morph options in the Carnifex kit 'now have an effect in games once again'. Specifically mentioned are:
Enhanced senses
Tusks
Monstrous acid maw
Chitin thorns
Spine bank
Spore cysts
It's hard to read the image, but there are 2 new special rules on the datasheet in addition to the current one. Living Battering Ram also looks like it has an additional line after "suffers a mortal wound".
Read more: thetyranidhive.proboards.com/thread/53797/new-codex-rules-preview-info#ixzz4wuYCw6DA
From seeg
not sure if this is allowed. but i guess since im just a fresh ripper either nobody will care or i'll just get removed.
so here goes nothing.
our hive tyrant is now t7, 12W. wings will have deepstrike. has a base 4++. down one attack. didnt manage to see the pointage or the wargear options. no idea if monstrous rending claws are still a thing.
carnifex are t7 as well. slight cost reduction. didnt get to see anything else.
maleceptors deal 3 mortal wounds if we roll a 6 on that weird aoe ability. it knows 2 spells and can cast and deny 2 spells. also t7. also 4++
thats all i managed to see
Read more: thetyranidhive.proboards.com/thread/53797/new-codex-rules-preview-info#ixzz4wuZEM92f
i roughly remember 2 more things
1 is a stratagem tied to a fleet whose name i cant remember.
start of psychic phase, choose one enemy psyker (cant remember if there's a range or if its from one of our own psykers). Targeted enemy psyker uses only 1 dice to roll his spells
and a warlord trait: if an enemy psyker within x inches (cant remember the range) fails his cast he suffers d3 mortal wounds. i'm sure i missed something else here. my memory sucks ass.
also, i pm'ed a certain esteemed member of this forum with a screen shot. i requested him not to post it but hopefully he can now vouch that i'm not bullshitting.
Read more: thetyranidhive.proboards.com/thread/53797/new-codex-rules-preview-info#ixzz4wuZYmrV4
maleceptor is still 1 per unit base.
its only 3 when u roll a 6
Read more: thetyranidhive.proboards.com/thread/53797/new-codex-rules-preview-info#ixzz4wuZtYBQm
there seems to be a misunderstanding.
hive tyrants will have 4 attacks.. not 3
its 4 attacks and then an additional tail attack on top of that
Read more: thetyranidhive.proboards.com/thread/53797/new-codex-rules-preview-info#ixzz4wuaDesLW
They are the same datasheet. 170 for flying hive tyrant. Monstrous rending claws are still zero points.
Read more: thetyranidhive.proboards.com/thread/53797/new-codex-rules-preview-info#ixzz4wuaSJtbZ[/quote]
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 wound
Read more: thetyranidhive.proboards.com/thread/53797/new-codex-rules-preview-info#ixzz4wuaik9eI
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: thetyranidhive.proboards.com/thread/53797/new-codex-rules-preview-info#ixzz4wub08Qft
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: thetyranidhive.proboards.com/thread/53797/new-codex-rules-preview-info#ixzz4wubMDZV6
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
genestealers are still 12pts in total. 10 pts for body, 2 pts for rending claws
Read more: thetyranidhive.proboards.com/thread/53797/new-codex-rules-preview-info#ixzz4wubZgDtx
Kitane said:
Rupture Cannon: heavy 3, s10 ap-3 d6 damage
I really hope T-fex still gets to fire twice. This might be the first time a Rupture T-fex could be an actual threat.
yes.. exocrine and T-fex still get to fire twice if they stay still
Read more: thetyranidhive.proboards.com/thread/53797/new-codex-rules-preview-info#ixzz4wuboE06j
hivefleet tactics apply to everything
seeg said:
swarmlord is t7, 12w, 4++. his blade parry makes it 3++. no other notable change i think. uses leviathan warlord trait
...Please tell me they didn't give the Leviathan Keyword to the guy who can come from any fleet and (to the best of my recollection) has only showed up with Behemoth in the fluff?
Read more: thetyranidhive.proboards.com/thread/53797/new-codex-rules-preview-info?page=12#ixzz4wucENWLv
regarding shrikes, i didnt catch it at all. not sure if cuz it was really not even there
relics can only go on characters. i didnt manage to see trygon primes
no changes to raveners..
out of reflex i didnt bother reading the toxicrene
Read more: thetyranidhive.proboards.com/thread/53797/new-codex-rules-preview-info?page=12#ixzz4wucoD8T1
[/quote]
i didnt see anything about a lord of war
the jormungandr trait is the cover bonus itself. so it definately doesnt stack
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
doom of malantai was mentioned.......... in the fluff only so was the parasite
Swarmlord does still have hive commander
Read more: thetyranidhive.proboards.com/thread/53797/new-codex-rules-preview-info?page=12#ixzz4wud0gOUo
xtztxtxz said:
As interesting as the new stuff sounds, I'm a little concerned at the absence of point reductions in what we've seen so far. Eldar had 3/4 of their units dropped in price, while many of ours seem to have remained about the same with some increases. Only the Haruspex has seen a sizeable improvement cost-wise. I'm hoping that in some cases (Tyrannofex especially) this is because their wargear options are cheaper or have been rolled into the unit cost.
I'll be curious to see what the new costs are for things like MC weapons, medium infantry (Zoans/Tyrant guard especially) and the Swarmlord.
i dont have the numbers but there are many reductions in costs for big bug melee and ranged weapons. eg. massive scything are now 10pts. massive scything talons in a pair are cheaper too (cant remember exact number). monstrous scything talons are much cheaper too. carnifex comes stock with tresher scythe which is now zero points and is the same wording as the hive tyrant. which is, it makes its profile attacks, which in the codex is 4, and then also makes the tail attack, which is now 1d3 attacks.
tyrant guard still suck. scything talons are still 0. rending claws are still 2. boneswords are still 4. crushing claws are 12 (yay i guess)
carnifexes have a point reduction. exocrines have a minor one. tyrannocyte has a sizeable one too. warriors are still the same. zoanthropes are the same. haruspex has a big one. biovores are the same. the spore mine rules are the same too. hiveguard are either the same or has an inconsequential decrease in points.
talking about tyrant wargear made me remember one particular relic.
its a relic venom cannon. same stats as a venom cannon except d6 shots. but if the target is within 12" it auto hits and always wounds on 2+
Read more: thetyranidhive.proboards.com/thread/53797/new-codex-rules-preview-info?page=19#ixzz4wuzezuIc
Read more: http://thetyranidhive.proboards.com/thread/53806/tyranid-rumour-collections-date-noon#ixzz4wyERSwMP