Tyrants ? Flying hive tyrants are 0-1, Tyrant Guard my only be taken by HT?s without wings. Bonesword/lashwhip combo is back, the bonesword grants a continuous Catalyst effect for the Tyrant and extents the range of the catalyst psychic power.
Tyrant Guard ? New weapon fit.
Broodlord ? Higher I stat than a standard ?stealer and a Nurgle like toughness, a tyrant like strength and a marine save. Has synapse and infiltrate (if he takes a retinue then infiltrate replaces fleet), Not a TMC.
Lictors - now has feeder tendrils biomorph, deepstrikes into a terrain piece and can assault straight away.
Warriors ? No new information currently, can be given wings and become a fast attack choice.
Hormagaunts ? Attack range reduced to 3? for leaping?
Gaunts ? Exclusively shooty, basic gaunt genus then add on weapons and biomorphs, under a certain points value they can be brought ?without number?.
Genestealers ? Loose infiltrate but gain fleet of claw. Possibly have access to three biomorphs ? Feeder tendrils, Acid maw and Scuttle (gives scout USR).
Rippers ? Lose most ranged weapon options (except for spinefists), limited number of biomorphs available.
Raveners ? Become ?Beasts? gain deepstrike and can have a optional thorax mounted ranged weapon in addition to their two standard HtH weapons (2 x talons or 1 x rending claws/scything talons), now slightly cheaper but statline remains the same.
Gargoyles ? No information but do gain from revision of instinctive behaviour chart (lurk means no more falling back into terrain and destroyed but towards nearest synapse creature)
Spore Mines ? New FA choice, 0-3 spore mines of the same type, deepstrike and when one detonates they all blow up.
Zoanthropes ? Limited information, ranges of certain powers extended (not warp blast).
Biovores ?
First of all all spore mines now use the blast template.
The strength & AP for the mines themselves has not changed.
Each Biovore fires as many spore mines as there as Biovores in that Brood (3 models max) - 0-1 heavy support choice.
If a spore mine makes contact with the enemy then that cluster of mines explodes. It's then treated as a normal barrage with the number of templates equal to the number of mines.
0-3 spore mines can also be purchased as a deepstriking fast attack choice..
Carnifex ? Has the most number of biomorphs available to it in the Tyranid army. Under a certain points value the ?fex becomes elite, a ?Screamer Killer? variant i.e the 2nd edition Carnifex comes under the points limit.
Weapons
Venom Cannon - Same as current
Barbed Strangler ? Better str, Better Range, AP, AND Pinning
DeathSpitter - Better Range
Devourer - Better Range, No AP, Living Ammo
Fleshborer - Living Ammo
Spinefist - Twin-linked
Acid Maw (re-roll To-Wound, first round only)Adrenal Glands (+1WS & +1 Int)
Bioplasma (Hits on 4+, S+1 ? Max S10)
Bonded Exoskeleton (+1T)
Enhanced Senses (+1BS)
Extended Carapace (+1Sv)
Feeder Tendrils (gain ?Prefered Enemy?, also conferred to all nids within 2?)
Flesh Hooks (same as current version)
Leaping (3? assist zone)
Mace Tail & Scythe Tail (?Fex only ? at Int 1and only functions when facing 4+ opponents)
[Mace Tail +1A at full Str]
[Scythe Tail +d3A at ? Str]
Regenerate (roll 1d6 for each wound lost ? Regain 1W for each 6 rolled)
Reinforced Chitin (1W)
Scuttlers (gain ?Scouts? ability)
Spine Banks (Frag Grenades & Spinefist)
Spore Cysts (Spore Mine generation)
Symbiote Rippers (+1 to unit size for Outnumbering purposes)
Thornback (Doubles model?s ?Counts as?, if on winning side)
Toxic Miasma (opponents at ?1WS)
Tusked (+2 on charge instead of +1)
Winged (as ?Jumppack ?, but can not take Leaping or Extended Carapace)
Tyrant Guard ? New weapon fit.
Broodlord ? Higher I stat than a standard ?stealer and a Nurgle like toughness, a tyrant like strength and a marine save. Has synapse and infiltrate (if he takes a retinue then infiltrate replaces fleet), Not a TMC.
Lictors - now has feeder tendrils biomorph, deepstrikes into a terrain piece and can assault straight away.
Warriors ? No new information currently, can be given wings and become a fast attack choice.
Hormagaunts ? Attack range reduced to 3? for leaping?
Gaunts ? Exclusively shooty, basic gaunt genus then add on weapons and biomorphs, under a certain points value they can be brought ?without number?.
Genestealers ? Loose infiltrate but gain fleet of claw. Possibly have access to three biomorphs ? Feeder tendrils, Acid maw and Scuttle (gives scout USR).
Rippers ? Lose most ranged weapon options (except for spinefists), limited number of biomorphs available.
Raveners ? Become ?Beasts? gain deepstrike and can have a optional thorax mounted ranged weapon in addition to their two standard HtH weapons (2 x talons or 1 x rending claws/scything talons), now slightly cheaper but statline remains the same.
Gargoyles ? No information but do gain from revision of instinctive behaviour chart (lurk means no more falling back into terrain and destroyed but towards nearest synapse creature)
Spore Mines ? New FA choice, 0-3 spore mines of the same type, deepstrike and when one detonates they all blow up.
Zoanthropes ? Limited information, ranges of certain powers extended (not warp blast).
Biovores ?
First of all all spore mines now use the blast template.
The strength & AP for the mines themselves has not changed.
Each Biovore fires as many spore mines as there as Biovores in that Brood (3 models max) - 0-1 heavy support choice.
If a spore mine makes contact with the enemy then that cluster of mines explodes. It's then treated as a normal barrage with the number of templates equal to the number of mines.
0-3 spore mines can also be purchased as a deepstriking fast attack choice..
Carnifex ? Has the most number of biomorphs available to it in the Tyranid army. Under a certain points value the ?fex becomes elite, a ?Screamer Killer? variant i.e the 2nd edition Carnifex comes under the points limit.
Weapons
Venom Cannon - Same as current
Barbed Strangler ? Better str, Better Range, AP, AND Pinning
DeathSpitter - Better Range
Devourer - Better Range, No AP, Living Ammo
Fleshborer - Living Ammo
Spinefist - Twin-linked
Acid Maw (re-roll To-Wound, first round only)Adrenal Glands (+1WS & +1 Int)
Bioplasma (Hits on 4+, S+1 ? Max S10)
Bonded Exoskeleton (+1T)
Enhanced Senses (+1BS)
Extended Carapace (+1Sv)
Feeder Tendrils (gain ?Prefered Enemy?, also conferred to all nids within 2?)
Flesh Hooks (same as current version)
Leaping (3? assist zone)
Mace Tail & Scythe Tail (?Fex only ? at Int 1and only functions when facing 4+ opponents)
[Mace Tail +1A at full Str]
[Scythe Tail +d3A at ? Str]
Regenerate (roll 1d6 for each wound lost ? Regain 1W for each 6 rolled)
Reinforced Chitin (1W)
Scuttlers (gain ?Scouts? ability)
Spine Banks (Frag Grenades & Spinefist)
Spore Cysts (Spore Mine generation)
Symbiote Rippers (+1 to unit size for Outnumbering purposes)
Thornback (Doubles model?s ?Counts as?, if on winning side)
Toxic Miasma (opponents at ?1WS)
Tusked (+2 on charge instead of +1)
Winged (as ?Jumppack ?, but can not take Leaping or Extended Carapace)
GW-Regeln sind nicht immer gerecht, dafür aber meist schlecht gebalanced.