Help - Search - Member List - Calendar
Full Version: News Tyty
La Communauté Francophone du Wargame > Communauté > Nouveautés & Rumeurs
Pages: 1, 2
Draaz
Je rentre du GD à l'instant meme et condirme que la carnif plastique est superbe, et vraiment modulable. Y a plusieurs bras (c'est normal), plus de 4 têtes différentes, au moins deux carapaces dorsales.. ect
Et tout compte fait les rodeurs, moins serpentiforme que leur prédécesseur, rendent bien wink.gif

+
Onitsha
QUOTE(Warhammer forum)
le carni boosté qui peut avoir E7 5PV...

Ils essaient de faire quoi là games workshop, sinon j'aimerais bien voir la figurine droite sans qu'elle soit plier
DevilFlash
QUOTE
Ils essaient de faire quoi là games workshop, sinon j'aimerais bien voir la figurine droite sans qu'elle soit plier


Elle sera comme ça, elle n'est pas pliée. Ca la rend beaucoup plus massif et beaucoup plus impressionant que l'ancien carni qui paraît plus chetif. Oui oui.

Et les princes sont fort zouli aussi. Grands, modulables, princiers!

DevilFlash
Deathwing
Il semblerai que ce nouveau carni soit entièrement en plastoc, puisqu'ils en casent un dans leur boite de bataillon!
Pour preuve Suivre le mulot albinos
asmodai
Deathwing il a déjà était dit que le carni était en plastique.Ensuite on peut voir les grappes du carni sur le site de GW et on peut voir la multitude de têtes et carapaces.
Il est entièrement modulabes et en plus très beaux.On risque moins de le voir tomber vu qu'il est en plastique.
Damned
Afin de ne plus s'éparpiller dans les diverses rumeurs en présences, en voici un petit récapitulatif (en Anglais) en provenance de Dakka Dakka.


QUOTE
Special & Miscellaneous Rules

No 'shoot the big ones' or indeed any special targeting rules at all beyond standard 4th edition.
No 'make your own hive fleet' (options included in new list).
No mutants.
No Tyranid special characters.
All Tyranids use 'move through cover' special rule.

Instinct Behaviour Table
Tyranids outside Synapse can chose to Lurk in cover (which grants them a bonus to cover saves) or roll Leadership to see if they can move normally. No check to Lurk. Lurking broods can still shoot, cannot claim table qtr?s. If you fail the LD test to move then you fall back as normal. Fallback is now towards the nearest Synapse creature, not cover or board edge.

Tyranid Wings
Tyranids with wings can enter woods now -- winged Tyranids are now treated as Jump Pack troops.
Any Tyranid which takes wings cannot take 'extended carapace'.
Wings count as a biomorph and so do not take up a weapon bio-symbiote slot even with wings you MUST take two weapon-symbiotes.

Living Ammunition -- reroll to wound rolls, fleshborers, and devourers benefit from this rule.

Psychic Powers
Ranges of certain powers extended (not warp blast).
Warp Blast
Catalyst
Psychic Scream
The Horror
Synapse -- all creatures in synapse range including the synapse creature itself are now immune to Instant Kills.
Shadow of the Warp -- makes all enemy Psychic Tests on the battlefield use 3 dice and take the two highest, no effects of the warp.
Warp Field -- now confers a 2+/6+ save.

Movement Rules & Biomorph Clarification -

Leaping does not grant FoC just the 12" charge range and extended attack radius.
Being a 'Beast' gives you FoC and a 12" range but no extended attack.
Hormagaunts are both.



Army List

Hive Tyrant
Winged Hive Tyrants 0-1.
Tyrants get Synapse and Horror psychic powers for free and can select only one more.
Has sole access to 'bonesword and lashwhip' bioweapons.
Can take twin-linked deathspitters and devourers with an appropriate price rise if you take toxin sacs.

Tyrant Guard
Tyrant Guard may only be taken by, and may only guard a Hive Tyrants.
Flying Tyrants cannot take Tyrant Guard.
Scything talons and rending claws (may replace scything talons with lash whip for no extra cost).
Stats remain the same.
The models have no eyes, because they are completely psychically controlled by the Hive Tyrant.

Brood Lord
0-1
Not a Monstrous Creature.
S5 T5 I7 a marine save.
'Inhuman Strength' -- attacks count as being made with a power weapon.
Inflitrates but no 'fleet of claw'.
Option for genestealer retinue (they loose fleet of claw but gain infiltrate).
Whether a Brood Lord is what a normal Genestealer can grow into, or whether it is a specialised creation made from the genestealer genome remains to be clarified.

Lictors
Feeder Tendrils -- Lictor's feeder tendrils confer 'Preferred Enemy' to all broods within 12".
Deepstrikes into a terrain piece and can assault straight away.
Lictors allow a re-roll of Reserves roll (like IG Improved Comms).

Warriors
Warriors can choose one of the following - 'leaping' (12" charge range and extended attack radius) or 'wings' (12" move).
Winged warriors become fast attack slots.
Warriors can not 'fleet of claw'.
Immune to instant kill thanks to changes to the 'synapse' psychic power (see above).
Basic stat line overall has been lowered however biomorphs allow for it to be raised again.

Genestealers
Base armour save now 5+, 'extended carapace' allows for an improved 4+ armour save.
Genestealer can 'fleet of claw'.
Basic cost not changed.
Biomorphs, & Bioweapons -- scything talons, extended carapace, acid maw, feeder tendrils, scuttlers, toxic miasma, toxin sacs, and implant attack.
The genestealer sprue (two sprues to a box) comes with 4 normal heads, 3 acid maw and only 1 feeder tendril head. The sprue despite a lack of certain heads includes two large 'infestation markers', a 'genestealer skull', and a single 'spine ripper'.

Gaunts (Ranged Weapons, Non-leaping)
'Without number' rule rom the Tyranid Seeding Swarm list, meaning that they keep coming back after death. 'Without number' rule does allow units to control table quarters but opponents do scores VP?s each time the unit is destroyed.
Gaunts under 8pts can 'without number' for +3pts.

Hormagaunts (Scything Talons, Leaping)
Hormagaunts remain the same stat line and cost as previous however biomorphs are available at a cost.

Rippers
Only ranged weapon is spinefist, limited number of biomorphs available, 'rending rippers' aren't possible.
A 'Spine Ripper' -- a Ripper armed with a spinefist is on the plastic genestealer sprue.
Winged Rippers -- codex states they become FA, WD states they stay Troops.

Raveners
Raveners are now classed as 'Beasts', gain deepstrike, and can have a optional thorax mounted ranged weapon in addition to their two standard melee weapons, now slightly cheaper but statline remains the same.
Raveners must either take two sets of scything talons or one set of scything talons and one set of rending claws.

Spore Mines
New FA choice, 0-3 spore mines of the same type, deepstrike and when one detonates they all blow up.
Spore Mines move as per 3rd edition codex.

Gargoyles
Slightly more expensive but they do gain from revision of instinctive behaviour chart (lurk means no more falling back into terrain and destroyed but towards nearest synapse creature).

Zoanthrope
Stats the same and slightly cheaper.
As well as Warp Field Zoanthropes can now choose 2 additional powers.
Has 'toxic miasma' as standard (fluff wise the miasma exits the vanes on the Zoanthrope's back).

Biovores
Uses 'brood telepathy' rather than being subject to 'synapse' rules.
Have to deploy together, all have to purchase the same spore mine types.
They fire as a unit.
Mines explode using the standard Barrage rules from the rulebook -- small blast template used.
Shoot as an altilery but 1 shot for 1 biovore, all spores use blast marker, all biorores must shoot at one target.
Spore Mines move as per 3rd edition codex.
"Biovores will be in a unit together and fire clusters of spore mines at enemies. If they hit, all the mines go off on that target. If they miss, the spore mines form a unit together."

Carnifex
If the Carnifex is under (not equal to, it specifically states under) 115 Points, it can be Elites, if it's over, it's Heavy Support. Carnifexes can only be taken as Elites in games of 1500 points or more. So yes, you CAN have six Carnifexes in a list. You could also either keep it to three Elite Fexes, or Three Heavy Support Fexes, or a mix thereof.

Can take one set of 'crushing claws' which replace base attacks with D6 attacks in combat.
Can take twin-linked deathspitters and/or twin-linked devourers (each twin-linked weapon counts as one bio-weapon choice).
Can take a pair of venom cannons (or a pair of barbed stranglers) and they become twin linked but count as two bio-weapons choices.
Can take both a barbed strangler and a venom cannon and fire both or buy two sets of twin-linked devourers or deathspitters and fire both.

Two tail upgrades -- 'Mace Tail' (+1A at full Str) & 'Scythe Tail' (+d3A at ½ Str) striking at Int 1and only functions when facing 4+ opponents.

Three carapace upgrades -- 'Spore Cysts' (Spore Mine generation), 'Thornback' (Doubles model's ?Counts as', if on winning side), Spine Banks (Frag Grenades & Spinefist). These upgrades cannot be combined e.g. 'thornback' and 'spore cysts'.

To clarify a carnifex with 'Thornback' counts as 20 models and can be raised even higher by adding symbiotic rippers.

Regeneration -- at the start of every Tyranid turn you roll a D6 for each wound lost, on a 6 you regain a lost wound up to your starting number. You cannot go beyond the maximum number you had in the first place. Once it's dead, it's dead.

Stat upgrading biomorphs -- it is possible to take the biomorphs which give +1T, +1W, & Regeneration together. Extended carapace obviously can also increase the save to 2+ as before.



Weapons  & Biomorphs


Venom Cannon 36" can penetrate open top vehicles, max strength cap 10.
Barbed Strangler 36", better AP, causes pinning, max strength cap 8.
Deathspitter 24", max strength cap 7.
Devourer 18", 'living ammunition', No AP, max strength cap 6.
Spine Fist now twin-linked.
Fleshborer 'living ammunition'.

Bonesword & Lashwhip -- the bonesword grants a continuous Catalyst effect for the Tyrant and extents the range of the catalyst psychic power, it along with the lashwhip counts as one bio-symbiote.

Crushing Claws -- Carnifex only, replaces base attacks with D6 in combat.

Acid Maw (re-roll To-Wound, first round only)
Adrenal Glands (+1WS & +1 Int)
Bioplasma (Hits on 4+, count as double I, 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)
Implant Attack (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 ½ 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)


Damned
Gyaume83
A titre de comparaison, voici le teaser Australien.

C'est bien plus marrant, et met s bien plus dans l'ambience. Ca reste de la campagne v4 hein.

The invasion begins

Guillaume - Procced to the nearest shelter
Damned
Voici une petite liste basique Tyty mais qui à l'originalité d'être V4 :

QUOTE
Tyranids 1500pts

HQ:

Hive Tyrant 75
Adrenal Glands 4
Enhanced Senses 10
Implant Attack 12
Toxic Sac 12
Extended Carapace 25
Barbed Strangler 20
Scything Talons 8 166pts

Hive Tyrant 75
Adrenal Glands 4
Toxic Sacs 12
Implant Attack 12
Extended Carapace 25
2x Scything Talons 16
Warp Blast 20 164pts

Tyrant Guard x2
Scything Talons 90pts

ELITES:

Lictor
Scything Talons
Rending Claws 80pts

Warriors (3)
Toxic Sacs 3
Adrenal Glands 2
Scything Talons 4
Rending Claws 6 87pts

Carnifex 85
Bio Plasma 8
Adrenal Glands 4
2x Scything Talons 16 113pts

TROOPS:

Genestealers (8)
Scuttlers 3
Rending Claws 152pts

Genestealers (8)
Scuttlers 3
Rending Claws 152pts


HEAVY SUPPORT:

Zoanthropes (3)
Warp Blast 165pts

Carnifex 85
Spine Banks 5
Adrenal Glands 4
Adrenal Glands 6
Implant Attack 8
Toxic Sacs 6
Mace Tail 5
2x Scything Talons 16
Tusked 10
Extended Carapace 25 170pts

Carnifex 85
Adrenal Glands 4
Adrenal Glands 6
Toxic Sacs 6
Implant Attack 12
Mace Tail 5
2x Scything Talons 16
Extended Carapace 25 159pts


TOTAL: 1498pts


Damned- Encore une gaff sur le Forum Gw Anglais qui nous profite.
Damned
En provenance du forum temporaire de Portent.


user posted image
user posted image
user posted image


De Toronto

user posted image
user posted image

Artwork

user posted image

Damned- Source globale : Résu.
Feu-follet
Il faut pas oublier que les tyty sont des bêbêtes qui se nourrisent du matériau génétique qu'ils croisent donc xenos et humains. Forcément ils utilisent ces gènes pour se développer et s'adapter.
Alors petit à petit, ils mangent tout et digèrent bien pour prendre des habitudes humaines dirons nous.

Du moins il s'agit de la manière dont cette race est décrite dans les vieux manuels.

Par contre le coup de la campagne mondiale en même temps que celle de Battle j'y crois pas.
Il y a de petits événements qui se dérouleront dans les mags GW France mais dans l'optique ultramarines vs tyty on the rocks. La campagne sera pour l'année prochaine à mon avis.

Ciao les loutres
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please click here.
Invision Power Board © 2001-2026 Invision Power Services, Inc.