Deleted
Deleted Member
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Post by Deleted on May 31, 2017 1:09:40 GMT -6
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Post by Nick P on May 31, 2017 7:07:40 GMT -6
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Post by Nick P on May 31, 2017 7:17:10 GMT -6
Hive Tyrant - "a hive tyrant is an individual model armed with 2 pairs of monstrous scything talons and 1 prehensile pincer tail"
monstrous scything talons - melee - strength USER Ap-3 Damage 3 - rerolls 1s to hit, and if you have 2 pairs you get +1 attack in CC prehensile pincer tail - melee - strength USER AP0 Damage D3 - 1 attack must be made with this weapon each time the bearer fights
a hive tyrant can replace either pair of scything talons with an object from the monstrous biocannons or monstrous bioweapons (rough translation) lists a hive tyrant can replace both pairs of scything talons with 2 objects from either of the above lists, or 1 of each this model can take wings. If it does so, it uses the 2nd collumn for movement in the damage table and gains the keyword FLY this model can take toxin sacs and/or adrenal glands
Shadow in the warp, synapse - both of which are 12" range in stead of 8" on a tyrant
When this model is reduced to 0 wounds, just before you remove it from the battle, roll a D6 - on a 6 every unit within 3" takes D3 mortal wounds
5+ invulnerable save - warp field is back!!
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Post by Russell on May 31, 2017 7:24:30 GMT -6
oh shit <flotte-ruche> looks strong
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Post by Russell on May 31, 2017 7:26:38 GMT -6
Get your rules here before the mods on /r/warhammer power trip and take it down.
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Post by Eric formerly Eric on May 31, 2017 7:27:57 GMT -6
I'm excited to try out a haruspex. Seems survivable enough to actually make it to combat. Glad my exocrine is magnetized.
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Post by Nick P on May 31, 2017 7:53:09 GMT -6
Harpy - individual model with 2 stranglethorn cannons and scythed wings. it can also shoot with cluster spines.
heavy venom cannon - S9 Ap-1 D3 damage assault D3 cluster spines -S5 AP-1 damage 1 Assault 4 stranglethorn cannon - S7 AP-1 damage 2 Assault D6 - add 1 to hit if the unit targeted has 10+ models scything wings - melee - S user AP-2 damage D3 - reroll 1s to hit
can exchange the 2 stranglethorns with 2 heavy venom cannons.
same death throws rule as the other monsters - on a 6, everything in 3" takes D3 mortal wounds.
When a harpy charges, until the end of th eturn, any enemy units within 1" cannot fight until all other eligible units have fought. AKA they go last in combat, nice!
spore mine launcher - pick a unit you moved over in the movement phase, and roll a D6 for each model in the unit (max 3). On a 4+, a spore mine lands and explodes - roll a further D6. 1 - nothing. 2-5, mortal wound. 6, D3 mortal wounds. If the spore mine misses (ie, you roll 1-3 instead of the 4+), place it within 6" of the enemy unit targeted but further than 3" away, and it uses the rules for spore mines for the remainder of the battle but cannot move or charge the turn it was dropped.
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Post by Nick P on May 31, 2017 7:53:57 GMT -6
Get your rules here before the mods on /r/warhammer power trip and take it down. Rude - I'll have you know I'm downloading every single leak into a shared folder, aint no power trippin' here
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Post by Eric formerly Eric on May 31, 2017 8:32:33 GMT -6
And the twin leaked Devourer dies a hard death. Just after I finally magnetized mine too. Those monstrous deathspitters look pretty nice.
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Post by Nick P on May 31, 2017 9:28:26 GMT -6
The devourer is still solid, 12 shots at S6, just no rerolls. And they're cheaper than the deathspitters - DS are 20 a pair, devourers are only 14 a pair. Overall solid if you ask me, though I am FOR SURE throwing deathspitters on all my dudes. +6 points for +1 S and -1 AP? DEAL
Also literally all the rules from all the indexes are now leaked online in English. Have at ye.
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Post by Eric formerly Eric on May 31, 2017 11:40:56 GMT -6
I'm also really liking what I'm seeing from the marines rules. It seems like GW is emphasizing individual heroes with the 4 w apothecary and other solo elite characters like the ancients. Although it doesn't look like there are any chapter tactics. Am I missing something? The only thing separating the codex chapters seems to be special characters.
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Post by Nick P on May 31, 2017 11:47:47 GMT -6
These are just a hold over until we get proper codexes with relics, chapter tactics, warlord traits, fleshed out psychic powers, etc. As far as a stop gap goes, they're pretty damn solid if you ask me compared to what we got from AoS - but I expect marines to be one of the first updated, so you shouldn't have to wait long. I feel like until then we can just use the various detachments to make them feel fluffy - white scars and raven guard taking more fast attack for more bikes and jump troops, imperial fists taking more heavy for siege units, iron hands getting more elites and stacking up on apothecaries for the reviving mechanic, etc.
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Post by Joelercoaster on May 31, 2017 11:59:31 GMT -6
squeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee
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jesse
neophyte
Posts: 732
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Post by jesse on May 31, 2017 12:13:54 GMT -6
Yeah, I'm really enjoying the Guard list. It'll be exciting to field over two hundred Guardsmen in two Brigades in two thousand points.
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Post by Eric formerly Eric on May 31, 2017 12:28:15 GMT -6
I'm actually pretty worried that the codex releases will bring back major power creep. How's that been for AOS? Not excited to go crazy on supplements again. Cause most of the armies I've seen seem pretty fleshed out and balanced.
I also can't be more excited to play tyranids right now.
Edit: besides blood angels. Looks like they're still trash compared to regular marines. Edit 2: not quite trash. More like compost.
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