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Makari
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PostSubject: Re: Newest Bug Rumors   Newest Bug Rumors - Page 2 EmptyFri Dec 11, 2009 3:51 pm

CJ wrote:
John Gemrich wrote:
Tervigon is giving me a boner. I keep thinking Cloverfield for some reason.



THANK YOU!!!!!! Same here!!!!!! About the movie....not your boner....just wanted to make that clear here......

Glad you aren't getting a boner about my boner. That would be weird. affraid
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PostSubject: Re: Newest Bug Rumors   Newest Bug Rumors - Page 2 EmptyFri Dec 11, 2009 4:04 pm

CJ wrote:
I am SOOO back into the game.

So if you want a Tyranid Army CJ will have one available for sell in about 2-3 months.. lol Love ya man!
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http://myspace.com/makarithraka
Ronniem11
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PostSubject: Re: Newest Bug Rumors   Newest Bug Rumors - Page 2 EmptyFri Dec 11, 2009 7:59 pm

Oh my GoD! Surprised

I chose Tyranids because I thought it to be a good army to start with due to the few choices compared to other armies and still be challenging in game play!

Now I am glad because I was starting to think I chose the wrong army but I love the bugs and with all the new additions I don't even know where to start with designing my new army!

But I bet I will have lot's and lot's of fun doing it! Cool

Can we skip straight to February now scratch
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PostSubject: Re: Newest Bug Rumors   Newest Bug Rumors - Page 2 EmptySat Dec 12, 2009 10:50 am

makari wrote:
CJ wrote:
I am SOOO back into the game.

So if you want a Tyranid Army CJ will have one available for sell in about 2-3 months.. lol Love ya man!


Ass face.....I was thinking more after the tourny....after I whoop your ass....
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PostSubject: Re: Newest Bug Rumors   Newest Bug Rumors - Page 2 EmptySat Dec 12, 2009 3:35 pm

Dibs on CJs nids! Hey, I'll even help you paint them CJ!
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PostSubject: Re: Newest Bug Rumors   Newest Bug Rumors - Page 2 EmptySun Dec 13, 2009 1:37 pm

wittdooley wrote:
Dibs on CJs nids! Hey, I'll even help you paint them CJ!


NAH....my colors looked good before.....if you didn't see them...I'll post some pics
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PostSubject: Re: Newest Bug Rumors   Newest Bug Rumors - Page 2 EmptyMon Dec 14, 2009 1:15 pm

News of the Day from BoLS:

You didn't think we were finished with Nid stuff did you? They are reportedly the most popular xenos race out there, so expcet to see bugs crawling out of the woodwork in just a few weeks everybody. Here's what showed up in the old BoLS mailbox over the weekend:


RANGED WEAPONS

Venom Cannon
R:36 S:6 AP:4 Assault 1 Blast
-1 modifier on the vehicle damage chart

Heavy Venom Cannon
R:48 S:9 AP:4 Assault 1 Blast
-1 modifier on the vehicle damage chart

Barbed Strangler
R:24 S:4 AP:6 Assault 1 Large Blast

Stranglethorn Cannon
R:36 S:6 AP:4 Assault 1 Large Blast

Spinefist
R:18 S:4 AP:5 Assault X
(X= bearer's number of attacks), twin-linked

Fleshborer
R:18 S:4 AP:5 Assault 1

Sting Blaster
R:12 S:5 AP- Assault 1

Spike Blaster
R:18 S:5 AP:5 Assault 4

Texorin Bug
3 fire modes, may be fired additionally to all other weapons
-Template S:* AP- Assault 1, wounds on 2+ vs. non-vehicles
-Template S:5 AP:5 Assault 1
-Template S:3 AP:6 Assault 1, Rending

Death Blaster
R:18 S:5 AP:5 explosive

BIOMORPHS

Toxin Sacs
ALL units may buy these. Grants Poison attacks (4+)

Adrenal Gland
ALL units may buy these. Grants Furious Charge

Spore Launcher
Big bugs only. Grants Frag granades

Injectors
To-wound rolls of 6 cause the loss of all wounds instead of one

Flesh Hooks
R:6 S:5 AP- Assault 2

Toxic Blood
When the model loses a wound in assault the model causing the wound must pass an I check or lose a wound with no armor save allowed. Vehicles suffer a glancing hit on a 4+

Toxic Miasma
Enemy models in assault range pass a T check or lose one wound with normal armor saves allowed

Lashwhips
All enemy models in assault are reduced to I:1

Chitin Upgrades
From 6+ Armor save to 2+, with several variants

Boneswords
A model suffering a wound tot he weapon must pass an Ld test or is killed outright. If the bearer has a pair of Boneswords the Ld test is made on 3D6.

Scything Talons
Reroll to-hit rolls of 1 in assault, models with a pair of talons reroll all failed to-hit rolls

Rending Claws
Grant Rending USR in assault

Crushing Claws
Model I is lowered to 1, +D3 Attacks

Regeneration
At the start of each turn the model regains a lost wound on a 6

Wings
Model counts as Jump Infantry
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PostSubject: Re: Newest Bug Rumors   Newest Bug Rumors - Page 2 EmptyMon Dec 14, 2009 2:51 pm

ohboyohboyohboyohboyohboyohboyohboyohboyohboyohboyohboyohboyohboy
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PostSubject: Re: Newest Bug Rumors   Newest Bug Rumors - Page 2 EmptyMon Dec 14, 2009 9:14 pm

If all this is true I am going to be in a lot of trouble with the GF because i will let my bills go until I own one of everything! Twisted Evil

I am j/k but dudes do you have a new codex or know someone?

you speak of BoLS? is that a website or someones site that is in with GW?

sorry if I sound like I am out of the know but actually I guess I am haha! Embarassed
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PostSubject: Re: Newest Bug Rumors   Newest Bug Rumors - Page 2 EmptyMon Dec 14, 2009 9:31 pm

nvm found the website Laughing

The links on page 1 were my first clue haha!
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PostSubject: Re: Newest Bug Rumors   Newest Bug Rumors - Page 2 EmptyMon Dec 14, 2009 9:39 pm

The news/rumors are a combination of Warseer, Dakka Dakka, but mostly from the BoLS.

I don't think that even the stores have a preview copy yet... I keep checking the KK to see.
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PostSubject: Re: Newest Bug Rumors   Newest Bug Rumors - Page 2 EmptySun Dec 20, 2009 6:37 pm

Tyrannofex love it assault 20 im there
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PostSubject: Re: Newest Bug Rumors   Newest Bug Rumors - Page 2 EmptySat Dec 26, 2009 10:35 pm

New bug news from oversea's/non-English codexes via Dakka:

warriors come with devs and scything talons standard

can exchange talons for
rending claws
pair of boneswords
bonesword and lashwhip

1 warrior may exchange devourer for strangler or venom cannon

may exchange devourer for
rending claws free
spinefists free
deathspitter
scything talons free (can't be exchanged again)

adrenal glands (furious charge)
toxin sacs (poison)


tyrant guard.

comes with scything talons and rending claws, entire unit can replace talons with either
lash whips
or
a bonesword

carnifex

comes with two scything talons standard

instinctive behavior - feed
fearless
"living battering ram" +2 I when it charges.

may exchange one pair of scything talons for crushing claws -
adds d3 attacks but reduces initiative to 1 (probably overrides battering ram)

May replace scything talons with
twin linked deathspitter
twin linked devourer with MC ammo

may exchange one pair of talons for one of the following
heavy barbed strangler
heavy venom cannon
(one of the following = no VC/BS sniperfexes anymore)

may have the following biomoprhs
spore cysts (frag grenades)
adrenal
toxin
bioplasma (12" plasma cannon)
regen

if the squad numbers 1 you may take a drop pod etc
Tail weapons? Gone, head biomorphs, gone except for regen

Hormagaunts
Unit type: Infantry
Weapons and Biomorphs: Chitin, Scything Talons.

Special Rules: Instinctive Behaviour - Feed, Fleet, Move Through Cover

Swift: Hormagaunts have very strong hind legs, with which they pursue their prey in a series of further jumps.
When a unit of Hormagaunts run, roll three dice and the highest result determines how far they move.

Mycetic Spore
may be purchased as a dedicated transport for certain tyranid units etc

WS2 BS2 S6 T4 W3 I1 A3 ld5 4+ sv
monsterous creature

comes with lash whips and "climbing tentacles" (6" S6 AP- Assault 6 shooting attack)

May take ONE of the following weapons

Thorn blast (18" S5 AP- assault 1 large blast)
thorn volley (18" S5 AP4 assault 4)
twin-linked deathspitter (18" S5 AP5 assault 3)
barbed strangler (36" S4 AP5 assault 1 large blast pinning)
venom cannon (36" S6 AP4 assault 1 blast, -1 on vehicle damage chart)

special rules

(deepstrike rather than shock troopers, based on everything else that has it)
fearless
immobile
limited awareness
transport spore

limited awareness:
Mycetic Spores possess only rudimentary intelligence, and will attack anything they can find. Mycetic Spores are not subject to instinctive behavior. At the beginning of each shooting phase they automatically attack the nearest/next enemy unit unless they are locked in close combat.

transport spore:
Same gak as the trygon. Deepstrike from reserves, roll to scatter as normal. If the scatter would take into impassable terrain or onto enemy models then reduce the scatter to the minimum needed to prevent this etc.

Can transport up to 20 infantry or one monsterous creature. When the spore lands, the unit must immediately disembark. Place the models so they are within 2 inches of the spore. Any models that cannot be placed due to impassable terrain or enemy models within 1" are destroyed. Units may not move or assault on the turn they arrive but they may shoot as normal (or run).

immobile: Mycetic Spores cannot move after arriving on the battlefield. They may not seek protection (go to ground?) voluntarily or involuntarily. It may not consolidate at the end of an assault.

Death Leaper

comes with:
scything talons
rending claws
chameleon scales
flesh hooks (basically frag grenades, but also lets the model make a 6" S6 AP- assault 2 rending shooting attack)

Special rules:

Instinctive behavior lurk
Fearless
Fleet
Deadly (rends on 5s and 6s)
It's After Me!
Move through cover
pheromone trail (1+ to reserve rolls and deepstrikers within 6" do not scatter)
Stealth
Hit and Run
What Was That?
What The heck?
Where Did It Go?


chameleon scales:
Unit begins in reserve even in missions when it isn't normally possible. When the unit arrives from reserves place it anywhere on the battlefield but more than 1" from an ememy model. The unit may not move or assault, but may shoot as per normal (including run).

It's After Me!:
pick an ememy chracter model at the start of the game and roll a d3. That model's leadership is reduced by the result for the rest of the game or until the Death Leaper is killed.

What Was That?:
All enemy infantry within 12" of the Death Leaper roll one less dice when moving through difficult terrain, to a minimum of one.

What The heck?: Enemy units that wish to target the Death Leaper must first make a check as if the Night Fight rules are in effect.

Where Did It Go?:
If the death Leaper ends its movement phase more than 1" away from an ememy model, the tyranid player may chose to merge him into the shadows. The death leaper is removed from play and placed in reserves. It may/is deployed the next movement phase as per the Chameleon Scales rules.

Termagants -

Brood size: 10-30 Termagants

Unit type: Infantry

Weapons and Biomorphs: Chitin, Teeth and Claws, Fleshborers

Special Rules: Instinctive Behaviour - Lurk, Move Through Cover

Dedicated transport:
If a brood numbers 20 or fewer models, they may take a landing spore transport. See page 90 for points cost.

Options:
For every 10 Termagants in the brood, one may replace its fleshborer with:
- Strangleweb ..................
The entire brood may replace their fleshborers with:
- Spinefists ........................
- Spike rifles .......................
- Devourers .........................
The entire brood may be given the following:
- Adrenal glands ................
- Toxin sacs ......................

The Creeping Tide: For each Termagant brood included in the army, one (1) Tervigon may be taken as a Troops choice. See page 87 for points cost.

Spike Rifle: The spike rifle is a living tube of bone lined with muscle that contains a series of harpoon like sodium(acidic?) spikes. These spikes are accelerated so greatly that they have, even at long range, sufficient force to pierce the body of a target. Those who aren't killed immediately often bleed to death when the spikes are removed as they are covered with sharp barbs which can tear the blood vessels in the victim if great care is not taken.
Range:18" S3 AP- Assault 1

Strangleweb: (Colour text goes here, couldn't be bothered translating it)
Range: Flamer Template S2* AP- Assault 1, Pinning
*Hits from the Strangleweb against non-vehicle models roll to wound against the unmodified value of the enemy model's Strength, not against the Toughness value.

Swarm Lord
monstrous creature

comes with all four tyrant psychic powers

weapons: bone-sabers

special rules:
synapse creature
Alien Cunning
blade shield
psychic monstrocity
pskyer
shadow in the warp
Swarmleader

Bone-sabres:
Attacks made with the bonesabres automatically cause instant death, regardless of the opponent's toughness. In addition, all successful saving throws made against wounds caused by the bone-sabres must be rerolled.

Blade Shield:
The swarmlord has a 4+ invulnerable save in close combat.

Swarmleader:
At the begining of your shooting phase, the Swarmlord may take command of one unit within 18". This unit gains ONE of the following special rules: Acute Senses, Prefered Enemy or Furious Charge. This bonus lasts until the end of your turn.

psychic monstrocity:
The Swarmlord has an 18" synapse range and may use two psychic powers per turn.

Alien Cunning:
As long as the Swarmlord is alive, add +1 to all reserve rolls. In addition you may reroll the board edge for any units arriving on the board via outflank.
Some more Info:

Venomthrope
comes with
lash whips
toxic miasma

special rules:
instinctive behavior: feed
spore cloud
toxic touch (poisoned 2+)

Spore Cloud:
The venomthrope and all friendly UNITS within 6 inches receive a 5+ cover save against all attacks made against them. The spore cloud also provides them with defensive grenades. Any enemy units that attacks one of these units must take a dangerous terrain test, which represents the toxic effect of this cloud. If the venomthrope is killed, these benefits will be lost immediately.

Ravener

beasts

comes with scything talons (two pairs)

instinctive behavior: feed
acute senses
deep strike
move through cover

each model may exchange one pair of scything talons for
rending claws

the entire brood may have 1 of the following options
spinefists (12" S3 AP5 assault X twin-linked)
devourers
deathspitters

Gargoyles
Brood size: 10-30 Gargoyles

Unit type: Jump troops

Weapons and Biomorphs: Blinding Poison, Chitin, Teeth and Claws, Fleshborers, Wings

Special Rules: Instinctive Behaviour - Lurk

Options:
The entire brood may be given the following:
- Adrenal glands
- Toxin sacs

Tyrannofex

Comes with as standard:

Acidic Cyst (flamer S6 AP4 assault 1, placed 12" away like hellhound flamer)
Thorn Volley (18" S5 AP4 assault 4)
Thorax Swarm Shock Maggots (flamer S5 AP5 assault 1)

special rules:
instinctive behavior - lurk
fearless


May replace Acidic Cyst with:
borer nest (12 "S4 AP5 Assault 20)
capsule cannon (48 "S10 AP4 assault 2)

May replace Thorn Volley with:
thorn blast (18" S5 AP- assault 1 blast) - free

May replace shock Thorax Swarm Shock Maggots with:
Thorax Swarm (Saurglarven) Toxic? (flamer S1 AP- always wounds on a 2+) - free
Thorax Swarm (Splitterschalenkafer) Armor Peeling? (flamer S3 AP- rending) - free

May take
adrenal
toxin
regen

Harpy

monstrous creature

scything talons
sporemine cysts
thorn volley
twin-linked heavy barbed strangler (36" S6 AP5 assault 1 large blast pinning)
wings

special rules
instinctive behavior - lurk
fearless
Piercing Shriek
living bomb (only sporemines)

may replace twin-linked heavy barbed strangler with:
twin linked heavy venom cannon (48" S9 AP4 assault 1 blast -1 on damage table)

May replace thorn volley with:
thorn blast - free

may take:
adrenal
toxin
regen

Spore Mine Cysts:
once during the movement phase when you move the harpy, you may choose to drop a spore mine cluster. Choose an enemy model the harpy has flown over, the harpy then resolves an attack using the following profile:
S4 AP4 assault d3 large blast
if the blast scatters onto empty ground place a spore mine cluster and follow the spore mine rules for it etc etc.


Piercing Shriek:
The harpy's cry is so loud that its victims can do little more than shield their ears when it attacks. It counts as being equipped with frag grenades and the enemy unit attacked by the harpy halves their initiative (rounded up) for the rest of the close combat.

Mawloc

Brood size: 1 Mawloc

Unit type: Monstrous Creature

Weapons and Biomorphs: Hardened Exoskeleton, Teeth and Claws

Special Rules: Instinctive Behaviour - Feed, Reburrow, Deep Strike, Fearless, "Fallback" (Hit & Run?), Terror From The Deep

Options:
May be given the following:
- Adrenal glands
- Toxin sacs
- Regeneration

Terror From The Deep: When a Mawloc enters the game following the rules for Deep Strike and lands where there is already another model, no roll is made on the Deep Strike Mishap Table, but instead the following occurs:

Place the 5-inch blast template directly above the point at which the Mawloc breaks out of the ground. Each unit affected by the template takes a number of S6 AP2 hits, which corresponds to the number of models of the unit that are wholly or partially under the template. Hits against vehicles will be directed against the rear armour. Any surviving models are moved the minimum distance to the side of the template while keeping in legal formation and avoiding impassable terrain. Units that were locked in close combat before the Mawloc's attack must, if possible, be kept in base contact with enemy models. Otherwise, however, opposing models must be no closer than 1 inch apart. Vehicles, even if immobilised, retain their orientation when they are moved. Any models that cannot be moved from the area covered by the template are destroyed. After all casualties have been removed and all models have been moved, replace the 5-inch template with the Mawloc.

Reburrow: A Mawloc can decide at any point in its movement phase to reburrow, as long as it is not bound in close combat. In doing so it is removed from the table and placed back in Reserve. In your next movement phase, it can automatically return to the table following the Deep Strike rules. Note that a Mawloc cannot arrive via Deep Strike and reburrow in the same turn.


Hive tyrant psychic powers

The Horror
This psychic power is a shooting attack that automatically hits a single non-vehicle unit of the enemy within 12 inches. The unit must take a moral test or fall back. No effect on fearless units.

Life-Drain
This psychic power is a shooting attack that automatically hits a single non-vehicle unit of the enemy within 12 inches. The unit suffers d3 S3 AP2 hits. The tyrant recovers wounds equal to the number of wounds caused by this attack, up to its maximum wounds.

Nerve-shock
This psychic power is a shooting attack that automatically hits a single non-vehicle unit of the enemy within 12 inches. Until the start of the next turn, the Weapon Skill and Balistic Skill of the target unit is reduced to 1.


Psychic scream
This psychic power automatically hits all non-vehicle units of the enemy within 2d6 inches. Any unit hit must take a leadership check. If the test is failed, they suffer a wound for each point the test was failed by, with no save allowed.

Trevigon psychic powers

translators note: a tervigon comes with Domination for free and may also purchase any of the others.

Catalyst:
This psychic power is used during the movement phase. If it succeeds, one friendly model within 12 inches has the feel no pain special rule until the beginning of the next turn.

Dominate:
This psychic power is used at the beginning of your movement phase, before tests for instinctive behavior. If it succeeds, the synapse range of the trevigon is extended to 18 inches.

Frenzy
This psychic power is a psychic shooting attack that hits one friendly unit within 12 inches automatically. this unit can run and shoot in the same phase. it may do so even if under the effects of insintctive behavior feed. However, this unit still may not assault after running unless it also has fleet.

Broodlord psychic powers

translators note: Broodlord gets both for free.

Aura of Despair:
This psychic power is used at the beginning of your assault phase. if it succeeds, all enemy units within 12" suffers a -1 modifier to their leadership. If there are multiple broodlords in range of the enemy unit, the effect is cumulative.

Hypnotic Stare:
This psychic power is used during the assault phase, after moving models into base contact but before resolving any attacks. If it succeeds, choose an enemy model in base contact with the broodlord. both players roll a d6 and add the leadership value of their respective models. if the broodlord's result is equal or higher than the enemy's, that enemy model may not make any attacks until the following assault phase. this only effects models with a leadership value.

The Parasite of Mortrex
comes with
injector (wounds of 6 cause instant death)
rending claws
wings

Special rules:
synapse creature
host body
parasitic implant
independent character
shadow in the warp
"The Sarge is acting strange..."

Host Body:
ripper swarms that are within 24" of the The Parasite of Mortrex do not have to take instinctive behavior tests.

Parasitic Implant:
Each model that suffers an unsaved wound from the parasite must take a toughness test. If the test is failed, roll a d6. At the end of the combat phase, place this many ripper swarm bases within 6 inches of the The Parasite of Mortrex. Any bases that cannot be deployed due to impassible terrain or enemy models within 1" are destroyed.

"The Sarge is acting strange...":
Every single outflanking unit could conceal a soldier who is inflected with a Ripper Parasite. At the end of the movement phase a single model (of the owner's choice) in each of these outflanking units must take a toughness test. If the test is failed, the model is removed immediately as a casuality and the tyranid player may place d6 ripper bases within 6" of the victim. If the victim was/is in a transport vehicle, it is assumed they were already outside or thrown outside before they died. Any bases that cannot be deployed due to impassible terrain or enemy models within 1" are destroyed.
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PostSubject: Re: Newest Bug Rumors   Newest Bug Rumors - Page 2 EmptyWed Jan 06, 2010 8:57 pm

man cannot wait only 10 more days woooo
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PostSubject: Re: Newest Bug Rumors   Newest Bug Rumors - Page 2 EmptyWed Jan 13, 2010 5:22 pm

I was under the impression that the venomthrope makes the unit charging a unit take a difficult terrain test, and that there was another effect that caused a toughness check, which causes a wound.
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PostSubject: Re: Newest Bug Rumors   Newest Bug Rumors - Page 2 EmptyWed Jan 13, 2010 8:48 pm

Until you have a 'dex actually in your hands or the product is released, all rumors should be taken with a "grain of salt"... just like the rumor posted today about the Inquisition.
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PostSubject: Re: Newest Bug Rumors   Newest Bug Rumors - Page 2 EmptyWed Jan 13, 2010 10:10 pm

yes I did see a review on the new codex from BOW, it seems to me the Carnifex got gimped; no stat line enhancements and with an I1 that means stay away from power weapons so they are basically going to be used for meat walls I guess since I believe they come in Units of three now.

For the gaunts they have replaced WoN my favorite attribute to gaunts with a new spawning biomorph for Termagants rolling 3D6 for number that spawn but if you roll doubles of anything you get nothing! NOTHING!

Like Dume said though I don't actually have the codex in hand and I am sure that there are, and I am looking forward too, other new things in there that will have us all playing a new style of Tyranids I just hope it's not "Hive Fleet Space Marines" meaning the game play with drop pods and all the rule changes will be like a space marine army in Tyranid clothing! Come on if I wanted to play space marines I would just buy them instead!
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PostSubject: Re: Newest Bug Rumors   Newest Bug Rumors - Page 2 EmptyWed Jan 13, 2010 10:21 pm

WRONG! The ability you speak of is for the HQ unit the Tervigon. It spawns 3D6 gants per turn during the movement phase. Its not a bio-morph(or if it is it only applies to this unit) when you roll doubles the unit is created but you are unable to produce any more gants for the rest of the game.

Its not going to be like space marines at all. We still lack the protection of a cushy +3 save.
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PostSubject: Re: Newest Bug Rumors   Newest Bug Rumors - Page 2 EmptyWed Jan 13, 2010 10:38 pm

yea that's it!

And for the Carnifex I guess it can be used as fire support or support attacks but I have to wait until I get my copy this weekend i was just ranting a little bit lol!

But I am sure with the Trygon and other adds even the Gargoyles It is going to make an interesting army to play. Sooooo many options!

I still can't wait!
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PostSubject: Re: Newest Bug Rumors   Newest Bug Rumors - Page 2 EmptyThu Jan 14, 2010 8:28 am

I just want to say I'm fired up as my codex is in transit to my house today this includings some Gargoyles and Raveners. Twisted Evil
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Ronniem11
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Ronniem11


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Location : Mason, Ohio

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PostSubject: Re: Newest Bug Rumors   Newest Bug Rumors - Page 2 EmptyThu Jan 14, 2010 7:43 pm

Sweet John!

Can't wait to see them babies painted! bounce
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PostSubject: Re: Newest Bug Rumors   Newest Bug Rumors - Page 2 EmptyFri Jan 15, 2010 7:10 am

Ronniem11 wrote:
Sweet John!

Can't wait to see them babies painted! bounce

The codex looks cool after a quick glance (I had meeting last night) but I'm hoping to get a better look today while I'm at work (sorry work).

I assembled a couple gargoyles. FABULOUS models.

body, 2 wings, chest piece, 1 piece head (NICE) and the gun/arm. 7 total pieces. Pretty easy assembly, very few mold lines. They look great.
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JTPitt
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PostSubject: Re: Newest Bug Rumors   Newest Bug Rumors - Page 2 EmptyFri Jan 15, 2010 11:31 am

I still say the tyranids did not deserve a codex update there are so many more armies that need one badly.
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PostSubject: Re: Newest Bug Rumors   Newest Bug Rumors - Page 2 EmptyFri Jan 15, 2010 12:03 pm

JTPitt wrote:
I still say the tyranids did not deserve a codex update there are so many more armies that need one badly.

Did they need one? Certainly no. But they are a great looking army and sell well so it is understandable that they move them up in the development cycle.

I hope that Crons are on the door step soon.
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CJ
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PostSubject: Re: Newest Bug Rumors   Newest Bug Rumors - Page 2 EmptyFri Jan 15, 2010 12:18 pm

I think we see crons near Xmas. I know some Dark Eldar fans are hurting to see an update for them as well. Only makes sense the top races get updates first.
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