Carnifex

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Avatarofslaanesh
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Post by Avatarofslaanesh »

Two words
Chaos Giant

I plan on getting one of these as the model is awesome and my nids could use one
Valorian the merciless
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Post by Valorian the merciless »

imo, the previous carnifex was cool

( I mean the crab claws where way better that the little pussy claws the beast has now!)

And the new carnifex is gonna be in my hive fleet to (that brings the amount of carni's to 3, cool!)
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Post by Voodoomaster »

IMO i like the model but in gaming terms.....meep... time to run for the hills or suffer from a case of "if you can't beat them...join them" this is actually viable as the thing is coming in the £50 boxed sets which is cool and hopefully a sign of things to come from GW.
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Post by Vampire master morph »

Truely awsome isn't it?

Well because starting a new thread would make too many tyranid rumour threads armound and that,hers some tastey new stuff i found from http://s4.invisionfree.com/The_Golden_Throne/index.php?act=idx

Rather from doulbe posting,hers some more news in this edited post:-


Hi

Today I held the codex in my hand for about an hour, I focused on the warriors since I use a lot of them in my army, this is what I remember.

Warrior stats remain the same however you can increase Initiative, WS and SV however not the Toughness. So warriors are still 5+ save with T4. However they are a little cheaper than before.

Warriors can still take wings at 16pts but they will in that case counts as fast.

Warriors can still have leaping.

Warriors can still be used as a HQ choice.

I also held the mighty new Hive Tyrant in my hands and I must say that it was something, wow! There are a few new Psychic powers and Warp field now gives a 6+ invulnerable save as stated before.

The new fex was totally awesome; you are able to give it two Venom Cannons not counting as twin-linked, giving you 4 str10 shots!

The fex toughness is 6 but you can increase it to 7. Also there is a new regenerate skill at 30pts, a little expensive but what’s the h*ll! It’s cool!!

Gaunts are now 4pts and then you buy the weapon you want, Hormagaunts have the same stats as before but you can increase there WS and I.

Well that is all that I can remember for now, I will edit this post if I remember anything more.

Oh ye, I almost forgot, the new Broodlord looks good, it can have a retinue of Genestealers and with a WS of 6 this will be quite a match for anything.

Well that’s all for now.


Most of the boxes and the codex will be out by 6/5/05 or just follow the linky-->

linky

edit:-

On to business!

Here ya go, this is what ive gotten and it seems like a pretty reliable source

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(so has prefered enemy
agisnt everyone&#33, 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 - No new information currently, cannot take the without
number rule.

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 - May now have to deploy together, all have to purchase the
same spore mine types, other amendments to the firing rules for
biovores. Rumoured to now use brood telepathy rather than under
synapse.

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.
Three back options
Spore Cysts - generate spore mines in a similar fashion to Necron
tomb spyders.
Spine Banks -
Thornback -

Tail upgrades (Scythe and Mace tail) require at least 4+ opponents to
use.

Weapons
Venom Cannon - Same as current
Barbed Strangler - 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 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)

Hm missed something, also all synapse creatures are immune to instant death.. Prob some other stuff i missed since it's in different topics.

Theres your fill for now


another up date


lots of stuff there :)

-Morph
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