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    Arnaud
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    Nombre de messages : 48
    Date d'inscription : 04/10/2008

    Je sais pas vous, mais moi en janvier... je poutre Empty
    MessageSujet: Je sais pas vous, mais moi en janvier... je poutre   Je sais pas vous, mais moi en janvier... je poutre Icon_minitimeMar 15 Déc - 16:38

    résumé des infos tyranides.....

    Choisissez votre réaction :
    cheers // affraid

    Seeing as the rumor has been taken down (again), Ill just post my stuff here:

    Army-wide Special Rules and Biomorphs

    Reds8n has said we can expect to see many new and improved psychic abilities in the book.
    Scryer in the Darkness tells us The Shadow in the Warp is now 12" range on 3d6, causes Perils of the Warp on double 1 or 6 and is free for Hive Tyrant, Tyranid Warriors and Trygon Alpha.

    Synapse Creatures: units within 12 inches are fearless. No eternal warrior.

    Feral behaviour: each Tyranid unit not in range of a Synapse creature has to pass a morale check or falls back to instinctive behaviour. Melee-creatures get bloodlust, and may not shoot while moving towards the earest enemies as fast as possible (run). Pyrovore may shoot optionally. Shooting creatures either shoot at the nearest enemy in range, or move towards the next cover. If theyre already in cover, they stay there. Their entries specify if theyre lurkers (shoot) or feeders (CC). If I remembered them, theyre added below.

    Biomorphs: They grant general special abilities now. Examples: Toxin sacs grant you poisoned attacks (4+), adrenalin glands grant furious charge, etc. An Injector grants Instant Death on each to wound roll of 6. Toxic Miasma: enemies take a T test, take a wound f they dont pass it. Saves allowed. Toxic Blood: If the unit is killed, enemy models in cc (base contact?) take an I test, take a wound if not passed, saves allowed.

    The S and shots of weapon symbiots are no longer modified by the creatures wielding them, they are now divided into light (for gaunts and warriors) and heavy variants (for fexes, tyrants)

    Venom Cannon now S6, AP4, 3"blast (light version). They suffer an additional -1 penalty against vehicles. So, a glancing hit is - 3, a penetration - 1. Heavy Venom Canon is as above, but S9.

    BramGaunt tells us One pair of Scything Talons grants rerolls on all 1's to hit, and two pairs grant rerolls to all to hit rolls.

    BramGaunt tells us the lashwhip reduces the initiative of all models attacking the bearer to 1. In fact, its only the models in base contact.

    Scryer in the Darkness says Boneswords will be power weapons that cause Instant Death on a failed Ld roll. If a pair of Boneswords, Ld test is taken on 3d6.

    BramGaunt tells us Crushing Claws grant d3 additional attacks (but lower the I to 1).

    Special characters including Old One Eye return. Phil Kelly explained that they are not meant to be individuals, but more like mutated survivors from a big war. Robin Cruddace has supposedly said they may give special rules to the whole army. BramGaunt tells us The Red Terror will not appear in the Codex.

    Phil Kelly has implied the Tyranids will get an increased anti-tank capability

    HQ

    Hive Tyrant – Stickmonkey tells us Tyrants are likely to get more psychic powers and a 5+inv save as default.
    - WS8, I6.
    - Starts of with a pair of scything talons, a tentacle whip and a Bonesword.
    - May be given wings, heavy carapace (2+ armour save), or a texorin swarm (3 flamer templates, one 2+poison, one S and AP 5, one S3 rending)
    - May chose from 4 different psychic powers:
    - Mental scream: all enemy units within 18" have to pass Ld check. If they fail, they suffer the difference between the roll and their Ld as casulties with no armour saves allowed.
    - Lifeleech: one unit within 12 " suffer D3 autohits S3 AP2. for each casulty they suffer, the Hive Tyrant is granted one Wound, up to a maximum of his previous wounds (4)
    - One that forces a unit to do a morale check or to fall back.
    - One shooting attack.
    - He may be given tactical advances, for example to grant one standard unit outflank and +1 to reserve rolls.
    - Has lots of weapons available.


    Swarmlord - Armed with 4 Boneswords, costs more than a LR.
    - WS9
    - Invulnerable saves passed against Wounds from him have to be rerolled.
    - He may buff one unit within 18 inches with Preferred Enemy, Furious Charge or two other special abilities.
    -has a 4+ inv. save in CC.

    Tervigon –Made by combining the Carnifex and Trygon kits.
    - Creates 3d6 Termagants with standard loadout each movement phase, even if he's in close combat.
    - If he dies, Gaunts near him suffer 3D6 S3 Ap- hits.
    - Has its own psychic powers, which grant FNP to the unit it was cast upon, and one that allows a unit to move, run, and shoot. If the unit has fleet, it may also assault.

    Alpha Warrior - WS 6, BF 4, which he passes to a unit of Warriors he joins.
    S and T5, 4W, 4 attacks.
    -

    The Parasite of Mortrex - A hit and run monster with wings.
    - Each enemy unit outflanking may suffer casualties: your opponent names one model within the unit, it has to pass a Toughness test. If it fails it is killed and the Tyranid player gets D6 Ripper Swarms. He may do the same to victims he kills in close combat.
    - Has The Shadow in the Warp standard

    Tyrant Guard – According to a GW product brief they get Rage and Furious Charge if their Tyrant is killed.
    - Each Hive Tyrant may be given a Tyrant Guard

    Elites

    Hive Guard - Brood size 1-3
    - BS4
    - Impaler Cannon: Range 24" S8 AP4 Assault 2. Does not need LOS, but no barrage weapon. Instead, it may fire at every unit within range. Cover saves only apply if the cover is in basecontact and between Hiveguard and the uit shot at.

    Lictor – Official GW retail product release says they will have increased stats such as 3 Wounds, , and no 0-1 Limit.
    - 1-3 per slot, they act together as one unit. Deploy like Marbo
    - Grant +1 to reserve rolls. Deep striking units do not scatter if deployed within 6” of a Lictor, as long as it was on the table for at least one turn
    -May NOT attack when they arrive
    -Lurker at

    Death Leaper – WS9, I 7, and Rending on 5+.
    - Named Character
    - Deployed like a Lictor, but may retreat and redeploy text turn
    -additional rules, ie you choose an enemy independent character (may possibly be HQ model instead, not sure). This model loses D3 LD until the Deathleaper is killed; Another rule: models in difficult terrain roll 1D6 less for movement distance (min. of 1)

    Zoanthrope - Broods of up to 3
    - Warp field grants 3+ Inv save
    - Armor 5+
    - Psychic powers: warp lightning and warp lance. Warp Lightning is S6 AP3 3 blast, Warp Lance is S10 AP2 Assault 1, lance at 18 inches
    - Has The Shadow in the Warp and Synapse as standard

    The Doom of Malantai - Last survivor of a swarm destroyed by the Eldar of Craft World Malantai. It sucked the souls out of the Crystal Matrix and killed almost all of its citizens.
    - After using its strong 5 " template psychic shooting attack it suffers D3 wounds with no saves allowed.
    - May leech up to 10 wounds, and the strength of its psychic attack increases to the number of wounds it has left
    - Has The Shadow in the Warp standard

    Pyrovore – Official GW retail product release says they will have a similar statline to Tyrant Guard, and their Pyro Acid spray is flames S6 AP4.
    - I1 A1 ignores Armour in CC
    - if killed, it causes hits on the enemy unit in cc (dont remember exact rules...template?)
    -feeder

    Venomthrope - Appears to have 4 lashwhips, possibly toxic sacs similar to a Malanthrope, and is rumoured to be a psyker. The GW Newsletter confirms it has Poisoned attacks (2+). BramGaunt says it and will grant a 5+ cover save to all units within 6” and possible also give them defensive grenades.
    -feeder

    Ymgarl Genestealers - Brood size 5 - 10, no Broodlord for them
    - They are NOT a named unit. basically, they are Genestealers, which can morph: they may increase their Attacks, Toughness or Strength characteristic at the beginning of each close combat phase. They may not choose the same morph two times in a row.
    - Special rule: "Hibernation": note one piece of terrain. When the Genestealers become available, they are placed in this piece of terrain. They may move, shoot and charge

    Troops

    Tyranid Warriors - WS 5, 3 Wounds 4+ Armour save
    - If led by an Alpha Warrior they use his WS and BS
    - lots of options

    Genestealers - Mostly the same as before, less options

    - No way to boost their armour save
    - Have Infiltrators and Fleet

    Broodlord – Upgrade for Genestealers.
    -
    - May have two psychic powers: Confusion, which makes both player roll a D6 and add the Ld of a model chosen by the Tyranid player. If the result of the Tyranid player is the same or higher, the chosen miniature may not attack in this close combat phase. The other ability reduces the Ld characteristic of surrounding enemies by 1

    Termigants – Fleshborer S4 AP5 Assault 1
    - For every 10 Gaunts, one may be upgraded with a S2 flamethrower that wounds against the Strength characteristic

    Hormagaunts –
    - Brood size 10 - 30
    - WS3, S3, I5, 2 Attacks, Ld 6
    - Infantry
    - May be given toxin sacs and adrenalin glands
    - Fleet and “Quick” 3D6 pick the highest for Fleet
    -feeder

    Ripper Swarm
    -if outside synapserange, they suffer wounds for failed feral tests

    Fast Attack

    Winged Tyranid Warriors
    -less weaponoptions, cost more than normal warriors at 5+ save

    Winged Ripper Swarm
    -same as normal ripperswarms

    Gargoyles – minimal increase to Initiative.
    -
    - Toxin Sacs supposedly available
    - Poisoned attacks: Each roll of 6 to hit and to wound automatically causes a wound.
    -lurker

    Raveners - Two pairs of scything talons
    - [May have a thorax swarm: thorax swarms are a special weapon, the ammunition is chosen at the beginnig of the game. 3 different flamer variants]
    -^^proven wrong, the swarm is an upgrade for the tyrant, Raveners still get spinefists, devourers etc
    -feeder

    Harpy – Monstrous creature.
    - T5, 4+save, twinlinked venomcannon
    - Flying, Trygon-sized creature that acts as a bomber
    - It may deploy Spore mines at a unit it flies over
    -lurker

    Spore Mines – See Biovore

    Heavy Support

    Carnifex - 1-3 per slot which must be armed the same
    - WS 4, BS 3
    - Cannot boost Initiative, and it is almost sure that cannot go above 3+Sv
    - When charging, increase Initiative by 2. If purchase adrenaline, grants I4 and S10.
    - S9 in profile
    - Two pairs scything talons and 4A as standard
    - DAKKAFEXES NO LONGER POSSIBLE, ONLY ONE DEVOURER SLOT!!!

    -feeder

    Biovore – A pic from an official GE product brief shows the following (with thanks
    to jamesterjlrb for transcribing):


    Originally Posted by jamesterjlrb
    WS3, BS3, S4, T4, W2

    Equipment and Biomorphs

    Hardened carapace, Claws and teeth

    Spore Mine Launcher: Range 48" str. 4, Ap 4, Assault ?[assume 1], Large [blast]

    *If after the first template in the ????[possibly barrage?!] [has been] determined, there are no enemy models within 6" of the [template, do] not resolve the attackbut instead place a number of spore mines equal to the number of biovores in the unit, in base contact w[ith each other] on the spot wher the central hole would have landed. T[he mines] follow the rules for spore mines detailed in the Living Brood [special rule].

    Special Rules

    Biovore

    Instinctive behaviour-Lurk

    Spore Mines

    Living Bomb: Each spore mine is treated as an [individual] unit. Spore mines are always ignored for the purposes of [all] mission objectives. Spore mines are not subject to I[nstinctive] Behaviour, never go to ground voluntarily or ??? fall back. At the beginning of the Tyranid movement p[hase each] spore mine moves D6" in a direction determined by r[olling the] scatter dice. (Tyranid player chooses the direction if a hit [is rolled].

    If a spore mine suffers a wound, touches an enemy mo[del, hits] impassable terrain or it ends any movement phase with[in 1"] of an enemy unit, it immediately explodes. Place the centr[al hole] of the large balst marker over the spore mine and resolve [it at] a strength 4 and ap of 4. Spore mines that drift off the [board or] into a friendly unit are immediately removed from play.

    Spore mine clusters
    Fluff about how spore mines don't always need biovores drop from sky (like last codex)

    Orbital Deployment: Spore mine clusters are always deployed in the following manner. After both sides have selected their deployment zone but before any units are deployed, all of your spore mine clusters must Deep Strike onto the board. If any scatter off the board or into impassable terrain then the entire cluster is destroyed as described in the 1-2 result on the deep strike mishap table. After they have landed the spore mines in the cluster are then treated as individual spore mines as described in the living bomb rule.
    Trygon – May be upgraded to a Trygon Prime, making it a Synapse Creature with an improved Bioelectric attack.
    - Official GW retail product release says if it lands on a model when Deep Striking it counts as having assaulted that model/unit.
    - WS6, S6, 6 Wounds and 6 Attacks
    - Bioelectric attack: Range 12",S6, AP5, Assault 6
    - If upgraded to an Alpha Trygon, attack is 18" and Assault 12

    Mawloc – Cheaper and less CC oriented than standard Trygon.
    - Has a large Red Terror style mouth, so possibly a Swallow Whole rule. May possibly have Hit & Run.
    - According to the official GW retail product release, when Deep Striking any model touched suffers a S6 AP2 hit (a 5" teplate is involved) and survivors are pushed out the way as the Mawloc emerges. At the end of any subsequent Tyranid movement phase it can re-burrow and will automatically arrive the next Tyranid turn using its special DS rules (may not arrive and reburrow in the sae turn).

    The official GW retail release says three new Apocalypse data sheets for the Trygon/Mawloc in WD February. One of these will supposedly include the ability for Raveners to DS through the Trygon tunnel without rolling for Reserves and Assault after.

    Tyrannofex - Walking weapon battery
    - Capsule cannon: Range 48", S10, AP4, Assault 2.
    may upgrade to either:
    - Fleshborer swarm: S4 AP5 Assault 20
    - Pyroacid spray: S6 AP4 flamer template, used exactly like the Hellhound(12")
    - Monstrous Creature with high Toughness

    Dedicated Transports

    Spore Capsule - Can be taken by all units without wings
    - transports 1 MC or up to 20 Infantry
    - Deep Strike. Transported unit disembarks immediately. Rules similar to Droppods.
    - Completely immobile. Can't move, run, assault, regroup or pursue.
    - WS and BS 2 Toughness 5 or 6 and 3 Wounds. 3 attacks S 6. monstrous creature.
    - has a 6" Assault 6 S6 shooting attack. May be upgraded with other tyranid weapons. Has lashwhips.

    Pour finir voici une brève description des unités sans figurines:
    le tervigon est un gros carnifex avec une poche ventrale et les termagants qui sortent des côtes ( pas sûre de moi).
    le tyrannofex est un carnifex qui avance sur 4 pattes avec un canon ressemblant au pyrovore et au biovore
    l'horreur ailée est un serpent géant volant
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    Lionel
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    Lionel


    Nombre de messages : 132
    Age : 52
    Localisation : Sallanches / Thorens glieres
    Date d'inscription : 19/03/2009

    Je sais pas vous, mais moi en janvier... je poutre Empty
    MessageSujet: Re: Je sais pas vous, mais moi en janvier... je poutre   Je sais pas vous, mais moi en janvier... je poutre Icon_minitimeMer 16 Déc - 14:12

    Déjà qu'en français le vocabulaire tyranides est imbuvabla alors en anglais...

    pour faire simple je propose tout bonnement que les tyranides soient interdits à Reservoir Jeu.

    Ptit tom, merci d'ouvrir un sondage à ce sujet

    lionel qui se la joue grand tom


    Dernière édition par Lionel le Lun 21 Déc - 9:18, édité 1 fois
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    Grand Tom
    Membre
    Grand Tom


    Nombre de messages : 416
    Age : 49
    Date d'inscription : 05/12/2007

    Je sais pas vous, mais moi en janvier... je poutre Empty
    MessageSujet: Re: Je sais pas vous, mais moi en janvier... je poutre   Je sais pas vous, mais moi en janvier... je poutre Icon_minitimeVen 18 Déc - 21:25

    Solidaire !!
    Un seul barbu par association !!
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    Je sais pas vous, mais moi en janvier... je poutre Empty
    MessageSujet: Re: Je sais pas vous, mais moi en janvier... je poutre   Je sais pas vous, mais moi en janvier... je poutre Icon_minitime

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