After discussion with other Warseer members and Mods, I have come up with the following Summary which I think covers the Codex without breaching GW IP.
General info
Release 16 January 2010
Written by Robin Cruddace (author of IG Codex) and is 96 pages long.
Phil Kelly has also said we can expect to see "4 new species never seen before in a codex, one dwarfing the Carnifex." Most solid sources agree this large species is likely the Trygon.
The Incoming Tyranids article on the GW website makes mention of new Tyranid Species.
Codex Cover – Art by Adrian Smith
http://www.warseer.com/forums/attach...9&d=1254136277
Box art background:
http://www.warseer.com/forums/attach...9&d=1254475533
http://www.warseer.com/forums/attach...8&d=1254475499
Studio army will be in Hive Fleet Leviathan painting scheme with red weapons (as on cover and new box art).
All unit entries will have new artwork.
Some pics from the product brief:
http://www.warseer.com/forums/attach...1&d=1260390474
http://www.warseer.com/forums/attach...4&d=1260386832
Rules
Army-wide Special Rules
Synapse: Units within 12” are Fearless. Does not grant eternal warrior.
Instinctive Behaviour: Units not in Synapse range must pass a morale check or revert to Instinctive Behaviour as outlined in their profile.
Lurkers: Immediately move towards nearest cover and shoot at the nearest target
Hunters: Get the Rage USR
Perils of the Warp supposedly does not affect Tyranids on double 1 or 6.
Biomorphs
Toxin sacks: Poison Attacks (4+)
Adrinalin sacks: Furious Charge
Spore plates: Counts as Frag Grenades
Injectors: To wound rolls of 6 cause the loss of all wounds (not sure if this is ID or not)
Toxic blood: If model takes a wound in Close Combat, the model that caused it must take an I check or lose a wound with no Armour Save. Vehicles are hit on 4+ (not sure what it does to them)
Toxic Miasma: All enemy units in CC with the model must pass T check or lose a wound. May take Saves.
Regeneration: 6+ at the start of each Turn to recover a wound
Wings: Duh!
Weapons
Venom Cannon: Same profile but with S6. Has an additional -1 on the vehicle damage chart.
Heavy Venom Canon: As above but S9 and an extra 18” range.
Scything Talons: Grants re-rolls for all 1's to hit. Two pairs grant re-rolls to all to hit rolls.
Rending Claws: Does what it says on the tin
Lash Whip: Reduces the initiative of all models attacking the bearer to 1 (possibly all in same combat).
Boneswords: Power weapons that cause Instant Death on a failed Ld roll by the target. If a pair of Boneswords is used, Ld test is taken on 3d6.
Crushing Claws: D3 additional attacks at I1
Fleshborer: 1 shot at +6” range and S4
Barbed Strangler: 2 versions. Light version has -12” range moderate S and minimal AP, Heavy version has higher S and moderate AP
Spinefists: +6” range, S4. Only weapon to retain Assault X.
Thorax Swarm: Template weapon with 3 fire modes. One Poison, one low S Rending and one middle of the road. May be fired in addition to other weapons.
Death Spitter: Half range and S5.
Flesh Hooks: Now a Mid S, no AP, 2 shot, combat ranged weapon
Impaler Cannon: R 48" S8 AP4 Assault 2. Supposedly does not need LOS
Spike Rifle: Lower S and AP Fleshborer
Strangleweb: Low S Template that, wounds against S not T
Plus a couple of others
Psychic Powers
Shadow in the Warp: All Psykers within 12" use 3d6 for Psy tests. Perils of the Warp occurs on double 1 or 6.
The Horror: One unit within 18” takes a morale test
Life leech: Mid range shooting power causes a small random number of low strength hits with no Armour save, plus caster regains one W for every one inflicted.
Warp Scream: Enemy units in 12” have WS and BS reduced to 1
Dominate: Synapse range +6”
Catalyst: 1 unit within 12” gains Feel no Pain
The Force: 1 unit within 12” may Run AND shoot
Warp Lightning: 24” S6 AP3 3 blast
Warp Lance: 18” S10 AP2 Assault 1, lance at
HQ
Hive Tyrant - WS8, I6.
- Starts of with a pair of scything talons, a Lash Whip and a Bonesword.
- May be given wings or heavy carapace (2+ armour save)
- May Take 2 psychic powers: The Horror, Life leech, Warp Scream, Dominate
- He may be given Special buffs:
Unspeakable Horror - Units must pass LD check to charge or shoot the Tyrant
Vicious Mind – +1 to all reserve rolls plus 1 Troops unit may outflank
Ancient Enemy - All friendly units within 6” get Preferred Enemy
- Has lots of weapons available.
Swarmlord - Armed with 4 Boneswords, costs more than a LR.
- Hive Tyrant with WS9
- Invulnerable saves passed against Wounds from him have to be rerolled.
- Each round may grant one unit within 12” Counterassault, Furious Charge or Enhanced Senses.
Tervigon – MC with low combat stats, but high S, T, W and Sv.
- Made by combining the Carnifex and Trygon kits.
- Creates 3d6 Termagants with standard loadout each movement phase, even if he's in close combat but if doubles are rolled, it cannot spawn any more.
- Gaunts within 6” use its very high Ld
- If killed, nearby Gaunts suffer heavy losses.
- Has Catalyst and The Force psy powers.
Alpha Warrior – Old Broodlord stats with lower I and higher BS.
- Grants it’s WS and I to any unit of Warriors it joins.
- Has Synapse Creature and Shadow in the Warp
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.
- Shadow in the Warp
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 Harpoon Cannons
- May supposedly have other weapon options.
Lictor – Increased stats such as 3 Wounds, reduced points cost, 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
- Move Through Cover
Death Leaper – WS9, I 7, and Rending on 5+.
- Named Character
- Deployed like a Lictor, but may retreat and redeploy text turn
Zoanthrope - Broods of up to 3
- same profile but with 5+Sv
- Warp field grants 3+ Inv save
- Psychic powers: Warp Lightning and Warp Lance.
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.
- Stats similar to an Alpha Warrior but with T 4
- Supersonic scream: Every enemy unit within 6 must take an LD test with 3D6 and lose the amount of wounds they failed it by
- Leeches wounds whenever he causes them in any way up to 10 wounds, and the strength of its psychic attack is equal to the number of wounds it has left
- After using its strong 5" template psychic shooting attack it suffers D3 wounds with no saves allowed.
- The Shadow in the Warp
Pyrovore – Similar statline to Tyrant Guard, and their Pyro Acid spray is S6 AP4.
- I1 A1 ignores Armour in CC
- Explodes when killed, damaging nearby units.
Venomthrope – Similar stats to Zoanthrope
- Appears to have 4 lashwhips, and Toxic Miasma
- The GW Newsletter confirms it has Poisoned attacks (2+).
-Grants a 5+ cover save and Defensive Grenades to all units within 6” and any unit assaulting them must make a Dangerous Terrain test.
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 A, T or S at the beginning of each close combat Phase
- 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 - WS5, W3 4+ Armour save
- Scything Talons standard with lots of options including Boneswords
- Synapse Creatures
Genestealers - Mostly the same as before, less options
- Point cost lower than Grey hunters
- No way to boost their armour save
- Have Infiltrators and Fleet
- No Instinctive Behaviour.
Broodlord – Upgrade for Genestealers.
- Uses old profile, at point cost of a Long Fang with HB
- 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 one makes the Genestealers count as having Frag Grenades.
- Has some Biomorph options
Termigants – Fleshborer S4 AP5 Assault 1
- For every 10 Gaunts, one may be upgraded with a Strangleweb or Spike Rifle
- For every Unit, one Tervigon may be taken as a Troops choice.
Hormagaunts – Points cost halved
- Brood size 10 - 30
- WS3, S3, I5, 2 Attacks, Ld 6
- Infantry, ie no longer Beasts.
- May be given toxin sacs and adrenalin glands
- Fleet and “Quick” 3D6 pick the highest for Fleet
Ripper Swarm - May Deep Strike
- Eat each other when they fail Instinctive Behaviour (one wound per point failed)
Fast Attack
Winged Tyranid Warriors – As Warriors, but with wings and no options for heavier weapons
Winged Ripper Swarm – Rippers with wings
Gargoyles – Minimal increase to Initiative.
- Points cost halved
- Toxin Sacs supposedly available
- Poisoned attacks: Each roll of 6 to hit and/or to wound in Close Combat automatically causes a wound.
Raveners - Two pairs of scything talons and Rending Claws standard.
- Beasts
- WS5, 3W, 4A
- May have a thorax swarm
Harpy – Monstrous creature.
- Flying, Trygon-sized creature that acts as a bomber
- It may deploy Spore Mines at a unit it flies over
- Has TL Barbed Strangler
- Units it charges suffer -1I
Spore Mine Cluster – 3-6 Spore Mines. See Biovore for more detail
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
- Bulldozer rule grants +2I on the charge
- If purchase adrenaline, grants I4 and S10.
- S9 in profile
- Two pairs scything talons and 4A as standard
- Can fire Bioplasma, which is a short range, high S, low AP Blast.
Old One Eye – Named Carnifex character
- Regenerates on 5+
- Supposedly gets additional attacks for hitting on "basic attacks" and sometimes goes berserk
- Units within 12” may use his LD
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.
- May Deep Strike, leaving a tunnel through which other units may DS in subsequent Turns
- WS6, S6, 6 Wounds and 6 Attacks
- Bioelectric attack: Range 12",S6, AP5, Assault 6
- If upgraded to a Trygon Prime, has Synapse, Shadow in the Warp, and BE attack is 18" Assault 12
Mawloc – Cheaper and less CC oriented than standard Trygon.
- Hit & Run and Fleet.
- When Deep Striking any model touched suffers a S6 AP2 hit and survivors are pushed out the way as the Mawloc emerges.
- Can re-burrow at the end of any subsequent Tyranid Movement Phase and will automatically arrive the next Tyranid turn using its special DS rules.
Three new Apocalypse data sheets for the Trygon/Mawloc in WD February.
Tyrannofex - Walking weapon battery
- Fleshborer swarm: S4 AP5 Assault 20
- Pyroacid spray: S6 AP4 flamer template, used exactly like the Hellhound
- Capsule cannon: Range 48", S10, AP4, Assault 2
- Monstrous Creature with high Toughness
Dedicated Transports
Spore Capsule - Can be taken by lots of units (not things with wings or some other big gribblies)
- transports 1 MC or up to 20 Infantry
- Deep Strike. Transported unit disembarks immediately.
- 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.
- Has a 6" Assault 3 S6 shooting attack
- Has Lash whips.
"They shall be my finest warriors, these men who give of themselves to me. Like clay I shall mould them, and in the furnace of war forge them. They will be of iron will and steely muscle. In great armour shall I clad them and with the mightiest guns will they be armed. They will be untouched by plague or disease, no sickness will blight them. They will have tactics, strategies and machines so that no foe can best them in battle. They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines and they shall know no fear."
Emperor of mankind – on the Creation of the Space Marines.
"By reason. By truth. I have learned how your hearts and minds function. With that lore, I brought peace to this culture."
"--At the cost of freedom."
"Peace reigns, as I reign. I wouldn't expect your to understand. You are a little man, with little dreams."
"--You've ushered in the peace of the graveyard. Peace, at the cost of surrendering all choice, all freedom. The city lies in terror, forced to live by the standards you place upon our shoulder."
"Yes...yes."
"--But every sin...is punished, but punished by death, no matter the crime. No matter the scale of the sin. The people of the city live in silence, lest a single word earn them death for speaking out against you."
"Yes. Listen. Listen to the sound of raw silence. Is it not serene?"
- Night Haunter addressing a gathering of Nostraman nobles
"Your presence does not surprise me, Assassin. I have known of you ever since your craft entered the Eastern Fringes. Why did I not have you killed? Because your mission and the act you are about to commit proves the truth of all I have ever said or done. I merely punished those who had wronged, just as your False Emperor now seeks to punish me. Death is nothing compared to vindication."