Because one of the instinctive behaviour is feed = rage without able to shoot.
Most assault oriented tyranids have feed, including the trygons, which means 8 attacks on the charge, if they fail their Ld test.
I believe the "Vector Strike" is also a major boost for tyranids, imagine two Flyrants swooping on turn two 24" and already killing stuff, if they allowed them to cast psychic powers or shoot weapons, think of the possibilities. This could mean they are releasing Harpies as flyers, wishful thinking perhaps.
Another bunch of updates on rumour since yesterday. I'll filter out the less clear and repeated ones, probably.
From
Faeit 212.
Rulebook
- full of fluff and coverage for things that werent coverec a lot in the past
- the goal is to make the game more "cinematic"
- end of rulebook is an overview of all weapons, powers , hull points, psi powers and more fluff (how to treat laswounds on the battlefield)
General rules
- charge range (going into cc) is 2d6, jumppacks seem to enable you to REROLL it ( or it is a special rule thing, might be BA exclusive)
- wound allocation to the closest miniatures in the unit. no info if wound groups are removed
- i might have misunderstood it but : every model counts as an individual now(like in lord of the rings?) would explain the new wound allocation.
- FOC has been EXPANDED for allies, this would mean that its still foc, not percentages
- vehicle squadrons also improve shooting -> line of sight related
- there will be many rules to bring "movie-like action scenes" to the tabletop
- "defensive fire" and "snap fire" are ENTIRELY DIFFERENT things!
- "defensive fire" "additional shooting phase" for assaulted units at bs 1. NO(!!!) mention of restrictions regarding WHAT WEAPONS can be fired. the usual restrictions should apply regarding flamethrowers (no usage if own model is in line of fire)
- "snap fire" shooting after movement and hitting on a 6, lascannons (and thus all HWs) can do it. land raiders can move 6" and shoot all weapons (1 normal, 1 via machine spirit and 2 snapshots with multi-melta and storm cannon) and a stunned cybot snap fired with a multi-melta in one of the battle reports
Hull Points
- cybots have 3 hull points like "battle tanks"
-
land raiders, soul grinders, ghost arc have 4Abilities
-
rage is renamed to berserk : +2 attacks in melee
-
smash for jumpers --> going into cc directly
- flying monstrous creatures get their ability too, flying 24",
ignoring all weapons but anti-air ones and hit enemies they flew over with (STR + A3 + 1)
- "GRENADE!" the unit mentioned is a sargeant throwing a grenade and destroying the enemy unit - no further info.
-
"evasive manouvers" for landspeeders : +5 cover save normal +4 when boosting and at max. velocity
-
sharpshooters can choose what target they hit on a 6 (necron eliminators)
-
rapid fire weapons still shoot max distance after moving (possibly even the full amount of shots!)
- tesla weapons get an additional hit when throwing a 6 on the to-hit throws
-
gauss weapons remove 1 hull point on a 6 at pen throws
- apparently you can bodyguard all special characters (non independent ones on a +4)
Equipment
- psi matrix +4 save for psi resistance on 6"
- power axe or powerfist needed to deny 2+ armor throws so they're either ap 1 or ap 2 or both ap 1 or ap 2
Independent characters
- character models can - under certain circumstances - pick their target individually
- "there are many possibilities for unknown heroes to gain fame and honor" possible hints to even more things to make the game more "cinematic" ?
- Warlords roll on a trait table (leadership, combat, tactics)
Flyers :
-
always come in as reserves- some weapons have the "anti air" special rule
- hard to hit when flying at max distance
- fly on
2 "levels" far above ground (cant let passengers exit, but is only hittable by anti-air weaponry) and closer to the ground (easier to hit but can load out passengers)
- destroying a flyer results in debris hitting the battlefield, damaging units
terrain and battlefield itself
- fortress of redemption --> 220 pts
- modifiers for the whole battlefield like : higher or lower gravity, poisonous atmospheres
- usable ruins, artifacts that can turn the tide of battle
Buildings :
- go into the deployment zone
- skyshield landing platform : arrival of reserves can be controlled
- buildings can be upgraded - communications relays and anti-air weaponry
- bastions have av 14
missions :
- six "bloody encounters" with different goals and/or objectives : "explore and hold"
-some objectives have special abilites (aiming systems, gravity wave generator) or are, for example mined (random properties?),
- some missions make certain units scoring , fast attack units or even vehicles ("big guns never rest") but turn them into 1 "win-point" when killed/destroyed
- three secondary objectives : kill the warlord , first blood, breakthrough (invading the enemies deployment zone), each is worth 1 "win-point"
allies :
- apparently needed is 1 hq + 1 infantry.
Psi :
- the chart tells us if you can take the rulebooks psi-abilities or only the ones from your codex
Extra Info:
paultwilsons post about the abhuman is absolutely right. its part of the "armies in 6th edition" presentation. right next to it is chris peachs imperial army where he used imperial pistoliers parts etc from warhammer to create a pretty cool imperial guard army! look forward to those ones! feathers and old-school helmets!
the appendix of the rulebook covers abhumans and the like
This was the post from paulwilson
There's a pic of a Beastman Imperial Guardsman "A type of abhuman designated Homo Sapien varatius in the rulebook's appendix.
Since Tyranids can't take any allies, the rumour here says...
Breaking the Bonds of FoCI take 12 Hive Guard if I have to. Oh hell, let me throw in some Lictors with that as well. Oh, wait I need Ymgarls too! Now I can have it all! Well that is easy, once I fill all the “Detachment Requirements” I can now take another Detachment and a whole other set of FoC slots as needed. Detachments are not beholden to Allies it is just one of the ways you can use them. I made certain promises not to go into any more detail. I am either right or wrong, we only have one more week to find out!
Also some rumour clarifications, all from the same blog:
how will fleet usr work, especially if run is removed?
Run is not removed. Fleet means you can re-roll run or re-roll one of the D6 to charge.
Is there pre-measuring for actions? (which ones?)
Pre-measure anytime and anywhere. There are three categories of allies. Lots of potential, I am not sure of the chart off the top of my head. CSM do get traitor guard, I also believe Demons. Tau have SM and Eldar. Lots of other arrangements. Tyranids get no one....
but lots of Monstrous creature special rules added for their pleasure.
Stomp, Impact Hits etc.
Can you assault after deepstrike?
No.
Here are some of the comments mentioning the latest WD.
From WD:
Flamer gets D3 atomatic hits when snapshot-Also, in the WD batrep a valkyrie carrying storm troopers gets destroyed and all storm troopers
suffer a S10 hit with no save of any kind allowed.-in WD the
ork flyer goes of the board and back again the next turn. How´s that for keeping flyers alive.
-WD it looks like
hull points removed from pens not glances unless gauss type weapon. vehicles can snapfire so a Land Raider can move fire one weapon at Normal BS + 1 for machine spirit plus snap fire everything else at BS1. vehicles can also fire when stunned at BS1 (in comments of WD)
-Feel No Pain is 5+, only InstaDeath overrides it.-Flyers: (mentioned explicitly) Valkyrie, Storm Talon, Stormraven, Bommerz, Razorwing.-Shooting at Flyers from ground at BS1, overridden by Skyfire rule (letting you use normal BS). Only when Flyers is Zooming. Hover mode is like Fast Skimmer.
-Launching
multiple assault takes off +1 A for charging.-Most vehicles have 3 HP, Dreadnought for sure.
-Flyers may Evade for 5+ cover.
-Storm Talon is 2 HP, as possibly other Flyers.