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Tyranid FAQ is here
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Old 30 Jun 2010, 10:54   #1 (permalink)
Shas'Saal
 
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Default Tyranid FAQ is here

At long last here it is:


The Tyranids 2010 FAQ can be found via this page.

Well it told me everything I thought was correct about the main debated rules and seems to be some very strange rulings on things I'd never considered to be in question. For example you cannot put a Prime in a pod with a unit!? Bizarre.

Edit: Redirected link to Hub page in accordance with GW's hotlink policy, rather than hotlinking to PDF -Del

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Old 30 Jun 2010, 10:58   #2 (permalink)
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Default Re: Tyranid FAQ is here

Hallelujah!

"Q: Also, can a Spore Mine move in the Assault phase?
A: No.
"
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Old 30 Jun 2010, 13:07   #3 (permalink)
Kroot Warrior
 
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Default Re: Tyranid FAQ is here

I utterly don't agree with some of the rulings.

IE:
Q: If a Tyranid unit takes a Mycetic Spore, can an Independent Character join the brood before deployment (and hence deep strike in with the brood)?
A: No.

Q: If a Tyranid unit takes a Mycetic Spore, can it choose to deploy normally whilst the empty Mycetic Spore deep strikes on its own?
A: No.


If the Space Marine Drop Pod can do those things, why can't the nid equivalent? > > > >
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Old 30 Jun 2010, 13:21   #4 (permalink)
Shas'O
 
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Default Re: Tyranid FAQ is here

Wait, I can't choose to not deploy in the Spore?! I didn't read that one. That's weird as hell.
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Old 30 Jun 2010, 14:01   #5 (permalink)
Shas'O
 
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Default Re: Tyranid FAQ is here

Some of them are just plain obvious.

Take for exemple the IB test with reserve. (page one, 2nd of the right column)...that's pretty much a given since IB test takes place before the movement phase and only models on the table need to take the test.

I don't play 'nid and I know that.
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Old 30 Jun 2010, 14:17   #6 (permalink)
Ethereal
 
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Default Re: Tyranid FAQ is here

I am very, very impressed with this FAQ. Completely overrode all of the silliness with Spirit Leech, but it also cleared up everything related to Deep-striking with Wings and Tyrant Guard. It has been a while, but it looks like GW is ready to start answering the real questions again.

Did they even miss anything major this time?
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Old 30 Jun 2010, 14:23   #7 (permalink)
Shas'O
 
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Default Re: Tyranid FAQ is here

I would have liked if they clarified Spore Mines, myself. They don't/shouldn't give up KPs but even then the wording simply isn't clear enough for some people.
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Old 30 Jun 2010, 18:00   #8 (permalink)
Shas'Vre
 
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Default Re: Tyranid FAQ is here

Nothing major missed, I think.

There was one (very, very, very) silly thing 'missed' about the Doom of Mockingbird, at least according to one of the members in my gaming group (as a technicality, which our Tyranid player doesn't make use of), is an oddity with Life Absorber and the Warp Storm abilities.

Warp Storm causes variable wounds to the Doom after it is used. Life Absorber gives the Doom an extra wound for every wound it causes. It caused the wounds (to itself) through the use of Warp Storm, and thus grants itself its wounds back.

Again, we don't actually play as if this were true, its just what appears to be a rules oddity. And I don't have the tyranid codex in front of me, so if the wording explicitly denies it, I wouldn't mind. ^_^
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Old 30 Jun 2010, 18:12   #9 (permalink)
Shas'Vre
 
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Default Re: Tyranid FAQ is here

I'm glad the finally clarified this stuff, most of it is pretty common sense, but some of it has me scratching my head.

Quote:
Q: If a Tyranid unit takes a Mycetic Spore, can an
Independent Character join the brood before
deployment (and hence deep strike in with the brood)?
A: No.
Q: If a Tyranid unit takes a Mycetic Spore, can it choose
to deploy normally whilst the empty Mycetic Spore
deep strikes on its own?
A: No.
Ok, blantant Marine favoritism then, but I guess that's to be expected. Still don't understand why this was necessary.

[edit:] Maybe not, I just went looking for for what allows Marine players to do this, and I don't see anything that specifically allows them to do this stuff either, in their codex or in their FAQ/Errata. Maybe I'm looking in the wrong place though, can someone point out to me where Marines are allowed to put IC's in with a separate unit that's chosen a dedicated transport drop pod, or what allows marines to put that chosen drop pod down empty while deploying the unit chosen for it normally?

Quote:
Q: Does the Doom of Malanítaiís Spirit Leech ability
affect units embarked in transport vehicles?
A: No.
As expected, an probably the right ruling.

Quote:
Q: Can cover saves be taken against wounds inflicted
by the Doom of Malantítaiís Spirit Leech ability?
A: Yes.
I didn't figure that's how they'd rule on this, but I guess they want to balance the Doom more than it's points cost has, that's not really too bad.

Quote:
Q: Does Shadow in the Warp affect psykers who are
taking a Psychic test whilst embarked within a
transport vehicle?
A: No.
What... the... Fuuu ? That's ridiculous. I would assume then that Psychic Hoods & Runic Weapons, or Eldar Runes of Warding do not affect psykers in transports then either?

Quote:
Q: If a model with Lash Whips is attacking a model
with an Initiative-boosting rule/piece of wargear (e.g.
Furious Charge, an Eldar Banshee Mask etc.), which
order are the Initiatives modified?
A: The Lash Whips will reduce an enemy modelís
initiative to 1 before any other modifiers are
applied. So, a model with Furious Charge that
assaults a Tyranid with Lash Whips will strike at
Initiative 2, and an Eldar with a Banshee Mask will
strike at Initiative 10 in the first round of assault.
Stupid. Plain bloody ridiculous stupid.
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Old 30 Jun 2010, 18:46   #10 (permalink)
Ethereal
 
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Default Re: Tyranid FAQ is here

Quote:
Originally Posted by Nezalhualixtlan
Stupid.
Probably more fair, though. They pay points for Furious Charge and their wargear just like Tyranids pay for theirs. No reason the Tyranid rule should always take precedence. This way all special rules have some effect, although it will be slightly diminished.
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