Speaking of lictors, these are what I remember so far : Deep Strike, No scattering, acting as living locator beacon.

Synapse Creature : 12" Fearless and auto-regroup





Adrenalin Gland : Furious Charge and Fleet





Toxic Sacs : poisoned CC





Lictors : Now have infiltrate but without bonus to reserve rolls. About 20% pts drop





Deathleaper : Slight pts reduction, Changed to HQ. Has warlord traits giving additional VP when wins challenge.

No fearless but gained infiltrate. Enemies can only shoot snap shots against it and it still give penalty to enemy leadership.

No what was that and where'd it go





Tail weapons : CC weapon. Four kinds





1) S8, AP-

2) S6, AP5

3) Poisoned

4) S4 AP4 Rending





Ravener : Slightly less attack. No acute senses and no move through cover

May take expensive champion upgrade which can remove infantry model in b2b if all attacks hit.





Some of the psychics are : -D3 to WS and BS ; Allows friendly unit to run and shoot





Rending Claws have AP value of bolter. And No ymgarls





Hive tyrant can still give outflank to one troop unit by purchasing extra upgrade. Can only use tyranid psychics. So no biomancy





Flesh hook without rending





No 2+ armour for carnifexes. Although tyrants, tervigon and trygon can take it via bio-artifacts.(See below)





There are few bio-artifacts compared to other codices.

Some of them are : Bonesword with strength buff ; Ymgarl transformation(Which can increase armour save slightly)





Trygon of both kind are bit cheaper at the cost of slightly less attack. The tunnel rule remains largely unchanged





Instictive behaviours are fixed per unit just like former codex.

However, there are three specific results per behaviour depending on dice.





Lurk : Fall Back / Can shoot only when hidden / Can shot only when hidden + Stealth





Hunt : Go to Ground / Shoot closest unit / Shoot closest enemy unit + Preferred Enemy





Feed : Inflicting hits on themselves / Assault closest enemy units / Assualt closest enemy unit + Rage