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===Ranged Weapons=== Tyranids still maintain a wide selection of ranged weaponry, much of it now with improved range. It still suffers from terrible AP and makes up for it with volume of shots. Many weapons have a Normal version and then a Heavy/Upgraded/Massive variant that tends to have the same amount of shots but gain a couple of extra points of Strength and the potential for more damage. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> <div style="font-weight:bold;line-height:1.6;">Bio-Plasmic Weapons</div> The Hive Mind's answer to the Imperium's Plasma Weapons. **'''Bio-Plasma''': Always rather meh for the price, it's now Assault d3 and S7 AP-3 for only 9 points. On the Carnifex, it's mutually exclusive with the Monstrous Acid Maw, Enhanced Senses, and Tusks, all of which are more useful in most cases. **'''Bio-Plasmic Cannon''': The Exocrine's gun. It's got a similar statline as the basic Bio-Plasma, but with three times the range, Heavy 6, and does 2 Damage each hit. **'''Bio-Plasmic Scream''': Exclusive to the Screamer-Killer. Assault d6, 18" range, and AP-4 make this a much better weapon overall than the standard Bio-Plasma and lets it soften things up before it charges. <div class="mw-collapsible-content"> <gallery class="center"> Bio-Plasma.PNG|Bio Plasma Bio-Plasmic-Cannon.png|Bio Plasmic Cannon </gallery> </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> <div style="font-weight:bold;line-height:1.6;">Bio-electric Weapons</div> These use channeled shocks of electricity to annihilate enemies. **'''Bio-Electric Pulse''': The Trygon's way of dealing with range, This is an Assault 6 S5 ranged weapon. Not good for killing by power, but by attrition. **'''Bio-electric Pulse with Containment Spines''': The Trygon Prime equivalent. Now at Assault 12. **'''Shockcannon''': The Hive Guard's anti-vehicle weapon. It's decent enough at S7 AP-1 d3 Damage, but if it rolls 4+ on Wound against a vehicle, it issues a Mortal Wound that coincidentally makes its low AP completely irrelevant. Roll a 6+, and that becomes d3 Mortal Wounds. Thanks to the change from small templates to D3 shots, this is now actually plenty scary against vehicles of any size. **'''Tentaclids''': The Crone's big surprise. These Babies only have S5 to their name and a re-roll to hit flying units, but if they wound a vehicle on a 4+ it deals a Mortal Wound with a 6+ dealing d3 Mortal Wounds. Unlike before, these can actually be used again and again. <div class="mw-collapsible-content"> <gallery class="center"> Niddex2014e.jpg|Shock Cannon Tentaclid2.jpg|Tentaclid </gallery> </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> <div style="font-weight:bold;line-height:1.6;">Choking Spores</div> More a distraction than anything. While it's only S3, the Assault d6 means that it has many odds to hit, and the ability to re-roll wounds to inflict d3 damage ensures it will hurt anything below MEQ. Its shining purpose however is the ability to remove any cover benefits from anyone these things attack. <div class="mw-collapsible-content"> Somebody get an image </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> <div style="font-weight:bold;line-height:1.6;">Crystalized Venom Weapons</div> These weapons were described in previous codices as firing crystalized venom at speeds capable of piercing tank armor. They are a flexible option, found on many units. **'''Venom Cannon''': In keeping with blast templates being removed, this once small blast gun is now Assault D3 and at 36" range counts as one of our few 'long range' guns. Received a boost in Strength from 6 to 8 making it fairly reliable at hurting VEHICLES and MONSTERS, but at only -2AP and d3 damage it might take a while to kill higher wound models if you're unlucky. **'''Heavy Venom Cannon''': A bigger venom cannon for the MONSTERS. With an extra point of Strength and the ability to put down a flat 3 damage per shot, this thing should strip high Toughness models of their wounds quite reliably while posing a decent threat to light and medium vehicles. *** Absolutely effective against Custodes, S9 means that you're wounding them on 3+, AP-2 is just enough for their Invul, and 3 Damage means that you insta-kill their Troops(and their Elites if you use Pathogenic Slime) <div class="mw-collapsible-content"> <gallery class="center"> venom_cannon.png|200px|Venom Cannon </gallery> </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> <div style="font-weight:bold;line-height:1.6;">Living Ammunition Weapons</div> These weapons fire a variety of maggots, beetles, or worms that devour their victims from the inside. Yum! **'''Deathspitter''': Even more deadly than Devourers, you get +1 Strength, -1AP and +6" of range for just 1 point more. Solid choice. **'''Deathspitter with Slimer Maggots''': New on the scene for 8E. A bigger deathspitter with +2 Strength for the MONSTERS in the Tyranid force. Comes as a pair so puts out double the amount of shots. Unfortunately, its only real use is for popping transports and other light tanks. The Devourer with Brainleech Worms matches or outperforms it in almost all other circumstances. [https://docs.google.com/spreadsheets/d/1s-SPshi8Rph0EXxnbInr34zp1qvtOL6fLfszxnsahI8/edit?usp=sharing Weapon Comparison] **'''Devourer''': 3 shots, S4 with an 18" range that can still be fired while Advancing. Heavily overpriced with 4 points. **'''Devourer with Brainleech Worms''': A bigger devourer with +2 Strength and double the shots for the MONSTERS in the Tyranid force. Comes as a pair so it puts out 12 shots. Two sets of these gives 24 shots, pretty good overall, made even better with the Pathogenic Slime strategem. **'''Fleshborer''': The basic gun of the Termagant, an S4 pea-shooter. Since Termagants armed with these are the only ones a Tervigon may spawn, you'll want these for at least 10 of your squad. **'''Fleshborer Hive''': The Tyrannofex's version, it's a Heavy 20 Fleshborer at S5. Has good synergies with stratagems, but the fact that you have to stand still and its extremely short range make it hard to pull off. <div class="mw-collapsible-content"> <gallery class="center"> deathspitter.png|Deathspitter devourer.png|Devourer Fleshborer.png|Fleshborer </gallery> </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> <div style="font-weight:bold;line-height:1.6;">Rupture Cannon</div> A massive gun only fielded by the Tyrannofex. Used to be our only long range anti-armor gun (and that usefulness was hotly debated due to being only AP4). Has now become a 3 shot Lascannon but with S10 (and since Tyrannofexes shoot twice if they stand still, it can fire enough shots to trash all but the heaviest of tanks). Expensive, but worth it with the sheer damage it can provide. <div class="mw-collapsible-content"> <gallery class="center"> rupture_cannon.png|Rupture Cannon </gallery> </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> <div style="font-weight:bold;line-height:1.6;">Spine Weapons</div> these fire hardened spines of chitin to impale their enemies. They vary from the relatively short-ranged spine fist to the anti-vehicle Impaler Cannon. **'''Impaler Cannon''': One of the Hive Guard's guns, it's basically a Heavy 2 missile launcher (with 36" range), S8 AP-2 and D3 damage, that does not need line of sight and does not allow cover bonuses to the armor save. Perfect for cleaning out an armored objective camper. **'''Spike Rifle''': Another Termie weapon, this trades off 1 Strength for a slightly better range. Not worth taking - especially that you can take only 1 per 10 gaunt (What *were* they thinking?). No rules in the Codex, but still available with the Index rules. **'''Spine Banks''': Unique to the Carnifex and the Thornback. 6" Assault 4. S5 and no AP is lackluster, but like a pistol it can be fired into melee- and unlike pistols, it can be fired at units that are locked in melee with another unit. Unfortunately, you can't take it without giving up the option for Spore Cysts, so don't bother on regular Carnifexes. **'''Spinefists''': One of two weapons that are now classed as Pistol. In this case, it's a 12" Pistol that can fire as many shots as the wielding model has Attacks. The ability to fire these weapons in the shooting phase while in combat might make these an interesting choice on Tyranid Warriors, since it lets them get a few extra hits in before the Fight phase begins. Also interesting for Raveners, as this lets them spew out 4 shots no matter where they are. **'''Spinemaws''': An upgrade for the Ripper Swarm which has had a downgrade in Strength, making it a bit pony. A very short range Pistol 4 with 2 Strength. Presumably designed to give the Rippers something to do in their shooting phase. Odds are it won't actually hurt anything, but it adds some weight of damage when these guys get stuck in and, with 8th edition wounding rules, makes for a shocking amount of harassment against tanks (given they're just as likely to wound a Predator as they are to wound the Marine standing next to it). **'''Stinger Salvo''': The Harpy's/Tervigon's/Tyrannofex's gun, it's Assault 4 with S5 AP-1. Decent enough against small things. Funny on the Tyrannofex when he gets to shoot it twice. <div class="mw-collapsible-content"> <gallery class="center"> Impaler_cannon.png|Impaler Cannont Spike-Rifles-5-1024x768.jpg|Spike Rifle Spikebank.png|Spine Bank Spinefist.jpg|Spinefist </gallery> </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> <div style="font-weight:bold;line-height:1.6;">Spore Mine Launcher</div> The Biovore's Pride and Joy. It has an impressively big range, and it almost always does something. On a failed hit it instead drops a Spore Mine nearby that has to wait a turn before moving, but doesn't cost reinforcement points to generate (in Matched Play, this is one of the only ways to generate units mid-battle without paying for them in advance). On a 1 to wound does nothing and on a 2+ it does a Mortal Wound, but on a 6+ it deals d3 Mortal Wounds. Went from a horde killer to a pinpoint wound remover, and one of the few weapons capable of consistently inflicting mortal wounds at long range regardless of its target. <div class="mw-collapsible-content"> <gallery class="center"> spore_mine_launcher.png|Spore Mine Launcher </gallery> </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> <div style="font-weight:bold;line-height:1.6;">Spray Weapons</div> This Covers a wide variety of short range weapons that auto-hit their opponents. Flavors come in Acid, More Acid, and fire. **'''Acid Spray''': The equivalent of a Flamer with 2D6 attacks and deals D3 Damage and AP-1. Tyrannofexes can use this for burning down multi-wound models and are pretty good anti-Flyers **'''Bio-Acid Spray''': The main ranged weapon of the Scythed Heirodule. A 2d6 flamer with S6, AP-2 and D3 damage per hit. **'''Drool Cannon''': Another Flamer-like with Assault d6, but at S6, AP-1 and D1. This allows a Hive Crone to hurt lightly-armored things, but little else. **'''Flamespurt''': The Pyrovore's reason to exist. It's like a Drool Cannon but with slightly better range and slightly weaker Strength. Interestingly, it has precisely enough range to fire after getting out of a Tyrannocyte. Probably not a coincidence. <div class="mw-collapsible-content"> <gallery class="center"> acid_spray.png|Acid Spray DroolCannon.jpg|Drool Cannon Flamespurt Cannon.PNG|Flamespurt </gallery> </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> <div style="font-weight:bold;line-height:1.6;">Strangler Weapons</div> these weapons fire explosive seeds that rapidly spread out and strangle their victims to death. They gain +1 to hit against units with 10 or more models. **'''Barbed Strangler''': Assault D6, Strength 5 and -1 AP for 10 points. Costs 5 points more than Deathspitters for 0,5 more shots on average and +12" range. **'''Stranglethorn cannon''': A bigger Barbed Strangler with +2 Strength for the {{W40kKeyword|MONSTER}}s in the Tyranid force. Keeps the above +1 to hit rule and also inflicts 1 more damage. Kills light Infantry more efficiently than the HVC. Combine with Enhanced Senses and laugh at the look on your opponent's face as a ''Carnifex'' hits on a 2+. **'''Strangleweb''': 8" range, assault d3 and S2. Only 1 of 10 termagants can have one of those <div class="mw-collapsible-content"> <gallery class="center"> [[File:Stranglethorn_Cannon.jpg|200px|thumb|left|Stranglethorn Cannon]] </gallery> </div></div> {| class="wikitable" ! Tentacle weapons | these weapons cover an assortment of short range weapons designed to hook onto or grab prey at close range. **'''Flesh Hooks''': Though they are considered Assault weapons, these are weapons useful for close range firing, as they can be shot within 1" of an enemy and into other melees, just like a Pistol. This are basically Pistols+1, combining all the close range effectiveness of Pistols with the Advance-and-shoot goodness of Assault weapons. Unfortunately still don't allow a model/unit to mantle over impassible terrain or vertical surfaces like they should. **'''Grasping Tongue''': The Haruspex's creepy hentai tongue. It's rather fierce at S6 AP-3 and d3 damage, it gains further use since it can be used within close range and regains a wound if it kills something, so it can add to survivability. **'''Toxic Lashes''': Essentially a CCW with Assault 2 and S2. It can fire within 1" of an enemy and re-rolls to wound. **'''Massive Toxic Lashes''': The Toxicrene's version, now with Assault d6 AP-1 and d3 damage. | [[File:Grasping Tongue.jpg|200px|thumb|left|Grasping Tongue]] [[File:File.png|200px|thumb|left|alt text]] |}
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