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		<title>Tyranid</title>
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		<summary type="html">&lt;p&gt;2600:8800:1D86:2800:18F6:64F0:DB9:9495: /* Overview */&lt;/p&gt;
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&lt;div&gt;[[File:Tyranids Logo.png|200px|center]]&lt;br /&gt;
[[Image:Nids3rdEdCover.jpg|400px|thumb|right|OM NOM NOM!!!]]&lt;br /&gt;
{{Topquote|This isn&#039;t a war,&amp;quot; said the artilleryman. &amp;quot;It never was a war, any more than there&#039;s war between man and ants.|H.G. Wells, The War of the Worlds}}&lt;br /&gt;
{{Topquote|We cannot live through this. Mankind cannot live through this. In a single day they have covered this planet with a flood of living blades and needle-fanged mouths. Kill one, and ten take its place. If they are truly without number, then our race is doomed to a violent death before every shred of our civilisation is scoured away by a force more voracious than the fires of hell themselves. Death! By the Machine God, Death is here!|The last words of Magos Varnak}}&lt;br /&gt;
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The &#039;&#039;&#039;Tyranids&#039;&#039;&#039; (often shortened to simply &#039;&#039;&#039;nids&#039;&#039;&#039;) are a race of extragalactic &amp;quot;alien locust&amp;quot; in [[Warhammer 40k]], that seemingly exist only to devour [[Human|biomass]], evolve into a more perfect species and grow in numbers. They are extremely adaptable, and frequently engineer and modify traits and characteristics in their genome, by devouring other unfortunate species into their own, in order to [[Gene-seed|improve their combat effectiveness and survival.]] As a result, they are constantly evolving and becoming more dangerous. The Tyranids are most commonly seen in the galaxy in the form of [[Hive Fleet]]s, large collections of space faring organisms that are capable of transporting and birthing the smaller strains of the species, as they travel from world to world, attack and consume all biomass on/in that planet, leaving it a lifeless rock. Even bacteria and archaea are consumed from the atmosphere. They are probably one of the oldest races when you think about it, and are, together with Orks and Necrons (if they don&#039;t nom the Orks and maybe destroy the Necrons), probably going to win this galactic war. For this reason pretty much every faction in the galaxy sees Tyranids as the ultimate threat and [[Blood Angels|would ally even]] [[Necrons|with their sworn enemies]] to fight them. Thus the race is called The Great Devourer. They&#039;re named after planet Tyran, where they were first officially sighted by the [[Imperium]].&lt;br /&gt;
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==Overview==&lt;br /&gt;
{{Topquote|An alien threat has risen from beyond the abyss, a swarm so vast that it blots out the stars. This horror fights neither for power nor territory, but rather to feed a hunger so insatiable that it will eventually devour the entire galaxy.|[[Inquisitor]] [[Kryptman]]}}&lt;br /&gt;
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Before they arrived to this galaxy, the Tyranids were probably lying dormant in intergalactic space because there was nothing there to consume (probably). Despite this, they had sentinel organisms, looking constantly for any sign of life in distant galaxies. We actually don&#039;t know how many galaxies they have already left bare - most of the facts behind their origin and backstory that we have on them are simply not more than speculation and conjectures. It could be that we have only seen a fraction of their numbers, or that said current numbers are all there is. We simply don&#039;t know.&lt;br /&gt;
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The Tyranids have hibernated until they were triggered by, and attracted to, concentrated sources of psychic energy like moths to a lightbulb. One of them was the [[Astronomican]], the psychic signature of the [[Emperor of Mankind]] spanning throughout the entire galaxy. Also, In the 30k [[Horus Heresy]] era, an alien device known as the Pharos on the Ultramarine realm planet of Sotha sent up a huge psychic energy pulse, effectively giving the Milky Way a big neon sign that called it an all-you-can-eat buffet (note that this is only known to the reader--the multitude of characters in the 30k and 40k eras had no inkling of just what was coming nor who or what actually called them). Thus the Tyranids set off, taking roughly the next 10,000 years to do so, but just who would be insane or evil enough to summon such an apocalyptic force of alien nature to the Milky Way? [[Barabas Dantioch|A pretty cool guy who had no idea about what he would eventually call to dinner, actually]]. Still, the possibility that the Tyranids are retreating from [[Games Workshop|&#039;&#039;something&#039;&#039; more terrifying than even them]] remains open as of now.&lt;br /&gt;
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The Tyranid species is mentally connected and controlled by the extremely powerful and near godlike [[Hive Mind|HIVE MIND]]. The Hive Mind is the collective consciousness of the entire Tyranid race, a psychic embodiment of Tyranid instincts and racial imperatives: to devour and evolve. It is so powerful that its mere presence (the Shadow in the Warp) makes even psykers and [[Chaos]] [http://vignette3.wikia.nocookie.net/warhammer40k/images/0/07/Shadow_in_the_Warp_.jpeg/revision/latest?cb=20160531070506 shit their metaphysical brains out in terror.] The power of the Hive Mind is such that it casts a stifling influence over the Warp in the area, and therefore, warp travel becomes almost impossible. Hence it is that a world that finds itself a target of a Hive Fleet is unable to call for help or receive reinforcements by the time it detects the Hive Fleet&#039;s presence. This super consciousness allows their forces to move with a unity of purpose and cohesion that makes them extremely dangerous. The individual intelligence of different strains of the species is variable, however, and many of the smaller species lack the psychic power to communicate over long distances, and so the swarm relies on larger organisms, the so-called &amp;quot;Synapse Creatures&amp;quot;, to act as relays and communication nodes in the psychic network (if the Hive Mind is the Internet (Internid), then synapse creatures are ISPs (ISynaPse) and routers (router-warriors)?). Outside of the range of a synapse creature, such as a Tyranid Warrior or a Hive Tyrant, smaller varieties such as those found within the Gaunt genus revert to animalistic behavior. However, certain strains, such as the [[Genestealer]] or the Lictor, are designed to be able to spend long periods of time beyond the reach of the Hive Mind, and are consequently considerably more intelligent and autonomous than other Tyranid organisms.&lt;br /&gt;
[[Image:KillEmAll.jpg|300px|thumb|left|DAKKA DAKKA DAKKA!]]&lt;br /&gt;
The normal Tyranid modus operandi is to locate a delicious looking planet, usually by following the psychic emanations of vanguard organisms like the Genestealers, who are sent ahead as scouts to infiltrate and form cults while obtaining genetic information about the local species (hence the name Gene-stealer), drawing the fleet towards a viable target. The Tyranids are capable of non-[[Warp]]-based FTL travel, which they achieve by using gravity to manipulate spacetime and travel extremely quickly towards large gravity wells such as stars, and once they are relatively close, they must rely on STL travel to close the gap with their target. Once they reach the world, infinite swarms of creatures flood down to the surface to overwhelm all resistance and consume the planet&#039;s population and resources in a manner reminiscent of a Korean StarCraft champion performing the devastating &amp;quot;Zerg Rush&amp;quot; (Note that the Zerg were supposedly based on Tyranids, which in turn were based on aliens in from movies like &#039;&#039;Starship Troopers&#039;&#039; and &#039;&#039;Alien&#039;&#039;. All these organisms are based on eusocial Hive insects such as the order &#039;&#039;Hymenoptera&#039;&#039;, which includes ants, bees etc.) In the later stages of the invasion, the Fleet manipulates the planet&#039;s biosphere and seeds it with aggressive plant life that grows extremely rapidly and assimilate all nutrition/life left on the planet, which is then consumed by the creatures of the swarm and massive feeding tentacles/tubes, dropped by Tyranid bio-ships in low orbit, and hence conveyed to the Hive Fleet as a whole. The fleet literally grows in size and mass, and moves on to the next planet.&lt;br /&gt;
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This makes the Tyranids a very dangerous foe to fight. Even the Imperial Guard and Orks will find it difficult to beat them in a war of attrition, as individual losses are meaningless to the bugs. As long as they are able to recover the biomass of the dead, it is simply recycled into new warriors and ships. It&#039;s worth noting that going against technological species, results in fewer and fewer recycled biomass, so a Hive assaulting a high-tech heavily fortified fortress, loses some of its total biomass bit-by-bit, but there are only few cases where the Tyranids really bite off more than they can chew. Even a Hive Fleet that has taken terrible losses and is forced to retreat, may soon return to terrorize strong worlds, as capturing and consuming a few poorly defended backwater planets is all that is required for them to replenish their forces. Even Hive Fleets considered defeated by the Imperium, may still be dangerous, as the splinter elements that have survived, may continue to infest worlds in the region. It is worth noting that, in the rare event that two different Tyranid fleets encounter each other, they are apt to attack each other. This is generally believed to be some sort of Darwinian selection mechanism to compare the competitiveness of the traits the individual fleets have accumulated, with the victorious fleet consuming the other, absorbing their best traits, and culturing a deadly hybrid with the best of both worlds.&lt;br /&gt;
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[[File:1389680259601.jpg|thumb|450px|right|Who doesn&#039;t love a scuttling swarm of space locusts?]]&lt;br /&gt;
So far, only fragments of Tyranid Hive Fleets have made it to this galaxy, and they were given monstrous names such as &amp;quot;Behemoth&amp;quot; and &amp;quot;Leviathan&amp;quot; and ate untold numbers of planets before finally being destroyed or stalled. It&#039;s also known that these are merely scouting fleets for the unimaginably large swarm that has yet to arrive, still currently in transit from another galaxy ([[Imperium|Imperial]] scholars suppose them to be either en route from a galaxy they successfully scoured of all life, or retreating from some force even nastier than they are). Noted Imperial scholars believe that the only possible plan that stands any chance against the arrival of this force involves giving a [[melta]] gun to everyone that has hands and praying to the God-Emperor for the best. They have been expected to arrive on Terra&#039;s doorstep any day now for years, being stalled by a force even more malicious then they are: [[Games Workshop|GW]]&#039;s refusal to move the story forward.&lt;br /&gt;
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And if they intend to retcon the above so that Leviathan is in fact the main force, they can easily write it off as ravings of a crazed Inquisitor.&lt;br /&gt;
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Following in the footsteps of the Hive Fleets before it, Leviathan has been destroyed at Baal by the Blood Angels and the Ultramarines, apparently with a little help from [[Ka&#039;bandha|Ka&#039;Bandha]] the Bloodthirster. Admittedly, that campaign only involved the tendril not engaged in war with the Orks on Octarius, meaning that there may be significant elements of the fleet still roaming around the galaxy. However, since GW has been officially referring to this as the &#039;Fall of Leviathan&#039;, it&#039;s probably safe to say that Leviathan too is now splintered like Behemoth and Kraken. Of course, this still isn&#039;t good news for the rest of the galaxy, because there are four new Hive Fleets in the neighborhood, one of which has apparently dedicated itself to vacuuming up all the splinter fleets left behind by Kraken, Behemoth, and Leviathan, thus gaining all their tasty biomass and DNA.&lt;br /&gt;
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This new hive fleet is known as [[Hive Fleet Kronos|Kronos]], after the Greek god of time, and with Warp Rifts and Chaos Daemons now running amok in the galaxy, the Hive Mind has turned it towards a previously untapped niche: fixing the mess left by Chaos. Its take on the Shadow in the Warp is one of a complete and total &amp;quot;HAHAHA FUCK YOU!&amp;quot; towards the Ruinous Powers, capable of smothering psychic abilities of any kind, causing Daemons to wither in its presence and closing Chaos portals and small Warp Rifts just by proximity. In other words: Chaos energy is arguably the malevolent, most corrupting, most powerful force in the galaxy... [[Awesome|and the Hive Mind has produced a Hive Fleet with the primary mandate of telling it to shut up and go to its room.]] Which sounds great except for the also recent revelation that the &#039;Nids can be mutated by the Warp if exposed to it for too long or in places where it&#039;s too strong, which begs the question of how long Kronos can continue to battle Chaos before they inevitably start going wonky too. &lt;br /&gt;
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On a smaller note, thanks to the Devastation of Baal, it has been confirmed that Tyranid troops and monsters aren&#039;t even a singular organisms. Instead, they are a collection of symbiotic species working in tandem with one another to create a killing machine. Tyranid blood? [[Wat|a living parasite.]] Tyranid weapons? [[Tyranid Bio-Weapons|well, that&#039;s self explanatory.]] Tyranid organs? [[Derp|a separate critter that could survive just as easily outside of its hosts when it is needed to swap gibblets.]] This means that those giant Hive Fleets you see aren&#039;t just one massive creature but a multitude of smaller creatures working as one (this has some basis in real life biology; colonial organisms such as the Portuguese Man O&#039; War are composed of multiple interdependent organisms). This realization kind of solves some of the bizarre-looking Tyranids that would be biologically impossible, but isn&#039;t actually much of a big deal, since most living things are technically made up of a collection of cells which are living things unto themselves. Tyranid creatures can then be thought of as multi-bodied organisms, the same way we are multi-cellular organisms, only our various organs, tissues, and limbs can&#039;t be freely transplanted with no rejection issues across similar &amp;lt;s&amp;gt;bioforms&amp;lt;/s&amp;gt; individuals. &lt;br /&gt;
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It remains to be seen whether this new backstory element will retcon some earlier reveals about the Tyranids, such as their observed tendency to throw themselves into digestion pools to recycle themselves into raw materials when they are too damaged to fight or no longer tactically useful. For one thing, why bother reducing Tyranids into liquid biomass that requires precious time and energy to be remade into new bioforms from the cells up, when the Hive Mind can skip a step and conserve its resources by simply tearing out reusable organs and bio-weapons from crippled or unneeded bioforms, and then install or graft those organic parts into new or less-damaged bioforms, while throwing only the bare skeletons and the too-damaged parts into the digestion pools for recycling? For another thing, if this becomes widespread knowledge among the Imperium, will it become the new standard procedure to either completely vapourize or thoroughly incinerate Tyranid corpses whenever possible, so as to keep the Hive Mind from reusing this grisly &amp;quot;salvage&amp;quot; should Tyranid forces take the field or advance their battle-lines far enough to retrieve those corpses? All we can say for certain is, &#039;&#039;&#039;prepare yourselves for another round of the evolutionary arms race&#039;&#039;&#039; . . .&lt;br /&gt;
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==On the Table==&lt;br /&gt;
[[Image:No Retreat.jpg|300px|thumb|left|KABLOOIE!]]&lt;br /&gt;
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===2nd Edition===&lt;br /&gt;
Printed in the ancient past of 1995, the first Tyranid codex brought the hive mind to the tabletop of 40k and instantly won over the hearts of a thousand vile xeno lovers. Or not. It&#039;s hard to tell as most of those original fans have since moved on to collect power armor armies or died from several decades of soul crushing disappointment. Either way, the codex was notable for including both Genestealer Cults and Tyranids in the same book. It was at this point in the Tyranids history that the army was at its most [[Cheese|butt fuckingly]] [[White Scars|ultra rapid]] [[Doom|rip and tearing]] form. Tyranids were &#039;&#039;&#039;THE&#039;&#039;&#039; fucking army that could go toe to toe with other cheese like the [[Eldar]] or [[Necron| March of metallic doom]] and tear them a new asshole. Naturally this made them &#039;&#039;&#039;THE&#039;&#039;&#039; army for players to [[Butthurt|sperg on about how they were completely overpowered]] and countered armies like the Space Marines and general Imperial factions with complete EASE. [[Robin Cruddace| And then one of those fuckos]] was given a job at GW and it all went downhill from there for the space bugs.&lt;br /&gt;
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===3rd Edition===&lt;br /&gt;
8 years after the 2nd edition codex came out, a new one burst onto the scene in 2001. Again, not much is remembered from this time, aside from the fact the strong and fast Tyranids from the 2nd edition were turned into slow, clumsy beasts, a move that nerfed them into oblivion. It was also notable for introducing silly looking metal miniatures that vanished soon afterwards (like the ever popular grinfex) and cool new plastic ones that are still used to this day. This codex was extremely limited, but did feature some...interesting rules for customizing your models. None of these would last to 4th edition, but the nostalgia would linger for a long time after.&lt;br /&gt;
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===4th Edition===&lt;br /&gt;
In 2005, a new Tyranid codex emerged along with an entire host of redesigned units and metal kits. It was at this point that the modern designs for the Lictor, Genestealers, Raveners, and Hive Tyrants were introduced. Also, the first plastic Carnifex kit was released, and GW capitalized by giving the unit a cubic metric shit ton of options. Indeed, this was the theme of fourth edition &#039;nids. The codex deliberately axed 3rd edition characters like Old One Eye or the Red Terror in favor of giving players a wealth of options for customizing their models. Want a hive tyrant with a 2+ save? Go ahead. Want a Carnifex with a better BS? there you go. None of this would last into 5th edition and the flaws were pretty glaring as time went by. &#039;Nids simply did not have the tools nor the depth of an army design to succeed against every opponent, and many of the options turned into expensive traps.&lt;br /&gt;
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===5th Edition===&lt;br /&gt;
When the 5th edition Codex released, it was met with [[skub|split opinions]], as usual. Some were angry at how overpowered the army looked, citing the facts that the [[Tervigon]] could create more units out of thin air using &amp;quot;broken&amp;quot; special rules, that the anti-psyker powers were so broad, and that the [[Hive Guard]] and [[Zoanthrope]]s were so good at tank hunting at a time when tanks were kings.&lt;br /&gt;
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However, after some time passed, people who decried the cheesy aspects of the army faded from view as people began to realize the army only seemed cheesy on paper, and that, in truth, any cheese the army had was drowned in the army&#039;s drawbacks. The Termagants the Tervigon could spawn? Stats like a [[Imperial Guard|Guardsmen]] in close combat, but with half their weapon range and weaker armor. And to get Tervigons to the Troops slot from the HQ slot (where they were practically useless), you had to pay Guardsman prices for a unit of them. In other words, you &#039;&#039;had&#039;&#039; to use the &amp;quot;cheesy&amp;quot; special rule or they were overpriced into uselessness.&lt;br /&gt;
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Then there were the special powers that supposedly buffed the army. Again, at a first glance, they looked broken. Certain upgrades allowed any unit within 6&amp;quot; of certain models to gain rules like Feel No Pain, Furious Charge, Poison, cover saves, and so on. It sounded like a serious boon, but it had a funny effect. Aside from the fact that most Tyranid models are too expensive unless you capitalize on the bubble-buffs, it also does a horrible thing to your freedom to play the army. Mainly, it forces players to keep all their units bunched up within 6&amp;quot; of a few key models, requiring them to spend the entire game in a rigid formation that can spell disaster for the army when broken. Tyranids already suffered from this problem somewhat due to their synapse rules, but the 6&amp;quot; range on the mandatory buffs only shortened the leash. Not to mention it also made blasts even worse for an army already vulnerable to them.&lt;br /&gt;
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Tyranids do seriously lack effective long range support as well. While they possess some weapons capable of mincing infantry units, most things with a range over 12&amp;quot; come at a premium. With an army so focused on close combat this shouldn&#039;t be such a problem, but synapse and buff leashes actually make it a valid concern. Mainly, the short buff leash pressures a player into a castle formation, but the lack of medium and long ranged weaponry pressures the player to advance the entire castle towards the enemy, which has a way of creating chinks in the formation. And you can&#039;t just move a few key units - when a unit moves forward, the model providing the buffs has to follow them, and then the other units relying on the buffs have to follow the model providing the buffs; it just makes the army obscenely inflexible.&lt;br /&gt;
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Tyranid monstrous creatures, their heavy support, also got drastically [[Nerf|nerfed]] in the 5th edition update. The Tyrannofex, for example, has a 2+ save and six wounds at a toughness of six, the damn thing is almost indestructible, but the weapons are short-ranged, and if you buy it an expensive long-range cannon to shoot at tanks, you can&#039;t change any of its other short-ranged weapons which are designed to kill infantry. You just can&#039;t quite kit your heavy support to do the things you specifically want.&lt;br /&gt;
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Which brings us to the final problem: on top of mountains of tactical inflexibility, the Tyranids also suffer from the drawback of design inflexibility. Unlike Guardsmen or Space Marines, the Tyranids don&#039;t get a lot of options to change the way the army works. When you buy Hormagaunts, you get them at face value - you can&#039;t equip them with frag grenades, give them pistols, add heavy weapons, or mess with their gear in any way. You can buy them the poison special rule if you want, or maybe the Furious Charge special rule, but those are your two choices.  Almost the entire army is that way, which is vastly different than the way they worked in 4th edition. The Carnifex alone lost eighteen weapon and biomorph options between 4th and 5th edition and it doubled in points value. And with no upgrades taken! And for twenty points more, you can get a Trygon. Which is better than the Carnifex in almost every way. Cept looking good. It&#039;s possible that Tyranids are now the least adaptable army in the game.&lt;br /&gt;
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The last kick in the teeth is that Tyranids are one of the more expensive armies to collect, requiring a larger number of models than most. Their HQ choices, short of the Tyranid Prime, are big monsters which run at prices edging nearer and nearer to $100 each. For the fact that most Tyranid armies will play exactly the same way, having all the same exploitable weaknesses and no unique wargear surprises, it&#039;s not a wonder that the army has seen a huge drop in sales since the release of their 5th edition codex. The shorter lesson to take from all this is, if you&#039;re thinking about beginning a 40k army, even with how expensive it&#039;s all gotten, Tyranids are not the best army to start with.&lt;br /&gt;
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The one good legacy of the 5th edition codex was the radical expansion of the army list. The previous codex had featured the addition of a single new unit (the brood lord) and the removal of two special characters. Both were brought back for the 5th edition codex and the total units jumped from fifteen to thirty-four.  While several of the characters (the doom of malan&#039;tai and the parasite of mortrex) did not survive past this codex, many others did and eventually grew into popular options in their own right.&lt;br /&gt;
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===6th Edition===&lt;br /&gt;
[[Image:GWstockfail2.jpg|300px|thumb|right|WEEEEEEEEEEEEEE!! THE FAIL TRAIN HAS NO BRAKES!]]&lt;br /&gt;
[[Image:Haruspex.jpg|300px|thumb|right|Is it me, or does the [[Haruspex]] look like it belongs in a [[/d/|bad hentai movie?]] ]]&lt;br /&gt;
This abortion of a codex was so bad that GW stock crashed by 23%. After several years of having only a few viable units, [http://imgur.com/a/8w57g virtually everything the Tyranids needed to stay competitive was either removed or nerfed to uselessness]. Tyranids no longer had Mycetic Spores, the Doom of Malan&#039;tai, Ymgarl Genestealers or the Parasite of Mortrex (GW lost a court battle with Chapterhouse Studios and simply deleted all their models from the game). They even lost the ability to use psychic powers from the Biomancy table along with their Hive Mind powers being nerfed.  Why GW thought that the most underpowered army needed even MORE nerfing will remain a mystery, but odds are that Cruddace had something to do with it. A perfect example of unnecessary nerfing is the Tyranid Prime; it was rarely fielded in 5th edition, and the 6th edition codex inexplicably increased its cost by over 56%. At any rate, it looks like the Tyranids will soon be joining the Sisters in GW Hell. GW stocks were already dropping due to the financial disasters that were 6th ed Apocalypse, Strong Hold Assault, and Escalation.   Meanwhile in [[Warhammer Fantasy]] there&#039;s 3 armies which are at least one edition behind in updates. Along with the announcement was plans to close many GW stores, including their headquarters in Germany... yeah, this might be the beginning of the end. Looks like there were more Tyranid players than everyone thought, not everyone plays Space Marines.&lt;br /&gt;
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To compensate for their failure, GeeDubs released some Dataslate formations which allow you to ignore the force organisation chart and spam flying monstrous creatures to overwhelm an opponents anti-air defenses because the flyer rules are an even bigger catastrofuck than the Tyranid codex. &amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;&#039;&#039;&#039;**SSSS rippaaaahhhssss will be put in crudfacessss bedssss for what he hasssss done to ussssss**&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
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===7th Edition, DLC, and white dwarf updates===&lt;br /&gt;
Geedubs finally noticed how badly nerfed Tyranids have been during the last editions so they took opportunity to get your money by releasing new waves of Tyranid units supported by White Dwarf updates. Things started poorly with a pair of monstrous creatures who really didn&#039;t bring anything new to the table. The [[Toxicrene]] was fine on paper, bringing Poisoned 2+ Instant-Death-on-a-6 attacks, but as yet another floot-slogging MC it had trouble catching the things it WANTED to kill. The [[Maleceptor]] was just an overcosted, overcomplicated, and underpowered hunk of plastic that would be lucky to kill more than 20 points worth of models in a given turn.&lt;br /&gt;
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But then things got interesting. The [[Mycetic Spore]]s came back, under the name of &amp;quot;Tyrannocytes&amp;quot;, and they were well worth the wait! Alongside the new spores were a Tyranid &amp;quot;fortification&amp;quot; (that is, a Heavy Support that didn&#039;t take up a force org. slot) that could boost synapse range and drop spore mines around, and a new super-sized Muceloid Spore Mine that could assault fliers. Soon afterward came the Doom of Malan&#039;tai in a new body: the [[Neurothrope]]! While slightly nerfed -- his signature &amp;quot;fuck you&amp;quot; bubble is now a psychic power rather than just free damage -- it&#039;s far from unusable and can even be put in a squadron to make Look Out Sir rolls!&lt;br /&gt;
&lt;br /&gt;
The most unexpected announcements came from GW around Fall 2014, coinciding with the coming of [[The End Times]]: New models for the Tyranids. The first pack that was announced was a Dual Kit for the Maleceptor and Toxicrene. While the Maleceptor proved to be unpopular within &#039;&#039;minutes&#039;&#039; of having its rules announced in White Dwarf as it was an overpriced drain of warp charges, the Tocxicrene proved to fare a bit better, as the copious amount of poison and Instant Death on a 6 to-wound using said poison made it a menace against Monstrous Creatures (though its intended targets, the [[Riptide]] and [[Wraithknight]], merely scoffed at it because they&#039;re jumping monstrous creatures, and thus able to kite it like a toy). The second release proved to be the most popular by far: The return of Mycetic Spores (now [[Tyrannocyte]]s), the living fortifications known as [[Sporocyst]]s, and new [[Mucolid Spore]]s that not only assault flyers, but are also the cheapest troop choices, making starting an army of Tyranids a much simpler task.  While the Tyrannocyte proved an incredible weapon that made several units (including the infamous [[Pyrovore]]) suck slightly less, that power came with a hefty price tag (for a Transport, not as a Monstrous Creature), and Sporocysts are completely immobile and are equally pricey in exchange for synapse bonuses and the ability to spam spore mines.  Needless to say, people actually thanked GeeDubs for this rare show of intelligence.The third release gave new Sprues for the [[Zoanthrope]]/[[Venomthrope]] as a multi-part kit with a new set of rules for the Zoanthropes: The [[Neurothrope]], a sergeant that gave the brood a new power that could potentially give them more Warp Charges to spend on Warp Lance.  Not bad, but the new sprue was still welcome. After these releases, it became clear as to why the &#039;Nids got new shit: promotions for a new Campaign called &#039;&#039;Shield of Baal&#039;&#039;, which involves &#039;Nids chomping through a system near the territory of the [[Blood Angels]], meaning that [[Dante]] has to call all the successor chapters to stop the mob.  He had to take help from [[Anrakyr]] to save even part of the system. This now concludes the awesome part of all things Tyranid. If you look at the gallery below the Cutenids, you will require a mind scrubbing and be lobotomized into a servitor. No exceptions. Of course you now have players mocking &#039;Nids as being a DLC faction.&lt;br /&gt;
&lt;br /&gt;
===Return in 8th Edition===&lt;br /&gt;
[[Image:maketyranidsgreat.jpg|200px|thumb|right|The Trumplord Rises! (or Swarmtrump Rises depending on your point of view)]]&lt;br /&gt;
Tyranids have returned with a vengeance! Tyranids are one of the early-middle released codex of 8th and has become one very powerful army mostly due to how fast they are, like &#039;my Hormagaunts just moved 20&amp;quot; in one turn and my Stratagem can give them a second Movement Phase&#039; fast. This speed has given them absolutely amazing board control combined with their easy access to deep striking units, good mix of swarms (which is very important in 8E) and big monsters for heavier damage and the absolute cheese that are Biovores. Carnifexes have also gotten a bunch of their biomorphs back! They are now excellent and cheap Swiss-army knives that you can insert into almost any role.&lt;br /&gt;
&lt;br /&gt;
But for all their buffs, they still have their weak points. Tyranids, while being ostensibly a melee focused army, tend to suffer from relatively low strength melee attacks which compensate for their lowered wound chance by having higher damage. This means that while they deal a lot of damage when they wound a vehicle it&#039;s a toss-up as to whether or not they can actually wound it; &#039;&#039;Space Marines&#039;&#039; have easier access to Anti-Tank melee than us. Some of the big beasties are still overcosted and underpowered for their roles, and the flyers aren&#039;t too good either. While the little guys are at their worst meh and our big guys are either very good or just suck, the mid-sized ones are decent but tend to require some planning to make the most of them; Lictors are fragile but are useful as deep strike beacons, Warriors and Raveners are a bit overcosted but can stick around much longer than before now that Instant Death is gone, and Zoanthropes are stuck as the obligatory Smite spammers.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Tyranid Bio-Weapons]]&lt;br /&gt;
*[[Genestealer]]&lt;br /&gt;
*[[Carnifex]]&lt;br /&gt;
*[[Hive Tyrant]]&lt;br /&gt;
*[[Lolifex]]&lt;br /&gt;
*[[Hive Fleet]]&lt;br /&gt;
*[[Unyuufex]]&lt;br /&gt;
*[[Harridan]]&lt;br /&gt;
*[[Tyranid RPG]]&lt;br /&gt;
*[[Hive Fleet Nidhoggr]]&lt;br /&gt;
*[[Hydraphant]], the biggest bio-titan the nids can field, which just got fan-made 8E rules. If you&#039;re playing apocalypse as the nids, and you need something to take out Warlords beyond fielding several billion Harridans and Hierophants, look no further (you will have to make the model yourself though).&lt;br /&gt;
*[[Warhammer 40,000/Tactics/Tyranids(8E)|Tactics/Tyranids]]&lt;br /&gt;
*[[Tyranid /tgbrew modifications|/tg/&#039;s homebrew modifications that make 5E nids get awesome]]&lt;br /&gt;
*[[Codex - Tyranids: /tg/ edition|Another /tg/brew &#039;Nid modificaton, now based on 7E and made into fully blown codex]]&lt;br /&gt;
*[[Genestealer Cult]]&lt;br /&gt;
* Unlike other 40k factions there is not clear Warhammer Fantasy counter part for the Tyranids. They seem to combine the [[Skaven]] and [[Ogre Kingdoms]] for tactics and lean closer to the Ogres for motivation, namely &#039;eat it all&#039;.&lt;br /&gt;
*[[Phyrexia]], a faction/category from [[Magic:_The_Gathering|Magic: the Gathering]] with some similar fluff&lt;br /&gt;
*[[Slivers]] a creature type from M:TG that bares some similarities with &#039;nids.&lt;br /&gt;
&lt;br /&gt;
{{Tyranids-Creatures}}&lt;br /&gt;
{{WH40k-Factions}}&lt;br /&gt;
{{Template:Important Species in 40k}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
{{Promotions}}&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Cuteid_(1).jpg&lt;br /&gt;
Image:Cuteid_(2).jpg&lt;br /&gt;
Image:Cutenids.gif&lt;br /&gt;
Image:Cuteid_(3).jpg&lt;br /&gt;
Image:Genestealer_purple.jpg&lt;br /&gt;
Image:Tyranid_(0).png&lt;br /&gt;
Image:Tyranid_(-1).jpg&lt;br /&gt;
Image:Tyranid_s_(0).png&lt;br /&gt;
Image:40k_Oh_My_Emperor_by_Sebbythefreak.jpg&lt;br /&gt;
Image:F5ASTER.jpg&lt;br /&gt;
Image:Tyranid_s_(1).png&lt;br /&gt;
Image:Tyranid_s_(2).png&lt;br /&gt;
Image:Tyranid_s_(3).png&lt;br /&gt;
Image:Tyranid_s_(4).jpg&lt;br /&gt;
Image:Tyran_dont_work_that_way_by_eccma417.jpg&lt;br /&gt;
Image:Tyranid_hugsies.jpg&lt;br /&gt;
Image:Jean_toys.png&lt;br /&gt;
Image:Tyranid_Kool.jpg&lt;br /&gt;
Image:Tyranid_more.jpg&lt;br /&gt;
Image:Tyranid_some_more.jpg&lt;br /&gt;
Image:Tyranid_Notions.png&lt;br /&gt;
Image:Rocking_Tyranids.jpg&lt;br /&gt;
Image:Tyranid_wrestler.jpg&lt;br /&gt;
Image:Gangstagaunt.jpg&lt;br /&gt;
Image:Hormogaunt_by_kriegsmachine14.jpg&lt;br /&gt;
Image:20141009 193455.jpg Their&#039;s always a bigger fish, And the tyranids are no exception [[cat]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Thus far the Cutenids. From down here there be many [[promotions]]. Abandon all hope ye who enter here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Tyranid maid.jpg|I&#039;d let her clean up my biomass, if you know what I mean.&lt;br /&gt;
Image:Beachnid.jpg|Fun in the sun.&lt;br /&gt;
Image:Hardworkingtyranidmaid_anonib.jpg&lt;br /&gt;
Image:1230051355300.gif&lt;br /&gt;
Image:Tyranid_f_(0).png&lt;br /&gt;
Image:Loligauntloot.png&lt;br /&gt;
Image:Tyranid_f_(1).jpg&lt;br /&gt;
Image:Tyranid_f_(2).jpg&lt;br /&gt;
Image:Tyranid_f_(3).jpg&lt;br /&gt;
Image:Tyrantxfire prism.JPG|[[Eldrad]] leaves no woman unsatisfied. &lt;br /&gt;
Image:Tyranid_f_(4).jpg&lt;br /&gt;
Image:Tyranid_f_(5).jpg&lt;br /&gt;
Image:Tyranid_f_(6).jpg&lt;br /&gt;
Image:Tyranid_f_(7).jpg&lt;br /&gt;
Image:Tyranid_f_(8).jpg&lt;br /&gt;
Image:Assnid.jpg&lt;br /&gt;
Image:Dat_tyranid.png&lt;br /&gt;
Image:Tyranid_Princess.jpg&lt;br /&gt;
Image:Taunid4.jpg&lt;br /&gt;
Image:Tyranid_f_(9).jpg&lt;br /&gt;
Image:Colorassnid.jpg&lt;br /&gt;
Image:Sexynid.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Xenos]]&lt;/div&gt;</summary>
		<author><name>2600:8800:1D86:2800:18F6:64F0:DB9:9495</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Primaris_Space_Marines&amp;diff=387728</id>
		<title>Primaris Space Marines</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Primaris_Space_Marines&amp;diff=387728"/>
		<updated>2018-06-25T08:32:03Z</updated>

		<summary type="html">&lt;p&gt;2600:8800:1D86:2800:18F6:64F0:DB9:9495: /* Potential Problems */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:New40KPrimarisArt1.jpg|300px|thumb|right|Look out Chaos, there&#039;s a new kid on the block.]]&lt;br /&gt;
{{Topquote|They were forged for Mankind&#039;s darkest hour, and that hour is upon us.|[[Roboute Guilliman]]}}&lt;br /&gt;
{{Topquote|In a galaxy wreathed in darkness, we must be the light.|Unnamed Primaris Officer}}&lt;br /&gt;
{{Topquote|Today, we are canceling the apocalypse!|Marshal Stacker Pentecost, from the movie Pacific Rim}}&lt;br /&gt;
&lt;br /&gt;
Primaris Space Marines (also known as Primaris Marines, Ultra-Ultramarines, Space Space Marines, Primarines, NuMarines, Chadmarines, [[Ultramarines: The Movie|The Greater-est of them all]], Adeptus Restartes, Gigglymarines, Super Space Marines, Biglymarines, Space-marine Space-marine Space-Marines, 8thmarines, Bigmars, [[Stormcast Eternals|Spacesigmarines]], Guillimarines, Special Snowflake Marines, [[Mary Sue|Primarysues]], Ultra-Ultrasmurfs, Marines II: Electric Boogaloo, the Replacements and the New Kids) - are the next step forward in [[Space Marine]] evolution (not counting the [[Raptor]] supermarines by [[Corax]] during the [[Horus Heresy]] before [[Alpharius]] spiked the gene-tech with [[Daemon]] Blood). [[Roboute Guilliman|Big Bobby G]] got together with [[Belisarius Cawl]] and put together this next generation of Astartes. They are bigger, faster, stronger, and maybe smarter than all that have come before them. Buckle up boys, its about to get hot in here.&lt;br /&gt;
&lt;br /&gt;
==History and Background==&lt;br /&gt;
Shortly after the conclusion of the Horus Heresy, Guilliman predicted that another major Chaos attack on the Imperium might come at some point in the future. Though the Space Marines had proven themselves worthy defenders of Mankind, the Primarch foresaw that there might be a time where even they would struggle against the onslaught of the Ruinous Powers - [[Derp|because Roboute himself broke Legions in chapters]], and those tend to have problems fighting Black Crusades against &#039;&#039;hundreds of thousands&#039;&#039; CSM (the reason why Dorn declined Codex Astartes at first, being one of the few after the Scouring to suppose the Traitor Legions may be back one day). But nowadays it turns out Guilliman knew about it as well - which makes the whole situation awkward to say the least. &lt;br /&gt;
&lt;br /&gt;
Ahem, in a frankly extreme show of [[just as planned]], our [[Spiritual Liege]] gained the aid of Archmagos Belisarius Cawl and began a program to create a new, superior form of Space Marines in secret over the next ten millennia. To assist him, Guilliman gave Cawl a relic called the Sangprimus Portum- a device containing the purest samples of each Primarch&#039;s [[/d/|genetic material]] that outstripped even the gene-seed in its potency.&lt;br /&gt;
&lt;br /&gt;
Even after he was poisoned by [[Fulgrim]], Guilliman&#039;s plan continued without anybody learning about it, and by the time of his revival, Primaris Marines were ready to be unveiled to the Imperium - the only thing needed was a sanction from the Primarch himself.&lt;br /&gt;
&lt;br /&gt;
In conjunction with the [[Ultima Founding]], there are now going to be entirely new chapters composed just of Primaris Marines as well, with some taking over the [[Fortress-Monastery|fortress-monasteries]] of extinct chapters.&lt;br /&gt;
&lt;br /&gt;
However, in the Black Library novel &amp;quot;Dark Imperium&amp;quot;, Guilliman calls Primarises &amp;quot;Cawl&#039;s blasphemous hordes&amp;quot;. So much for daddy&#039;s love, eh?&lt;br /&gt;
&lt;br /&gt;
==New Stuff==&lt;br /&gt;
*The basic Primaris Marine is encased in [[Power Armour#Mark X: Tacticus Armour|Mark X Tacticus Armour]]. Basically, it&#039;s the best of all the suits that came before it, wrapped up into one convenient package; no [[Beakie]] schnozz, but it&#039;s got that sweet Maximus style vox grill.  As usual, mechanically this is entirely cosmetic.&lt;br /&gt;
**[[Primarch#Two_Missing_Primarchs|We don&#039;t talk about Mark IX Power Armour]].&lt;br /&gt;
**Bigger, tougher Primaris Marines wear [[Power_Armour#Mark_X:_Gravis_Armour|Mark X Gravis Armour]].  As of 8E, this translates to +1T.  Shiny.&lt;br /&gt;
**Reivers wear [[Power Armour#Mark X: Phobos Armour|Mark X Phobos Armour]], sleeker-looking, with &amp;lt;strike&amp;gt;crocs, capris, and&amp;lt;/strike&amp;gt; skull-faced helmets.&lt;br /&gt;
*They wield the [[Bolt#Bolt Rifle|Mark II Cawl-pattern Bolt rifle]] as their standard firearm. Apparently a &amp;quot;perfected&amp;quot; version of the ubiquitous bolter, it does have an improved statline - 30&amp;quot; Rapid Fire 1 S4 AP-1 D1 - which appears to be a boltgun with an extended barrel.&lt;br /&gt;
**Its statline is one AP worse than the new &amp;quot;Special Issue Boltgun&amp;quot; Sternguard carry, but their big selling point is some combination of being cheaper/easier to manufacture and using more readily available/cheaper/easier to manufacture ammunition, reflected in their points cost - bolt rifles are the same gun for 3 points cheaper in 8E.&lt;br /&gt;
**At least two variants of Bolt Rifle exist- the Auto Bolt Rifle, which has lower AP and shorter ranges but offers greater mobility due to being Assault 2, and the Stalker Bolt Rifle, a Heavy 1 sniper variant with superior range and one extra point of AP.&lt;br /&gt;
*An enhanced [[gene-seed]], which was created by combining the purified genetic material of the Loyalist Primarchs with parts of the [[Adeptus Custodes|Custodes]] creation process (as they don&#039;t have gene-seed) that adds 3 more organs to the existing 20. It&#039;s also worth noting that Cawl did something to make the Primaris Marines physically incapable of turning traitor. Guilliman&#039;s internal monologue in Dark Imperium reveals that he considers it an impossibility for Primarines to turn, unlike &amp;quot;the old breed&amp;quot;. This has interesting implications about whether or not the Primaris marines truly have free will, assuming that they truly are unable to fall to Chaos- it is just as likely that they haven&#039;t been active long enough for any corruption to take hold yet. &lt;br /&gt;
**The new organs are: &lt;br /&gt;
***&#039;&#039;&#039;Sinew Coils&#039;&#039;&#039;, which turn the Primaris Marines into [[Wat|Inspector Gadget]]....okay, we may be joking here, but it&#039;s basically metallic coils wrapped around the Marine&#039;s tendons and ligaments that can contract with extreme force. &lt;br /&gt;
****This is particularly interesting, as it&#039;s not actually a living organ, and hence is presumably not developed from gene-seed at all.&lt;br /&gt;
***&#039;&#039;&#039;The Magnificat&#039;&#039;&#039;, which just sets the rest of the superhuman organs into overdrive (and is itself part of a super-organ dubbed the &#039;&#039;&#039;Immortis Gland&#039;&#039;&#039; intended for Primarchs, though the information needed to complete it is lost), as well as producing additional growth hormone.&lt;br /&gt;
***&#039;&#039;&#039;Belisarian Furnace&#039;&#039;&#039; (because Cawl gets a robo-boner for naming things after himself), essentially a &#039;last-stand&#039; organ, which gives a Primaris Marine a supercharged adrenaline rush near death while triggering rapid tissue and bone regeneration.  This presumably explains the additional Wound they have.&lt;br /&gt;
&lt;br /&gt;
==Potential Problems==&lt;br /&gt;
* Primaris marines were made from all extant Loyalist genelines, and thanks to the material made available to [[Belisarius Cawl]] through the Sangprimus Portum, show little to none of the idiosyncrasies that usually mark the bloodlines of [[Space Wolves|Russ]] and [[Blood Angels|Sanguinius]]. Not only that, but according to an (admittedly biased) in-universe source, there&#039;s only a .001% chance of genetic deviation per generation, which means that the Primaris genestock are incredibly stable as well.  Interestingly, thanks to Cawl&#039;s work Chapters that have lost organs through the centuries (like the [[Imperial Fists]]) or have malfunctioning organs (like the [[Raven Guard]]) all of a sudden have a complete set of organs thanks to the influx of new Primaris blood.&lt;br /&gt;
** This means of course that Chapters like the [[Space Wolves]], who due to the same quirks of their genetics were unable to &#039;&#039;have&#039;&#039; successors, [[Wolfspear|can now have them]], without fear of them devolving into [[Wulfen]] in one generation. Despite this stability, some people (see [[Flesh Tearers|Gabriel Seth]]) aren&#039;t too happy at this flagrant tinkering with the Emperor&#039;s work.&lt;br /&gt;
* Despite being bigger, stronger, and much faster than &amp;quot;regular&amp;quot; Astartes, what the Primaris initially lacked was actual battlefield experience (a fact bemoaned by Captain Felix of the [[Ultramarines]] in &#039;&#039;Dark Imperium&#039;&#039; to have been the cause of most of the initial losses to the Primaris).  While this has been mostly been offset by the long and hard Indomitus Crusade campaign, even after a hundred-odd years of war the average Primaris marine is looked upon as a relative greenhorn by regular Astartes veterans. They have a lot to prove to their adopted Chapters as a result.&lt;br /&gt;
** We get little hints of this having to prove themselves goodness in, the Dark Angels codex. A group of Hellblasters are half put off, half inspired by the strictness of their primogenitor. After the squad gets trapped in a hive city for days fighting off enemies, they rack up so many kills even Belial can&#039;t help but smile.&lt;br /&gt;
*The Dark Angel example above illustrates another problem: how well will the new Primaris Marines get along with their chapter? The Dark Angels are an extreme example given their &amp;lt;s&amp;gt;issues&amp;lt;/s&amp;gt; UNSWERVING LOYALTY TO THE IMPERIUM, but other chapters may have their own problems getting the first couple batches of Primaris marines to get with the traditions and cultures of their chapters. &lt;br /&gt;
**As the Primaris have no Terminators ([[skub|Aggressors are debatable]]) or Biker units or any real equivalents. (Yet, if GW thought that far ahead.) I.e. Hellblasters and Inceptors can be deployed in place of Sternguard and Vanguard Veterans in other chapters. With the exception of Primaris Librarians, induction into the Inner Circle or the lower ranks of the Ravenwing is unlikely.&lt;br /&gt;
*Chaos will be interested in the Primaris Marines. The [[Chaos Gods]] are not happy with the existence of the Primaris Marines, and are creating some warp charged warriors to counter them (enhanced Chosen, perhaps). [[Fabius Bile|Fabulous Bill]] became obsessed with &amp;quot;perfecting&amp;quot; the Primaris Marines from the moment he first encountered them and has already begun trying to kidnap Primaris Marines for dissection. They&#039;ve supposedly been made resistant to Chaos influence, but &amp;quot;resistant&amp;quot; doesn&#039;t mean &amp;quot;immune&amp;quot; by a long shot, since they still have a soul. In fact a [[Noxious Blightbringer]] is able to effect them in Dark Imperium, successfully hurting and trying to get them to turn. And come to think of it, the cover image of 8th Edition does seem to partially show a [[Plague Marine]] in Tacitus armor...&lt;br /&gt;
**The discovery that Cawl wanted to use Traitor Legion gene-seed as well as the gene-seed of the missing legions to make Primaris Marines doesn&#039;t help the matter; Guilliman refused to let him do so, but he has a feeling Cawl will try it anyway with predictable results.&lt;br /&gt;
***Cawl claims that it was only due to the influence of the traitorous Primarchs that their Legions fell to Chaos. While this may be true, attempting to test that theory would almost certainly be a bad idea.&lt;br /&gt;
****The [[Sons of the Phoenix]] exist.&lt;br /&gt;
***The reasons as to why the the Lost Legions were purged so thoroughly were apparently so unthinkably horrible (so much that even after his rebellion had begun, Horus was still unwilling to break the vow he made to never speak of the Missing Primarchs) that Cawl trying to use their DNA might bite him in the ass even harder than for using gene-seed from the Traitor Primarchs. &lt;br /&gt;
*While barely explored in-universe so far, the various alien races in the setting may also take exception to or dangerous interest in the Primaris Marines.[[Urien Rakarth]] has expressed interest in them in spite of what he calls Guilliman&#039;s &amp;quot;lack of imagination&amp;quot;, and has requested his [[Haemonculus|Haemonculi]] bring as many to him as possible; more unnervingly, he has expressed that he will be saving his best oubliette for the Primarch if he ever wished to &amp;quot;learn from the master&amp;quot;. It would be equally unsurprising if [[Illuminor Szeras|a certain spider-legged robot mad scientist]] also wanted to collect a few Primaris specimens. The rest of the alien races, fortunately, are much less interested in genetic modification and would be more likely to view them as being more or less like any other Space Marine.&lt;br /&gt;
* The book &amp;quot;War of Secrets&amp;quot; has the Primaris Marines of the Dark Angels (and by implication, all Primaris Marines of Terran stock) heavily influenced by the culture of Mars: they call the Emperor the Omnissiah, reverently call their creator &#039;Pater Cawl&#039;, and swear to the glory of &amp;quot;chapter, Terra and Mars&amp;quot;. This raises the question of if they are more loyal to the Adeptus Mechanicus than the Imperium or even their own Chapter. Indeed, in the book its one of the main reasons the Dark Angels don&#039;t trust them.&lt;br /&gt;
* Another problem is simply one of character development. If the Primaris are free of any mutation, supposedly so resistant to Chaos that they are impossible to turn, and are stronger than their older counterparts, this might create a deep plot and writing pitfall for future Black Library books. Not like they don&#039;t deal with those already of course...&lt;br /&gt;
&lt;br /&gt;
==Forces of the Primaris Marines==&lt;br /&gt;
[[File:Blood Raven 1.JPG|300px|thumb|right|&amp;quot;[[Roboute Guilliman|Lord Commander]], the batch 3789-Alpha is missing! Just after the visit of...&amp;quot; &amp;quot;[[Just as Planned|I know.]]&amp;quot;]]&lt;br /&gt;
Primaris Marines don&#039;t get to select from a variety of equipment loadouts, but the equipment they do carry is designed by [[Cawl]], who is shockingly competent, so they usually outgun their non-Primaris equivalents who tried to choose an otherwise identical loadout; this forces them to depend on other units to support them to fill in any gaps (much like Eldar Aspect Warriors). They enjoy, as of 8E, +1W and +1A relative to a regular marine, making them more durable and a lot more dangerous in melee combat.  Some of them wear [[Power_Armour#Mark_X:_Gravis_Armour|Mark X Gravis Armour]], for another +1T.&lt;br /&gt;
*&#039;&#039;&#039;[[Primaris Captain|Primaris Captain:]]&#039;&#039;&#039; Primaris Captains are the analogues of [[Space Marine]] Captains. They are decked out in the new Gravis Armor which somehow manages to be even &#039;&#039;MOAR&#039;&#039; egg-shaped than a [[Squat]] [[Hearthguard]]. They&#039;re armed with a mini-Gauntlet of Ultramar/Hand of Dominion (I.E. a three-shot bolt pistol built into a power fist) and a master-crafted power sword. Others use the Mark X Tacitus power armor and wield a power sword and their choice of Stalker Boltgun or Auto Bolt Rifle. There&#039;s also a plasma pistol and power fist model exclusive to Games Workshop stores celebrating their anniversaries. &lt;br /&gt;
*&#039;&#039;&#039;[[Primaris Librarian|Primaris Librarian:]]&#039;&#039;&#039; Just what it sounds like. Has a fancy-looking Force Sword.&lt;br /&gt;
*&#039;&#039;&#039;[[Primaris Chaplain|Primaris Chaplain:]]&#039;&#039;&#039; Self-explanatory; they wear black robes as though they&#039;re aping on the [[Interrogator-Chaplain]]s. In battle, they wear an Iron Halo and carry a Crozius Arcanum alongside a specialized Absolver Bolt Pistol. To double down on the skull motif, their breastplate looks like a ribcage.&lt;br /&gt;
*&#039;&#039;&#039;[[Primaris Lieutenant|Primaris Lieutenants:]]&#039;&#039;&#039; The Primaris Lieutenants are somewhere between a Captain and a Sergeant in rank, and are often the most experienced of a Primaris Squad. Their role is to take command of demi-companies when the Captain is absent, freeing Chaplains and Librarians to focus on their own specialties. Lieutenants are differentiated from their fellow marines by a red-on-white stripe on their helms. Some of them can be helmetless which often showcase an extreme amount of Hair-esy. They can either use a power sword or a master-crafted automatic version of the Bolt Rifle (shorter range and worse ap, but better rate of fire at long range, fireable after Advancing, and more damage per shot from being master-crafted).&lt;br /&gt;
*&#039;&#039;&#039;[[Primaris Ancient|Primaris Ancients:]]&#039;&#039;&#039; Primaris Marines dubbed honorable enough to have the privilege of carrying the Standard&#039;s Banner. Identifiable by their white helmets (although that could change depending on the Chapter), they are in no way related to another [[Tarkus|dude-clad-in-power-armor-wearing-a-white-helmet-that-also-comes-with-the-same-name-from-a-certain-WH40K-game]]. At least until he&#039;s been upgraded. In case you were wondering, &amp;quot;Ancient&amp;quot; is a corruption of the rank of &amp;quot;Ensign&amp;quot; which was a term for an army&#039;s flagbearer in the Middle Ages, so it has nothing to do with how old the Marine in question actually is.&lt;br /&gt;
*&#039;&#039;&#039;[[Primaris Apothecary|Primaris Apothecary:]]&#039;&#039;&#039; A specialization of Primaris Marine first seen in artwork and promo photos, and now has rules and a model. Their left bracer appears to have a screen on it for monitoring lifesigns, and they have a pistol with a reductor built into it for geneseed removal (and the occasional puncturing of enemy skulls). The Narthecium attached to a &amp;lt;s&amp;gt;cyberdong&amp;lt;/s&amp;gt; mechadendrite on the Apothecary&#039;s back.&lt;br /&gt;
*&#039;&#039;&#039;Primaris Techmarine:&#039;&#039;&#039; One of them acts as the pintle gunner for the Repulsor Tank. That&#039;s about all we know.&lt;br /&gt;
*&#039;&#039;&#039;[[Reiver|Reivers:]]&#039;&#039;&#039; Reivers are Space Marines created from the gene-seed of [[Sly Marbo]]. Think [[Catachan Jungle Fighters]] in [[Power Armor]]. It&#039;s time to piss yourselves, [[Chaos Space Marines|traitorous scum.]] Reivers are the only true close-combat specialist Infantry for the Primaris and are pretty good at it overall. Compared to Intercessors they have a Combat Knife for another attack and an improved Bolt Pistol with greater Armour Penetration, and the ability to negatively effect enemy morale. They can be equipped for more ranged combat but that is not why you take them. They have Deep-Strike option like everyone else, but also a new grappling hook that allows them to both outflank and jump-up ruins like they&#039;re nothing. But arguably their biggest trump-card is their special grenade that causes effected units to lose both their overwatch and minus one to shooting. While not the most devastating CC unit in the game they make excellent back-field harassers and synergize wonderfully with the rest of your army with their ability to cripple enemy gun-lines.&lt;br /&gt;
*&#039;&#039;&#039;[[Aggressor|Aggressors:]]&#039;&#039;&#039; Aggressors are basically Primaris [[Terminators]] mixed in with [[Centurion Squad|Centurions]], but with a 3+ save. They have an even more specialized Gravis armor, and either an automatic version of the Primaris Captain&#039;s Boltstorm Gauntlet paired with shoulder-mounted grenade launchers or a flamer-equipped version of said gauntlet dubbed the Flamestorm gauntlet. Regardless of what they&#039;re equipped with, they specialize in close-range firepower that obliterates light infantry.&lt;br /&gt;
*&#039;&#039;&#039;[[Intercessor|Intercessors:]]&#039;&#039;&#039; Intercessors are the &amp;lt;s&amp;gt;standard&amp;lt;/s&amp;gt; SUPER bolter Marines, having most in common with a bare-bones tactical squad as they&#039;re armed with Primaris versions of the same things (such as their super bolters and Mk X armour). Compared to tacticals, they perform better in melee and have greater armour penetration on their basic weapons along with being more survivable, making them effective in a wider variety of situations. This is both a strength and a weakness, as while they may be bigger Jacks of all trades, they&#039;re even worse masters of nothing. Compared to Tacticals they have fewer weapon and transport options and only one type of heavy weapon choice. This might be part of the reason that other Primaris Marines are more specialized: to compensate/synergize. As Primaris specialists may be more vulnerable to heavy firepower and be fire-magnets, Intercessors with their flexibility they can more reliably protect other more valuable units and plug any holes that arise from specialist losses, or make themselves useful against any foe until the hard-hitting second wave arrives (being the most versatile as far as Primaris Marines go).&lt;br /&gt;
*&#039;&#039;&#039;[[Inceptor|Inceptors:]]&#039;&#039;&#039; Inceptors are the &amp;lt;strike&amp;gt;[[Assault Marines]] equivalent&amp;lt;/strike&amp;gt; drop troops of the Primaris Marines and are equipped with a new pattern of Jump Packs, two Assault Bolters, which are basically sawn off Heavy Bolters, a pair of hand-portable Plasma Cannons, and a pair of [[Derp|absolutely ridiculous-looking shoe-shovels.]] Unlike Assault Squads, the Inceptors&#039; focus is on firepower and a pseudo Hammer of Wrath. This makes them closer in role to Assault Bikes as a fast moving strafing unit and harasser. They lack melee weapons of any kind; this doesn&#039;t mean they can&#039;t fight in melee, as their sheer weight allows them to crush their enemies to death, and they still have the statline of &amp;quot;normal&amp;quot; Primaris marines along with being even tougher to hurt, making them not completely useless in a scrap. Don&#039;t get it in your head that their melee ability is &amp;quot;good&amp;quot;, though, or even decent, and only engage in melee if you have to; they do far better blowing things into tiny pieces.&lt;br /&gt;
*&#039;&#039;&#039;[[Hellblaster|Hellblasters:]]&#039;&#039;&#039; Hellblasters are Primaris Marines who make Flash Gitz green(er) with envy. They use [[Plasma#Plasma Incinerator|Plasma Incinerators]], enhanced Plasma Guns with longer range and armor piercing ability. Aside from that, there&#039;s nothing special about them as compared to &amp;quot;regular&amp;quot; Primaris marines. Very expensive and vulnerable to strong weapons, but they fuck up TEQs and can pose a threat to vehicles if they can get into Rapid Fire range, though outside of said range it&#039;s not as suicidal to unload a charged volley, so they can threaten vehicles there, too. Also, with the changes to how cover works, they are terrifying against cover campers. With how big a fire magnet these guys are, if you get these guys close to an expensive or dangerous vehicle or multiwound TEQs feel free to HELLBLAST them into oblivion in a suicide barrage. (That is, IF they&#039;re at risk of being wiped out or swarmed.)&lt;br /&gt;
*&#039;&#039;&#039;[[Redemptor Dreadnought|Primaris Redemptor Dreadnought:]]&#039;&#039;&#039; For no matter how great and glorious they may be, [[Grimdark|in the grim future even they are not immortal]]. Though how enough of these brand spanking-new Space Marines were curbstomped just enough to warrant Dreadnought status, we&#039;ll (probably) never know (hundreds of thousands of Primaris fighting in the over a century long indomitus crusade may be the answer). Times be desperate, yo. Probably because they&#039;re so hard to kill that just about all of them that couldn&#039;t be saved are made dread-ful. &lt;br /&gt;
*&#039;&#039;&#039;[[Repulsor_Tank|Repulsor]]:&#039;&#039;&#039; The Repulsor is the standard transport and/or tank (nobody&#039;s entirely sure yet) of the Primaris Marines. Which is good for them, because they can&#039;t go inside standard Space Marine transports, including ones that can hold Terminators, Centurions, and (in 30k) even fucking &#039;&#039;Primarchs.&#039;&#039; There must be [[Profit|some mysterious force surpassing even the Emperor]] blocking the door - which also blocks the door on this thing if you try to convince a &#039;&#039;non&#039;&#039;-Primaris to go inside. Being a floating [[METAL BOXES|Metal Box]], it might be considered the spiritual successor to the [[Grav-Rhino]], if you covered said Grav-Rhino with missile pods everywhere, including on its rear and sides, put twin-linked lascannon in the front hull, and gave it what looks like a [[Fail|heavy stubber]] as a coaxial gun to go with the turret lascannon and pintle-mounted Gatling gun.&lt;br /&gt;
*&#039;&#039;&#039;Overlord:&#039;&#039;&#039; The Overlord is the Primaris-exclusive dropship used to support the bigger frames of the Primaris Marines. You would think the [[Thunderhawk]] would be big enough for them, but it seems they are &#039;&#039;too&#039;&#039; [[Mary Sue|special]] to share the same vehicle with their smaller brothers. Anyways, the Overlord is noticeable for one thing. It is &#039;&#039;&#039;ECKS BAWKS HUEG&#039;&#039;&#039;, making a Thunderhawk look like a [[Stormtalon]] in comparison. In terms of specs, it is the [[Corvus Blackstar]] on steroids. Seriously, it has powerful quintuple engines and twinned hulls thick enough to permit insertion from orbit, like Thunderhawks or Stormbirds, and like Blackstars, Overlords possess twin transport bays with their own assault doors, but they&#039;re considerably bigger (they can carry up to 40 of your Chadmarines) and even more blessed with advanced technologies like fucking [[AWESOME|energy shields]] ([[Heresy|Guess Cawl kind of]] [[Blood Ravens|&#039;borrowed&#039;]] [[Extra Heresy|some of that sweet ass energy shields from the]] [[Eldar|pointy-eared gitz]]). Additionally, the Overlord is equipped with anti-munitions cannons, wing-mounted Desolator Lascannons, nose-mounted Melta Cannons and Heavy Bolters fixed on its lower wing surfaces. This thing is pretty much a flying [[Titan (Warhammer 40,000)|Titan]] or an Imperial [[Manta]].&lt;br /&gt;
*&#039;&#039;&#039;[[Astraeus|Astraeus Super-Heavy Tank]]:&#039;&#039;&#039; Surely the result of a grudging 3-way between a Mastodon, a Sicaran, and a somewhat reluctant Repulsor, the Astraeus is the first Primaris super-heavy tank (implying there will be more variants on the way) and looking to be an utter beast on the tabletop - it&#039;s armed with Land Raider style frontal Heavy Bolter mount, two front angled sponsons for Las-Rippers or Plasma Eradicators, topped with a turret mounted dual Macro-Accelerator Cannon. Given how expensive it is to field a decently kitted repulsor, it remains to be seen how viable it will be to concentrate so many points into one vehicle.&lt;br /&gt;
&lt;br /&gt;
==On the Tabletop==&lt;br /&gt;
Crunch wise, Primaris Space Marines are about as physically dangerous as Space Marines are already supposed to be fluff-wise, so they get an additional Attack and an additional Wound; weapons which deal additional Wounds seem to be fairly common now, so while it might not be a big improvement it can still be helpful. However, they also have exclusive access to shiny new toys from Cawl, including a &amp;quot;basically Kraken&amp;quot; Bolter with +6&amp;quot; range and -1 AP, a Plasma gun with +6&amp;quot; range and -4 AP, and half-range [[AWESOME|one-handed Assault Heavy Bolters and Plasma Cannons. That they dual-wield. With jump packs.]] Defensively, so far only they have access to Gravis armor, which grants +1 Toughness (and even then only the Captain, Aggressors, and Inceptors can use it).  Finally, their squads don&#039;t mix weapon types, with all members carrying the same loadout; whether this will be a benefit or a downside relative to &amp;quot;standard&amp;quot; marines being able to carry a mixed loadout remains to be seen with the other new rules in 8th, such as the ability of any squad to split its fire across multiple targets.&lt;br /&gt;
&lt;br /&gt;
Most of the Primaris units so far also cost nearly twice as many points as their older counterparts and have unit sizes no larger than a &amp;lt;del&amp;gt;5&amp;lt;/del&amp;gt; 10 model maximum (including the Serge). This strongly suggests they will be more useful as a supplement to standard Marine forces than they might be as outright replacements; they&#039;re far too inflexible and expensive to be fielded effectively on their own, and their lack of melee specialists and access to weaponry with a range greater than 36&amp;quot; is a glaring flaw (for now) as well. And while their movement is no worse than any other Marine, for reasons that totally aren&#039;t financial in origin they can&#039;t take &#039;&#039;&#039;any&#039;&#039;&#039; transports usable by standard Marines. Not [[Rhino|Rhinos]], not [[Drop Pods]], not [[Land Raider|Land Raiders]], not even the motherfucking [[Mastodon]]. They can use the Thunderhawk, but odds are you&#039;re not going to have room for it in your standard 2000 points game, and even then, it has to be carrying only Primaris Marines (and in that case, it still can&#039;t carry too many). They have a special transport called a Repulsor (which is a [[Awesome|grav tank]]), which somehow can&#039;t carry non-Primaris, but besides that they have no choice but to go footslogging.&lt;br /&gt;
&lt;br /&gt;
However, single-model units can be astonishingly efficient - the most extreme case is the Primaris Librarian, who has a static, unchangeable loadout, but costs the exact same as a non-Primaris Librarian with the same loadout (a bolt pistol and Force Sword).&lt;br /&gt;
&lt;br /&gt;
===Rules Datasheets===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:New40kPrimarisCaptainAgainFull.jpg|Stats for the Captain. GW is being awfully generous with these datasheets.&lt;br /&gt;
File:New40kIntercessorDatasheet.jpg|Behold the Intercessor Datasheet (thanks GW!).&lt;br /&gt;
File:New40kPrimarisInceptorVersion2Full.jpg|The Inceptor rules, sadly the shoe-shovels have no stats.&lt;br /&gt;
File:Hellblaster stats.jpeg|Hellblaster stats, because leaks are great for those on the outside.  Note how when their guns explode they die, rather than take damage.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
===Miniatures===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Captain1.jpg|A Primaris Captain channeling the [[meme|Juggernaut BITCH!]]&lt;br /&gt;
File:Lieutenant1.jpg|Primaris Lieutenants, not quite butter bars, not quite seasoned&lt;br /&gt;
File:Ancient1.jpg|I am NOT [[Tarkus]]!&lt;br /&gt;
File:40kPrimarisLibReveal1.jpg|Being a Librarian ain&#039;t easy.&lt;br /&gt;
File:40kPreviewJuly23_Chaplain8h-500x466.jpg|The Chaplain. Totally not [[Blizzard|Reaper from Overwatch]].&lt;br /&gt;
File:40kPreviewJuly23_Apothecary2n-500x461.jpg|The Apothecary.&lt;br /&gt;
File:Intercessor2.jpg|Super Smurfs!&lt;br /&gt;
File:Reivers.jpg|Surprise Motherfucker!!&lt;br /&gt;
File:Helblaster1.jpg|An entire &#039;&#039;squad&#039;&#039; of Super-Smurfs with upgraded Plasma Guns.&lt;br /&gt;
File:Inceptor1.jpg|Inceptors! Now capable of flying and skiing! Inspired by Youjo Senki?&lt;br /&gt;
File:IMG-20171123-WA0005.jpg|Lieutenant Tolmeron pulling a charge pose with his saber. Now all you need to do is mount him on a horse and you&#039;re golden.&lt;br /&gt;
File:IMG-20171123-WA0002.jpg|Lieutenant Zakariah. Look at how smug his face is, like he has just &amp;lt;s&amp;gt;apprehended the Fallen &amp;lt;/s&amp;gt; CLEARED ALL HERETICS FROM THE SECTOR&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pictures===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Space_Marine_Squared.png|A Squad of Intercessors about to go to town on some greenskins. Aren&#039;t they beautiful?&lt;br /&gt;
File:Redemptor_Dreadnought.PNG|I HAVE LEGS! I HAVE FULLY ARTICULATED LEGS!&lt;br /&gt;
File:Chad marine hover tank.png|Guilliman and Cawl have figured out how to build hover tanks once more!&lt;br /&gt;
File:Aggressors.jpg|The Aggressors box.&lt;br /&gt;
File:PassiveAgressors.jpg|Passive Aggressors, ready to make catty remarks at the enemy&lt;br /&gt;
File:Chap&amp;amp;apoc.png|Grainy sighting of a Primaris Apothecary and Chaplain.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Assorted===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:PrimarisBigBoy.png&lt;br /&gt;
File:Adeptus Astronimus.jpg&lt;br /&gt;
File:PrimarisLightyear.jpg|Primaris Marine of the Galactic Rangers chapter.&lt;br /&gt;
File:Primaris_comparison.png|Numarine, the carefree playboy, and Oldmarine, the grizzled vigilante. [[Batman|Have you ever seen them in the same art together?]]&lt;br /&gt;
File:Primaris vs chaos by theangrymarine-dccr2jv.png|The new kid always gets picked on.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Primaris Marine-Forces}}&lt;/div&gt;</summary>
		<author><name>2600:8800:1D86:2800:18F6:64F0:DB9:9495</name></author>
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