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==Weapons and Equipment== These are the weapons and equipment [[Your Dudes]] use to dismember and consume the enemy. Each one has its benefits and drawbacks. ===Melee weapons=== These claws and teeth are what make melee such a wonderful experience for the Tyranid super race, less so for your victims. *'''Barbed Ovopositor''': S+1 AP-1 D1, the signature weapon of the Parasite, this lets you infect a unit with rippers but remember you only get one attack with it every time you fight and you need to ''wound'' the enemy. *'''Bio-flail''': S+1 AP-1 D2, found on the Stone-crusher Carnifex, you make two hit rolls for every attack with this weapon so it can be a pretty nice way to deal with groups of enemies. *'''Bludgeoning Fists''': S+1 AP-3 D1 *'''Bone Mace''': S+1 AP-2 D2, a tail option for the Carnifex, you only get one attack with this each time so it may not be worth it if not against an almost-dead vehicle or monster. *'''Bonesword''': S+2 AP-2 D2, taking a pair gives you +1 Attack, taking just one gives you the lash whip ability and keyword. **'''Bonecleaver''': S user AP-1 D2, taking this also gives you a lash whip. **'''Bone Sabres''': S+1 AP-4 D3 **'''Monstrous Bonesword''': S+3 AP-4 D3, no option for a pair, so this is stuck with the lash whip. *'''Chitin-barbed Fists''': S+1 AP-1 D1, the weapon of the Biovores, if they get to use this, then something went wrong. *'''Clawed Limbs''': S user AP-2 D1, the other weapon of the Parasite. *'''Crushing Claw''': S+3 AP-3 D2 **'''Carnifex Crushing Claw''': S+4 AP-3 Dd3+3 **'''Massive Crushing Claw''': Sx2 AP-5 Dd3+3 **'''Monstrous Crushing Claw''': S+4 AP-3 Dd3+2 *'''Flensing Whips''': S user AP-2 D2, found on our two fleshy pods, remember these hit on a 5+. *'''Genestealer Claws and Talons''': S user AP-3 D1 **'''Broodlord Claws and Talons''': S user AP-3 D2, re-roll wound rolls with this weapon, and wound rolls of 6 are AP-5. *'''Grasping Tail''': S+1 AP-1 D2, the Malanthrope's weapon, not that powerful but can be used to pick off a model to obtain the aura ability. *'''Lashwhip Pods''': S5 AP-1 D1, found on the Hierophant, these give you '''10''' additional attacks with this weapon, so good for some mob cleaning. *'''Lictor Claws and Talons''': S user AP-3 D2 *'''Powerful Limbs''': S user AP-1 D2 *'''Ravener Claws''': S user AP-2 D1 *'''Ravenous Maw''': S user AP-1 D2, each time you make an attack with this make 3 hit rolls instead of 1. *'''Rending Claws''': S+1 AP-4 D1. With the introduction of Armour of Contempt this might be the best weapon against marines. *'''Scything Tail''': S user AP-3 D2 you get one additional attack with this one. *'''Scything Talons''': S user AP-1 D1 +2 attacks, one for each talon. So if you take two pairs that model will gain +4 attacks. **'''Carnifex Scything Talons''': S user AP-3 D3, +2 attack, one for each talon. **'''Gargantuan Scything Talons''': S+2 AP-3 D6, since these are from the two FW titans, they are still using the old rules so no additional attacks but you get to re-roll hit rolls of 1. **'''Hierodule Scything Talons''': S+2 AP-3 Dd3+3, same with the above, no additional attacks but you get to re-roll hit rolls of 1. **'''Hormagaunt Talons''': S user AP-1 D1, no extra attacks (they're already built-in). **'''Mawloc Scything Talons''': S user AP-1 D1, no extra attacks (they're already built-in). **'''Massive Scything Sickle-Talons''': S+1 AP-3 Dd3+3, same with the other FW talons, no additional attacks but you get to re-roll all hit rolls this time. **'''Massive Scything Talons''': this weapon has two profiles (neither the Maleceptor nor the Tervigon want to be in combat so use these as a last resort only): ***Strike: S+3 AP-4 D2d3 ***Sweep: S user AP-3 D2, each time you make an attack with this profile make 2 hit rolls instead of 1. **'''Monstrous Scything Talons''': S user AP-3 D2, +2 attacks, one for each talon. **'''Screamer-killer Talons''': S user AP-3 D3, no extra attacks (they're already built-in). **'''Trygon Scything Talons''': S user AP-3 D2, no extra attacks (they're already built-in). *'''Scything Wings''': S user AP-2 D2 *'''Shovelling Claws''': Sx2 AP-3 Dd3+3 *'''Thorax Spur''': S+3 AP-4 D3, you get 1 additional attack with this weapon. *'''Thresher Scythe''': S4 AP-1 D1, one of the two tail options for the Carnifex, you get 3 additional attacks with this weapon, good on an anti-infantry oriented model. *'''Toxic Lashs''': S user AP-1 D1, always wounds on a 2+, except against {{W40kKeyword|Vehicles}} and {{W40kKeyword|Titanics}}. **'''Massive Toxic Lashs''': S user AP-2 D1, always wounds on a 2+, except against {{W40kKeyword|Vehicles}} and {{W40kKeyword|Titanics}}. *'''Toxinspike''': S user AP-3 D2, each time you fight, you can make one additional attack using this weapon; each time you fight you can only make one attack with this weapon. *'''Tyrant Talons''': S user AP-3 D1, make 2 additional attacks with this weapon. *'''Wreaker Claws''': Sx2 AP-3 D3, the pride and joy of the Stone-crusher Carnifex, if you have two you can re-roll all hit rolls and against {{W40kKeyword|Vehicles}} and {{W40kKeyword|Monsters}} the Damage becomes 5. ===Ranged weapons=== These are the guns that fire the beetles, worms, maggots, and (when the Tyranids are feeling particularly conventional) plasma at your foes from a distance. *'''Acid Spray''': 18" Heavy D6+6 S6 AP-3 D2 auto-hits. **'''Bio-acid Spray''': 18" Heavy 3D6 S6 AP-2 D1 auto-hits, found on the Scythed Hierodule. *'''Barbed Strangler''': 36" Assault d6 S6 AP-1 D1 Blast. **'''Stranglethorn Cannon''': 36" Heavy d3+3 S8 AP-2 D2 Blast. *'''Bio-cannon''': 48" Heavy 6 S8 AP-2 D2 the Barbed Hierodule has two of these bad boys, useful for hunting vehicles from afar **'''Dire Bio-cannon''': 48" Heavy 8 S10 AP-3 D3 the bigger version found on the bio-titans, they get two of these as well so consider to split fire to kill two light vehicles a turn or focus fire on something big to bring it down (don't forget ''frenzied metabolism'' if you need it). *'''Bio-electric Pulse''': 12" Assault 8 S5 AP0 D1. **'''Bio-electric Pulse with Containment Spines''': 12" Assault 8 S5 AP-2 D1. *'''Bio-plasma''': 12" Assault D3 S6 AP-3 D1 Blast, head upgrade of the Carnifex, could be useful but pretty mediocre, better stick to the other options. **'''Bio-plasma''': 12" Assault 2D6 S7 AP-3 D1 auto-hits, found on the mighty hierophant, a nice anti-mob option for when you need to clear an objective or drown a lesser character in hits. **'''Bio-plasmic Scream''': 18" Assault D6 S8 AP-4 D1 Blast, the signature weapon of the screamer-killer. *'''Bio-plasmic Cannon''': 36" Heavy D3+6 S8 AP-4 D3 Blast, found on the Exocrine. This '''will''' wreck someone's day. *'''Deathspitter''': 24" Assault 3 S5 AP-2 D1 **'''Deathspitter with Slimer Maggots''': 24" Assault 3 S7 AP-3 D1 *'''Devourer''': 18" Assault 5 S4 AP0 D1 **'''Termagant Devourer''': 18" Assault 2 S3 AP0 D1. Absolutely terrible. Don't even consider take this unless you go with Gorgon as your Hive Fleet as the primary trait affects ranged weapons as well as melee. **'''Devourer with Brainleech Worms''': 18" Assault 6 S6 AP0 D1 *'''Drool Cannon''': 18" Assault 2D6 S6 AP-2 D1 auto-hits, unfortunately this weapon isn't very good at what the Hive Crone is supposed to hunt after. *'''Flamespurt''': This weapon has two profiles: **Burning Spray: 12" Assault D6 S6 AP-2 D2 auto-hits **Pyrogout: 18" Assault 2D6 S4 AP-1 D1 auto-hits *'''Fleshborer''': 18" Assault 1 S5 AP-1 D1 **'''Fleshborer Hive''': 24" Assault 30 S5 AP-1 D1. Dakka dakka, motherfucker. *'''Gasping Tongue''': 12" Assault 1 S6 AP-3 D3, ignore look out sir when you use this weapon. Apparently the Haruspex is our version of a sniper. *'''Impaler Cannon''': 24" Assault 3 S6 AP-2 D2, unfortunately, due to the ridiculous cost of Hive Guards that use this (60 points per model, wtf) it's simply not worth it; for basically the same cost you get an exocrine that the only real problem it has is not being able to shoot without line of sight which honestly isn't very needed in the first place. *'''Massive Toxic Lashes''': 8" Assault 2D6 S user AP-2 D1, always wounds on a 2+ except against {{W40kKeyword|Vehicles}} and {{W40kKeyword|Titanics}}. *'''Rupture Cannon''': 48" Heavy 3 S14 AP-4 Dd6+4. Have you ever wanted to take a Knight from completely alive and healthy to utterly death in, not only in one shooting phase, but with a single gun? Well, look no further. *'''Shockcannon''': 36" Assault 2 S7 AP-2 D3, inflicts a mortal wound against {{W40kKeyword|Vehicles}} on a wound roll of 4+. We have better anti-tank and the hive guards are already pretty overpriced for what they do. *'''Spine Banks''': 6" Assault 5 S5 AP0 D1, one of the back options for the carnifex, never take this, the spore cysts are better but if you don't have 15 points for them, then use the 5 points this weapon costs for something else. *'''Spinefists''': 12" Pistol 2 S5 AP-1 D1. Anything that can take this should just take a Deathspitter instead as it has better range, AP, and dakka. **'''Termagant Spinefists''': 12" Pistol 2 S3 AP0 D1, hard pass, take the fleshborer instead. **'''Thoracic Spinefists''': 12" Pistol 2 S5 AP-1 D1, same critique as the normal ones. *'''Spinemaws''': 6" Pistol 4 S2 AP0 D1 *'''Spore Mine Launcher''': 48" Heavy D3 each hit inflicts one mortal wound, it can target things that aren't visible to the shooter if they are seen by a friendly {{W40kKeyword|Synapse}} but remember Biovores don't have the same rule as Hive Guards so they will get a penalty of 1 to their hit rolls and they already hit on a 4+. Remember also that now they don't generate a mine when they miss. *'''Stinger Salvoes''': 24" Assault 8 S5 AP-1 D1 *'''Tentaclids''': 36" Assault 4 S7 AP-3 D2, they always wound {{W40kKeyword|Vehicles}} on a 4+ and against {{W40kKeyword|Aircrafts}} they have a damage of 4. *'''Venom Cannon''': 36" Assault d3 S8 AP-3 D2 Blast. **'''Heavy Venom Cannon''': 36" Heavy 3 S9 AP-3 D4 ===Universal Biomorphs=== These upgrades grant the following ability and some gain the keyword of the same name as the upgrade. *'''Acid Maw''': Gives the keyword that lets you access a 1CP stratagem to spit acid on your enemy to inflict mortal wounds. On the Carnifex it's one of the options for the head but you're probably better off with Tusks or Enhanced Senses. *'''Adrenal Glands''': Adds 1" to the move characteristic and +1 to strength characteristic of the unit. '''This is amazing'''. Combine with {{W40Kkeyword|Kraken}} and movement boosting Stratagems, and that seemingly small bonus can make a big difference. *'''Biostatic Rattle''': One of the tail options of the Trygon/Mawloc, you select an enemy unit in engagement range and if you roll higher than their leadership on 3D6 you shut off re-rolls for their hit and wound for that turn. Remember that the average roll of 3D6 is 10.5 *'''Chitin Thorns''': Improves the Ap of Melee attacks by 1, useful against Armor of Contempt. *'''Enhanced Senses''': The bearer's BS becomes 3+, one of the options for the carnifex head and the one you want if you're aiming for a dakkafex or thornback. *'''Extended Carapace''': Gives M7" and a 4+ armor save to genestealers, now that they are infiltrators this could work for making them survive longer. *'''Flesh Hooks''': Gives the keyword and lets you ignore the vertical distance when you move, advance, or fall back. The keyword also lets you access a 1CP stratagem to give +1 to your melee hit rolls for attacks against non-VEHICLE and non-MONSTER enemy units. *'''Infestation Node''': An upgrade for a Genestealer unit that makes you put a marker down with them that regenerates D3 destroyed models a turn. The marker is removed if there are enemy models within 3" at the end of any phase and there aren't any friendly units with them. *'''Lash Whip''': Gives the keyword and lets you re-roll 1's to hit in the fight phase for models with this biomorph. Found on those who take a single bonesword. *'''Prehensile Pincer Tail''': Lets you re-roll one hit roll or one wound roll each Fight phase, useful for a Flyrant with the Reaper. *'''Spore Cysts''': The bearer counts as in light cover against shooting attacks, one of the two back options for the carnifex, you should always take this if you can. *'''Toxin Sacs''': Hit rolls of 6+ by the model/unit in the Fight phase automatically wound. Best used on models with low Strength. *'''Tusks''': Gives the {{W40Kkeyword|Horned Chitin}} keyword, useful on a Carnifex that aims for the big guys on the board.
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