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==Wargear== ===Melee Weapons=== The biggest difference, other than two thirds of the below do multiple damage per wound, is how many melee weapons now have a Normal, Monstrous and Massive variant that is the same stat line but the bigger they are the greater the potential to do more damage. A note on tails: The awful days of being forced to make one terrible tail weapon attack are over. All of the tails are optional now and do not take an attack away from the user. This does mean, however, that units with tails had their actual attack stat lowered by 1 to compensate. This equals out to a wash but do take note when reading the codex that your Hive Tyrant's now 4 attacks aren't crippled by losing one to the tail. (Trygons got to keep their six attacks, meaning that the tails are actually now purely a bonus on them!) <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ====Basic Melee Weapons==== Represent the basic melee weapons of a Tyranid rather than a specialized biomorph. *'''Claws and Teeth''': The stock CCW for your Rippers and Termies. (And Zoanthropes as well, but really those guys don’t belong in combat in most cases) *'''Powerful Limbs''': The fallback CCW for models not meant for combat like the Tyrannofex and Exocrine. Deals 2 Damage at AP-2. Decent as a deterrent, but hampered by most users having pitiful WS and few attacks. <div class="mw-collapsible-content"> <gallery class="center"> termateeth.png|its teeth exolimb.png|powerful limb </gallery> </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ====Bone Swords==== *'''Boneswords''': Somewhere between a chainsword and a power sword, dealing AP-2 alongside their extra attack by just owning a pair. **'''Lash whip and Bonesword''': Same statline as paired Boneswords, but instead bizarrely replaces the free attack with the ability to make all attacks on the turn it is slain. ***Thematically we just assume that having a sentient whip allows the wielder at some point to immobilize the target and get their digs in (or not) before/as they die. *'''Monstrous Boneswords''': The Hive Tyrant's Boneswords deal 3 damage at the same AP as its little brethren, marking them a step up in lethality if you want a melee beast. **'''Lash Whip and Monstrous Bonesword''': Same as above, but now with a Monstrous Bonesword's statline. *'''Bone Sabres''': Papa Swarmy's famous blades, these deal AP-3 and 3 Damage each, and causes a mortal wound on a To Wound roll of 6+ ensuring that all but the toughest units in the game will get blenderised. <div class="mw-collapsible-content"> <gallery class="center"> Bonesabre.JPG|Bone Sabre bonesword.png|Bonesword Bonesword+lashwip.png|Bonesword and Lashwhip </gallery> </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ====Crab Claws==== The closest the Tyranids have to Power fists. Used to open up enemy food cans (AKA vehicles) *'''Crushing Claws''': These things have essentially become Powerfists for Tyranids. Sx2, AP-3, and D1d3 at -1 to hit, the price tag will have you consider alternatives though at 25. **'''Monstrous Crushing Claws''': The Carnifex equivalent. Same as above, but now with D3. Hitting on 5+ (4+ on the charge) is not fun, but you can stick Old One-Eye nearby to try and cope. **'''Massive Crushing Claws''': Meant for Tervigons. Now inflicts D1d6, but you now need 5+ to hit and have no possible source of a +1 buff to negate it. Do not take. **'''Shoveling Claws''': The Haruspex's hands. Essentially Monstrous Crushing Claws, but without the penalty. So you can crack open the can full of food people. <div class="mw-collapsible-content"> <gallery class="center"> crushingclaw.png|Crushing Claw shovelingclaw.png|Shovleing Claw </gallery> </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ====Mouth Weapons==== *'''Acid Maw''': This is a free power sword. The weapon of the former biggest joke of 40k, the Pyrovore, now with AP-3 on all (i.e. both) its attacks. Can also be taken by Genestealers. DO THIS, they're basically free power swords for every 4 models in a unit. **'''Monstrous Acid Maw''': An option for the Carnifex, with SU AP-5 and D1d3. Because you ''really'' want to make sure somebody won't get its armor save. Doesn't replace any other melee weapons either, so you can always use the talons if you want more reliable damage. Mutually exclusive with Enhanced Senses, Bio-Plasma, and Tusks. *'''Blinding Venom''': It's only S3 AP-0, but if it wounds, it forces the enemy to take -1 to all hit rolls for the next turn. A decent free sucker punch for your Gargoyles. After poking the opponent with this, weather their now weak attacks, then on your next turn, fall back and shoot your Fleshborers into them. *'''Distensible Jaws''': The "Maw" in Mawloc. AP-3 D1d6, but can only be used once per turn. A nice sucker punch against any high wound models. *'''Ravenous Maw''': The freaky Hentai Mouth of the Haruspex. Deals D3 hits for each attack allocated to it, and each hit does a respectable AP-1 D3 Damage. It's pretty much encouraging you to go all-in. <div class="mw-collapsible-content"> <gallery class="center"> distensiblejaws.png|Distensible Jaws Ravenousmaw.png|Ravenous Maw </gallery> </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ====Rending Claws==== This is what makes genestealers universally feared. *'''Rending Claws''': A cheap AP-1 weapon, with Rending being replaced with a 6+ on a wound roll giving the attack AP-4. **'''Monstrous Rending Claws''': Deal AP-3 D3 Damage, on a 6+ on a wound roll makes the attack AP-6 and a flat 3 damage. Also confers re-rolls to wound, which allow for more 'rending' 6s and is important as the Tyrant generally needs higher numbers to hurt things now than in previous editions. Considering that they are also FREE, the claws should be your go-to melee weapon of choice for the Hive Tyrant. <div class="mw-collapsible-content"> <gallery class="center"> rendingclaws.png|Rending Claws </gallery> </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ====Tail Weapons==== Tail weapons typically grant an additional attack that must be made with it, and all of them only allow up to one attack to be made with them. *'''Biostatic Rattle''': Exclusive to Trygon Primes, this AP-1 weapon forces any unit hurt by it to add 1 to their Morale tests at the end of the turn. Don't waste all your attacks on this weapon, but one or two bitch slaps will help with sending enemies running. *'''Bone Mace''': Available only to 'Fexes as a tail, this is a cheap monstrous thing. At S8 AP-1 and D1d3, this thing's far worse than its Scything Talons, but if you took guns in all arms and went with Enhanced Senses over the Monstrous Acid Maw this allows you at least one decent knock. *'''Prehensile Pincer Tail''': SU AP0 D1d3. Awesome on the Red Terror, terrible on the Hive Tyrant (but at least now it's "free"). *'''Thresher Scythe''': Another tail weapon, this time at S4 AP-1. It makes 1d3 attack rolls. Nice if you want to thin out a horde a bit. *'''Toxinspike''': Another tail weapon. S1 AP0 D1d3, and always wounds non-{{W40Kkeyword|vehicle}} models on a 2+. It ties with the Prehensile Tail as the cheapest tail. Its lack of AP makes it a weapon of debatable usefulness, especially on the Trygons where their Massive Scything Talons are better in almost every scenario. Worth considering on a Mawloc since its Strength value goes down as it gets hurt. *'''Wicked Spur''': Found only on the Crone, this is essentially an AP-3 Bone Mace made airborne. <div class="mw-collapsible-content"> <gallery class="center"> biostaticrattle.png|Toxin Spike bonemace.png|Bone Mace Prehensile_pincer_tail.png|Prehensile Pincer Tail File:thresherscythe.png|Thresher Scythe Wickedspur.png|Wicked Spur </gallery> </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ====Scything Talons==== For all your mantis-like killing needs. *'''Scything Talons''': Your basic melee weapon found on just about anything that wants to be in hand-to-hand. Scything talons now allow a model to re-roll to hit rolls of 1 when attacking with this weapon (something they used to do back in 5th). In addition, if the model has more than one pair, they can make 1 additional attack with this weapon. Note: GW has rather uncharacteristically taken the wind out of the sails of the burgeoning RAW vs RAI battle before it really began and confirmed via FAQ that multiple sets of talons grant only +1 attack total, not +1 per set; this applies for all sizes of Scything Talons. **'''Monstrous Scything Talons''': AKA scything talons XL. Found on Tyrants and the Carnifex. Same rules as above but AP-3, 3 Damage. **'''Massive Scything Talons''': AKA scything talons XXL. Found on Tervigons, Maleceptor, Trygon, Trygon prime, AP-3, D6 Damage. **'''Gargantuan Scything Talons''': Only available on the Hierophant. You lose the ability to re-roll your 1s to hit but they strike at a massive Sx2 (so, S20!), AP-5, D2D6. Ensuring any tank or titan you've charged is gonna have a really bad day. **'''Scything Wings''': AKA Scything Talons for your flyers. Found on Harpies and Crones. AP-2, D3 Damage. **'''Sickle Claws''': Dimachaeron's pride and joy, sporting S10 AP-2 and D3 Damage, but to hit roll of 6 pump it up to AP-4 and D6. **'''Grasping Talons''': The Lictor's other weapon, these deal 2 Damage and AP-1. Don't go through armour as well, but against multi-wound low-armour models like Grotesques and Nobz, they're fantastic. **'''Grasping Talons and Thorax Spine-Maw''': Yep, Dimachaeron's chest is now a weapon. S7 AP-2 D1, but against {{W40kKeyword|INFANTRY}} a to hit roll of 6 turns it into Sx2 D6 goodness. <div class="mw-collapsible-content"> <gallery class="center"> scythingtalons.png|Scything Talons Scythingwings.png|Scything Wings sickleclaws.png|Sickle Claws graspingtalons.png|Grasping Talons </gallery> </div></div> {|class="wikitable" |- ! rowspan=2 | Tentacle weapons ! Toxic Lashes | The Venomthrope's means of protecting itself, they're CCWs with a re-roll to wound and D1d3. These also allow the beast to always go first in combat, even if it didn't charge. |- ! Massive Toxic Lashes | As above, only now at AP-2. |- |} ===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]] |} ===Biomorphs=== *'''Adrenal Glands''': Adds 1" to the distance the model/unit can move when it advances and/or charges. '''This is amazing''', especially when combined with Onslaught, as the target model can benefit from it on both the advance and the charge for peanuts per model (a measly 1 point for non-{{W40Kkeyword|monsters}}, and only 5 points otherwise). Combine with {{W40Kkeyword|Kraken}} and movement boosting Stratagems, and that seemingly small bonus can make a big difference; relevant Stratagems include Metabolic Overdrive (which won't stack with Onslaught or allow charging), Overrun, and Opportunistic Advance (which is {{W40Kkeyword|Kraken}} only). Obviously, also combines well with the Swarmlord. *'''Toxin Sacs''': Wound rolls of 6+ by the model/unit in the Fight phase cause 1 additional Damage. Use on models with low Strength. Situationally useful, but good synergy with wargear, like rending claws, which activates on the same condition, and obviously best used against multiwound models like terminators or, weirdly, vehicles, since they don't have keyword restrictions on what they hurt. Best when paired with {{W40Kkeyword|Gorgon}} for its access to Hyper-Toxicity. ====Carnifex-Only==== *'''Chitin Thorns''': Carnifexes and Thornbacks only, and mandatory on the latter. On a 6+, enemy units within 1" of the user at the end of the Fight phase take a mortal wound. Only costs 5 points, but doesn't do enough to justify that. Maybe if it was models it could be good, but right now just skip it. *'''Enhanced Senses''': Standard and Thornbacks can take this, but on the former, mutually exclusive with Tusks and two of the weapons (the maw or the bio-plasma). Boosts BS to 3+. An absolute must-have for any self-respecting Dakkafex, although the acid maw might still be worth considering if you suspect that your Dakkafex may be forced into melee and don't want to risk being caught with only the generic CCW. *'''Spore Cysts''': Carnifexes and Screamer-Killers only, mutually exclusive with the spine banks. Imposes a -1 penalty to hit with ranged attacks against the user. It won't stack with Venomthropes, so it's like having a portable, built-in Venomthrope unit that frees up your actual Venomthropes to buff something else. Expensive at 10 points, but better than the spine banks, for certain. *'''Tusks''': Carnifexes only; mutually exclusive with Enhanced Senses, Monstrous acid maw, and bio-plasma. On the turn you charge, you gain +1A. Great on any melee built Carnifex, because it won't have guns for Enhanced Senses to boost and unless you plan to go up against a fuckton of heavily armored units you probably won't benefit from taking the Monstrous Acid Maw. ===Bio-Artefacts (Relics)=== ====Universal==== *'''Miasma Cannon''': Replaces a heavy venom cannon. Compared to the heavy venom cannon, it gains the ability to auto-hit anything within 8", and always wounds non-{{W40Kkeyword|vehicles}} on a 2+. ** Effectively Hive Tyrant only, as it's the only character that can take a venom cannon to start with, and should always be paired with Wings so you can get into auto-hitting range faster. **Better than the basic version against T5+ non-{{W40Kkeyword|vehicles}}, and of course against anything within 8", but not nearly as good as a Venomthorn Parasite in general, due to the Hive Tyrant's already good BS and the fact that the Venomthorn is like a *1.5 multiplier, which would require at least a T10 target for this to meet or a T18 one to beat, and good luck finding those. Don't take this unless you've already handed out a Venomthorn. *'''Reaper of Obliterax''': Replaces a lash whip and bonesword or the monstrous version. Same stats as the normal one, but on a wound roll of 6+ it doubles its damage. With Toxin Sacs on the monstrous version, that's a whopping 7. ** Because this upgrades a weapon that isn't free, cost matters, but the strength of the underlying weapon really doesn't, since the special ability triggers only when you're definitely wounding regardless of strength. As a result, this is actually best on a Behemoth Warlord (for more damage) or Gorgon (for more reliability) Tyranid Prime; the difference is clearest in the Behemoth case, where you're spending 102 points minimum on WS2+ A4 S5 AP-2 D1, increasing to D4 on 6s, as opposed to 158 minimum on WS2+ A4 S6 AP-2 D3, increasing to D8 on 6s. *** Note on calculating damage: Because of the order of operation, the damage is first multiplied. After that, you add the extra damage. So you are 'just' dealing 8 damage at max. Nevertheless, if you want something dead, use Adrenaline Surge for attacking a second time or Voracious Appetite to increase the chance of dealing high damage. *** Just an idea: Give this to a winged Hive Tyrant with adrenal glands, toxin sacs and the '''{{W40Kkeyword|Behemoth}}'''-Warlord Trait. You get a high chance for a Turn 1 Charge and the opportunity to kill the enemies bigger threats - for example a Land Raider or ,if you're lucky, a superheavy *'''Ymgarl Factor''': It's back! at the beginning of each fight phase, randomly gain +1T, +1A, ''or'' +1S. The stat returns to normal after the fight phase. ** Generally not worth it, due to its random nature and the fact that it only last a fight phase - you have only a 2/3 chance of rolling a stat that might help you kill things better in melee, and if you roll strength, it might do nothing at all. ***This and the Norn Crown are the two Relics that don't require any existing equipment. If your warlord has an odd loadout, or is a Zoan, this can be a good Relic just because of a lack of better choices. *'''Maw Claws of Thyrax''': Enhances a model equipped with rending claws or monstrous rending claws. If you slay a model in the fight phase, you can re-roll ''all'' failed to-hit rolls in melee for the rest of the game. **Because monstrous rending claws are ''cheaper'' than rending claws, absolutely superb on a Hive Tyrant. (An odd statement given that MoRCs are only available to Broodlords & Tyrants which are considerably more expensive than a Prime + RCs, lol, but the point stands.) **Overkill on a Broodlord, rerolling ones only after a successful fight is not worth. *'''Norn Crown''': Models within 30" do not suffer the penalties from Instinctive Behaviour. Probably the weakest choice here, but could be useful if you don't plan on using many synapse units (e.g. you run Hydra and want to save your Troops slots for more Gaunts). **Note that it doesn't grant immunity to morale, like synapse would, so really only useful on units that have no moral issues (like single model monster units). Main value is if you need to space out your giant ranged bugs, but don't want to take penalties when shooting at further targets. The Tyrannofex's rupture cannon, for example, has 48" of range, but he's only BS5+ if he's not in synapse and not targeting the closest unit. ====Psychic Awakening: Blood of Baal==== *'''Resonance Barb''': Psyker only. This model can manifest an additional power per turn and deny an extra power. Also, when you take a psychic test, add 1 to the total. Arguably, the best relic for Tyranids flat. Put on a Hive Tyrant and combine with Power of the Hive Mind and Synaptic Channeling to get a quad casting threat with access to the entire psychic school plus their hive fleet power. **Neurothropes get more mileage out of the Resonance Barb than a Hive Tyrant. All Tyranid Psychic powers other than Unstoppable Hunger are WC 5 or 6. With the +1 to cast from the Resonance Barb, if you failed a WC 5 Psychic Test, you rolled at least a single 1 (You can't get 3 or less between two dice without rolling a 1). Similarly, if you failed a WC 6 test with the Resonance Barb, 83.33% of the time you have rolled at least a single 1. I mention this because Neurothropes have an aura that allows you to re-roll 1's on Psychic Tests, something a Hive Tyrant doesn't get. It almost is equivalent to a re-roll on Tyranid Psychic tests. Oh, on top of this, Neurothropes can heal themselves or other Zoanthropes via Smite damage, and this +1 to cast makes you more likely to hit that tasty D6 damage on Smite, which means the chance of healing more is higher. Lastly, unlike a Hive Tyrant, a Neurothrope has low enough wounds to not get railed by shooting the turn after it drops in, and it also has a good enough invulnerable save to survive the inevitable sniper fire it will attract. All-in-all, it's a better option for a Neurothrope than it is for a Hive Tyrant. ***On the other hand, Neurothropes only know smite plus one psychic power, and can already cast two per turn. The plus one to the psychic test and extra deny is useful, but the extra cast will be wasted every turn unless you pop the new Synaptic Channelling stratagem. *'''Pathogenesis''': Add 8" to the range of the user's ranged weapons, and it can re-roll a single hit and wound when shooting or firing Overwatch. The Dakkatyrant's new best friend. (alternate option, use it on a tyranid prime or trygon prime to almost double his threat range, well only if you don't have other options to spend a relic) *'''Xenogenic Acid''': Replaces a model’s toxin sacs. When you make a melee attack, unmodified wound rolls of 5+ inflict an extra mortal wound on top of other damage. It's truly a shame that the Broodlord can't take this because he would murder anything with his 6 attacks that reroll to wound, but we're not space marines so we don't get nice things. *'''The Venomthorn Parasite''': Upgrades a stranglethorn cannon or heavy venom cannon. When you shoot the cannon, it always does its maximum number of shots *'''Arachnacyte Gland''': Replaces adrenal glands. When you make a charge roll for this model, roll an extra D6 and discard the lowest die. Also, you get +1 to your Advance rolls. Pairs well with Trygon Prime that needs to make that charge out of deep strike. ====Hive Fleet-Specific==== *'''{{W40Kkeyword|Kronos}} - Balethorn Cannon''': Replaces a stranglethorn cannon. Identical to the standard version, save for one very important difference - it ignores ''all invulnerable saves''. While that won't affect TEQs too much since they still get a 3+ from their armor, anything whose invuln save is at least as good as its armour save will definitely notice, especially Tzeentch daemons. That said, this is functionally a 25 point Hive Tyrant only gun which is ''always'' in direct competition with the Miasma Cannon, so it's best to take it against things that will definitely notice losing their invulnerable saves- in addition to the aforementioned Tzeentch daemons, Harlequins and IG with slabshield Bullgryn and Crusaders are good choices to use this on. *'''{{W40Kkeyword|Hydra}} - Slimer Maggot Infestation''': Replaces two deathspitters with slimer maggots. Gains the ability to re-roll failed wound rolls. Nice on a dakkatyrant, but it's a shame Hydra relies more on flooding the board with Gaunts than it does on shooting things. *'''{{W40Kkeyword|Gorgon}} - Hyper-Adaptive Biology''': After the end of the first phase in which the bearer suffers a wound, the bearer gets +1T for the rest of the battle. Could work well when paired with the Adaptive Biology Warlord Trait if you have a way to live through that one phase, which is the same problem the Trait has. *'''{{W40Kkeyword|Behemoth}} - Scythes of Tyran''': Replaces a pair of Monstrous Scything Talons. It gains +1S and +1A, and To-Hit rolls of 6+ generate another attack but loses its rerolls of 1. This means they're functionally the same as the stock pair of Monstrous Sything Talons (1/6 chance of extra attack instead of 1/6 chance of reroll) with +1 Strength, which really only makes a difference against T6 and T7. The Scythes are a little more bursty with their damage, with a small chance of dealing 6+ wounds ina single Fight phase. The real selling point of these is that it only eats up one weapon slot, allowing you to have a bit of shooting, or double down on attacks with a pair of boneswords or monstrous rending claws. *'''{{W40Kkeyword|Leviathan}} - Slayer Sabres''': Replaces monstrous boneswords. Same stats, but if it wounds an {{W40Kkeyword|Infantry}} or {{W40Kkeyword|Biker}} ''model'' that is still alive at the end of the fight phase, roll 1d3. If the roll exceeds the model's remaining wound count, it is instantly slain. It's only really useful against ''exactly'' 4 or 5 wound models of unit types which rarely have that number, but becomes much more useful against armies with widespread access to FnP equivalents (read: anything related to Nurgle), which are more likely to survive being wounded. **Alternative take: What people don’t realise is that these swords are meant for duelling, hell the Implant Attack stratagem might as well have been made for this relic - the generic HQs of other armies actually do typically have 4/5 wounds, and the average of D3 is 2. 3 Damage means 1 unsaved wound and that captain is down to 2 wounds, Implant Attack for another mortal wound leaving them with 1, so on average they die from the Sabres’ ability. If you’re lucky on the D3 roll or get a toxinsac attack through or both you can oneshot 6/7 wound characters as well. That said this use is somewhat niche but they aren’t quite as bad as they seem at first glance. *'''{{W40Kkeyword|Kraken}} - Chameleonic Mutation''': Opponent takes a -1 to hit rolls when shooting ranged weapons at this model. Always good on your monsters, and it stacks with Venomthropes' Shrouding Spores or Malanthropes; one possible way to help keep your Hive Tyrant (or Tervigon) alive. Also stacks with The Horror. Not useful against Space Marines [[butthurt|(effectively against half of all existing armies...)]], because they presumeably will bring their new Oculus Marine thingies, what ignores any covers and any penalties to hit. *'''{{W40Kkeyword|Jormungandr}} - Infrasonic Roar''': {{W40Kkeyword|Monster}} only. Enemy units within 6" of this model must subtract 1 from LD. Could be good if you want to use Psychic Scream a lot, otherwise meh; the real shame is the type requirement, effectively restricting it to winged Hive Tyrants or Trygon Primes, due to its very low range.
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