Editing
Warhammer 40,000/8th Edition Tactics/Tyranids
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===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 donβt 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. |- |}
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information