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==Unit Analysis== Finally, time to get to the gribly beasties. ===HQ Units=== *[[Image:Broodlord.jpeg|125px|right|]]'''[[Broodlord]]''' An old but well-remembered unit makes its reappearance. The Broodlord is T5 W7 A6, with a 4+/++. While he can no longer advance and charge, he can infiltrate onto the field like smaller genestealers. Unlike them, He still retains the absolute armor shredding of 8e Genestealers, having 6 S5 AP3 D2 attacks, rerolling wounds and AP-5 UMW6s. *Obvious utility, but he's best used with Genestealers, who can infiltrate with it. It now has a 1/turn ability to make a unit within synapse range gain a -1 to AP when they roll a 6 to hit in melee that can apply to any unit, not just genestealers. **'''Synaptic Imperative - Predatory Guile:''' This allows a unit in Synapse range to count as if they're in light cover (or heavy cover if they're already in cover), already giving your units plenty of protection against anything they're up against. *[[Image:HiveTyrant.jpg|125px|right|]]'''[[Hive Tyrant]]''': The Hive Tyrant is the original Tyranid HQ unit and has been a mainstay through every incarnation of the codex. Though you no longer get the ability to grab multiples, they do remain an auto-take HQ unit that can serve any roles you need. An exceptional anchor for your army, thanks to great movement, melee and ranged tools, not to mention his 1/turn ability to give a unit re-rolling 1s to hit and access to psychic powers. However, any opponent with an ounce of experience knows to target the Tyrant first, especially now that if you take a Tyrant it '''must''' be your warlord and if your warlord isn't on the table you can't use synaptic imperatives...at all! It '''will''' draw fire. Always buy Adrenal Glands, no matter what. **'''Synaptic Imperative - Relentless Ferocity:''' A unit within Synapse range can charge after falling back, letting you keep up the pressure as these are your most powerful units. *'''Footed Tyrant:''' The ever-reliable walking tank, finally getting its much-deserved 2+ save after having it stripped away editions ago plus a T8 frame to boot. Scything Talons (which you get two of, but can't grab four by replacing your sword+lash) give you 2 extra attacks with a decent strength and AP-3, but your bonesword remains the unquestioned king, giving a devastating S10 AP-4 D3 that can re-roll 1s to hit thanks to the lash. Your guns, however, are where the suffering comes in. Your only options are the heavy venom cannon and stranglethorn cannon, removing the devourers from your roster in both iterations. *'''Winged Tyrant:''' The popular flyrant got shoved to its own datasheet, where it maintains last edition's 3+ defense and T7. This has led to some considerable setbacks, as it now can only pick up one gun, and it's similarly limited to either heavy venom cannon or stranglethorn. While his options for sword+lash and talons remain, the flying tyrant comes with some exclusive weapons of its own. Its feet are now considered legitimate weapons, giving two additional attacks like the scything talons but dealing less damage in comparison. On top of this, its tail allows you to re-roll one hit or wound roll each turn for a bit of assurance. *[[Image:Malannthrope.jpeg|125px|right|]]'''[[Malanthrope]]''': A synapse creature, that has the Venomthrope's ability to debuff the to-hit chance of enemies, which works on all units that are not {{W40kKeyword|Titanic}}. Being a character with 9 wounds means it's harder to hit than ever before, and while it can only use a grasping tail to attack its ability to cause mortal wounds on a 4+ means most foes won't try to engage it in melee in the first place. And when a model is slain with the Malanthrope 3" away, at the end of the phase it gains a 6" aura of '''all units with the same {{W40kKeyword|<HIVE FLEET>}} keyword''' re-roll 1s to wound. There are two ways to use them: backfield support and frontline assault: **'''Backfield Support''': Malanthropes are great babysitters for backfield artillery units like Exocrines, Biovores, and Tyrannofexes with Rupture Cannons. Their slow speed isn't a factor and the protection they offer is much appreciated. On the other hand, even an assault army can benefit from it quite a bit, the -1 to be hit in the first turn allows you to worry a bit less about how you set a unit of hormagaunts or genestealers as long as you babysit them with a Malanthrope, just remember you can no longer combo the -1 to hit penalties, so don't go with Malanthropes if you're going Venomthropes. **'''Frontline Assault''': The kind of support Malanthropes offer is invaluable for your big squads of Stealers and Gaunts ''where -1 to hit will likely reduce their incoming damage by 25 or 33%'' depending upon your opponent's BS, and getting up close and personal makes it that much more likely that you'll get to actually capitalize on the Malanthrope's other abilities. The issue of course is keeping up with them; consider using the Metabolic Overdrive stratagem to effectively double their speed. *Giving this bug the SYNAPTIC LINCHPIN warlord trait will really help it spread out the love of its aura. *[[Image:Nuerothrope.jpeg|125px|right|]]'''[[Neurothrope]]''': Basically a psychic battery, the Neurothrope offers a great support role with Zoanthropes, both healing them and also making it more likely they'll be able to use their psychic powers. This can cast twice, knowing 2 powers+smite for extra coverage in powers. **This guy can pass out a psychic buff in the command phase that lets one psyker in 12" or synapse link range roll 3d6 and drop one when attempting psychic powers. use this on a zoanthrope unit that really needs a super-smite to go off or on a malaceptor to all but guarantee the bonus damage. **Consider making this thing your Warlord over units like a Tyranid Prime, (if you didn't bring a Hive Tyrant); they have a nice invulnerable save and few enough wounds that they can reliably hide behind a screen of other nids. Synaptic Tendrils is the obvious choice as it'll help make your psychic phase more reliable and therefore more powerful. **'''Psychic Imperative - Psychic Augmentation:''' One psyker in Synaptic Link range gains +1 to casting and deny rolls, while any unit gains a 5+++ against mortal wounds. That second half will always see more value, though the former might be handy if you can position a tyrant or similar psyker. *[[Image:Tervigon.jpeg|125px|right|]]'''[[Tervigon]]''': Significantly improved compared to its 8th edition version, but still not as powerful as it used to be during the days of the 5th edition. It costs more than a Hive Tyrant with wings, its gun is weak for the cost since it's only 8 anti-infantry shots at 24 inches. Its melee profile has received a serious bump, but Tervigons are not designed nor should they be in melee. If you have the chance to get in melee with a tank or a damaged dread, it has a good chance to finish it off and can push back small elite infantry units. It can't hide behind the Termagants it's supposed to be babysitting unless you get that mob of 15+ models within an inch of them, which isn't all that practical since Termagants die to a stiff breeze, although it does impose an extra step for the enemy to blow off the screen before shooting the Tervigon with all the lascannons available. It retains its psychic powers and provides BS bonus to Termagants. It can pop once per game a squad of 10 Termagants with fleshborer for basically free which can be practical for some area denial and as action monkey. It can also regenerate 2d6 of those critters per turn instead (not limited to once per game). At toughness 8 and 17 wounds on a 2+ save and ways to increase it via stratagem and warlord traits, it's very tough. While its kit is certainly interesting, its price makes it a risky bet. Instead, consider a Neurothrope with Onslaught or Catalyst, if you want Termagant support. **'''Synaptic Imperative - Surging Vitality:''' A unit within 6" can move or advance an additional 2", which has some uses. For Termagants, its designated charges for all matters, this will merely amount to letting them get a little closer to the enemy for shooting or shuffling genestealers towards cover. Sadly, this won't affect charges, meaning that your hormagaunts and other clawed nasties will get nothing out of this. This is hilarious when comboed with hydra and adrenals, while not as much of a boost as kraken, it doesn't require you to advance when using it. *'''[[Trygon|Trygon Prime]]''': A slightly meaner Trygon, given better bio-electric pulse , Synapse, and now shuffled to the HQ slot. This guy's 1/turn boost adds +1 to advance and charge rolls, which works well with any aggressive tactics like Behemoth. Its Biostatic Rattle got shifted from default to replacing the now-default toxin spike attack (A single SU AP-3 D2 strike i.e. the same profile as your talons so an extra attack), the rattle itself no longer being a weapon and instead potentially robbing the enemy of re-rolls if you beat their Leadership on a 3d6. If you want something more direct, you can buy the pincer tail to re-roll one hit or wound roll. **'''Synaptic Imperative - Thrashing Demise:''' A unit within 6" can either add +3 to its Death Throes roll (for those models that have it) or the ability to deal a MW on an enemy in melee on a 6+. While death throes is a lot better for this army, don't bank on it proccing. At least the other roll applies equally across the entire army. **A trygon prime has 12A, same as a regular Trygon, but you can give this Warlord Traits and Relics. Maw Claws give you +1 A, reroll wounds, and '''then gives you more attacks''' as you delete entire units. Combine with Heightened Senses for fight first (situational, but cancels out fight last debuffs) and rerolling any of your 13 attacks. Behemoth can also consider +1 Damage instead, because otherwise they're still only S:User(7/8 with Adrenal/9 with Behemoth!)-3 D2 attacks. *[[Image:Tyranid Prime.jpeg|125px|right|]]'''[[Tyranid Warrior|Tyranid Prime]]''': The other {{W40kKeyword|INFANTRY}} Tyranid HQ. Your other characters went way up in price while the Tyranid Prime barely moved, making him the cheaper choice of Synapse in the army, and it's still got the Warrior's share of weapons. He can offer a unit a re-roll of 1s to-wound, which can have uses for guaranteeing some damage and thankfully be applied in shooting or melee. **Not counting Adrenal Glands and the like, it's worth 3 Warriors and its weapon options are free, but with only 1 more attack and 6W. If you need bodies and dice, take more Warriors. The reason you take a Prime is for the buffs and its Synaptic Imperative to make shooting a lot more efficient. **'''Synaptic Imperative - Guidemind:''' One unit within 6" that rolls a nat 6 to hit while shooting an enemy within 24" scores an additional hit. Nice and simple. Remember that Synaptic imperative is army-wide, all Synapse units gain this aura, and all your Warriors, whether or not they're being baby-sat by the Prime itself, are Synapse. Your big bioweapons have a respectable number of shots, but you don't have as many guns per model than other armies, so this helps you squeeze more efficiency before you get into melee. ====Special Characters==== *[[Image:Old One Eye.jpeg|125px|right|]]'''[[Carnifex#Old One Eye|Old One Eye]]''': Plenty good as a beat stick, but not as good as in 8th. He gets +2 attacks compared to a normal carnifex and hits on 2+ instead of 3+. It also recovers D3 lost wounds in your command phase and gets D3+1 additional attacks when charging, being charged, or performing a heroic intervention. That being said, only GW knows why its crushing claws do D3+2 damage instead of D3+3 like the normal ones so its damage out is somewhat diminished. Since he's got 9 wounds he's able to hide behind other units, but unfortunately, he's not nearly as good now since it can only buff one carnifex at a time, which sucks (alternatively you can use it on itself to by-pass some pesky -1 to hit and still hit on 2+), also you can get two Carnifexes for the cost of this guy. If he's your Warlord, he has to have Adaptive Biology as it has good synergy with his regeneration, making him incredibly hard to kill. *[[Image:The Swarmlord.jpeg|125px|right|]]'''The [[Swarmlord]]''': The Biggest Beast with a Beastly Pricetag. He's still the boss for combat, and capable of decking an Imperial Knight in a single round of combat (though statistically unlikely), taking into account damage from the Swarmlord’s 2 psychic abilities. A nifty new trick it gains is the ability to negate the damage dealt by the first attack that gets past his saves, which can be handy against heroes with big weapons, but can easily be baited in the case of a squad where the sergeant has a power fist. He can grant a nearby unit both a re-roll to all hit rolls and ObSec (with the units with it counting as having an extra model). **He has two weaknesses to be aware of. Annoyingly enough, he doesn't have any kind of re-roll buff, not even anything like the scything talon hit or rending claw wound re-rolls that normal tyrants can get. This makes his damage output somewhat unreliable despite being probably the best single-model melee unit in the codex. As such care should be taken when engaging units with Hit debuffs or high toughness, particularly if said units are also strong in melee (knights, primarchs, etc.). Secondly like the other Hive Tyrants he has 13 wounds, so the enemy can always choose to shoot him unless you grabbed Tyrant Guard, and being stuck footslogging that is not good news if the enemy is aiming all their guns at him (not when we're strangers to [[DISTRACTION CARNIFEX|that special, but guaranteed scenario]]). Though you really should have either hidden swarmy or have extremely high threat saturation (you are playing Tyranids after all) to combat this. ===Troops=== *[[Image:Tyranid Gargoyle.jpeg|125px|right|]]'''[[Gargoyle (Tyranids)|Gargoyle Brood]]''': While Rippers may no longer be troops, these little gaunts did get shifted to troops. Sadly, they cannot deep-strike into the field, meaning that they're merely flying gaunts that can hop over cover to harass you. They don't even get the option for adrenal glands or toxin sacs, meaning that you'll need to make do with what you have. Fortunately, Swarming Masses means that they can easily get stuck in when they get in range. *[[Image:Hormagaunt Brood.jpeg|125px|right|]]'''[[Hormagaunt|Hormagaunt Brood]]''': These little murder machines are fast and cheap and all-around fantastic. Their movement stat is a staggering 10" and their Bounding Leap allows them to pile in and consolidate up to 6", making them very fast. Additionally, they hit with 3 attacks for each bug at AP-1. '''Yikes'''. Play units of 30 and shove them across the board at speeds that inspire envy in even the Eldar. ''Be careful about those Adrenal Glands and Toxin Sacs though'', as they will increase their cost rather astronomically. Two 30 gaunt squads with both upgrades would have 180 points in upgrades, enough for 22 more hormgaunts, and 22 more hormgaunts will probably give you more value even in terms of offense, and compared to genestealers they lack the same melee impact. What Hormagaunts are good at is existing - i.e. being a cheap pile of bodies the enemy has to chop through. That means they're durable against hard-hitting weapons. Against infantry-clearing weapons, Warriors are more durable. **Their main job is tarpitting the enemy with lots of bodies, so consider leviathan to keep them alive. **While it should not be applied mindlessly, you can make an argument for toxic sacs, even when put on a 20 gaunt squad it's only 20 points which you might struggle to find another place to spend them, and with 20 gaunts you can land about 10 autowounds if your fighting something really beefy that might come in hand, so not the worst way to spend 20 points if you can't find a home, but again DO not use them mindlessly. *[[Image:Termagant Brood.jpeg|125px|right|]]'''[[Termagant|Termagant Brood]]''': Your little dakka bugs, who used to be the cheap body bags to bubble wrap synapse creatures or as a cheap platform for a lot of shots. Their weapon profiles have vastly changed from previous editions. They start with the spinefists which are 2 shot las pistols. They can be exchanged at no price for the fleshborer, which used to be next to useless, is now significantly better than a standard bolter and the devourer, which used to be great, has lost one shot and one point of strength, making it basically an assault lasgun and yet still cost one extra point over the fleshborer. Someone at GW probably didn't received the memo that the termagant version of devourers was different than what it was before since paying 8 points for a devourer armed termagant is more costly and less effective than the fleshborer one's. . .sorta. **If you break the math down they all perform roughly equally to each other with the higher wound and lower save of the Fleshborer compensating for the lack of an extra shot. In general the Devourer is probably better since against lower AP, toughness 3 target's it extra shot do more work and the spinefist longer range makes it harder to get all you guys into range. That said there all not fantastic when compared to other options. Due to their 7 points cost, they are probably the worst troop choice available. For an extra point, you get a faster and flying termagant called "gargoyle" or one with rabies and claws for hands called "hormagaunts". You can probably make them work with a Tervigon, but it's probably only a real option in Kronos, Gorgon due to the poison rules and while trying to play gunline Tyranids. **If you modeled them with spike rifles or stranglewebs in the past, they still have rules using Warhammer Legends, and they cost 0 points. You still won't do this though, because they suck. *[[Image:Tyranid Warriors.jpeg|125px|right|]]'''[[Tyranid Warrior]]s''': Probably one of the best troop choice in the entire game. S5, T5 3W 3A, 4+ save come stock with a 5 shot Str 4 guns and an improved power sword for melee all of which for less than 30 points and a host of options. Oh and its also your only Synapse Troops. Warriors extend Synapse coverage throughout your army. Warriors are excellent all-rounders, and can be surprisingly tanky with the right buffs. Deathspitters and Dual Boneswords is the best option, it's just better all around, with higher range, S, and AP, and costs nothing. If you don't have huge threats that the opponent is going to want to gun down, like fully geared out Tyrants, then keep them cheap and use the points for more monsters. **Adrenal Glands are a must, and Toxin Sacs are ok if you're sure the Warriors will be getting into combat/{{W40kKeyword|GORGON}}. Flesh hooks makes them T5 4+ Reavers. ''Look at us, Guilliman, we are the [[Mary Sues|Primaris]] now'' **Obviously, Warriors make excellent babysitters for Gaunts, as they're Synapse and carry melee and ranged weapons, allowing them to supplement the weak melee of Termies and absent dakka of Hormies. **As of 2022 Q4, Synapse {{W40kKeyword|Leviathan}} Warriors provide a mini-transhuman (wound rolls of 1-2 fail) for swarms, but can never benefit from it themselves.{{W40kKeyword|KRONOS}} Warriors have the best shooting and spread out the Shadow in the Warp {{W40kKeyword|KRONOS}} relies on. **{{W40kKeyword|Jormungandr}} gets -1 to hit from 12", and if you mix that with Natural Camouflage hyper-adaptation, you can get +2 to saving throws when on Terrain, making them tankier than Heavy Intercessors. **'''Goaded to Slaughter (Synaptic Imperative)''': When selected for your army, a friendly Hive Tendril within 6" of Synapse gets an additional hit on 6s. ***Tyranid Prime's Imperative should be triggered when everyone's within optimal shooting range. This is for the next round, when you're charging or in melee. ===Dedicated Transport=== [[Image:Tyrancocyte.jpeg|125px|right|]] *'''[[Tyrannocyte]]''': Fleshy [[Drop Pods]] that let you stick either one Monster of your choice (but only if it has 16 max wounds or less - no shoving a Hierodule in there) or one unit of up to 20 Infantry models into (models that have more than 1 wound count as 3 models). The main problem with the Tyrannocyte is its BS of 5+, which means you pay out of your nose for its guns, knowing full well that two-thirds of its shots won't do a thing. The Barbed Stranglers are 25 points more than the Deathspitters, but the blast rule also increases the volume of fire when firing upon larger units. With the crappy base BS, this makes a huge difference. Just make sure you are actually able to fire at a large unit, either by dropping the Tyrannocyte right next to one or by providing synapse support... possibly from inside the Tyrannocyte itself. **Being so versatile means lots of odd combos exist beyond just podding the Swarmlord. Any infantry/critter can be housed. Venomthropes, Zoanthropes, Shrikes, Tervigons, and many others can be re-positioned. You can also have a small variety of toolbox units and choose which one goes in pods during deployment. Another element could be to pod in a Swarmlord and a Harpy or flying hive tyrant to give vast agility in re-positioning your army. ===Elites=== *[[Image:Genestealer Brood.jpeg|125px|right|]]'''[[Genestealer|Genestealer Brood]]''': Moved to the Elites slot, they're still 8" T4 A4 with a 5++/4++ in melee, but now play more like Lictors than super-fast scalpels since they can no longer innately advance and charge, but can infiltrate and recover models. **In the deployment phase, you can deploy them anywhere on the field thats 9" away from enemies. If you purchased an infestation node, they can deploy that next to them. **What's an infestation node? For 20 pts, it basically acts like a reinforcment point for the Genestealers. In the Command Phase, you can either deploy one via action (it ends at the end of the movement phase,) or use an existing one/the one you deployed with to recover d3 destroyed models. **The genestealers weapons were also rolled into a single statline, being 4A at S4 AP3 D1. the extended Carapace isnt such a bad deal now, either, since the 4+ costs only 1" less movement, and you can't advance and charge innately anymore anyway. **For those interested in taking both Tyranids and Genestealer Cults: Purestrains from the GSC codex are pretty much always better than Hive Tendrils Genestealers. From WS2+, to 4++ against ''both'' melee and range, and even retaining advance and charge (I guess when 'Stears know that they'll be alive for more than a few hours, they spend their free time practicing hitting, dodging and running), these guys provide a better performance over the default genestealers. Also, as of writing this, purestrains are actually cheaper than normal genestealers (How did this happen? Who decided this?). Even the pre-game move that Hive Fleet genestealers have to set them apart from other options in the Tyranid Codex can be done by (albeit, only one) purestrain unit via the Proficient Planning: They came from below. '''TL;DR''' if you're taking both Tyranids and Genestealer Cult, you should never take the codex Tyranid version of genestealers; take purestrains instead. [[Image:HaruspexGW.jpeg|125px|right|]] *'''[[Haruspex]]''': The Haruspex's primary function is infantry chewing and almost everything in its arsenal is meant to help with that. It can even chew transports very easily to get to the juicy little people inside if need be and those bothering close combat walker should give it a thought before trying to intervene. It's a tough monster with 15 wounds 2+ saves and T8. It even regenerates wounds as it kills enemy models to a max of three per turn all the while reducing the moral of enemies around it. With its combination of horned chitine and acid blood keywords, it gains access to great stratagems to inflict a couple of mortal wounds on its prey. This all sound pretty great, but here comes the bad news. It doesn't have a native invulnerable save meaning all those lascannon and meltagun will have field day against it unless you drop I more points into it for an adaptive physiology to get one, doesn't have a "real gun", no a single anti-infantry attack at 12 doesn't count. It's rather slow at movement 8 and finally, while it starts with very respectable 3+ on its WS and BS, it degrades as does its already meh speed. In a casual game, the Haruspex can be fun and perfectly usable, though in any hardball games you would be better in almost all circumstances to buy a Carnifex or better, a Screamer-Killer instead since they basically hold the same niche, but the Screamer-Killer does it a bit faster and significantly cheaper. *[[Image:Lictor.jpeg|125px|right|]]'''[[Lictor]]''': A single Lictor isn't particularly scary. It has a scary profile, but a full unit of anything won't be too impressed. Though it can totally play assassin against cheap backline holding units and mid-tier characters and with its enhanced abilities, clever hiding inside terrains will make it invulnerable to units outside of 12". Their key advantages come from their cheap cost, popping in midfield to potentially score some secondary objective, and being able to give a +2" charge for your units with the Pheromone Trail Stratagem. Make sure to watch out for Heroic Interventions, they aren't that hard to kill and enemy melee characters can make mincemeat of them. **9th Edition's secondary objectives finally give Lictors a use: as non-{{WH40Kkeyword|CHARACTER}} {{WH40Kkeyword|INFANTRY}} units, Lictors can perform the full range of Shadow Ops actions with +2 to saves when in cover and deep strike to boot! Typically you'll want to combo Linebreaker/Engage on all Fronts with either Deploy Scramblers or Repair Teleport Homer to get the most bang for your lil' buckaroo. **Seriously, it cannot be overstated just how useful these guys are. So long as your army doesn't bleed secondaries and you have some staying power on objectives, Lictors are game-winners. Take two and [[Anal circumference|call your opponent in the morning]]. *[[Image:Malecepter.jpeg|125px|right|]]'''[[Maleceptor]]''': A giant Zoanthrope stuffed in an oversized Carnifex that doesn't quite fit either role. They were kinda garbage in 8e, but have now been fleshed out to be a bit more useful as a support unit; their synaptic imperative gives all your units within SYNAPSE range more flexibility with their actions, including the Maleceptor's own Psychic Action. They no longer have an inherent +1 to Psychic Tests, but you can get that from the Neurothrope Synaptic Imperative; instead, whenever they successfully perform a psychic action or manifest a power on a 7+, the closest enemy unit within 12" takes 3-1 MW (degrading statline). **They are now M 8-6" '''S7 T8 W15''' 3+/4++, and have a degrading 3+ WS/BS; they only have 3A, but have two profiles: Sweep (S:U AP-3 D2, 2 Hit Rolls per Attack), or Strike (S10 AP-4 D 2D3). **Each Maleceptor can now know 2 Spells + Smite, but ''on top of that,'' whenever they successfully cast a Psychic Power or perform a Psychic Action on a roll of 7+, ''the closest enemy model within 12"'' receives 3-1 MW, the MW output being based on their degrading statline, rather than a D3 roll. This can add a few more MWs on a smite and make super-smites a lot less swingy. **Their Diffusion ability is now a Psychic Action; when successfully performed, friendly HIVE FLEET units within 6" reduce the STR of incoming ranged attacks by 1. Pretty good now that a majority of your units are now tougher, and that you don't have to pay CP to do so. And you can still cast after performing this action if you use the Maleceptor's own Synaptic Imperative. **'''Synaptic Imperative: Psychic Oversight:''' While this Synaptic Imperative is active, friendly {{W40Kkeyword|hive tendril}} units within {{W40Kkeyword|synapse}} range gain: ***If that unit is performing an action, it can make ranged attacks without that action failing. ***That unit can start to perform an action, even if it Advanced or Fell Back this turn. ***If that unit has the {{W40Kkeyword|PSYKER}} keyword, performing a psychic action does not prevent it from manifesting psychic powers. ****Synaptic Imperatives are active for all SYNAPSE creatures the round they are active, so this ability can be really helpful once you're within range of objectives, or when your army is castled up around Maleceptors so that you can apply Encephalic Diffusion while still being able to smite. *[[Image:PyrovoreGW.jpeg|125px|right|]]'''[[Pyrovore]]''': The formerly worst unit in the whole game, Pryovores have had a nice glow-up. Their flamer now has two modes, an 18" 2D6 heavy flamer or a 12" D6 flamer that does D2. They may be slow but since the Tyrannocyte can hold multiple units, you can hold a maximum of 6 inside one, and ''that's a lot of damage''. You may also deepstrike them with the Jormungandr stratagem if you don't want to spend the 100 points for the pod. As long as you don't make these footslog, they'll surprise you. Do be cautious that they have an explosion rule that can damage '''everyone around you''', unlike the typical Death Throes abilities. *[[Image:Tyrant Guard.jpeg|125px|right|]]'''[[Tyrant Guard]]''': Dedicated bodyguards for your Hive Tyrant. These guys can shield your Hive Tyrant even if it has more than 9 wounds and even if only one of them remains, which is great as it keeps your big boss safe that much longer and as long as they have a Tyrant within 3", they gain 1 extra attack. With crushing claws they become scary, hitting on 3+ with 3 S8 AP-3 D2 attacks each, giving them tank-wrecking power and making them a veritable threat against elites that don't have good invulnerable saves. This loadout is costly however before even considering adrenal glands/toxin sacs. Now they are tankier than before, with 4 wounds at T6 and 2+Sv but without an invulnerable save they will still die against dedicated fire. Good if you need to protect a backline Tyrant but otherwise don't bother. *[[Image:VenomthropeGW.jpeg|125px|right|]]'''[[Venomthrope]]''': These are mainly used to keep the rest of your swarm safe. Enemy units take a -1 To Hit penalty when shooting at units that hug Venomthropes, so keep them in the middle of your swarm, preferably behind some Monsters, since the Venomthropes aren't characters and so if the opponent can draw line of sight to these rather tall models, he can hit them. Just remember that to hit penalties cap at -1 now, so don't build lists combo'ing them. They can also be useful in monster mashes. **Malanthropes also offer a debuff to the enemy, and the choice between Venomthropes and Malanthropes depends on your taste. Malanthropes can survive longer, give re-rolls when they wipe out a unit, and are Synapse but don't have access to the Spore Clouds stratagem, Venomthropes can be easily shot at, but have higher damage output and are Core. *[[File:ZoanthropesGW.png|125px|right]]'''[[Zoanthrope]]''': A great workhorse of the Swarm in 9th Edition. Got bumped up to 50ppm, so a bit less than an auto-take but if you run a list of mostly monsters, you'll want them for their Imperative. They now get a bonus +1 to cast Smite and Witchfire powers for each model in the unit (without cap) and a +1 to the mortal wounds of Smite also for each model (although this capped at +3), so they'll melt the enemies they have in front of them with such psychic might. Unfortunately, they now can only cast one power regardless of unit size so they are best for using offensive powers rather than for buffing. They also lost their 3++ and got a 4++ which is not a big deal but it makes them slightly less resistant so keep that in mind. **Warp Shielding (Synaptic Imperative): Monsters within 6" gain a 4++, everyone else gets a 5++, when near SYNAPSE models. ***This aura projects from all your Synapse models when active, giving you army-wide invulns in clutch situations, and with a strat, '''you can use it even if they're dead''' ====Special Characters==== *[[Image:Deathleaper.jpeg|125px|right|]]'''[[Deathleaper]]''': For 25 points more than a Lictor you get +2W, +1A, a 4++ instead of 5++, and two nice abilities, one of which makes a unit unable to start an action if they are within 6" of him, and the other makes the units in engagement range with him unable to be affected by enemy stratagems. The second one is very powerful as it can nullify any trick the enemy has in its sleeve and also disables command re-rolls which can be great if the enemy has some bad luck. Not exactly an auto-take, but if used correctly it can really return the investment. ===Fast Attack=== *[[Image:Dimachaeron.jpeg|125px|right|]]'''[[Dimachaeron]]<sup>Forge World</sup>''': The Dimachaeron is interesting to say the least. He's sporting 6 attacks that now have the -3 AP they deserve, allowing it to wreck all types of armour, and at S7+1, D3+3 Damage they can tear up vehicles if you really have to wreck some Russes. The update has also made him a lot more durable, since on top of granting psuedo-fly (read: Better Fly), '''Leaper killer''' now grants it a 5++, just in case the ability to move 12" horizontally and vertically through models and terrain features when making normal, advance, fall back, or charge moves wasn't enough; so dive right in and pick out the weakest target to take advantage of its Spine-maw. There's no shame in keeping him on the outskirts to pick off somebody before bringing him into the real fighting at the front, it's honestly what you should be doing. You can also use it for higher Wound creatures/characters if you need to, since even models that decrease wounds like Calgar or Abaddon can still fail the test and will be taking extra wounds. Also keep in mind the Spine-Maw ability can be triggered twice by any ability that lets a unit fight twice, such as the Adrenaline Surge stratagem, and if you're using it to hunt characters (or if you fail to kill anything with it the first time) you should definitely consider doing that. One down side however is at 18 wounds he no longer benefits from Obscuring Cover and at T7 he wont be seeing the end of the game so use him as a missile or as a [[DISTRACTION_CARNIFEX|'Distraction Carnifex']]. **Ideally you want to dive into groups of infantry, use 'Voracious Appetite' for re-roll to wounds on top of your re-rolls to hit, wipe one unit out (hopefully using the Torax Spine-maw rule), and then use 'Overrun' to run away to safety. You'll then have a 5+ Feel no Pain and a 5+ Invulnerable save for the rest of the game. **If there's a way to keep him out of LoS, use it, his threat range is colossal, but he doesn't benefit from obscuring. Favor keeping him safe over keeping him close t1. *[[Image:Mawloc.jpeg|125px|right|]]'''[[Mawloc]]''': The '''Terror of the Deep''' has changed quite a bit this edition; now you decide when the model arrives the turn ''before'' and put a marker on the field, then, the following turn, every enemy unit within 6" of it suffer D3 mortal wounds on a 3-6 and D3+3 on a 7+ (+1 if the unit has between 6 and 10 models, +2 if it has 11+). After that you place the model anywhere within 12" of the marker (do note that it's ''within'' and not ''completely within'' so that gives you some wiggle room) and if it's placed within 9" of any enemy unit it doesn't get to charge that turn. Make sure you have a plan for it because it can work as a neat [[distraction carnifex|distraction]], but won't survive much if set up in the middle of your opponent's army. The maws are now a special rule that deals mortal wounds (which, if it kills, forces the unit to act as if it's below half strength), then 16 anti-infantry attacks from its talons, then 1 anti-infantry attack from the tail if you stick with the toxin spike. If the role you want to give it is more of a tarpitter, stick it with a bio-static rattle and harass some poor light infantry unit. **With 9th being more about controlling primaries in the centre of the board, the Mawloc shines at harassing heavy weapons or chaff units in your opponent's deployment that are either holding objectives or trying to screen out your secondary objective point machine lictors/rippers. This will force your opponent to keep units back to deal with it they would rather be marching to the middle. **One highly overlooked ability of the Mawloc is to block off corridors. The model is on a 120x90mm base. If you deep-strike it into a street or other corridor, the opening would need to be almost ten inches wide for Space Marines to scoot past it (120mm base + 25.4mm to either side because enemies cannot move within an inch of it + 32mm for the base of the space marine). While it will likely get shot off the board the turn after you set it down, it can easily slow down your opponent getting onto an objective by a turn, and in a game that usually only goes for 5 turns, that can swing the game your way quite a bit. *[[Image:Meiotic Spores.jpg|125px|right|]]'''[[Meiotic Spore|Meiotic Spores]]''': Nobody knows why but even with a new FAQ, GW hasn't changed their function to the same as the other two types of mines. Total skip, you're better off using Mucolid spores instead (they both cost 20 points each) and even using the meiotic spores as a proxy for them. *[[Image:Mucolid.jpeg|125px|right|]]'''[[Mucolid Spore]]''': Beefed up Spore mines. 2 points a pop nets you a T4 W4 6+ Sv spore mine that deals D6 mortal wounds on a 2-4 and D3+3 on a 5+. ** At only 20 points a pop, they are our cheapest option for filling out our Fast Attack slots, leaving room for [[Carnifex|bigger]] or [[Maleceptor|meaner]] [[Zoanthrope|things]]. *'''The Parasite of Mortrex:''' HE'S BACK! AS A GENERIC MODEL!! Now sporting an actual model for 9E, the Parasite's form remains as some hybrid between a Shrike and Zoanthrope like in the old codex art, which means it also counts as a {{W40kKeyword|Synapse}} creature. Its stats are on par with a Tyranid Prime with S/T 5 and A/W 6 with wings for a zippy 14" movement and is well protected with a -1 to hit that forbids enemies from re-rolling. While we don't know what sort of damage its claws do, it does have an S+1 AP-1 ovipositor it can make one attack within melee, dealing D1 and a mortal wound as well as infecting a non-{{W40kKeyword|Vehicle}} unit. **So what does infection do? Well, it denies ObSec to a unit, making it very useful against the backline, and it forces the target to suffer d3 MWs each turn, with a new base of Rippers spawning whenever they suffer 2+ MWs for more spam. The only way for the enemy to be rid of this infection is to roll a 1-3 when suffering their infection. Even if you manage to spawn only one base of Rippers, that base can be a very persistent threat that the enemy will consider attacking instead of whatever their original goal was. **'''Synaptic Imperative - Swift Onslaught:''' {{W40kKeyword|Hive Tendril}} units within 6" of this {{W40kKeyword|Synapse}} creature gain +3" to their pile-in moves, which is a pretty important boost in getting your mobs stuck in without worrying about a bad charge. *[[Image:Ravener Model.jpeg|125px|right|]]'''[[Raveners]]''': Raveners are still cheap, they can still deep strike and attempt to charge that turn, but the real beans of these guys is the sheer number of attacks they put out. With spinefists and scything talons they're putting out NINE S5 -1 D1 attacks a turn. '''NINE'''. All hitting on 3+. The rending claws let you sacrifice two of those attacks for a very powerful AP-4 and +1 to Strength, but you can just keep it cheap by using the AP-2 Ravener Claws that are always equipped. In addition, if you don't have ranged weapons, you get to re-roll hit rolls of 1 in melee. Pair with a -1 to be hit in melee, these guys can be pretty terrifying against squads of light infantry, but keep in mind that any dedicated cc unit '''will''' shred them. *[[Image:Ripper Swarm.jpeg|125px|right|]]'''[[Ripper|Ripper Swarms]]''': Hit on 5+ so don't expect much. They now get an additional +1 to armor saves when in cover, bringing them to a 4+, but with T3 don't count on them surviving massed fire unless they are also Leviathan and under buffs. They also have automatic deepstrike for your positioning needs. Always remember that these are {{W40kKeyword|SWARMS}}, and hence not {{W40kKeyword|INFANTRY}}. This means they can't pull off some sneaky Secondary Objectives like Deploy Scramblers or Repair Teleport Homer like a Lictor can but they can do / help carry out Linebreaker (with said Lictor), it has upsides as well - many enemy abilities are {{W40kKeyword|INFANTRY}} specific. Sadly, they're no longer Troops and cannot be compulsory, severely limiting their uses. **Even with all this, you'll likely be needing these if you purchase the Parasite of Mortrex. After all, its infection ability sees you potentially spitting out swarms with each turn. *[[Image:Sky Slasher Swarm.jpeg|125px|right|]]'''[[Sky Slasher Swarms]]<sup>Forge World</sup>''': Skyslashers still aren't good but they're as amusing as hell so that has to count for something. They're Swarms and with the Fly rule they ignore terrain, but they cost the same as two gargoyles and won't do nearly as well, so just skip them. With Gargoyles now being troops and the flightless Rippers being thrown into Fast Attack with a built-in deep strike option, you're only paying that FW premium for your wings. *[[Image:Spore Mines.jpeg|125px|right|]]'''[[Spore Mine|Spore Mines]]''': Literal suicide bombs. They now, like all other {{W40kKeyword|Living Artillery}} (except the FW spore because GW stupid), don't act as area denial, don't count towards mission objective or agendas, don't provide Look Out, Sir, and can't charge, now instead exploding when an enemy unit ends a move within 3" of one or just moves within 3" of one during a move. They make 1 MW on a 2-4 and D3 on a 5+. A good unit of 6 should be enough to deter the opponent, especially if strategically placed behind a wall and out of view (be sure to remember them though). *[[Image:TrygonGW.jpeg|125px|right|]]'''[[Trygon]]''': With TWELVE attacks at D2 and a -1 to be hit, the Trygon is once again a proper murder machine. Now sadly can't transport units like it used to and can only do so trough a stratagem and only with Troops. One maxed-out with adrenal glands and toxin sacs can be really dangerous, especially with a bio-static rattle, although at that point you might want to spend the additional 30 points for a Prime, especially if in a Leviathan detachment. ===Flyer=== [[Image:Tyranid Harpy.jpeg|125px|right|]] *'''[[Tyranid Harpy|Harpy]]''': Casually upgraded in 9th edition to be one of the best flyers in the game. The Harpy is now able to choose between supersonic and hover mode like all flyers, but is more maneuverable since it can make two 90 degree turns whilst moving. In addition to being "hard to hit" now, the Harpy was also given an improved ballistic skill of 3+, and its guns were souped up to 36", Heavy 3, Strength 9, AP-3, D4 (Heavy Venom Cannon) or 36", Heavy D3+3, Strength 8, AP-2, Damage 2 (Stranglethorn Cannon). It's Stinger Salvo was straight-up improved to Assault 8 (though still strength 5, AP-1) and it still has scything wings, making it one of the few flyers that can do something in combat with 4 strength 6 attacks (AP-2, Damage 2) hitting on a 3+. It lost its ability to force a unit to fight last, but it retained its ability to poop spore mines either on a spot on the battlefield (which can be useful to block enemy movement) or on an enemy unit for up to 10 mortal wounds. [[Image:Hive Crone.jpeg|125px|right|]] *'''[[Hive Crone]]''': Crones got a bit of a boost in this edition, but not by much. The Tentaclids are now Assault 4, S7 -3 D2 that becomes D4 against {{W40kKeyword|Flyers}} and that also always wound {{W40kKeyword|Vehicles}} on a 4+, altough sadly they lost the ability to deal mortal wounds with them. Unfortunately, compared to her sister the Harpy, the Crone is more a '''maybe''' rather than a ''must''. Make sure there's [[DISTRACTION CARNIFEX|another threat on the board your opponent can't ignore, such as a souped-up Haruspex.]] if you want to keep it alive. ===Heavy Support=== *[[Image:Biovore8E.jpeg|125px|right|]]'''[[Biovore]]''': Your living mortars that now need to be supported by a synapse to shoot outside line of sight (and that unlike hive guards, don't even ignore modifiers when doing so. They don't need to roll to wound, they just skip to rolling Mortal Wounds, 1 per hit. Unlike last edition, you intentionally place a Spore Mine that now can be walked through (Though that does however trigger the mine to go off inflicting at least 1 mortal wound on a 2+); this unfortunately forces you into either shooting or deploying, which kinda ruins part of the appeal of this unit. However this is not to say it's a bad unit. Against tough models like lore of war Biovores can drop a respectable amount of mortal wounds against them. However generally it's better to spawn mines then it is to directly shell targets since the mine has less chance to wiff/miss (only failing to blow up on 1 rather then the biovore's 1,2 or 3) and about 20% of the time inflict d3 mortal wounds rather then just 1, just daring your opponent to either ignore it and take the wounds or spend a shooting phase to try and get rid of it. *'''[[Carnifex]]''': The old mainstay with its ups and downs. Currently, it is extremely cheap to field model (as in: you-can-field-a-Carnifex-for-fewer-points-than-a-unit-of-Warriors) with a lot of versatility. Stat-wise it's pretty much a Dreadnought that is far more customizable than the rotting tuna cans. The options given back to the 'Fex can suit them into any role you want. There are multiple ways to take one, but ''always'' take the Spore Cysts, so your Carnifex will survive long enough to do some work. As a result, ''never'' take Spine Banks. More details follow below, but you should also be avoiding the bio-plasma Here are a few common ways to build a 'Fex: **The new codex has been fairly charitable for the humble fex, granting a 3+WS W9 and 2+ save, putting it properly on tier with a battletank. Making things more enticing is that Armoured Exoskeleton is providing damage reduction, which is going to be very necessary on such a big target. Blistering Assault also supplements its melee by giving it an attack whenever it charges or heroically intervenes. The codex also did one more very important thing for Carnifex's: it split them into 3. Technically there are three Carnifex datasheets, the Carnifex, Thornback, and the Screamer Killler, which means your not limited by the rule of three since there different units. <tabs> <tab name="Dakkafex"> [[Image:Carnifex.jpg|125px|right|]] *'''Dakkafex''': There's no loadout here that's ''good'' at murdering heavies, but deathspitters and stranglethorns are a waste of time. Do this: **First gun: 2 Devourers with Brainleech Worms. **Second gun: 2 Devourers with Brainleech Worms for doubling down on murdering GEQ (and MEQ, but while this is better for MEQ, it's still not very efficient) or a Heavy Venom Cannon for murdering anything heavier than MEQ. **Enhanced Senses are better than Bio-Plasma against everything. **Spore Cysts, since the range on Spine Banks is so bad. **Adaptive Physiologies: You can only take one instance of each AP, so if you have the extra points and no other unit to put it on, it won't hurt to take one. Just remember, as a unique upgrade, it makes them more of a target: Dermic Symbiosis for a 4++, or Voracious Ammunition for the potential to do D3 MW after hitting. Both of these should help you get points back before the Carnifex dies </tab> <tab name="Meleefex"> [[Image:Carnifex.jpg|125px|right|]] *'''Meleefex''': This is pointless unless you take steps to make it more useful than a Stone-Crusher, which is just better in melee. That means you need the best melee you can get, with an emphasis on ensuring you get into melee in the first place, which is where you can outshine a stone-crusher. This is the optimal loadout: **Monstrous Scything Talons x2, for +2 S:User attacks at -3 3D; generally, if given the option for more attacks, you should do so. However, the Crushing Claws aren't invalidated entirely, though, because at S+4 AP-3 and 3+D3 Damage, any attack that makes it through ''will hurt''. **Adrenal Glands; the Adrenal Glands are part of how you outshine a Stone-Crusher, to get you to melee quicker, and get the +1 S to tie with the Crusher. Toxin Sacs are optional, but autowounding on UM hits of 6 is always nice **''Do take'' Chitin Thorns - Chitin Thorns give you an additional point of AP, even if you didn't charge. Considering how 9e placed a lot of wargear options as stratagems only, this is just a flat upgrade, and a good way to get through AoC. **Tusks - ''radically'' better than a Maw; just remember, you're paying points to get access to a stratagem, so if you're expecting it to [[DISTRACTION CARNIFEX|die]], keep it cheap. Just focus on making the charge. **Bone Mace tail: Tails are basically an additional attack(s); if you want to keep it as a cheap distraction, don't. If you want to beat the Stone-Crusher, do. **Spore Cysts for light cover (+1 save against ranged), the counterpart to your Adrenal Glands, helping you live long enough to charge. **Adaptive Physiologies: You can only take one instance of each AP, so if you have the extra points and no other unit to put it on, it won't hurt to take one. Just remember, as a unique upgrade, it makes them more of a target: Predator instincts lets your Meleefex heroically intervene 6" as if it were a character, which is always helpful on the off chance your opponent is faster than you are, proccing your +1 A. </tab> <tab name="Hybridfex"> [[Image:Carnifex.jpg|125px|right|]] *'''Hybrid''': While it may be tempting to take pure dakka or melee carnifexes, the more optimal loadouts revolve around a mix of the two as they can be far more points efficient in smaller numbers (2-3 ish) by being able to shoot as they stomp towards the nearest tin can, whereas with pure melee, you are risking the carnifex being blown away before it makes back a single point. These are the main builds worth considering. **First Arm Weapon: Heavy Venom Cannon for cracking open heavies from far away. **Second Arm Weapon: Monstrous Scything Talons + Toxin Sacs is better than Claws against ''everything'', with or without Toxin Sacs. **Head: Enhanced Senses; you'll generally get more benefit from buffing the Venom Cannon than from buffing your melee with tusks. **Body: Spore Cysts are basically mandatory. **Tail: Your melee will be strictly better with a Bone Mace - the question is whether or not you'll make it into melee. Leave the tail off to keep the Fex cheaper, add it on for better melee once you get there. **Take Chitin Thorns to get that extra point of AP in melee. **Adaptive Physiologies: You can only take one instance of each AP, so if you have the extra points and no other unit to put it on, it won't hurt to take one. Just remember, as a unique upgrade, it makes them more of a target: Dermic Symbiosis for a 4++, or Voracious Ammunition for the potential to do D3 MW after hitting. Both of these should help you get points back before the Carnifex dies. </tab> <tab name="Screamer Killer"> [[Image:Screamer Killer.jpeg|125px|right|]] The classic Carnifex, now with its own datasheet. Two pairs of Scything Talons and a Bio-Plasmic Scream that's 18" Assault d6 S8 AP-4 D1 Blast that gives it something to mess up infantry as it moves into charging distance, which is boosted by its morale debuff of to enemy Leadership whenever it kills in melee (-1 for each model killed to a maximum of 4). They can take spore cysts (now give them light cover against ranged attacks) toxin sacs (6s to hit auto-wound) and adrenal glands (+1 strength and movement). Screamer Killers now have a frankly insane number of attacks (10...or 11 if you've charged) that will swing at a basic strength 6 (which can be taken all the way to strength 8 with the right wargear and hive fleet) with -3 AP and damage 3. They also get the CORE keyword so can benefit from all kinds of buffs from synapse units and your warlord. A fully upgraded unit of 3 will set you back a fair bit but will kill almost anything stone dead if they make it to melee. *Do consider that Screamer Killers are more expensive than regular Carnifexen for the Bio-Plasmic Scream and the special Ld rule, and cannot take a tail nor tusks. Make sure to use that Bio-Plasmic scream on something if you take it since that's its main draw. </tab> <tab name="Thornback"> [[Image:Thornback.jpeg|125px|right|]] A more specialized anti-infantry version of the Dakkafex, the Thornback makes up for its comparative weakness in melee combat with several tricks that will deter assaults on it. Thorned Chitin improves the AP of its melee attacks, letting its talons rip past most things. More importantly, its shooting ignores light cover and any nat 6s to hit improve the AP of its guns. It starts with monstrous scything talons, which it can and should swap for a Stranglethorn Cannon (unless you have a specific plan to use Thorned Battering Ram a lot, such as against Tau) to make use of Blast and two Devourers with Brainleech Worms, which should be swapped for two Deathspitters with Slimer Maggots, as well as buying Enhanced Senses. The lack of Spore Cysts hurts, but it's still decent costwise for typically landing 4 S7 AP-1 D1 and 2.33 S7 AP-1 D2 shots that bypass cover saves on {{W40Kkeyword|infantry}}, making it better than a Dakkafex at wiping out TEQs/two-wound models in cover and taking potshots at light vehicles. </tab> <tab name="Stone-Crusher Carnifex (FW)"> [[Image:Stone Crusher Carnifex.jpeg|125px|right|]] The tried and true vehicle and Monster Murder-fex. These babies cost a fair shake more than a stock 'fex or Thornback. Like a Thornback, their mortal wounds from charging increase to 1d6 against their chosen target, which for them is {{W40Kkeyword|vehicle}}s or {{W40Kkeyword|Monster}}s. They're also the only breed of 'fex that can't take toxin sacs or adrenal glands, but they come stock with strength 7 instead of 6. It starts with two bio-flails, and you can swap them for wrecker claws. The flails are the cheaper option and turn the stone crusher into something of a whirling dervish of gristle and bone. Eight strength 8 attacks, hitting on 3+ on the charge, at AP -1 and 2 damage are good, but will bounce off antyhing with a decent armour save. The wrecker claws, on the other hand, are legitimately better than crushing claws in every possible respect. The mammoth can openers have the same weapon profile as the claws, but with full re-rolls instead of a -1 to hit, and the damage increases to 5 against {{W40Kkeyword|vehicle}}s or {{W40Kkeyword|Monster}}s. *For Hive Fleets, Jormungandr are a great choice considering now that they get Land Raider armor against shooting. Kraken are good if you want to use a lot of Melee-fex as a second-wave charging unit. The others benefit them not as much as these two. *As of the May 2022 FAQ for imperial armour, Stonecrushers still don't benefit from the improved 2+ save, 3+ weapon skill and -1 damage reduction that 9th edition codex carnifexes do. This makes them truly the weakest choice among fexes. </tab> </tabs> [[Image:Exocrine.jpg|125px|right|]] *'''[[Exocrine]]''': Tyranids main 'Marine Killer'. Its gun is 36" Heavy 6+D3 S8 AP-4 D3 Blast, and if it doesn't move beyond half its speed, it can ignore cover. Show those Terminators what scary dakka means when you hose them down with plasma from 36" away, throwing past even their fancy new Dataslate rule. Best used parked in cover at the rear, beside a Malanthrope, meaning he's safely in synapse range with a synaptic 9 wound character who is unlikely to get sniped while shooting directed at him are -1 to hit, and he has a 2+ save for his 15 T8 wounds. Like the Tyrannofex, Kronos will make sure its shots count. **Despite this all, try to avoid long-range shootouts with other [[Tau|Plasma]] [[Dark Angels|Spam]] [[Adeptus_Mechanicus|armies]]. Seriously, don't do it, unless you want Heavy 1d3 or worse for the return fire. Like other long-range artillery, they need meat shields for their survival. A good tactic is to keep an Excorine in reserve to prevent it being nuked turn one, and if you do so, try the tactic below: **'''SURPRISE EXOCRINE:''' Exocrines have been given a single stratagem that rolls up Symbiostorm and the Blood of Baal Stratagem in one: for 1 CP, you get to ignore cover (so the bonus you get if you didn't move), and UM hits of 6 cause an additional hit. Combine this with Pathogenic Slime (2 CP since you lack Toxin Sacs), which causes UM Hits of 6 to '''auto-wound''' as well. If you're within 24" of a target and within 6" of Synapse, trigger the Tyranid Prime's Synaptic Imperative for 2 additional hits on UM6s. ***Just remember, as per the rare rules, the auto-wound only affects the "natural" 6, not the additional hits it causes. You're also burning CP on the off-chance you roll 6s, [[Dakka Dakka|but imagine the look on your opponent's face when you end up with more shots than you started with]]. <span style='color:green;font-size:105%'>OI, DEM BUGS <s>STOLE</s></span> <span style='color:purple;font-size:110%'> EVOLVED</span><span style='color:green;font-size:105%'> OUR DAKKA</span>. **These guys can also benefit massively from Adaptive Physiology. Run with either 'Dermic Symbiosis' for 4++ invulnerable save, or Enraged Reserves for better brackets. Another choice is 'Voracious Ammunition' which will see any unit that's lost models to your shots take additional D3 mortal wounds if the unit somehow survived. Bye-bye Terminator squad! *'''[[Hive Guard]]''': If not for the cost, Hive Guards remain a fantastic ranged unit. Any squad of them should be accompanying a Synapse creature so they can ignore any BS penalties, which is their lifeline. Best taken as a full unit of 6 with Impaler Cannons as part of a separate Kronos Patrol alongside a Neurothrope HQ. The bonus 4" to their weapons' range works best for their impaler cannon, you can then also use the 'Symbiostorm' Kronos Power to take their shots at S7 so you can pick out some lighter vehicles if you want. They can also be good backline objective campers thanks to their ability to count as 3 models each for the purpose of controlling that objective; unfortunately, without core or objective secured, a single guardsman can easily steal it back. <tabs> <tab name="Impaler Cannon">[[Image:TyranidHiveGuard2.jpg|125px|right|]] The Impaler Cannon is great at killing MEQ and hiding in bunkers while doing so, ''because it doesn't need line of sight''...well not from these guys, but from a neighboring Synapse creature. Do note that a squad of just three of these is 180 points for 9 shots at S6 -2 D2; unless something else is blocking you, just pick an exocrine or an acid spray Tyrannofex instead.</tab><!-- --><tab name="Shockcannon">[[Image:HiveGuard.jpg|125px|right|]] Alternately, the Shockcannon is an Assault weapon so you can move and fire without penalty at a long-range. Mortal wounds vs vehicles on a 4+ in addition to the stock 3 damage makes this a pretty effective anti-tank weapon, though they will suffer issues from cover (unless what you're shooting at is in line of sight of a friendly synapse). Mathematically, a full squad of 6 armed with Shockcannons will average 5.33 extra mortal wounds against any vehicle, which is already enough to out damage a full unit of Impaler Hive Guard. The only real problem is their short-range, but you can fix that by deepstriking them with the Jormungandr strat/Tyrannocyte.</tab><!-- --></tabs> *[[Image:Toxicrene.jpg|125px|right|]]'''[[Toxicrene]]''': The Toxicrene has been significantly changed in the new 9th edition codex and now fits more in a niche of support monster. It's not going to be the most common monster used due to saturation but it certainly brings interesting tools. What makes it interesting are its special rules and utilities. First, it grants a small bubble of -1 to hit around it which. It also has a 4+ chance of inflicting a few mortal wounds and forcing enemies to fight last if they are in close combat with it. Finally it has the ability to prevent retreats. It also can make great use of the spore cloud stratagem to increase the size of his -1 bubble and the unique toxic entanglement to kite a unit into close combat against it. Speaking of which, the Toxicrene abilities in close combat are designed to mop up infantry, even high toughness infantry and rival monsters since it auto-wounds on a 2+ with its twelve attacks on which it can add 2d6 extra identical attacks via shooting though the shooting proper is limited to 8" of range. In other words, a lot of slap attacks great to kill 1 wound units with armor saves in the 3+/4+ department or lower. Since there is half a million of other options to do that and the Toxicrene has the same problems than the Haruspex and isn't quite as tough that can be an issue. If you want to field one, you really have to count on its ability to boost some other units and maybe to protect yourself in a sacrificial way from an enemy deathstar, but that's precisely why the corrosive viscera stratagem exists. **A fun combo, although a bit situational, is to get a Toxicrene with the Whipcoil Reflexes adaptation into a mob of models. Since the adaptation is activated when a unit is ''selected'' to disengage, you first roll a D6 and inflict D3 mortal wounds on a 2+, and ''then'', when the unit is disengaging, you activate the Toxicrene's Massive grasping tendrils ability and block that unit from disengaging on a 3+ (2+ if {{W40kKeyword|Infantry}}). Rinse and repeat to just shred a unit by just them trying to escape (of course, be sure to do this with a unit that can't really hurt you back and that needs to be somewhere else so that the enemy wants to get away) *[[Image:Tyranno.jpg|125px|right|]]'''[[Tyrannofex]]''': Versatile fire support that might actually be seen with other loadouts than Acid Spray this edition, now that it can move and fire heavy weapons with no penalty. It also carries a compulsory Stinger Salvo, which combines nicely with the Spray or Hive for clearing out infantry. With the relatively short range of most of its weapons options, the Powerful Limbs melee weapon looks decent enough on paper for finishing off light vehicles or units with few models left, but you're better off with infantry support for that unless you're certain it's going to die next turn anyways; it has an Explodes! analogue that reaches out to 3", so mind its placing if on its last legs. Unfortunately, it got hit hard by the price hikes, but it can still justify the points put into it, and you can equip it to deal with a variety of enemies: <tabs> <tab name="Acid Spray"> The Acid Spray provides you with a heavy flamer-like template, very much equipped to melt even MEQs with S6 AP-3 D2. The drawback is that its range is the shortest of the lot, forcing it into close quarters with anything that would fell it. </tab> <tab name="Fleshborer Hive"> The stock Fleshborer Hive is better against big hordes that don't rely on saves (like Guardsmen or Genestealer Cults) and can be buffed with the Scorch Bugs strat to wound MEQs and GEQs on 2s, but it's not useful in remotely as many contexts as the Acid Spray. </tab> <tab name="Rupture Cannon"> The Rupture Cannon costs a lot (it actually went down a lot of points in 9th), driving the dude's cost up, but it will fuck up very heavy targets with an extreme S14 AP-4 D4+d6. Taking it with Kronos' adaptation all but guarantees that tanks will die. </tab> </tabs> *[[Image:Barbed Hierodule.jpeg|125px|right|]]'''[[Hierodule|Barbed Hierodule]]<sup>Forge World</sup>''': After spending most of 8th edition trying and failing to compete against Imperial knights as a Lord of War, the Heirodules have been shuffled over to the Heavy Support and given a bit of a makeover. Both versions got slightly weaker, dropping from 22 to 18 wounds while retaining their T8, the Barbed Hierodule however got +1 to their save. In addition, their Damage chart has been reworked. They start at a respectful 12" move (8" for Barbed Hierodule), 3+ WS and BS, and drop from there. The improved BS is especially welcome on the Barbed Heirodule's Bio Cannons, which were normalized to deal a flat 2 damage. In addition to being a strong ranged threat, it can hold its own in CC as its talons, strength 10, ap -3, have been changed to deal a flat d3+3 damage and its number of attacks no longer degrade. The real pain, however, comes in the loss of the titanic abilities, including the ability to walk out of combat and still shoot or charge. However, they can now benefit from a {{W40kKeyword|MALECEPTOR}}'s -1 to hit aura, Jormungandr, and don't give Titanic kills for the purpose of secondaries, so it's a mixed bag. Overall, if you use it as immobile artillery you have a model that is 105 points more expensive than an Exocrine that fills a similar role. The additional points give you extra wounds & mobility, an additional point of strength at the cost of 1 ap, and nothing else. If you play it as a mobile Exocrine that is unkillable and so can bully people in the center of the board, you will find its true value. Because of its need is to be mobile, and its desire is to be durable, Jormungandr is very fun for the -1 to be hit at more than 18". *[[Image:Scythed Hierodule.jpeg|125px|right|]]'''[[Hierodule|Scythed Hierodule]]<sup>Forge World</sup>''': The melee cousin of the Barbed Hierodule. Trades the bio cannons for an extra set of talons, a bio-acid spray, and a 3+ save. Stripped down to 18 wounds, but benefits much more from the changes to its Damage Chart. The bio-acid spray got a massive ranged buff and damage nerf, becoming 18" Heavy 3d6 S6 AP-2 D1. However, it lost its previous mobility rules, making it less reliable on the charge and slower overall. ===Fortifications=== [[Image:Sporocyst.jpeg|125px|right|]] *'''[[Sporocyst]]''': Amusing in objective missions, given that it "deploys" anywhere outside 12" of enemy deployment or units - pop the thing on a vacant objective your opponent is likely to try to claim and shit out Mucolids and Spore Mines when anyone tries. With 10 T7 wounds it's unlikely to evaporate to small arms, and with the hail of ill-aimed gunfire to back that up, your opponent won't be claiming that objective with a couple of otherwise useless incidental dollies, although like all your big bugs, it will go down in a screaming heap if isolated and eating heavy weapons fire. Left alone, they can fill the board with spores because the action sacrifices its (nonexistent) movement. Hope you have enough models! and if they don't leave it alone: hey they're not shooting at your other bugs. ===Lords of War=== *[[Image:HarridanGW.jpeg|125px|right|]]'''[[Harridan]]''': The Harridan is basically a flying Hierophant but with a 3+ save and no invuln. It is armed with the same weapons of the hierophant minus the torrent and lashwips and also has the frenzied metabolism rule to get a +1 to wound on the cannons at the cost of D3 mortal wounds. It can also carry 20 gargoyles into battle. Finally, since it's a flyer of some sort, it has the usual rules you'd expect like a -1 to be hit, not being able to charge or be charged and being able to pivot up to 90° before moving; you can still hovering, something that can allow for first turn charges since its move characteristic is 20" when doing so, but it rids you of your -1 to be hit and so makes you a little more fragile (at W34 T8, it should be a big problem but remember you don't have an invuln and the malanthrope's and venomthrope's abilities don't work on you). Overall, a nice unit that probably won't see the battlefield much due to the cost but that can be competitive if used right (and yes, it has been on a tournament winning list). *[[Image:Tyranid Hierophant.jpeg|125px|right|]]'''[[Hierophant]]''': A titanic biomorph with 34 wounds at T8 with 2+/5++ and a degrading 10" movement, it's nothing to scoff at. In melee, it has 6 S10 -4 D6 attacks that initially hit on 3s so anything you fight against that doesn't have an invuln save ''will'' get shredded, but do keep in mind that, despite being able to go over models (as long as they are not {{W40kKeyword|Vehicles}} or {{W40kKeyword|Monsters}}) like other lords of war, its sheer size means you'll probably be shielded by basic infantry anyway; you also get 10 additional attacks at S5 -1 D1 so charging a not-so-big mob of infantry could be nice, if not for shielding it from retaliating fire. On a ranged note, you get a 2D6 shots heavy flamer with S7 and the main guns with 16 shots at '''S10 -3 D3''' (these too hit on a 3+), perfect for any type of target that doesn't have an invuln save (you see the pattern?); and with the frienzied metabolism special rule, you can suffer D3 mortal wounds but get a +1 to wound on attacks made by the cannons, not that you should since you'll be wounding almost everything in the game on a 3+ and most lesser units on a 2+. Speaking of special rules, you also inflict 1 mortal wound on every model you are in engagement range with on a roll of 5+. Finally, the Hierophant can hold up to 20 {{W40kKeyword|INFANTRY}} models, but multi-wound models count as two. Want to move a Prime and 9 Warriors up the table instead of only 6? How about a Neurothrope, 6 Zoanthropes, and 3 Pyrovores? Probably not the best idea, ''but you can!'' Unfortunately, the degrading stats now affects WS and BS, so you need to be on the aggressive side of things to make sure you use this model at its peak before it inevitably gets downgraded. Like other "apocalypse-ish" units, you probably won't see this thing in casual play, but it can shine at higher points game. Preferably take it with the jormungandr fleet so it gets a -1 to be shot at more than 18" (neither the malanthrope's nor venomthrope's ability work on it) and/or the unfeeling resistance adaptive trait so that you can get a bit more out of it before it dies (remember that catalyst not gives only a 6+++ on titanic units instead of a 5+++).
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