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==Special Rules== No matter what edition of the game, Tyranids have traditionally been defined by three special rules: '''Synapse''', '''Shadow in the Warp''' and <s>'''Instinctive Behaviour'''</s> (doesn't exist in this codex). Thankfully the transition to 9th didn't fuck with these rules this time. *All troops in a {{W40kKeyword|HIVE TENDRIL}} detachment gain Objective Secured. *'''Rare Organisms:''' Replaced in the Q2 2022 Balance Dataslate, you can take more than one Hive Tyrant, but Tyrants are now automatically your warlords, which hamstrings quite a bit without spending CP for more WTs. *'''Spore Seeding:''' {{W40kKeyword|<HIVE FLEET> Living Artillery}} units (meaning Spore Mines) do not count for Hive Fleet Adaptations and Hyper-Adaptations, but don't benefit from them either. *'''Death From Below:''' Your deep-strike rule, given to your raveners, trygons, and other snaky organisms. *'''Death Throes:''' A new rule given to all your monsters and heroes, making for a more useful death trick instead of the old "death causes psychic backlash that fucks you over". When they die, they can deal d3 mortal wounds to the nearest ''enemy'' unit within 6" on a 6. *'''Synapse''': Has been overhauled to feel more like you're controlling a unified hivemind rather than an army of bugs [[Starship Troopers|with a few brain-bugs mixed in.]] Let's break it down to its parts: **{{W40kKeyword|<HIVE FLEET>}} units automatically pass Morale tests if they are within 6" of any friendly {{W40kKeyword|<HIVE FLEET>}} units with this ability. This is a big deal, especially now when losing a single morale test could kill 1/6th to 1/3rd of the unit. Much of the new meta is about killing the enemy army via morale attrition, and the Tyranids raise a middle appendage to such mechanics. Gaunts and other units that work best with a lot of models have more to lose from a bad morale roll and will benefit the most from Morale immunity, especially with the buff to stuff like Blast weapons. **'''Synaptic Link''' range is now 12" from a Synapse model. If you have a SYNAPSE model within 12", you can extend their Synaptic Link 12" through that model and continue this process to infinite. This means that any buffs, psychic powers, or whatever that uses Synaptic Link can also be daisy-chained to drastically expand its range. If another {{W40kKeyword|SYNAPSE}} unit enters the synapse range of a unit of a synapse link, their synapse aura will now also be able to share the synaptic link. This can turn your entire army into a giant network to share certain buffs or extend the range of Psychic Powers. **'''Synaptic Imperatives''' have also been changed from their pre-Codex versions. Each SYNAPSE units now have their own unique SYNAPTIC IMPERATIVES. These are active for only one round. You pick a Synaptic Imperative based on a SYNAPSE model you have on the board, and from them on til the end of the round, all SYNAPSE models gain that aura. You cannot use a Synaptic Imperative that has already been chosen, and you can only use a Synaptic Imperative based on a model still on the board (but there is a stratagem to let you use an Imperative from a destroyed model.) ***New rules dictate that you can only make use of Synaptic Imperatives if your warlord is alive and on the battlefield at the start of the battle round. Big sads for Hive Tyrants, (they have to be the warlord if you take one). *'''Shadow in the Warp''': Your anti psyker ability. Enemy {{W40kKeyword|PSYKERS}} must subtract 1 from any Psychic test they make if they are within 18" of any units with this ability. Furthermore, if any enemy {{W40kKeyword|PSYKERS}}, suffers perils of the warp whilst within 18", they suffer D3+1 mortal wounds instead of the normal D3 mortal wounds. {{W40kKeyword|TYRANID}} {{W40kKeyword|PSYKERS}}, friend and foe, are not affected by either of these abilities. With the increased potency and ease of manifesting powers, putting them at a -1 disadvantage makes this an ability worth having, as it helps you deny the witch easier, and thus, punishes armies that rely on spells. The only downside is it doesn't affect enemy Genestealer Cults and other Hive fleet players which both love their psychic phase. The perils buff is nice to have but won't come up that often; when it does, however, don't forget about it, as it can kill the enemy psyker. **The minus one to tests does not effect the chances of perils.
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