Tyranids 8th Edition

As of 12-29-2017 Tyranids Summery 

The Tyranids will always play second fiddle to Chaos as the big bad in the Warhammer 40k universe; having been birthed by capitalizing on the Alien franchise, with help of the popularity of the Space Hulk. It took awhile, but now Tyranids are a fully realized force of endless hunger. On the tabletop the Tyranids have floated between niches, sometimes a monster mash army to a horde army. Consistently though the Tyranids have been exciting for different reasons, from kiting out units with biomorphs and hosts of unique specialized weapons.

Still, the Tyranids have never been an army to hit the highest highs of competitive play, and over the last three editions have languished or otherwise stuck with very limited good choices. Now with 8th edition (like many armies) it is time for a fresh start. This fresh start has created one of the most dynamic armies in the game. The Hive Mind now has cohesion, based around the particular expertise of the individual hive fleets. This new fresh take on the army was much needed and in many ways very powerful.

The Tyranids Hive Fleet special rules can create powerful combos and lead players into certain builds and play-styles. Want a shooty Tyranid army choose Kronos, want sneaky choose Jormungandr, want brute force choose either Gorgon or Behemoth. With the exception of Hydra each Hive Fleet makes certain units stronger than others . Tyranid stratagems also shine, with obvious ones like Single-Minded Annihilation or Adrenaline Surge. Then you have tier down for various flexible options like Caustic Blood, Rapid Regeneration, and Metabolic Overdrive. Finally the powerful Hive Fleet specific stratagems like The Deepest Shadow, Opportunistic Advance, and The Enemy Below can change the course of any game easily.

As for the Tyranid units themselves it is great to see the iconic Carnifexes and Genestealers make a triumphant return. Though units like Biovores, Hive Guard, and Neurothopes will be more prevalent for their destructive shooting and psychic powers. Termagants and the Trygon also make an appearance for screens and endless spawning. All these positive changes cost other popular units; with the Hive Tyrant losing its dominate role, and almost every unit with the Fly keyword being pretty pathetic.

Overall, the Tyranids are certainly one of the best armies around and with no unit that really can be pointed to be over powered it will be awhile before any nerf train hits them.

Below you find all the quick reference material you need to build a Tyranids army.

 

As of 12-29-2017 Tyranids Stratagems groups are…

  • Universal Stratagems
  • Tyranid Stratagems
  • Hive Fleet Stratagems

(See tabs for details)

 

 

 

 

 

 

As of 08-18-2017 Universal Stratagems are…

Command Re-Roll: 1 CP

You can re-roll any single dice.

Counter-Offensive: 2 CP

Used right after an enemy unit that charged has fought. Select one of your own eligible units and fight with it next.

Insane Bravery: 2 CP

You can automatically pass a single Morale test and must be used before taking the test.

 

As of 12-29-2017 Tyranids Stratagems are…

Bounty of the Hive Fleet: 1/ 3 CP

Use before the battle. Your army can have one extra Bio-Artefact for 1 CP, or two extra Bio-Artefact for 3 CPs. All the Bio-Artefact that you include must be different and be given to different Bio-Artefact Characters.

Psychic Barrage: 1 CP

use this in your Psychic phase if a Zoanthropes unit from your army consisting of at least 3 models is within 6″ of 2 other such units. If you do so, the Zoanthropes cannot take any Psychic tests this phase – instead, select a point on the battlefield within 18″ of, and visible to, all three units. Roll a dice for each unit friend or foe within 3″ of that point. Add 1 to the result if the unit has 10 or more models, but subtract 1 if the unit being rolled for is a Character. On a 4+ that unit suffers 3D3 mortal wounds.

Caustic Blood: 1 CP

Use this at the start of teh Fight phase. Select a Tyranids unit from your army. Roll a dice whenever a model in that unit is destroyed in this phase. For each roll of 6, the enemy unit that inflicted the final wound on that model suffers a mortal wound after all of their attacks have been resolved.

Rapid Regeneration: 2 CP

Use this at the end of the Movement phase. Select a Tyranids model from your army. It regains D3 wounds lost earlier in the battle.

Scorch Bugs: 1 CP

Use this when a Tyranids unit from your army is selected to attack in the Shooting phase. You can add 1 to all rolls made for that unit’s fleshborer or fleshborer hive attacks in that Shooting phase.

Feeder Tendrils: 1 CP

Use this when a Genestealer, Lictor, Toxicrene, orVenomthrope from your army kills a Character in the Fight phase. Gain D3 Command Points.

Implant Attack: 1 CP

Use this after a Tyranids unit fro your army fights in the Fight phase. Roll a dice for each enemy model other than a Vehicle that was wounded by any of these unit’s attacks and not slain. On a 2+ the model suffers a mortal wound.

Metabolic Overdrive: 1 CP

Use this in your Movement phase, after moving a Tyranids unit from your army. You can make a second move with that unit including Advancing, but when you do so you must roll a dice for each model in the unit. For each roll of 1, inflict a moral wound on the unit. The unit cannot shoot or make a charge move this turn.

Single-Minded Annihilation: 2 CP

Use this at the end of your Shooting phase. Select a Tyranids Infantry unit from your army – that unit can immediately shoot again.

Grisly Feast: 1 CP

Use in the Morale phase. Select a unit of Ripper Swarms or Haruspex from your army. Your opponent must add 1 to any Morale tests taken for enemy units that are within 6″ of that unit in this phase.

Pathogenic Slime: 2 CP

Use this in your Shooting phase. Select a Tyranids Monster from your army. Increase the Damage of its attacks by 1 for this phase.

Sporefield: 3 CP

Use this after both armies have deployed but before the battle begins. You can add up to two units of Spore Mines to your army as Reinforcements and set them up anywhere on the battlefield that is more than 12″ from enemy models.

Invisible Hunter: 1 CP

Use this in your Movement phase. Select a Lictor from your army that is within 1″ of an enemy unit. That model can Fall Back, shoot and charge in this turn.

Power of the Hive Mind: 1 CP

Use this at then end of of your Psychic phase. Select a Tyranids Psyker unit from your army that manifested a psychic power this turn. It can immediately attempt to manifest one additional psychic power this turn.

Pheromone Trail: 1 CP

Use this when a Tyranids Infantry unit from your army is set up on the battlefield as reinforcements if thee is already a Lictor on the battlefield. You can set up the unit wholly within 6″ of the Lictor and more than 9″ from any enemy models, rather than following the normal rules for setting up the unit.

Death Frenzy: 2 CP

Use this when a Tyranids Character from your army is slain; the Hive Mind compels it to one final attack, and it can immediately either shoot as if it were your Shooting phase, or fight as if it were your Fight phase before it is removed from the battlefield.

Overrun: 1 CP

Use this when a Tyranids unit from your army destroys a unit in the Fight phase, and is not within 3″ of an enemy unit. Instead of consolidating, that is unit can move and Advance as if it were your Movement phase. It cannot move within 1″ of any enemy models.

Voracious Appetite: 1 CP

Use this in the Fight phase when a Tyranids Monster or Character from your army is chosen to attack. You can re-roll all failed wound rolls for that model until the end of the phase.

Call of Blood: 3 CP

Use this at the end of your Movement phase. Add a new unit of up to 5 Genestealers to your army and set them up as reinforcements wholly within 6″ of a Broodlord or infestation node from your army and more than 9″ from any enemy models.

Adrenaline Surge: 3 CP

Use this at the end of the Fight phase. Select a Tyranids unit from your army – that unit can immediately fight again.

Digestive Denial: 1 CP

Use this after deployment but before the first battle round begins. Choose a piece of terrain not a Fortification. Units full within or on this piece of terrain do not gain any bonus to their savings throws for being in cover.

 

As of 12-29-2017 Hive Fleet Stratagems are…

The Enemy Below: 1 CP

Use this when you set up a Jormungandr Infantry unit during deployment. It is set up within tunnels bored before battle. Whenever you set up a unit of Raveners, a Mawloc, Trygon, or a Trygon prime at the end of your Movement phase, you can also set up any number of units you set up within the tunnels. Set up the unit wholly within 3″ of the burrowing unit and more than 9″ from any enemy units. Any models you cannot set up up this way when you do so are destroyed.

Brute Force: 1 CP

Use this hen a Behemoth unit from your army completes a charge move. Roll a dice for each model in the charging unit that is within 1″ of an enemy unit. For each roll of 6 or 2+ for a Monster, inflict one mortal wound on an enemy unit within 1″

War on All Fronts: 1 CP

Use this in the Fight phase. Select an enemy unit that is within 1″ of at least one Leviathan unit from your army that can Fly and at least one that cannot. You can re-roll hit and wound rolls of 1 in this phase for attacks for Leviathan units that target that enemy unit.

The Deepest Shadow: 1 CP

Use this when an enemy Psyker attempts to manifest a psychic power within 24″ of a Kronos unit from your army. Your opponent can only roll a single dice for the Psychic test.

Hyper-Toxicity: 1 CP

Use this in the Fight phase. Choose a Gorgon unit from your army that has the toxin sacs biomorph. For the duration of the phase, the toxin sacs biomorph causes 1 additional damage on round rolls of 5+ for attacks made by that unit

Opportunistic Advance: 1 CP

Use this in your Movement phase when you roll teh dice for an Advancing Kraken unit that does have Fly. You can double the number you roll and add total to their Move characteristic for that Movement phase, rather than following the normal rules for Advancing.

Endless Swarm: 2 CP

Use this at the end of your Movement phase. Select a unit of Termagants, Hormagaunts or Gargoyles, or any Hydra Infantry unit that has been completely destroyed. Add an identical unit to your army and set it up as reinforcements wholly within 6″ of any board edge, more than 9″ from enemy models.

 

As of 12-29-2017 Tyranids Unique Item groups are…

  • Bio-Artefacts of the Tyranids
  • Bio-Artefacts of the Hive Fleets

(See tabs for details)

 

 

If your army is led by a Tyranids Warlord, you may give one Bio-Artefacts of the Tyranids to a Tyranids Character in your army. Named characters cannot be given relics. Some Bio-Artefacts of the Tyranids replace a character’s existing equipment, you must still pay the cost of the weapon that is being replaced.

The Ymgarl Factor

At the beginning of each Fight phase, roll a D3 ofr this model and apply one of the following effects for the duration of the phase. 1. +1 Strength 2. +1 Attack 3. +1 Toughness

The Reaper of Obliterax

Model with lash whip and bonesword or lash whip and monstrous bonesword only. Those weapons now on a wound roll of 6+ inflicts double damage.

The Maw-Claws of Thyrax

Model with rending claws or monstrous rending claws only. When this model slays an enemy model in the Fight phase, you can re-roll failed hit rolls in all subsequent Fight phases for this model.

The Miasma Cannon

Model with a heavy venom cannon only. The replaced bearer’s weapon has the following profile: Range 36″ Type Assault D3, S 9, AP -2 D3. This weapon hits automatically if the target unit is within 8″, and it always wounds targets (other than Vehicles) on a 2+.

The Norn Crown

Friendly Hive Fleet units do not suffer the penalties to their hit rolls and charge rolls incurred from the Instinctive Behaviour ability whilst they are within 30″ of this model.

If your army is led by a Tyranids who is part of the same Hive Fleet. Named characters cannot be given relics. Some Bio-Artefacts of the Hive Fleets replace a character’s existing equipment, you must still pay the cost of the weapon that is being replaced.

Chameleonic Mutation

Kraken model only. Your opponent must subtract 1 from all hit rolls for ranged weapons that target this model.

Scythes of Tyran

Behemoth model with monstrous scything talons only. The bearer replaces his weapon and has the following profile: Melee, S +1, AP -3 D 3. This model can make 1 additional attack with this weapon each time it fights. Each you make a hit roll of 6+ for this weapon, you can make an additional hit roll. Additional rolls cannot generate further rolls.

Hyper-Adaptive Biology

Gorgon model only. From the end of the first phase in which the model suffers any wounds , add 1 to its Toughness for the remainder of the battle.

Slayer Sabres

Leviathan model with monstrous boneswords only. The bearer replaces his weapon and has the following profile: Melee, S User, AP -2, D 3. A model armed with the Slayer Sabres can make 1 additional attack with them in the Fight phase. In addition, if an Infantry or Biker model suffers damage from this weapon but is not slain, roll a D3 at the end of the Fight phase. If the result is greater than that model’s remaining nm,ber of wounds, it is slain.

Slimer Maggot Infestation

Hydra model with two deathspitters with slimer maggots only. The bearer replaces his weapon and has the following profile: Range 24″, Assault 6, S 7, AP -1, D 1. You can re-roll failed wound rolls for this weapon.

Balethorn Cannon

Kronos model with stranglethorn cannon only. The bearer replaces his weapon and has the following profile: Range 36″, Assault D6, S 7, AP -1, D 2.You can add 1 to hit rolls for this weapon when attacking a unit with 10 or more models. Invulnerable saves cannot be taken against this weapon.

Infrasonic Roar

Jormungandr Monster Only. Enemy units within 6″ of this model must subtract 1 from their Leadership.

As of 12-29-2017 Tyranids Warlord Traits are…

  • Universal Warlord Traits
  • Tyranids Warlord Traits
  • Hive Fleet Warlord Traits

(See tabs for details)

 

 

 

If your Warlord is a Character, it can use a Warlord trait. Choose your Warlord Trait immediately before either player stats to deploy their army

Legendary Fighter: 

If this Warlord charges in the Charge phase, add 1 to their Attack’s characteristic until the end of the ensuing Fight phase.

Inspiring Leader: 

Friendly units within 6″ of this Warlord can add 1 to their Leadership characteristic.

Tenacious Survivor:

Roll a dice each time this Warlord loses a wound. On a 6, does not lose the wound.

 

If the Warlord of your army is an Tyranids Character, you can pick the Warlord Trait from the Tyranids Traits Table.

Alien Cunning

At the start of the first battle round but before the first turn begins, you can remove your Warlord from the battlefield and set them up again. If both players have units that can do this, roll off.

Heightened Senses

Your Warlord never suffers any penalties to their hit rolls.

Synaptic Lynchpin

Add 6″ to the range of the Warlord’s Snyapse ability.

Mind Eater

Each time the Warlord lays an enemy Character in the Fight phase, choose a friendly unit within 3″. At the end of the phase, that unit can move and Advance as if it was your Movement phase.

Instinctive Killer

At the beginning of the battle but before the first turn begins, choose an enemy unit. You can re-roll failed hit rolls for teh Warlord for attacks that target that unit or any unit that has the same datasheet.

Adaptive Biology

From the end of the first phase in which this Warlord suffers any wounds, for the remainder of the battle when inflicting damage upon the Warlord, reduce the damage of the attack by 1 to a minimum of 1

If the Warlord of your army is an Tyranid Character, you can pick the Warlord Trait from the Hive Fleet Traits Table as long your Warlord is from that Hive Fleet.

Behemoth: Monstrous Hunger

Each time you make a wound roll of a 6+ for the Warlord in the Flight phase, that attack inflicts 1 additional damage.

Kraken: One Step Ahead

In each Fight phase, you can pick one friendly Kraken unit within 6″ of your Warlord. That unit can fight first in the Fight phase, even if it didn’t charge. Alternate units starting with the player whose turn is taking place if multiple units have a similar ability.

Leviathan: Perfectly Adapted

Once per battle round, you can re-roll a single hit, wound, damage, Advance, charge, or saving throw roll made for your Warlord.

Gorgon: Lethal Miasma

At the end of the Fight phase, roll a D6 for each enemy unit within 1″ of the Warlord. On a 4+ that unit suffers a mortal wound.

Jormungandr: Insidious Threat

Enemy units never gain any bonus to their saving throws for being in cover for attacks made by the Warlord or friendly Jormungandr units within 3″ of the Warlord

Hydra: EndlessRegeneration

At the beginning of each of your turns, roll a dice for each wound that your Warlord has lost. For each roll of 6. your Warlord regains a wound lost earlier in that battle.

Kronos: Soul Hunger

Whenever an enemy Psyker fails a psychic test within 18″ of your Warlord. they suffer D3 mortal wounds.

Codex Tyranids 8th edition was released on 11-11-17

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