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===Characters=== *'''Broodlord:''' While this is a psyker that can be attached to a mob of Genestealers, it lacks the {{W40kKeyword|Synapse}} keyword and merely has an ability to make a unit it fights suffer -1 to hit. Leading a pack gives them all ''Devastating Wounds'', which not only is already applied to its own claws (on top of ''Twin-Linked'' for all the re-rolls to wound) but also lets the smaller ones rip through terminators with familiar ease. They're wasted otherwise. *'''Hive Tyrant:''' Your monstrous leader for the nids and your mainstay for most cases. Each one can let a unit within 12" use a free strat, even if that strat has been used before. **As a monstrous unit with at least T9 W10 with a 2+/4++ save, they're very hard to ignore. Fortunately, each comes with a paired bonesword and whip, coming in at a lethal S9 AP-2 D3 with a healthy number of ''Twin-Linked'' attacks. You can replace these with less impressive scything talons (S7 AP-2 D2 with ''Extra Attacks'' so they can at least pair up with something else), a Heavy Venom Cannon (for W3 MEQ) or a Stranglethorn Cannon (better suited for actual MEQ as well as TEQ now that TEQ is T5). <tabs> <tab name="On Foot"> Gets bumped to Toughness 10 and capable of attaching to some Tyrant Guard, just as the hive mind intended. Onslaught gives them a 6" bubble that lets units gain ''Assault'' on their guns, which at least gives them some use when camping next to a Tyrannofex or some warriors that need to rush in. *As they have two sets of arms to work with, replacing the bonesword+whip for scything talons doesn't make a whole lot of sense when you have a second pair anyway. Instead, replace the scything talons with a Stranglethorn Cannon (since you'll grant it '''Assault''') and leave the sword+whip to actually stand a chance in melee. </tab> <tab name="Winged"> Airborne (M12" '''Fly''') and thus unable to accompany anything, but has '''Deep Strike'''. Paroxysm gives them something akin to an older power, robbing an enemy within 12" of 1 attack on all melee weapons on a 2+. At least this gives them the ability to annoy things as they fly around. *Your weapon options are as follows: you ''have'' to have Tyrant Talons, so you can take a Heavy Venom Cannon or Stranglethorn cannon as mentioned above to pair with your Tyrant Talons, or you can take Scything Talons so your melee is Scything + Tyrant, or you can take the default bonesword so your melee is Bonesword (since it's strictly better than Tyrant). </tab> </tabs> *'''Neurotyrant:''' The big psychic monstrosity from the reveal trailer, attended by two smaller floating brains. Not only does it have a power that forces anyone suffering from the Shadow of the Warp to take -1 from their Battleshock tests, it also has the ability to give two friendly units within 12" the ability to always count as if they were under Synapse, making it incredibly useful for any Neurogaunts that aren't in their retinue. **Any unit it joins (of which can only be Neurogaunts or Tyrant Guard) gains +1 to hit and +1 to wound if the enemy is battle-shocked. Neurogaunts won't be doing much of either with only S3 AP- claws, but it might mean a bit more when you think about the Tyrant Guard... *'''Parasite of Mortrex:''' Another ''Lone Operative'' with ''Deep Strike'' and ''Stealth'' so they can arrive wherever you need them to rush the enemy. While their melee attacks are plenty decent, the real feature is that single ovipositor strike, a devastating S3 AP-2 D3 hit with ''Anti-Infantry 3+'' to guarantee that anyone it kills spits out d3 Rippers to double down on the irritation. After all, not only do the Rippers rob enemies of OC, the Parasite itself forces enemies to take battle-shock tests to potentially flat-out rob enemies of an objective. *'''Tervigon:''' Absolutely necessary if you're spamming Termagants out the ass. Not only do these replenish 3+d3 gaunts to a mob within 6", all termagants within 6" get ''Lethal Hits'', which can prove to be incredible with the amount of dice you'll be dumping. Unfortunately, it can't hide behind those gaunts. **While it has Stinger Salvoes for shooting, they won't mean much and should never be needed for anything. In melee, the option between talons and claws mostly depend on what you imagine it to be up against - While it should never be in a fight, it'd be preferable to just leave the talons on it to help swat away an aggressive melee mob. *'''Winged Tyranid Prime:''' Comes with the Shrike's Wings, but Shrikes don't seem to be making any comebacks. Instead, you'll only be able to keep your flying speed if you join a pack of Gargoyles (who'll die as pitifully as you'd expect). Fortunately, S6 AP-1 D2 talons make him more than a capable threat and joining a pack of Gargoyles or fellow Warriors sees everyone making use of ''Sustained Hits 1'' ====Epic Heroes==== *'''Deathleaper:''' The Super-lictor, complete with a cape. Essentially identical to any other Lictor with one exception - Instead of Pheromone Trail for a free use of a stratagem, instead making enemies within 6" forcing enemies to worsen their Leadership by 1 while half-strength units in that bubble have to take battle-shock tests or else realize the definition of [[Squad Broken]]. *'''Old One-Eye:''' This ancient bastard can pair up with some other Carnifexes, granting them re-rolls to hit with all weapons, but it's unknown if it also applies to himself too. That said, he's got no guns of his own, instead relying on the split profiles of his claws and talons to either swat aside hordes or pop tanks. While he's only got T9 W9 2+ to protect himself, he can at least heal d3 wounds each turn for some durability. *'''The Swarmlord:''' A bit shifted defensively, losing wounds (W13>W10) but making it up with increased Toughness (T8>T10) and no longer having a damage track. Its Boneswords remain pretty potent at WS2+ S9 D3, but the loss of AP to AP-2 does severely affect its effectiveness against tanks. Its psychic power also took a blow from the loss of tables, as its lone power is also its only ranged attack, an S5 AP-1 D2 ''Torrent'' psychic heavy flamer, making it capable of melting marines if nothing else. **Though not nearly the psychic powerhouse, Swarmy is more of a tactical one. Aside from its expanded 9" Synapse bubble, it also gives you 1 CP each turn and gives you the 1/game ability to make one strat your opponent uses cost 1 CP more for the rest of the game.
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