3 Zoanthropes, Psychic Scream 150, Carnifex, Heavy Venom Cannon, 2 Carnifex Crushing Claws, Enhanced Senses 130 Lots of powerful stuff in Elites overall, a very strong slot for the Hive Mind. I would be surprised to see units like the Haruspex, Sporocyst, or the Tryon Prime outside of a narrative list. Your workhorse powers remain Catalyst and Onslaught. Seems great on a Flyrant, but also very strong on a Trygon Prime, where the volume of attacks works super well with it. Warhammer 40,000 Codex (plural "codices", but "codexes" is also occasionally used) is the name of a source book for Warhammer 40,000 armies and factions containing background information, pictures, and rules. TheCOREkeyword, for example, means youll be able to lather on targeted buffs from leader-beasts like theHive TyrantorBroodlord. Dakka is now a weapon type, rather than simply a hilarious kick-ass ability, and your basic Orks Toughness was boosted from four to five. Adaptive Physiology seems like a bit of a letdown compared to the others, but its certainly fine. Gotta say, 16 is not a value I expected to see in an attacks characteristic. Its debilitating cloud of hurt renders enemies useless in combat, slow to strike back and unable to hit even when they do, but wont even tickle yourHormagaunts theyve probably smelled worse deodorant inside the Hive Fleets locker rooms.**. The stratagem here also has real uses Unparalleled Ferocity lets a non-CHARACTER INFANTRY unit Fight on death for a phase for either 1 or 2CP depending on whether theyre a small or medium gribbly. The Tyranids codex hit shelves in April 2022, bringing the alien armies to the forefront of ninth edition. Goonhammer and Stat Check are Teaming Up! The Adaptive part is also excellent, being one hit re-roll each time the unit shoots or fights, almost always one of the best faction traits in any book it appears in, and really good here with some of the best units (which mostly carry around heavy venom cannons). Honestly none of this list is bad as the last two are both interesting Synaptic Goading gives a 6 pre-game move to Endless Multitude models, which is strong in a vacuum but held back by these generally being slightly underwhelming, and Gorgon (the fleet that really wants this) not having access to this list. The Maw-Claws of Thyrax provides full wound rerolls without the spend for Voracious Appetite, as well as increasing the number of attacks each time you kill a model. The monstrousCodex: Tyranidsis on the way, so its time to grab your rubber gloves and cut through the chitin to study its pulsating, rules-filled heart. The rest of their kit leans in on the poisonous theme their Warlord trait deals Mortal Wounds to nearby enemies in the Fight Phase, their psychic power gives you Mortals on 6s to wound in melee (again great with big units of swarmy stuff) and the Psychic Power enhanced Toxin Sacs, making the auto-wound trigger on a 5+ rather than 6+. Carnifexes are CORE, mind, so even when you are restricted theres still fun stuff to do! Of course, you might not have a choice. In addition to updated Tyranid datasheets and Tyranid lore, the codex includes plenty of customisation options in the form of Hive Fleet Adaptations and Synaptic Imperatives. HQ The Norn-Queens have spliced together a solution the newSwarming Massesability. Tyranids 9th Edition Codex John Apr 9, 2022 Gaming Aids/Product Reviews 40k, Article, Blog, Can You Roll a Crit, Citadel, Competitive, Crit, Games Workshop, Gaming, GW, Hobby, Miniatures, Tournament, Tyranids, Warhammer, Warhammer 40000, Warhammer 40k Reviewing the new Tyranid codex for Warhammer 40,000! What about nastier monsters? There are plenty of ways to increase the potency of this particular biomorph in the upcomingCodex: Tyranids. Weve had a run of codexes where the internal balance between units has been pretty flat, but unfortunately Tyranids buck that trend a bit. Its a stone-cold brilliantaddition to Necron army-building,which, alongside the newly fleshed-outDynasty abilities,will add a touch of unpredictability to the round-by-round flow of a battle. GW shied away from releasing any hard-and-fasttimings for upcoming codexes after that, as the underlying production issueshampering book releases persisted. They were unwilling** to discuss their ordeal any further, which might explain why confirmed sightings have since been so rare. Deathleaper, Alien Cunning 95 These faction books, calledWarhammer 40k codexes and the slimmed-down Codex Supplements for sub-factions such as theDark AngelsandBlack TemplarsSpace Marinechapters contain all the in-game rules, abilities and statistics toruneach of the games 20-odd playable armiesin the current, 9th edition ruleset. There is also a special Collectors Edition available, if you fancy it. If you want to find out how you go about devouring a whole entire planet for fun, profit and biomass make sure to check out our Crusade review on Tuesday. Not masses to say here beyond that it seems likely that the two best of these show up everywhere, and theres probably going to be experimentation with many of the others because of how cheap they are. There is no release date, it would be my speculation that they will be one of the last Codex to be released in 9th Edition with perhaps only Tyranids coming after. Hormagaunts,Termagants, and Gargoyles are rapacious locusts that swarm at the Hive Minds command if locusts were about the size of a tiger and armed with organic bio-weaponry. The positioning criteria are also way harder than it appears on a first read it says you can start the Action if youre within 6 of the enemy deployment zone, but on completion the marker has to be placed Wholly Within their zone and within 1 of the performing unit, so functionally you have to make it right to the edge of their zone with at least one model. A standalone version of the 9th edition Orks codex is now out in the wild. The last real choice here is Raveners, who like a lot of the mid-weight infantry have taken a level in badass. Its the Sneaky Ones (). Cards on the table it is still tricky to justify putting points on these rather than more Fexes, but theyre both great datasheets. Most monsters and larger model units are costed on a per-unit basis, whereas horde units are costed per-model which can quickly bloat the cost of your swarms. These two potent bioweapons shared with its smallerVenomthropecousins make the Toxicrene the perfect response to massedINFANTRY. The Psychic Power also really rewards hordy lists you pick a target and roll a dice for each of your models within 3 of it (three for monsters) and deal a Mortal on a 5+ (up to 6). The World Eaters area bloodthirsty Chaos Space Marine legion pledged to the blood god Khorne. Press J to jump to the feed. Hive Mind players might remember the Grasping Tendrils Stratagem thats back, but as an entirely free ability. This rule allows your horde of critters to fight so long as they are within 2 inches of an enemy model, so with some proper arrangement a large unit of bugs on 25mm bases should be able to get three ranks into combat. Fools and charlatans will tell you that this happens pretty rarely, but experts agree that the one out of six dice roll for causing a tank to explode comes up nine times out of ten. Our first point of observation these voracious bugs have evolved. ++4x Bonesword and Lashwhip Like most armies in 9th Edition, Tyranids start off with a set of Detachment Rules, granting Objective Secured to their Troops, restricting their most powerful leaders (here HIVE TYRANTS) to one per detachment, and unlocking Hive Fleet Adaptations if every unit shares a Hive Fleet, excluding LIVING ARTILLERY units. Tyranid Prime - Guidemind. Primaris Kevin: Synaptic Imperative is also really good from the perspective of game management and mental load. The release schedule forGames Workshops 9th editionWarhammer 40kcodex army bookswasrepeatedly thrown off course first by the UKsreturn to covid lockdown in late 2020, then by an ongoing plague of printing and supply chain issues that has persisted into 2023. Tyranid armies have always been guided by powerfulSYNAPSEcreatures, living psychic relays for the Hive Minds control but these vital beasties are now packing a set of all-new powers known asSynaptic Imperatives. This ingenious weapon fires two massive projectiles in quick succession, the first coating the target in acidic goo before the second penetrates their armour and dissolves to cause an almighty explosion from within.*. Im big on defensive deployment, so while also covering most of the army in a -1 to hit bubble, having both your heavy hitters being untargetable is an easy sell for me. A good one to start if youre not Leviathan and want some of that juicy, juicy Transhuman action then good news Indomitable Monstrosity is just that for your MONSTERs for a mere 1CP. Theyre only 30pts each, and chucking a unit of three into Strategic Reserves presents a pretty real concern for opponents. The 9th editionAdeptus Custodescodexwent up for pre-order on Saturday, January 8, 2022, and was released a week later on Saturday, January 15. Finally, I think most of the datasheets in the book land very well theres a whole bunch of monsters you just never saw on the table in 8th that now have functional, effective rules that should be great fun on the table for players that have them in their collections always a plus. The Swarmlord 220pts With its new plastic model, this classic critter is lunging out of the lore and onto the tabletop for the first time ever. 9th Edition The game launched officially in July and this is what we have been clamoring for since then: Indomitus Box - July 11 9th Starter Sets - August 8th Space Marine & Necron Codexes - October 8th Edition Now let's rewind to June of 2017 and look at what GW machinegunned into our eager hands the last time around. Exocrines can now move and fire without penalty and only lose an ignore-cover bonus going over half distance. In yourCommand phase, if thisWARLORDhas one of the following abilities, it can use that ability one additional time that phase:Alpha Warrior,Bio-impulses,Brood Progenitor,Vicious Insight,Warp Siphon,Will of the Hive Mind. The glorious return of Gaunt carpet is upon us. In combination with the Psychic Power, this maybe also encourages you to bring one big unit of Hormagants, throw them at the enemy with boosted wounds and strength to carve something up on your turn, then annihilate anything that tries to counter-attack in melee. The Swarmlord received some pretty serious changes from the last book. We really dont want to spend the whole review of this new book talking about how Crusher Stampede pushes every single datasheet and ability all the way to 11, and theres almost no need to just jam together Hive Tyrants, Maleceptors, Harpies and Carnifexes and go wild, it really doesnt take much more thought then that. Definitely a weak pack overall, but the Tyranids do at least get a partial reprieve from being particularly good at Warpcraft Secondaries. Aside from just generally strong units, the variety gives you a host of great Synaptic Imperatives to choose from. The Dark Angels supplement the fourth such Space Marine chapter supplement to have been announced so far featuresbespoke datasheets, Warlord Traits, Relics, and a Psychic Discipline, as well as a suite of Crusade campaign rules that represent the sombre quest of the Unforgiven, according to GW. Tyranids are all about the monsters swarms of lesser bugs might accompany them to war, but the big draw here is the ability to throw shockingly powerful hammer blows from your chunkiest creatures, often at alarming speed. All the stratagems, warlord traits, relics and secondary objectives youd expect from a 9th Edition book, plus an updated Hive Mind psychic discipline. First look at new wave of Warhammer 40k Horus Heresy marines, Unreadable MTG cards in draft packs a mistake, Wizards says, SpongeBob Warhammer army crafted from cornstarch and PVA glue, Blood Bowl 3 dev says fixes are coming after open letter, Winter is coming to medieval Zombicide board game, Age of Wonders 4 preview a promise of endless adventure, For more Warhammer, MTG, and DnD, follow us on, improved subfaction rules for the six different Tau Septs, Hexfire: Supernatural Warfare in the 41st Millennium, The Lord Castellan Ursula Creed character, Kabalite Warriors the Drukharis stock infantry unit now get, In fact, most units in the army are getting an, The Kabalites Splinter Cannon a heavy anti-infantrygun now does. ThenewTau Empire codex arrived next, in early February, followed bytheEldar codex in March; Tyranidsin April; and both Imperial Knightsand Chaos Knights in May. So if you have a Hive Tyrant in your army (perhaps courtesy of the massivenew Combat Patrol), youll be able to activate theRelentless Ferocityability. ++Adrenal Glands. Wings: I am writing after a day of GT play where I have had badly timed vehicle explosions result in the annihilation of key characters two games running, so this is looking pretty good from where Im sitting. Surprisingly (but probably for the best for everyone else) the upgrades to melee have been a bit more restrained there are still boosts (the monstrous bonesword, in particular, goes to S+3 and AP-4), but the really big damage statlines of 2d3 and d3+3 are used pretty sparingly, and some options have gone down in damage. Neurothrope, Synaptic Tendrils, Adaptive Neural Lobe, Catalyst, Onslaught 100, Elites This list is a basic tour through all the best datasheets slammed into a Leviathan shell. Its also now delivered by Synaptic Link, and allows Advance/Charge, Advance/Shoot without penalty and also permits units to fire Heavy Weapons after moving without penalty. I would hope GW would come to their senses and relegate Crusher Stampede to the Open Play dungeon, but if they dont expect Tyranids to be extremely difficult to displace. Adaptive Physiology and Synaptic Imperatives, allowing you to customise your monsters before and during the battle. HormagauntsandGenestealersare scary enough now imagine them getting extra hits while theyre within 6 of Tyranid Warriors. This doesnt need line of sight, which makes these a nightmare (and we wouldnt be surprised if we see a FAQ for) theyre T8, can benefit from their own Encephalic Diffusion to reduce the strength of incoming attacks, and can do a lot of casts in quick succession. Its available in standard edition for $50 / 30, as well as a limited collectors edition. Uncertain if it will get the nod over tools to just wipe out the enemy, but the power is there. With 10 different Synaptic Imperatives to choose between including one tied to a certainnewly-spotted skyborne gribbly youll have a mouth-watering menu of strategic options for overrunning your cowering foes. The former provides a 4+ invulnerable save for 25pts, and the latter makes the model SYNAPSE and grants SHADOW IN THE WARP for a mere 10pts. There are big rewards for those who pack their army with a wide rangeSYNAPSEcreatures, and who can pick the right moment to trigger their Imperatives. Also available are some relic Monstrous Scything Talons in the form of the Scythes of Tyran, good for bumping your second Tyrant to D3 if youre not running as Leviathan (where the Synaptic Hive Blades likely edge it out). Many also have unique tricks they can pull off to help you adapt to situations on the tabletop. I expect well end up writing a what needs a nerf article for some of this in the fullness of time, and unlike with some of the previous books where there were ominous vibes, but it wasnt entirely clear what would emerge on top once you layered on all the options, here I feel like I could draft it today and be confident of being 80%+ correct on reviewing it after a month of events. Harpy 180pts Why Sponsor the Blood of Kittens Network? Venomthropes also get 4W, T5 and a 4+ now, making them way better at their job (providing -1 to hit against shooting in a bubble) as opponents cant just effortlessly flatten them to remove their protection. Each time thisWARLORDwould lose a wound, roll one D6: on a 5+, that wound is not lost. Given that these are living bombs, you wont be surprised to learn that getting too close to them can have consequences (Mortal Wounds), but they dont prevent the opponent from generally going about their business. Compilation will feature both Games Workshop community info and any Internet leaks and rumors as they come! Also good with the faster monsters is Overrun, slightly tweaked but still performing the same function. Luckily, their abilities have been tuned to perfection, and they now look like a bunch of fun, and provide strong synergy if you want to spam Termagants. Its still packed with new lore and, in general, represents a colossal and very exciting overhaul of how the Necrons work in battle. Also returning unchanged is Synaptic Channeling, letting a caster share the powers of all your others, which can certainly be useful for ensuring that your Maleceptor knows enough powers to fully go off, and goes great with Power of the Hive Mind for an extra cast. Now, most units in the book contend for your attention/points and make list design interesting. Death Guard players had to wait months longer than planned, but when the codex did come, it came along with some extra goodies primarily the long-teased and fundamentally foul Lord of Virulence model, and a Death Guard Combat Patrol starter box the first of its kind for a Chaos army. The fixed part of this provides permanent Transhuman (only wounded on a 4+) to all Synapse units and mini-Transhuman (only wounded on a 3+) to other units within Synaptic Link range. Synaptic Link range is, by default, 12, but you can bounce this onward from any other SYNAPSE unit within range of the originator. Keep checking on the Warhammer Community site as we delve even deeper into the unknowable machinations of the Hive Mind. Its a hugely powerful new rule which gives players a method to react to the turn order and positioning prior to each round and properly applied can be a huge force multiplier. While theyre all pretty solid, we will be very surprised to see any competitive list that doesnt include at least a minimum-sized unit of Zoanthropes, because Warp Shielding can severely blunt incoming damage and being able to break that out when necessary is worth the cost of the unit alone. Blade Parry was changed from a 3+ invulnerable in melee to reducing the Damage characteristic to 0 for the attack with the first failed save in melee. This comes up first when searching for "Tyranid Codex" but unfortunately it is the long gone 6th edition codex. Synaptic Lure continues the Kraken trend of closing the gap by allowing your units to reroll charges against its target. To that end, they have evolved improved movement, weapon skill, wound, and save characteristics in the new codex. Both the 9th editionGrey KnightsandThousand Sonscodexesreleased alongsidea double-army battlebox,Hexfire: Supernatural Warfare in the 41st Millennium. I expect to see a lot of lists with Maleceptors, Hive Tyrants, Carnifexes, and Harpies. Our impression of how the most powerful builds are going to play is using Carnifexes as roaming threats that keep the enemy occupied, Harpies as overwhelming fire support, then a mixture of Maleceptors going Mortal Wound crazy and Flyrants using Tyrant Guard and the various evasive strats to stay safe to provide big damage output thats tricky to respond to. Remember, this doesnt just affect units near yourHive Tyrant if chosen,everySYNAPSEunit in your army will start emitting the same Synaptic Imperative. The Parasite gets its name from its disturbing propensity to implant eggs into its unfortunate victims (although a xenological report inCodex: Tyranidsis quick to observe this makes the Rippers the true parasites). The basic vibe we get from this is that the Psychic stuff is going to actively enable you to go off in a way that you might not otherwise manage in lists built around it, then various other effects from units you already want in your army like Hive Tyrants are going to provide you with a toolbox to deploy at the appropriate moment. The faction trait is very eye-catching though unless shooting at a VEHICLE or TITANIC, any attack (ranged and melee) made by a unit from this Hive Fleet is successful on an unmodified 4+, very different to anything weve seen before and a huge headache for some opponents (Custodes hate this one weird trick). You can also getcustomDrukhari-themedplayer aid cardsand dice alongside the book, if youre so inclined. This is a cool mechanic and adds a new wrinkle to your opponents target priority. Powers: Psychic Scream, The Horror, Heavy Support: Todays review focuses on the part of this book that are relevant to matched play. It means combat will never be safe against this faction, which is as it should be for bugs. the silver-shouldered badasses of the Deathwatch. Thats great for chompy chonkers with big bases, like theTyrant Guard, but how do you squeeze a whole swarm of little lads into nibbling range? Nids have a lot of shooting, so essentially getting free exploding 6s is pretty tasty, and with the changes to the humble fleshborer, this is even more money. Adaptive Biology is the mandatory trait for Old One Eye, who is also pretty good, while Heightened Senses can help mitigate the fact that a Trygon Prime only packs WS3+. We have no idea what the Hive Mind is feeding these fiends, but theyre more aggressive than ever before, sporting an extra 2 of Movement, another Attack, and a Save characteristic of 5+. Given they also get a chance to deal mortals with a mighty bite when they attack, have all the same defensive options as a Trygon, and rock in at a spicy 125pts, these feel like the distraction unit of choice in this slot. When Hive Fleet Kraken attacked in full force, these impressive bulwarks held off their unrelenting assaults for a full ten days with no signs of weakness. Each Hive Fleet can draw on two of the three lists, and this gives you a wealth of ways to adapt to what youre facing on the table. Instead it can be set up anywhere on the battlefield thats more than 9 away from the enemy courtesy of Vanguard Predator, and it has a Synaptic Ability called Vicious Insight which is used on a CORE unit within Synaptic Link range and provides a minor boost to AP on unmodified wound rolls of six. You can also purchase an Infestation Node marker that they can drop down either when they deploy or as an Action, which adds models back into a nearby unit till its removed. There are 51 datasheets, including rules for the magnificent new Szarekh, the Silent Kingmodel, as well as theNecronsnumerous other glorious new models, all their new armyrules, Crusade content and other nuts and bolts. The name stays, but the effect has been tweaked a bit. Hormagaunts are, at least, very fast, so there might be play in one big unit, and for both being able to start the game with a 5+ invulnerable save and mini-Transhuman from Warp Shielding and Leviathan is a decent mitigation, so we shouldnt write these off entirely, but they feel like they hit a similar issue to Eldar Guardians much better on paper, but adding an extra point to their price still means theyre not the right choice. Tyrant Guard. This wingedTyranidmonstrosity will soon cast a gruesome shadow over the battlefields ofWarhammer 40,000. Also interesting is Relentless Hunger, letting you make a 3 move when you fail a charge, perhaps allowing you to skulk back into cover or push far enough to claim an objective. Some of you may have heard that Devourers got a bit of an adjustment, but the hordes of Gorgan care not. Warlocks everywhere are weeping. You can find out more about which cookies we are using or switch them off in settings. It has a respectable rate of fire, so even squadrons of lighter vehicles are at risk of annihilation something we have a sneaky feeling the Tyranids learned fromfighting Speed Mobsin the Octarian War.