Warhammer 40K: More Tyranid Rules Previews – Send In The Swarmlord
Games Workshop is continuing it’s faction focuses for 10th edition with a new Tyranid rules rundown. Swarmlord time!
Yesterday we got a quick look at the Space Marine Rules for 10th and there were some surprises there. Now we’re getting a look at the other side of the launch box with some Tyranid rules. The Great Devourer is coming…
Tyranid 10th Edition Rules Previews
Faction Rules
We’re going to start off with a quick throwback of the Hyper-Adaptations from the Invasion Fleet Detachment. When the game launches this will be the first Detachment the Tyranids will have access to. Keep these in mind as we look through the rest of the new reveals.
Synapse
Synapse is getting a slight change to reflect how Leadership is changing in the new edition. Remember that Leadership/Battle-shock checks are now a number you want to roll over instead of under. And the check is normally on 2D6. So a 7+ Leadership is pretty average odds. That skews in your favor if you’re rolling 3D6 on those checks now. Tyranids aren’t immune to Battle-shock this time around.
Shadow In The Warp
On top of the Synapse changes the iconic Shadow in the Warp ability has also changed. It used to be a psychic phase thing…but since there’s no psychic phase the rule has morphed into something new. Now, it’s a once per battle ability that forces the enemy’s entire army to make Battle-shock tests. Oh, and it can be triggered in either player’s Command phase.
These two abilities are going to mean the Tyranids are going to play the Morale Game pretty well in 10th. It’s going to be interesting to see how to maximize these rules to the Tyranid’s benefit!
Endless Swarm Stratagem
Eagle-eyed readers might remember spotting the Endless Multitude keyword on a few other Tyranid unit reveals. Well now we know what that’s going to be used for. You’ll be able to use this stratagem on key units to generate up to 2D3+6 models back a turn! That’s a possible 12 destroyed models that will just pop back-up and cause your enemy to use more shots to take out things they’ve already dealt with.
Genestealers
Genestealers got another wound in 10th and have the new Scouts X” core ability. That allows them to get a free 8″ move after deployment. Their claws and talons have been simplified down to 4 attacks that hit on 2+ with a strength of 4 and AP of -2. Based on what we’ve seen so far that’s not too bad in the AP department. Coupled with the Vanguard Predator ability they are going to cause some damage once they get into close combat!
The Swarmlord
The Swarmlord is as tough as a tank and has a 4+ Invulnerable save all the time now. You can also see his psychic powers are represented in a new ranged attack, too. He’s got some CP tricks and can extend his Synapse range out to 9″ instead of the normal 6″. He doesn’t have nearly as many attacks a Guilliman did, but I still wouldn’t count him out in a fight! I’m also curious if he’s going to get to join any squads or get any other rules to protect him from just getting picked off from range. He does have Leader but doesn’t have the Lone Operative ability listed on his Datacard…
Rupture Cannon
And speaking of picking things off from range the Rupture Cannon has gotten some big boosts for 10th. For starters, it’s BS 3+ and Heavy which means if you don’t move it’s likely going to be hitting on 2+ which is a big deal when your shots are doing 2D6 each. It’s also clocking in at Strength 18 which means even a Land Raider is going to have to be wary of the Tyrannofexes rocking this cannon.
I know I’m not the only one curious about the rest of the Tyranid rules but I’m liking what I’m seeing thus far. We’ll have to see if they manage to rise up in the new edition and devour everything in their path or not…
The Hivemind HUNGERS!