Tyranid leaks – 8th Edition 40k Codex

Take with a grain of salt. Translated from the facebook group.

Hive Fleets

  • Behemoth: reroll failed charges
  • Kraken: can charge after falling back
  • Gorgon: reroll 1s to hit for fight phase
  • jormungandr: always have cover bonus (I’m not sure if i read this right)
  • hydra: reroll misses against units with less models during fight phase
  • kronos: reroll 1s to hit for shooting, IF the unit doesn’t move
  • Leviathan: looks to be the same as Salamander tactic but I’m not 100% sure

Neurothrope is now HQ, a character and no longer part of a zoanthrope unit. zoanthropes within 6″ of a neurothrope reroll 1s for psychic tests. the spirit leech thing now only heals 1 wound for a zoanthrope unit within 6″

Here’s are the bit lots and lots of people will go nuts about:

there are now 3 seperate carnifex entries.

1.) Carnifex

2.) Screamer killer

3.) Thornback

Carnifex including 2x monstrous scything talons clock in total at 83 pts.. the 2 pairs of monstrous scything talons for carnifexes are 15 pts, 1 pair is 14 pts. yes.. i know. don’t ask me why.

There are individual upgrades for basic carnifexes. +1BS, +1 attack on the charge, -1 to hit from enemy shooting. on the charge carnifexes and screamer killers now get +1 WS on top of the current battering ram rule

Sscreamer killers come stock with “bio plasmic scream” which is 0 points, 12″ assault 6(not sure on the number), S7 ap-1, 1damage. Screamer killers come stock with 2 monstrous scything talons as well. 90 pts in total

Don’t have much info on the thornback other than at the end of combat roll d6 for each enemy unit in combat with it. on 6 deal 1 mortal wound

Psychic scream, WC5, Targets nearest enemy within 18″ does d3 mortal wounds. if the target is a psyker, also roll 2d6. If the value is higher than the enemy psyker’s leadership, the enemy psyker loses 1 spell at random

Paroxysm WC5, target enemy unit within 12″ of the psyker fights last. (there’s a whole big ass block of text here talking about exceptions and what not)

*cant remember the name* target unit within 36″ of the psyker essentially gains synapse

here’s a bunch of random (please do not swear)

old one is is now 9 wounds. 200 pts. hits of 6 generate one additional attack. can be equipped with a scything talons relic that +1s ap-3, 3dmg, +1 attack. uses behemoth warlord trait

tyrannocyte is now 100 pts. 5pts for each deathspitter.

swarmlord is t7, 12w, 4++. his blade parry makes it 3++. no other notable change i think. uses leviathan warlord trait

maleceptors total point cost including wargear is 172. T7, 12W

Warlord traits

  • hivefleet gorgon warlord trait: enemy units within 3″ of the warlord at the end of the turn take 1 mortal wound each on a 4plus
  • hivefleet behemoth warlord trait: on 6’s to wound he deals an additional damage
  • hivefleet leviathan warlord trait: after deployment but before start of game, redeploy your warlord
  • hivefleet kronos stratagem: 2cp, when an enemy psyker attempts to cast a spell, make it use only 1 dice to roll
  • hivefleet behemoth stratagem: 2cp, choose on unit. roll a d6 for each charging model. for each 6 deal 1 mortal wound to the enemy unit it charged. for monsters its on a roll of 2+
  • 2cp stratagem: choose one unit. at the end of the shooting phase it shoots again. (cannot target monsters)

 

Second rumour set

Units / Wargear

<General>
i dont have the numbers but there are many reductions in costs for big bug melee and ranged weapons. eg. massive scything are now 10pts. massive scything talons in a pair are cheaper too (cant remember exact number). monstrous scything talons are much cheaper too. carnifex comes stock with tresher scythe which is now zero points and is the same wording as the hive tyrant. which is, it makes its profile attacks, which in the codex is 4, and then also makes the tail attack, which is now 1d3 attacks.
tyrant guard still suck. scything talons are still 0. rending claws are still 2. boneswords are still 4. crushing claws are 12
carnifexes have a point reduction. exocrines have a minor one. tyrannocyte has a sizeable one too. warriors are still the same. zoanthropes are the same. haruspex has a big one. biovores are the same. the spore mine rules are the same too. hiveguard are either the same or has an inconsequential decrease in points.

our hive tyrant is now t7, 12W. wings will have deepstrike. has a base 4++. down one attack [to 4]. didnt manage to see the pointage or the wargear options. no idea if monstrous rending claws are still a thing.
hive tyrants can still take MRC
Swarmlord does still have hive commander
swarmlord is t7, 12w, 4++. his blade parry makes it 3++. no other notable change i think. uses leviathan warlord trait
old one is is now 9 wounds. 200 pts. hits of 6 generate one additional attack. can be equipped with a scything talons relic that +1s ap-3, 3dmg, +1 attack. uses behemoth warlord trait
Neurothrope is now HQ, a character and no longer part of a zoanthrope unit. zoanthropes within 6″ of a neurothrope reroll 1s for psychic tests. the spirit leech thing now only heals 1 wound for a zoanthrope unit withint 6″
neurothrope is cheap as balls. i want to say 45 but i’m not 100% certain.

maleceptors deal 3 mortal wounds if we roll a 6 on that weird aoe ability. it knows 2 spells and can cast and deny 2 spells. also t7. also 4++
maleceptors total pointage including wargear is 172. T7, 12W
venomthropes and zoans are still fielded as units of 3
venomthropes when in grp of 3 also affect monsters. when in a grp of 6, the aura becomes 6″.

genestealers remain the same. but have an option of getting +1 armour but they lose swift and deadly. (wtf GW)

no changes to raveners..

tyrannocyte is now 100 pts. 5pts for each deathspitter.

exocrine with all wargear is 210 or something like that. minor points decrease
tyranofex is 185 pts.
rupture cannon is 47 or 49.
rupture cannon profile is heavy 3, s10 ap-3 d6 damage. thats all. no more funky “if it hits both..blablabla”
there are now 3 seperate carnifex entries. 1.) Carnifex 2.) Screamer killer 3.) Thornback
carnifex including 2x monstrous scything talons clock in total at 83 pts.. the 2 pairs of monstrous scything talons for carnifexes are 15 pts, 1 pair is 14 pts. yes.. i know. dont ask me why.
there are individual upgrades for basic carnifexes. +1BS, +1 attack on the charge, -1 to hit from enemy shooting. on the charge carnifexes and screamer killers now get +1 WS on top of the current battering ram rule
screamer killers come stock with “bio plasmic scream” which is 0 points, 12″ assault 6(not sure on the number), S7 ap-1, 1damage. screamer killers come stock with 2 monstrous scything talons as well. 90 pts in total
dont have much info on the thornback other than at the end of combat roll d6 for each enemy unit in combat with it. on 6 deal 1 mortal wound
the carnifex biomorpth that gives -1 to hit to enemy shooters does not stack with venomthrope. said biomorph is 10 pts.
for the carnifex biomorphs:
-1 to hit from enemy shooting biomorph is 10 pts
+1 attack on the charge is 8 pts
+1 BS is 10 points

There are lots of interesting snippets in that list, but as mentioned treat them as unconfirmed rumours. And Nid players, get ready for a brand new codex.

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43 Responses to “Tyranid leaks – 8th Edition 40k Codex”

  1. vipoid says:

    The kronos ability seems like a weird one for Tyranids to get (I don't know about anyone else, but when I think Tyranids, I don't think 'immobile gunline').

    That aside, some fun looking stuff here.

    I'm curious as to whether they'll get any regeneration abilities/options (outside of Old One Eye).

    • No One says:

      Nids definitely have some immobile gunline components (hive guard, exocrine, t-fex), the first two of which are actually present. But…yeah, as a sole tactic, it's…really quite strange.

      Leviathan also seems both thematically and mechanically very odd.

      Regen abilities, D3 wounds for 2CP.

      • vipoid says:

        Ouch, that's a pricey d3 wounds. I guess it's useful if you've just fallen below one of the wound thresholds though.

        And yeah, I know nids do have a few gunline-ish monsters. But, as you say, it's very weird to see an army-wide trait that only seems to help them.

        If the Leviathan trait is indeed identical to the SM Salamander one then, yeah, that's just bizarre. I mean, nids don't have special weapon guys or sergeants, and they also tend to rely on volume of shots/attacks, rather than a few powerful ones. Maybe if you're running Nidzilla?

        • abusepuppy says:

          Presuming that it's correct- which I am a bit skeptical of, but wouldn't dismiss entirely- then yeah, the point is that it's for a Nidzilla list. Rerolling one of your shots and then assaulting and rerolling one of your attacks is pretty good stuff overall, especially because Nids don't have any other easy sources of rerolls.

          d3 wounds for 2CP seems to be the standard, which isn't very good. Even if you're below a threshold, that's still quite expensive- though an army like Nids, which can fill a battalion or brigade cheaply, has a lot more potential with it than Eldar or SM.

          • No One says:

            Apparently the first source got it wrong and Leviathan's 6+++ within 6" of Synapse (doesn't stack with Cat). Which makes far more sense.

            Not…really sure I like it though, with that 6" bubble – I guess it's good if you're tying yourself to a mal anyway? And Synapse stuff gets it automatically. Hmm…at least gives an alternative to Jormungandr in the survivability department (rather than having 4 tactics that buffed output…) – probably worse when Jormungandr applies, but should be far more applicable, even with the 6" bubble.

            • abusepuppy says:

              A 6+++ is pretty solid, especially for the bigger critters. Tyranids have always struggled with getting into combat, so anything that makes them more likely to do so is a big boon.

              • No One says:

                It's definitely not bad, but I prefer DS+reroll charges for the stuff that can, and probably still better off not bothering for the stuff that can't – 6+++ isn't going to make that much difference there. I know that I haven't really been in many situations where I've 'just' died, usually it's more overkill that 6+++ won't make much difference in.

                And Jormungandr is usually quite a ways better when applicable (i.e. shooty stuff).

              • babelfisk says:

                I'm meh on the 6+++ for monsters. Yeah, a chance to shrug of a few damage is always good, but its not going to stop a dev squad from lascannoning away a carnifex. I'm more excited about it for big squads of small bugs-60-90 horma's or stealers with the 6+++ is that much harder to destroy in the 2 turns of shooting you have at them, particularly when combined with a 'thrope for the -1 to hit.

        • Andy says:

          The first introduction of tyranids into epic, they were the absolute best gunline (which incidently could also claw your face off in melee if you got close to it)

          Early 40k they just ran across the map and kileld everything until the units (exocrines) made their way into 40k

    • Andrew Thomas says:

      Sporocysts, Tyrannofexes, Biovores, Exocrenes. All benefit from that Adaptation.

  2. abusepuppy says:

    Kraken seems like it's gonna be a bit of a sleeper hit with people- being able to bounce between assaults is a pretty rare ability in the game and it has a lot of possibilities.

    Gorgon and Hydra are an interesting contrast, especially as monsters can't get multiple models in a unit. But with Hormagaunts and Genestealers being big parts of the CC punch of the army, I imagine that Hydra would get the nod, barring other factors.

    Jormungandr is actually very interesting, since you can stack it with a Malanthrope and make for some pretty resilient models. 2+ armor on big guys, 4+ on 'Stealers, 5+ on little gribblies… that adds up pretty quick.

    That -1 to hit on Fexes is gonna be huge, especially if they forget and let it stack with the Malanthrope. Even without that, 90pts for T7/2+ with -1 to hit is gonna be problematic for some armies to get rid of.

    • Andy says:

      Remember all the big stuff for 'nids is in their hive fleet, not conclaves and titan legions, so they benefit from this too. Sycthed Hierodule.

      The best news though is a cheap HQ that can spam psychic powers and has a 3++ Yay! this will be sensibly used i am sure.

      • abusepuppy says:

        Eh. Unless the Neurothrope is, like, Malefic Lord levels of cheap, I don't see it being a huge issue. Tyranids already have plenty of access to psykers other ways.

        The Heirodules are basically unusable, even if you give them Hive Fleet bonuses. 400+pts for a unit that hits on 4s (and degrades, of course), and to add insult to injury its guns are S8 DmgD3. Oh hey, does a Barbed Heirodule carry around the same firepower as a single Leman Russ? Turns out it does!

        • No One says:

          I've heard both 45 pts and 70 pts. Think the 70 pts is more likely accurate (from a source who seems to have better book access rather than having a glance and going off memory).

          • abusepuppy says:

            Yeah that sounds more likely given the way psykers and support HQs are typically priced. If he has a 3++ I'm expecting some other area where he's lacking, though- maybe weak psychic powers of his own, or a bad statline, or something of the sort.

            • No One says:

              "or a bad statline"
              It'll probably have zoey's statline with +1 wound or something. i.e. Completely useless for anything other than psychics (1 attack at WS4+).

        • Andrew Fisher says:

          It’s a T1 charge, it may have less fire power than other things but it is what is known as ludicrously fast. No one would ever take a barbed one, the scythed one however is somewhat problematic to deal with.

          Let’s not pretend we are super serious about none codex ,nids. They have no method to defeat poxwalkers. Sure you can say not many armies do, but when you are an army that’s win condition is going first you won’t win tournies.

          The hierodule is a unit that has a T1 charge and top tier melee. It is going to eat melta and lascannons so your hive tyrants can live. Sure it is a touch expensive, but it can win games. Barbed ones I agree are bad, but no one takes them over the scythed so who cares?

          • Ebon Hand says:

            Plus it’s got a huge base for multi charges and can leave combat and charge again at will. That has to count for something.

          • abusepuppy says:

            The thing is, that strategy is 100% contingent on your opponent being totally incompetent and just letting you assault whatever you want. Smart players with good armies are going to screen themselves with things you can't assault (e.g. flyers) or things that you don't really want to assault (e.g. Conscripts.) Nids do have some firepower that can chew up screens, but it's a pretty optimistic assumption to think that you will not only get to go first with your huge obvious target, but also that you'll be able to breach all of the defenses that players bring.

            What will actually happen is that it will get locked in combat with a garbage unit (or 2-3 MSU) and achieve nothing, or get shot off the table turn 1. And since it's resilience is pretty poor for its point value, it's not even a very good distraction from your other monsters.

    • No One says:

      Kraken: Eh? The benefit's definitely good. But I don't know if it compares to reroll charges to get into combat in the first place (or Jormungandr to survive into combat, though Jormungandr has its own issues with that that aren't mention in the above: doesn't apply when you advance, charge or have Fly from memory. No advance bonus on a cc list? Umm…). Add that it's both relying on your opponent not falling back, and your units being able to extricate themselves from the melee they're currently in and get into a better one? Eh.

      Really powerful on units with Fly though, gargs especially – if I had 30 (and thus could hopefully reliably get them to live), I'd actually consider running Kraken+SL purely to get that DS+Move+Assault+tie in combat, then repeat next turn. But…I still think Behemoth is better in general, even for Fly, just for that added reliability in making combat: flyrants/gargs both have AG and DS. Rerollable 8" charges? Yes please.

      -1 to hit fexes: Having seen the leaked image, can confirm that it won't stack with mals. (Doesn't stack with Shrouding Spores, and that's what mal's rule is). So, not sure how huge it will be – depends if you're already going to be running a mal with them anyway? You'll need Synapse anyway, but with IB changes, if you're not running much else you might just leave them sort of on their own for an extra 10 pts each. With Jormungandr restrictions, I think gunbeast fexes will make a comback. HVC has been buffed (AP-2, Dam3), can take +1 BS, devs are at least useful again (Assault 6) and deathspitters are down to 7 pts each…Still only ~110-130 pts with a 2+. Not bad.

      • babelfisk says:

        I've been running heavy 'stealer builds lately, and hitting first is huge with them, due the combination of their relative fragility and their ability to delete things that they get to swing at.. There have been plenty of times I would have loved to pop 'stealers out of a combat, then charge them back into the same combat.

        The other nice thing with Kraken is going to be using it to walk through bubble wrap/chaff units. It is going to be situational and require careful planning, but with the way combat works now I can easily see situations occurring where you charge a chaff unit, fight it, fall back from it, and now have the ability to charge something more important, like a character or a tank.

        Kraken might be overshadowed by other hive fleets, and we won't know until we have the final rules and a few hundred games in, but I can see it being very useful for certain builds.

        • No One says:

          I think Kraken's utility is basically entirely predicated on your ability to reliably make the charge and wrap something – though it does at least help a footslogging list with the Advance buffs. If your opponent can fall back…there's essentially no difference with the ability to charge again, because there's not many units who wouldn't want to fall back from nids, especially stealers (and if they don't want to fall back, you're probably not going to be happy after they've fought). If you've wrapped something entirely…how easy is it going to be to extricate yourself (can't finish the move within 1" of enemy still, can't move through them unless you've got Fly i.e. basically gargs). Add on that you're taking overwatch again…eh. Maybe on a mostly footslogging army, HC a garg DS?

    • Allornone says:

      I think for Hydra we have to wait for the precise wording. If it consider all units in the same combat then it could be very useful to charge with a hormagant unit along with your big monster to give reroll to him.

      • abusepuppy says:

        That's true, especially as Tyranids have good incentive to run a mix of big and little bugs these days. Stringing just one Hormagaunt into a combat to give you monsters the outnumbering bonus would be pretty easy.

      • No One says:

        Confirmed as only if the unit outnumbers the unit it's attacking.

  3. No One says:

    GW have just dumped the entire lot (I wonder if they've noticed that they've already been leaked and are just trying to play catch up?). Basically confirms it all, though of note: Gorgon is reroll 1s to wound, and thus doesn't clash with scy tals. Also Leviathan is the 6+++ within 6" of Synapse, not Salamanders.

    • Alastores says:

      Their response to being leaked is to put up the stuff themselves. They've been doing this for a while now.

    • Magus says:

      Other notes:

      Kraken: In addition to the charge after falling back, they roll three dice and take the highest when advancing.

      Jormungandr: They lose their cover save when charging or advancing, getting it back in their next movement phase. Which limits its effectiveness for assault units.

      • bonesaww666 says:

        It will make it much more likely that your units make it into combat range, especially with Carnifexes and other big gribblies, allows them to easily shrug off small arms fire in the first turn if they don’t get it…

        • Magus says:

          Absolutely. I'm not saying it's bad for assault armies, but you can't advance if you need to on the early turns, and as soon as you start declaring charges you're back to base saves. Still useful for the rest of your army, though, just not always on. Whether it's a better source of durability than Leviathan needs more thought than I've given it.

          It does seem like some real thought went into this set of attributes, unlike the copy/paste job the Eldar got.

          • No One says:

            It probably isn't for a melee army. Most of your incoming damage is likely to come from long range stuff (e.g. lascannons) where they're basically equal, and you're most going to want it then, or after you've reached melee and are thus in full rapid/melta/charge etc range after fall backs. When again, Jormungandr doesn't help due to having charged. Add that it doesn't apply to Fly, and prevents advancing up the board (which is a pretty big hit)? Pass on melee.

            On ranged…it's about the same vs lascannons, better vs autocannons etc. So I could definitely see a immobile/semi-mobile firebase being built around a Jormungandr detachment (exo, dakkafexes etc) as a strong alternative to Leviathan/Kronos. But melee? Much prefer Behemoth (or maybe Kraken) to get there, though Leviathan is not a bad alternative.

            Agreed that they seem much more thought out traits than Eldar (except Kronos. Because stationary shooting rerolls fits nids…because?)

      • Andrew Thomas says:

        True, but their cover save bonus isn't affected by proximity to enemy units, unlike Raven Guard and Tau Stealth units. It even affects Pistol/Pistol-ike Shooting from units they've engaged in combat.

        • No One says:

          "It even affects Pistol/Pistol-ike Shooting from units they've engaged in combat. "
          Only if you got charged 😛 (or have been in combat for a while) – it's essentially useless for that.

          That's Jormungandr's big issue: it comes with it's own caveats of when it doesn't apply, exactly the same as RG etc. Whether those are better/worse? Not sure: but they definitely aren't unambiguously better, and I'd say the buff is arguably worse as well.

          • Andrew Thomas says:

            YMMV, but with the Stratagem spoilers, I can see a Jormungandr list built around Deathleaper, Lictors, Zoanthropes, Venomthropes and Toxicrenes being the new sexy.

          • abusepuppy says:

            -1 to hit is pretty inarguably better than +1 armor, but the advantage to Jormungandr (get ready for everyone on the internet to spell THAT wrong in creative ways!) is that _you_ have control over when it does or doesn't apply, whereas with RG/AL/Alaitoc/etc the enemy has more control.

  4. Ish says:

    6+++ is the new new black.

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