Here is what all the different new Tyranids rules for Hive Fleet keywords will do in their updated 9th Edition Warhammer 40k codex.
With the new Tyranids Codex in hobbyists’ hands and rules previews aplenty from Games Workshop, we can get a better picture of what all the new rules are looking like for the bugs!
These unique faction rules are collected from all the following reviews on YouTube, and Warhammer Community alike, so be sure to watch your favorite presenters talk about their take on the book at the links below:
Here’s the most up-to-date review of the new Tyranids rules. Click on the gallery above to see all the new 9th Edition rules from the Tyranids codex!
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Inside the book you’ll find fully updated rules for the Tyranids and their key hive fleets, as well as background information leading from their first contact with mankind right up to the present day’s apocalyptic Octarian War. Despite the Imperium’s best efforts, Hive Fleet Leviathan runs rampant, and it seems that not even the largest Ork empire in the galaxy can stop them.
As befits a new codex, there’ll be a wealth of rules content from Stratagems and Warlord Traits to Hive Fleet adaptations and the return of Synaptic Link abilities. You’ll also be able to take your fleet on a Crusade campaign of its own, and while we can’t say anything about the specifics just yet, it’s safe to say you’ll be doing the complete opposite of any local T’au Empire players.
The new art is actually pretty cool we have somewhat of an expectation from this book, however, don’t judge too soon as we need to see how everything works together rules-wise.
Plus don’t forget to check out all the new Tyranids Crusher Stampede rules they just got as well by clicking here.
Hive Fleet Behemoth Tyranids Codex Rules
Adding 1 to the Strength of all units that charged is quite strong, meaning your army will always hit hard in the first round of combat! Next, re-rolling all charges in a melee-centric army is also preferred. The Psychic Power is solid as well, you’ll be getting that +1 Strength and re-rolling all wound rolls.
Lastly, attacking one last time for a couple of CP can be insanely good if done with the right unit!
Hive Fleet Kraken Rules
Improving the AP by one can be super strong if you’re attacking with huge units, as it will make their attacks actually cut through armor. Next, regaining CP on a 5+ can be really good, but isn’t anything too crazy from what else we’ve seen in the book and 9th edition in general.
Hive Fleet Leviathan Rules
This will make your Synapse units have free Transhuman, meaning rolls of 1-3 always fail! Then, it will give your smaller units in range a mini version of it with no wounds on a 1-2. Next, a free re-roll is always nice, but it is just on hit rolls.
Being able to have one unit taking advantage of a different Synaptic Imperative can be super strong and take your opponent by surprise! For 1CP, increasing all your AP by one is just awesome when you need it too!
Hive Fleet Gorgon Rules
Adaptive Toxins may not be the craziest thing, but if you have a ton of weaker units against a high toughness army, this will come in clutch. Then, re-rolling a wound roll is just always strong for free. The Warlord Trait might not be the best thing ever, but if you can get in combat with 2 or 3 units, you can start racking up the wounds.
The Psychic Power can also be super strong for bigger units, as you’re bound to roll plenty of 6’s with all those attacks!
Hive Fleet Jormungandr Rules
Getting Dense Cover for all your units is pretty sweet, especially against an army that wants to shoot you from afar, this will be super helpful- just ask the Raven Guard.
Tyranids have a lot centered around extra AP as this is another power based on that. Next, stopping actions is always really strong and really annoying! Buried in Wait is nice to put one big unit in the ground, meaning they can then ambush!
Kronos Hive Fleet Rules
Adding 4″ to the range can be really noteworthy as there are plenty of weapons in the book with short-ranged weapons. Then, this is another one that improves AP by 1 (seeing a pattern yet?). The Warlord Trait is interesting because it makes Perils so much more likely and might force them into re-rolls when they don’t want to.
Then, when combined with the Psychic Power to add one to the Strength, this is looking good.
Hydra Hive Fleet Rules
If you have big swarms, you will pretty much always be adding 1 to your hit rolls and that’s just super strong, Plus you can consolidate an additional 3″, so again, quite nice. If you have like 10-15 models within 3″ of one unit, you will really dish out the Mortal Wounds.
For 1CP re-rolling all wounds is honestly insane, especially since you’ll already be getting the +1 to hit.
Exciting times are on the way for Tyranids along with new rules and models! Here’s all the latest on the upcoming rules updates and points changes for Warhammer 40k.
- Tyranids 40k Rules & Models Rumors
- Tyranids Codex Biomorphologies & Synaptic Imperatives Rules!
- New Tyranids Codex Hive Fleet 40k Rules
- Tyranids 40k Codex Warlord Traits, Relics, Psychic Powers, and Stratagems Rules
- New Tyranids Wargear, Points, & Secondaries Rules
- New Tyranids Datasheets, Synapse, & Character Rules
- Tyranids Crusher Stampede Rules
Here’s the most up-to-date review of the new Tyranids rules. Click on the gallery above to see all the new 9th Edition rules from the Tyranids codex!
All the Newest GW Model & Rules Previews For 2022
What do you think about all these new Tyranids Hive Fleet codex rules?
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