The new Gaunts rules for Tyranids are much more varied than ever, and 10th Edition 40k reflects this now!
GW has been pumping out the new 10th Edtion rules, and we’ve already seen the army-wide rules for Tyrranids, which you can check out here. However, it’s still nice to see what the new models in the Leviathan box will do, as it’s nice to know what the minis can do before you spend cash on them!
Click the links below for the latest on 10th Edition Warhammer 40k and the full articles!
- Warhammer 40k New 10th Edition Release Guide: LATEST
- New 10th Edition Warhammer 40k Starter Set
- What Will Happen To Codex Books in 10th Edition
- All the Latest 10th Edition Rules Changes
- How to Build Army Lists in 10th Edition Warhammer 40k
Now, let’s jump into the new rules!
New Tyranid Gaunts 40k Rules: Barbgaunts
The new rules come from Warhammer Community.
The Heavy ability makes them ideal for plonking down in sight of an objective to rain fire down on your enemies, while Blast makes you even more dangerous against larger units. Any infantry that survives the initial attack will also find their advance disrupted.
With a big unit of these, they will get an insane number of shots (on average, you should get 3.5 per model, so five would give you 17-18 attacks). Then, with the blast rule, the number can get really crazy. So, while they don’t have AP and only D1, they could still be able to take out tons of infantry.
Yep, those bio-cannons fire chitinous projectiles that slow your foes down.
This is pretty huge and can really slow down those melee-heavy armies; with -2 to both move and charge, they will have a rough time getting into combat.
Neurogaunts
These little critters scuttle across the battlefield in massed swarms, each carrying a parasitic neurocyte upon their backs. Individually they may not seem up to much, but a big enough unit may be able to drag down a Space Marine or two.
Well, all Tyranid swarms need some cannon fodder, and these are looking to fit the bill, but only one attack in combat and no shooting makes them nothing more than models on the table to get objectives and disrupt the enemy, however, they do have one nice rule.
They may look like bayonet or shovel fodder, but they have a little trick up their spindly chitinous sleeves – they can increase the Synapse Range of your leader-beasts, such as the Hive Tyrant and Winged Tyranid Prime. It turns out those weird things on their backs are synaptic conduits.
This is interesting, as you can run them up ahead of your big bugs and treat them as a middle ground between your super fast combat troops and your leaders.
Check out the latest Warhammer 40k rumors for the rest of the 9th and even 10th Edition, new releases, and more!
Here’s the most up-to-date list of new Games Workshop bits from preview models that we should watch out for. Click on the gallery above to see dozens of Rumor Engines with new models still to be revealed!
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What do you think about the new Warhammer 40k 10th Edition Guants rules for Tyranids?
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