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New 8th Tyranids Codex Rules Changes Breakdown

By Rob Baer | November 12th, 2017 | Categories: Tyranids, Warhammer 40k, Warhammer 40k Rumors

Tyranid Carnifex Wal Hor

The new Tyranid Codex is finally here, and we have the points cost, new rules, and datasheet changes that you will see inside. Come check them out!

We’ve collected up the latest on the new codex book and compiled it into one HUGE post, with our own review video at the end as well.

The Codex: Tyranids is 128 pages full of great lore and even better Stratagems, Warlord Traits, psychic powers, and bio-artifacts. The 7 Hive Fleets represented in this codex are all strong in their own right and have multiple options and combos that will suit anyone’s play style.

So far fans seem to be enjoying the new rules, and are looking forward getting some serious games under their belt starting this week.

From what we’ve seen do not expect this codex to be full of point costs reductions. It isn’t. This codex is more about how the Tyranids will play and about getting more power for points. Early hive fleet favorites are Behemoth for their super assaulty nature, and Kronos for their ability to mess with psykers on a much larger scale than just the baseTyranid rules.

Let’s dive and and see what is new!

Tyranids Codex

8th Edition Hive Fleet Special Rules:

Behemoth

  • Hive Fleet Attribute: Re-roll failed charges.
  • Warlord Trait: A To-Wound roll of 6+ during the Fight Phase deals 1 additional damage.
  • Stratagem: Brute Force (1CP)
    Use when a Benemoth unit successfully completes a charge. Roll a dice for each model in the unit that ended it’s charge move within 1” of an enemy model. For each roll of 6+, the enemy unit suffers 1 Mortal Wound. If the charging unit was a Monster, it instead inflicts a Mortal Wound on a roll of 2+.


Gorgon

  • Hive Fleet Attribute: Re-roll 1’s To-Hit during the Fight Phase.
  • Warlord Trait: At the end of the Fight Phase roll a dice for each unit within 1”/3”* of the Warlord. On a 4+ that unit suffers a Mortal Wound.
  • Stratagem: Hypertoxicity (1CP)
    Use during the Fight Phase. Choose a Gorgon unit equipped with Toxin Sacs. The biomorph does 1 additional damage on To-Wound rolls of 5+ instead of 6+.


Hydra

  • Hive Fleet Attribute: Re-roll all failed To-Hit rolls during the Fight Phase for units who outnumber their opponents.
  • Warlord Trait: At the beginning of your turn roll a dice for each Wound your Warlord has suffered previously in battle, on a 6+ it regains that Wound.
  • Stratagem: Endless Swarm (2cp)
    Select a destroyed unit of Termagants, Hormsgaunts, Gargoyles, or any Hydra Infantry unit that has been completely destroyed. Add an identical unit to your army and set it up as reinforcements wholly within 6” of any board edge, and more than 9 inch from any enemy units.

Not sure if this is actually the Hydra stratagem, if it simply has a bonus when used by Hydra armies. The wording implies the later, but I couldn’t find another trait that specifically mentions Hydra in the leaks.

Jormungandr

  • Hive Fleet Attribute: A unit with this adaptation (other than units that can Fly) always has the benefit of cover for the purpose of shooting attacks. If the unit advances or charges, however, it loses the benefits of this adaptation until the start of your next movement phase.
  • Warlord Trait: Enemy units do not benefit from Cover against attacks made by the Warlord or friendly units within 3” of the Warlord.
  • Stratagem: The Enemy Below (1CP)  Use this Stratagem during deployment when setting up a Jormungandr Infantry unit. Instead of deploying normal set this unit up underground. When you set up a unit of tunnellers (Raveners, Trygon, Trygon Prime, or Mawloc) any number of units that have been set up underground may deploy with them. Place that unit within 3” of the tunneller and more than 9” away from any enemy units.

Kraken

  • Hive Fleet Attribute: Units may charge after Falling Back.
  • Warlord Trait: Choose a unit within 6” of the Warlord, it may fight first in the Fight Phase even if it didn’t charge.
  • Stratagem: Opportunistic Advance (1CP)  Use in the Movement Phase. Choose a Kraken unit that does not have the Fly keyword. When Advancing you can double number you roll when determining how much to add to the unit’s Movemnt characteristic.

Kronos

  • Hive Fleet Attribute: If a unit does not Move, it may re-roll 1’s To-Hit when shooting.
  • Warlord Trait: If an enemy Psyker within 18” of your Warlord fails a Psychic Test they suffer D3 Mortal Wounds.
  • Stratagem: Against Shadows (1CP)  Use when an enemy psyker attempts to cast a spell within 24” of a Kronos unit. That psyker can only use one dice for their psychic test.

Leviathan

  • Warlord Trait: After deployment, but before the first game turn, you may re-deploy your Warlord.
  • Stratagem: War On All Fronts (1CP)
    Use during the Fight Phase. Select enemy unit within 1” of one Flying and one non-Flying Leviathan unit. You may re-roll all To-Hit and To-Wound rolls of 1 for attacks against the enemy unit made by friendly Leviathin units.

tyranids hor wal swarmlord

 

Datasheet Changes:

Three forms of Carnifexes: Carnifex, Thornback (70 points), and Screamerkiller (90 points). They can get Enhanced Senses for 10 points and have a Ballistic skill of 3+ instead of 4+. They can take the heavy venom cannon wgich is now -2AP instead of -1AP. Only the Carnifex and Screamerkiller can buy Spore Cysts for 10 points which has enemies targeting them with ranged attacks subtracting -1 to hit.

Screamerkillers come with 2 pairs of monstrous scything talons and bio-plasmic scream. That clocks them in at 118 points. They have the Living Battering Ram and Monstrous Brood rules. Their bio-plasmic scream is 18″ range, Assault D6, Strength 7, -4AP, 1 Damage. They are also Terrifying and enemies must add +1 to morale tests if they are within 8″. They have 5 attacks.

Thornbacks come with 2 pairs of monstrous scything talons and 2 devourers with brain-leech worms that can be switched out. It also has the Thorned Battering Ram rule that is the same as Living Battering Ram except that when the hit infantry units, they D3 mortal wounds. Chitin Thorns ability – at the end of the Fight phase, roll a D6 for each enemy unit within 1″. On a 6+, they suffer mortal wounds. Vicious Hunter ability – enemy infantry units never gain a bonus to saving throws from cover against attacks made by a Thornback.

Behemoth tyranids hor wal

 

Hive Tyrants are 10 – 20 points cheaper depending on how they are equipped. Their Toughness has gone up to 7 and they now have 12 wounds. New ability – Swooping Assault – During deployment, you can setup a Hive Tyrant with wings circling high above the battlefield instead of on the table. At the end of any of your Movement phases, it can swoop down and setup anywhere that is more than 9″ from enemy models.

Swarmlord is now Toughness 7 and the wording has changed regarding his attacks. He gets 6 attacks and 1 attack with his tail.

Bonesabres are now 3 Damage instead of D6 Damage.

Neurothropes – HQ unit, power level 4, 70 points, 5 wounds. Spirit Leech ability – whenever this unit slays a model using Smite, it can heal a wound on any friendly Zoanthropes within 6″. It has a 3+ invulnerable save and can re-roll 1s in a psychic test if a friendly <Hive Fleet> Zoanthrope is within 6″. They can manifest 2 psychic powers.

Old One-Eye is now 9 wounds instead of 10.

Exocrine has gone up 66 points yet its main weapon and upgrades are now free.

Harpies have gone up 43 points but adding wings and strangleform cannons, it comes out to the same points.

Hive Crone with all the weapons on it has gone up 8 points.

Hive Tyrant

Genestealers have a new ability called Extended Carapaces can increase their save characteristic by 4+. They cannot use Swift and Deadly if they use Extended Carapaces. Infestation – if your army includes any Genestealer units, you can put 4 infestation nodes anywhere in your Deployment zone and keep your Genestealers in reserve. At any point in the game, they can appear within 6″ of a node. If an enemy model gets within 9″ of a node, that node is removed. The Genestealers are considered lost if all nodes are removed before they can deploy.

Maleceptor has a 4+ invulnerable save instead of a 5+. It’s Psychic Overload ability has been changed. It will now wound on a roll of 6+ and do 3 mortal wounds.

Venomthropes’ Shrouding Spores now have a 6″ range instead of 3″ and now applies to all units, excluding monsters. In addition, your opponent must subtract -1 from hit rolls made for ranged weapons that target monsters if they are within 6″ of a Venomthrope unit that contains 3 or more models. You can increase the range of 6″ to 9″ if the unit contains 6 models.

Pyrovores are down 4 points.

Trygon is down 5 points.

Pyrovore

Haruspex down 48 points after equipping the weapons.

Tyrannofex’s rupture cannon is now Heavy 3 instead of Heavy 2 and is now -3AP and D6 Damage.

Toxicrene’s massive toxic lashes lashes have gone from -1AP to -2AP.

Devourer with brain-leech worms are now Assault 6 instead of Assault 3.

Any Tyranid character, such as Old One-Eye, are not tied to any specific Hive Fleet. This is backed by the lore in the codex.

Tyranid Psychic horror

Tyranid Psychic Powers

Warp blast is the same except at a unit of 6 it deals d3+3 instead of d3

1. Dominion
WC5. Nid unit within 36 inch have IB ability. Ignore moral test until next psyk phase.

2. Catalyst 
wc6
18 inch of psyk, select a unit to have 5+++

3. The Horror
6WC, unit within 24 inch visible to psyker. unit -1 hit and ld

4. Onslaught
6wc. 18 inch within psyker.
Shoot even if advanced , no penalty for move and shooting with heavy, or advancing and shooting assault weapons. Can charge even if it advanced but not if it fell back.

5. Paroxysm 
5 WC. Choose enemy unit within 18. Fight last.

6. Psychic Scream
5WC. Nearest enemy unit within 18 suffers D3 mortal wounds.
If that unit is psyker, roll 2D6, beat their ld, and they randomly forget 1 of their powers.

The Codex: Tyranids is available now. Be sure to press play on our quick and dirty unboxing and review video below for the full review.

There you have the point costs and datasheet changes that were mentioned in the review. What do you think of datasheet changes? Do they have you thinking about  dusting off unused models? Do you feel that there should have been more changes in terms of point costs? Let us know in the comments below!

Tyranids Codex

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About the Author: Rob Baer

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Rob Baer

Job Title: Managing Editor

Founded Spikey Bits in 2009

Socials: Rob Baer on Facebook and @catdaddymbg on X

About Rob Baer: Founder, Publisher, & Managing Editor of Spikey Bits, the leading tabletop gaming news website focused on the hobby side of wargaming and miniatures.

Rob also co-founded and currently hosts the Long War Podcast, which has over 350 episodes and focuses on tabletop miniatures gaming, specializing in Warhammer 40k. and spent six years writing for Bell of Lost Souls. 

Every year, along with his co-hosts, he helps host the Long War 40k Doubles Tournament at Adepticon and the Long War 40k Doubles at Las Vegas Open, which attracts over 350 players from around the world.

Rob has won many Warhammer 40k Tournaments over the years, including multiple first-place finishes in Warhammer 40k Grand Tournaments over the years and even winning 1st place at the Adepticon 40k Team Tournament.

With over 30 years of experience in retail and distribution, Rob knows all the products and exactly which ones are the best. As a member of GAMA (Game Manufacturers Association), he advocates for gaming stores and manufacturers in these difficult times, always looking for the next big thing to feature for the miniatures hobby, helping everyone to provide the value consumers want.

While he’s played every edition of Warhammer 40k and Warhammer Fantasy (since 5th Edition) and has been hobbying on miniatures since the 1980s, Titans of all sizes will always be his favorite! It’s even rumored that his hobby vault rivals the Solemnance Galleries, containing rulebooks filled with lore from editions long past, ancient packs of black-bordered Magic Cards, and models made of both pewter and resin.