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Tyrnaids 10th Ed- Crusade Rules Review

Hi all,
An exciting moment is upon us! We now can review the first set of faction-specific crusade rules! Remember that the first set of crusade rules in 9th ed were pretty bland so this may not represent the later books!

Custom Mechanic
Custom army rules are back! As before the Nids are trying to devour worlds and gain Biomass. like their last set of rules, you randomly generate the planet and move through the phases of Tyrannic infestation. Biomass can be used for a variety of bonuses including:

These are all pretty useful, and none seem incredibly broken so far.

Requisitions:
The nids have 3 specialized requisitions that align with each stage of consumption. These grant small exp bonuses if the select list of units completes a designated task. They all seem pretty fair and adding a cost to this rule makes it more reasonable compared to the last set of rules. They also can choose from a list of four other options:

These are all pretty useful and have their places. I really like Adapted Physiology and Biogenesis as ways of showing the nids evolving over time.

Agendas:
The nids get four agenda choices:

Battle Traits and Scars
Ho boy, GW is bringing back custom Battle Scars? WIll they actually be secret buffs like last time? Well, before we dive into them, let’s take a look at the two tables of Battle Traits available. One table is dedicated to synapse units, and one to non-synapse units. Sadly, most of the upgrades are dull, classic +1 S +1 save etc. There are some interesting Synapse relay options for non-synapse units, and the Synapse table has a cool way to force your opponent to take leadership tests. Psychic Aberration is also fun as it allows you to un-Battleshock units which is very fluffy.

When it comes to scar their are four options for each Synapse and non-synapse units. Thankfully, they are all nerfs and actually show some creativity. You can, hilariously, be subject to your own Shadow in the Warp rule and be battleshocked, have to target the closest enemy unit when shooting, lose or have your synapse range reduced! I like these a lot and can add some specific challenges to play around in game.

Crusade Relics:
Finally, we have the relics, which all will compete heavily with the Lone Operative legendary relic.

Conclusion:
Overall this is a decent set of rules that preserves he heart of the old crusade rules without too much added rules to faff about with. I would have liked to see them incorporate some of the rules for summon able units like the Path to GLory rules for AoS as they capture the disposable nature of these units. That being said the crusade relics are interesting, but the Battle Traits are a little boring. There is more here then in the first 9th ed Crusade books, thus I am excited to see how things grow over time!

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