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:
- Increasing Supply Limit
- Free Requisitions
- Gaining Exp (capped at once per planet consumed, thankfully)
- Gaining Requisition points.
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:
- Respawn: Select a unit with no battlescars and re-select its battle traits.
- Vast Intellect: pick an extra agenda (at least 1 agenda must be a Tyranids one)
- Biogenesis: swap a synapse unit for a new one, starting at the same rank as the one replaced.
- Adapted Physiology: Swap crusade relics, a hidden gem for longer campaigns!
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:
- Infest the Prey World: This buffs Endless Multitude units giving them 2 exp if they end the game in your opponent’s deployment zone
- Hunt and Slay: Your opponent picks up to five units to be prey for the nids and you gain Biomass and Exp based on the number you kill.
- Tyrannoform the Prey World: A new type of agenda, basically infantry units can perform an action to place markers around the board. The more you place the more exp and Biomass you gain. Also, the markers cannot be destroyed!
- Tyranid Attack: Ugh, the “table your opponent” agenda somehow made it through. I hate these agendas as they are dull, and encourage toxic behavior.
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.
- Artificer:
- Spirit Leech: allows you to regain a wound and get +1 strength (until next command phase) for each psychic wound inflicted. Very tasty
- Balebrain Membrane: Full re-rolls to hit and wound on psychic attacks.
- Antiquity:
- Implant Attack: gain devastating wounds and, when you kill something, you can add Ripper swarms if there is a squad of them within 12″. This is a lot of fun and exactly the kind of thing i love to see
- Slayer Sabres: If you hit an enemy unit you do an extra D3 mortals (D6+1 mortals to psykers) on a 2+. This will make Grey Knight and 1K sons players cry
- Legendary
- Norn Crown: Get an extra use of Shadow in the Warp and all Synapse units get their synapse range increased to 9″. Decent but not overwhelming
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!
And remember, Frontline Gaming sells gaming products at a discount, every day in their webcart!