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An Unofficial Alternative Codex for Warhammer 40,000
By Azathoth DCLXVI
This game supplement is completely unofficial and in no way endorsed by Games Workshop Limited. Adeptus Astartes, Battlefleet Gothic, Black Flame, Black Library, the Black Library logo, BL Publishing, Blood Angels, Bloodquest, Blood Bowl, the Blood Bowl logo, The Blood Bowl Spike Device, Cadian, Catachan, the Chaos device, Cityfight, the Chaos logo, Citadel, Citadel Device, City of the Damned, Codex, Daemonhunters, Dark Angels, Dark Eldar, Dark Future, the Double-Headed/Imperial Eagle device, 'Eavy Metal, Eldar, Eldar symbol devices, Epic, Eye of Terror, Fanatic, the Fanatic logo, the Fanatic II logo, Fire Warrior, Forge World, Games Workshop, Games Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One, the Hammer of Sigmar logo, Horned Rat logo, Inferno, Inquisitor, the Inquisitor logo, the Inquisitor device, Inquisitor:Conspiracies, Keeper of Secrets, Khemri, Khorne, Kroot, Lord of Change, Marauder, Mordheim, the Mordheim logo, Necromunda, Necromunda stencil logo, Necromunda Plate logo, Necron, Nurgle, Ork, Ork skull devices, Sisters of Battle, Skaven, the Skaven symbol devices, Slaanesh, Space Hulk, Space Marine, Space Marine chapters, Space Marine chapter logos, Talisman, Tau, the Tau caste designations, Tomb Kings, Trio of Warriors, Twin Tailed Comet Logo, Tyranid, Tyrannid, Tzeentch, Ultramarines, Warhammer, Warhammer Historical, Warhammer Online, Warhammer 40k Device, Warhammer World logo, Warmaster, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations illustrations and images from the Blood Bowl game, the Warhammer world, the Talisaman world, and the Warhammer 40,000 universe are either ®, TM and/or © Copyright Games Workshop Ltd 2000-2012, variably registered in the UK and other countries around the world. All Rights Reserved Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners. All art, illustrations and concepts used without permission.
-Table of Contents-______________________________________________________________________
The Fall of Malvolion ……… 4 Tyranid Special Rules ……… 6 Tyranid Psychic Powers ……… 8 Biomorphs ……… 10
General Biomorphs ……… 10 Armor Biomorphs ……… 11 Ranged Biomorphs ……… 12 Close Combat Biomorphs ……… 13 FAST ATTACK ……… 37 Tyranid Shrike Brood ……… 37 DEDICATED TRANSPORTS ………36 Mycetic Spore ……… 36 TROOPS ……… 32 Tyranid Warrior Brood ……… 32 Genestealer Brood ……… 33 Gaunt Brood ……… 34 Hormagaunt Brood ……… 35 Ripper Swarm ……… 35
Tyranid Army List ……… 14
HQ ……… 14 Hive Tyrant ……… 14 The Dagon Overlord ……… 16 The Swarmlord ……… 17 Tyranid Guard Brood ……… 18 Genestealer Patriarch ……… 19 Alpha Warrior Brood ……… 20 Malanthrope Brood ……… 22 The Parasite of Mortrex ……… 23
Winged Ripper Swarm ……… 37 Ravener Brood ……… 38 Gargoyle Brood ……… 38 Harpy ……… 39 Meiotic Spore Sacks ……… 40 Spore Mine Cluster ……… 41
HEAVY SUPPORT ……… 42 Carnifex Brood ……… 42 Old One Eye ……… 43 Trygon ……… 44 Mawloc ……… 46
ELITES ……… 24 Lictor Brood ……… 24 Deathleaper ……… 25 Zoanthrope Brood ……… 26 The Doom of Malan’tai ……… 27 Venomthrope Brood ……… 28 Tervigon ……… 29 Pyrovore Brood ……… 30
Biovore ……… 47 Tyrannofex ……… 48
FORTIFICATIONS ……… 49 Tyranid Flora Infestation ……… 49
______________________________________________________________________-Table of Contents- Reference ……… 50 Sample Tyranid Builds ……… 52 Hive Tyranid Builds ……… 52 Alpha Warrior Brood Builds ……… 53 Warrior Builds ……… 54 Shrike Builds ……… 55 Carnifex Builds ……… 56 Tyrannofex Builds ……… 57 Notable Tyranid Swarms ……… 58 Planetary Assault Swarm ……… 58 The Psychic Choir ……… 59 Vanguard Swarm ……… 60 The Unending Tides of Dagon ……… 61 Mycetic Assault Swarm ……… 62 3 .
wiped the perspiration from his eyes. with a high. cera-glass roof and metal support pillars rusting in the steamy air. Down the low hallway behind him. thought Grauss as he cranked the tool. it stood at a confluence of irrigation channels which watered the entire delta area and fed over a dozen farm steads. not even the ever-present water birds that Grauss had seen everywhere in the marshes. A cluster of machine-barns and modular habitats. his lasrifle pulled up tight with the butt in his armpit. Before them lay some kind of hydroponics workshop. with no answers to their voice or vox calls. There had been no sign of life. Sneaking into a mystery and opening doors blind when you had no idea what in the name of the God-Emperor lay on the other side. and it wasn't just the heat. Trooper Karl Grauss of the Mordian Iron Guard 15th let his lasrifle swing loose on its harness strap. and pushed the angular nose of the wrench-bar into the rusty door lock. dammit. Beads of sweat dotted his face too. 4 . They'd reached the pumping station early that morning. Sappy moisture dripped from the transparent panes above.THE FALL OF MALVOLION By Dan Abnett By his wrist-chronometer. Nutrient feeder sprays intermittently misted what was in the trays with chemical washes. it had been so damned hot and humid. Samples of crops and yield-plants stood in labeled pots and trays and bins all around. swinging aside so that the major could slide in. but the air was warm and clammy. But. exactly. gun raised and aimed. And once they had got inside. He paused and glanced around at Major Hecht. Grauss shrugged. The officer was tensed. The latch popped and Grauss kicked the door inwards. Grauss moved over to him. 'What are you waiting for?' he hissed. The suns were low and cool. and then began to wind the ratchet so that the door release slowly began to turn manually. He didn't know anything except what Hecht had told him and the others of Zwie Company that morning: get out to that pumping station in the delta and find out why they hadn't checked in for three days. The walkways between the bins were metal grille. The Mordians fanned out into the hothouse. dripping with sweat in their temperate zone-issue fatigues and tunics. and the major joined them too. the major and six other men from Zwie hugged the walls and braced lasguns. Parnell gestured with disgust at a rack of culture-trays set under some daylight lamps. Grauss jiggled the wrench-bar until the tool locked against the latch mechanism. 'What's this?' called Trooper Parnell. This was the job at its worst. like someone had set the environment controls to ''tropical''. they were Iron Guard! More disciplined and determined Imperial soldiers you couldn't find. He didn't know. it was not yet noon. ready to fire.
None of the Mordians had any horticultural training and none had been on Malvolion long enough to get a feel for the local flora. 'Burn it. many times larger. Something with claws. Hecht in the lead. Grauss found the headless corpse of another man from Two leaning against the wheelarch of one of the agri-tractors. it looked for all the world like some kind of ship: those bulbous projections at the rear could only be propulsion units. with something large and strange chain-lashed to it. two or three buildings away. Zwie Company's vox-intercoms spluttered out an overlapping. Get a flamer in here and burn it all. There were two bodies on the floor. Caked in the mud of the delta.Major Hecht cursed. It wasn't made of metal. swollen. still firing. Was this something the station crew had found out there in the delta and hauled back for study? There was a cry and a burst of las-fire behind him. pod-like. with several big-wheeled agricultural vehicles parked in it. Genestealer… 5 . The platoon turned and ran towards the sounds. It was right on Grauss now. frantic bursts. Hecht's men burst into the chamber that had been Two's last recorded position. both looking like they'd been dismembered by industrial crop-reapers. in time to see Trooper Parnell's body sailing across the chamber in a welter of blood and torn flesh. He howled and started to fire. Close by. Something was moving through the gloom with terrifying rapidity. scouting to the left of them. unintelligible series of ear-splitting cries and yells. Lasguns roared and flashed. then a longer report made by several guns on auto. Platoon One crept forward through the gloom. Grauss spun around. the size of human heads. They pulsed irregularly. not large enough for anything more than a single human. twitching for targets. Four sets of claws. but they all knew this stuff just wasn't right. Grauss saw that the tractor was hitched to a big flatbed cargo truck. Six short. was in trouble. But… it was small. firing together. It sliced through Major Hecht at the waist. Looking aside from the corpse in distaste. Platoon Two.' Hecht looked away from the obscene crop. and his body fell in two. Grauss was about to obey the command when they heard the las-fire. and it made him sick to look at it. globular fungi: puffy. It looked… organic. The things in the trays looked like rotting. akin to the things he had seen growing in the hothouse but many. The air was full of smoke from discharged weapons. Fleshy. It wasn't technology as he understood it. both men from Two. It was a hangar barn.
X is equal to the base number of attacks on the profile of the creature carrying it. The Shadow in the Warp Due to the eclipsing influence of the ravening Tyranid Hive Mind in the Warp. In the Shooting phase. This value may be modified on certain weapons and will be detailed on the weapons profile. Instinctive Behavior All unengaged Tyranid models that are not falling back or have gone to ground. or if the unit has no ranged weaponry. They instead receive all benefits as described under all of the close combat biomorphs they are armed with. Some of these weapons will also modify the Strength they fire at as detailed in their profiles below. all instances of Perils of the Warp that would result from an attempted Psychic test are nullified. units granted the Fearless special rule for being within synapse range may still Go to Ground and utilize the Our Weapons Are Useless rule. Tyranid Close Combat Biomorphs Tyranid models never receive bonus Attacks for fighting with more than one close combat weapon. trying to move into it if possible. Tyranid Ranged Biomorphs Many Tyranid ranged biomorphs use the Strength value of the model firing it.000 rulebook.-Tyranid Special Rules-________________________________________________________________________________ Synapse Creature Synapse Creatures and Tyranid units that have a model within 12” of a Synapse Creature are said to be within synapse range. 6 . Game effects that temporarily modify a creatures Strength do not modify the Strength values of any ranged biomorphs they use. for the duration of that turn. However. Feed A unit that Feeds suffers the effects of the Rage special rule as detailed in the Warhammer 40. Additionally. Tyranid units within synapse range may use the synapse creature’s Leadership value in place of their own for all Leadership tests they are called upon to make. must take a Leadership test at the beginning of their Movement phase: • • If the test is passed. In these cases. If there are no enemies in the unit’s line of sight or within range of at least one of its ranged weapons. it must instead run towards the nearest piece of area terrain. If the unit is already in a piece of area terrain it will not move and will stay where it is. depending on the type of Instinctive Behavior listed in its entry. A unit that is within synapse range is not subject to the Instinctive Behavior rule (see below) and gains the Fearless special rule as detailed in the Warhammer 40. If a unit that is falling back is within synapse range before it moves. the unit must fire at the nearest visible enemy. it automatically rallies. Additionally. Lurk A unit that Lurks may not move in the Movement phase and may not launch an assault in the Assault phase. regardless of any normal restrictions.000 rulebook and counts as having failed the Leadership test that turn. all enemy Psychic tests are made on 3D6 rather than 2D6. some ranged weapons have an Assault value of X. except as detailed with scything talons. the unit acts normally that turn. Additionally. If the test is failed the unit reverts to its baser instincts and will either Lurk or Feed. This value ignores any bonus attacks gained by Scything Talons.
ignoring Difficult Terrain. Warp Field A model with the Warp Field special rule increases it’s Armor save to 2+ and also gains a 5+ Invulnerable save. If a spore mine is in synapse range in the Movement phase. touches an enemy model. it immediately explodes. At the beginning of the Tyranid Shooting phase before any shots are fired. Spore Mines that drift off the table are immediately removed from play. a Tyranid Synapse Creature may choose to detonate any number of Spore Mines within its synapse range during the Tyranid Shooting phase as if the above requirements had been met. or it ends any Movement phase within 2” of an enemy unit.Living Bomb All Spore Mines. have the following rules when they are on the table. 7 . regardless of their source. run or fall back. Spore Mines are not subject to Instinctive Behavior. the Synapse Creature may give up one of its shooting attacks in the following Shooting phase and move the spore mine 6” in any direction. Each Spore Mine model is treated as an individual unit. each Spore Mine moves D6” in a direction determined by the scatter dice (Tyranid player chooses the direction if a hit is rolled). Spore Mines are always ignored for the purposes of any and all mission objectives. never go to ground (voluntarily or otherwise). If a Spore Mine suffers a wound. Place the central hole of the appropriate blast template over the Spore Mine and resolve any hits at the Strength and AP of the appropriate Spore Mine. Additionally.
If successful. Leech Essence – Warp Charge 1 This is a witchfire power that automatically hits a single non-vehicle enemy unit within 12”. If successful. If an enemy unit is within range of several psykers using this power or models with the Psychic Scream power. If successful. Strength 3. select one model in base contact with the psyker. that unit gains the Feel No Pain special rule. up to its starting number of Wounds. the psyker’s synapse range is increased by 6” until the beginning of the next friendly turn. 8 . Hypnotic Gaze – Warp Charge 1 This psychic power is used during the Tyranid players Fight sub-phase. before any blows are struck. AP 2 hits. all enemy units within 12” of the psyker suffer a -1 penalty to their Leadership value. Catalyst – Warp Charge 1 This is a blessing that targets a single friendly unit within 12” of the psyker. The target immediately suffers 3. If successful. Both players roll a D6 and add the Leadership of their respective models. This power cannot affect models that do not have a Leadership value. Dominion – Warp Charge 1 This psychic power is used at the beginning of the Tyranid players turn before any Instinctive Behavior tests are rolled. that model may not attack in the ensuing close combat. the modifiers are cumulative. If the psyker rolls equal to or higher than the target’s score. The psyker recovers a single lost Wound for each unsaved wound inflicted using this power.-Tyranid Psychic Powers-______________________________________________________________ Aura of Despair – Warp Charge 1 This is a malediction that lasts until the end of the current turn.
Over time the myriad improvements to the hive fleet's genepool are melded with others. and improved creatures are bio-engineered to overcome that resistance. Psychic Discipline A Tyranid psyker may instead select an equal number of powers from the Biomancy. That unit may both run and then shoot in the same Shooting phase. . The Tyranids are without a doubt the most rapidly evolving creatures in the galaxy. The Magos Biologis of Mars have observed developmental DNA leaps between broods originating from different hive fleets that would take other beasts millions of years to achieve. strengthening the entire race. models using Warp Lance run the risk of suffering the Perils of the Warp. the prey's defensive measures are examined. Simply put. Warp Blast – Warp Charge 1 Warp Blast is a witchfire power with the following profile: Range Str AP Type 24” 5 3 Assault 1. Newly harvested genetic codes are assimilated.000 rulebook. Lance Due to the intense energies coursing through a Tyranid channeling this power. Telekinesis or Telepathy disciplines as detailed in the Warhammer 40. weaponry meshed directly into the creatures carrying them.Magos Biologis Alder Garrick. At first these were relatively crude and were carried and employed. more and more frequently. In later encounters Tyranids have exhibited. 9 . Any enemy unit with a model within 12” of a psyker with this power suffers a -1 penalty to their Leadership score for as long as they are within range. however distastefully.Onslaught – Warp Charge 1 This power is a blessing that targets a single friendly unit within 12”. It appears that the Tyranid 'Norn Queens' or primogenitor organisms aboard the hive ships are capable of modifying their progeny in response to the environment and life-forms they encounter. even if it runs. even though the Shadow in the Warp special rule would normally negate such results. Blast Warp Lance – Warp Charge 1 Warp Lance is a witchfire power with the following profile: Range Str AP Type 18” 10 1 Assault 1. it may launch an assault. by the creatures that used them like a gun or a sword. If a unit under the effect of Onslaught also has the Fleet special rule. over the coming centuries we may be out-evolved to the point of extinction. I think we can be assured that the Norn Queens will continue to work tirelessly towards more and more perfectly adapted for killing the inhabitants of this galaxy just as they have in others before ours. the unit may not charge this turn. The unit may do so even if it is subject to Instinctive Behavior – Feed. Psychic Scream Psychic Scream is a psychic power that does not require a Psychic test to use and is always active. Enemy units attempting to charge a unit with this power must pass a Morale test. Now it has become impossible to tell where the Tyranid warrior ends and its weapon symbiotes begin. If failed. A case in point is to observe the degree of integration of the Tyranid's symbiote weapons. Penalties for being within range of multiple models with this power or models with the Aura of Despair power are cumulative. The Horror The Horror is a psychic power that does not require a Psychic test to use and is always active.
a Tyranid armed with a tail weapon gains +1 Attack. but instead fights at their normal Initiative in the ensuing combat. If both options are available. If it does not already have them. Extended Carapace A model with this biomorph gains a +1 bonus to its Toughness value. Feeder Tendrils A Tyranid with this biomorph has the Preferred Enemy special rule. Spine banks may be fired while running. Acid Maw A Tyranid model with this biomorph ignores armor saves in close combat. any friendly Tyranid models that are in the same close combat as a model with this biomorph gains the Preferred Enemy special rule as well. the enemy unit that struck the blow suffers an automatic hit with a Strength equal to the Toughness of the wounded Tyranid with AP 4. roll a D6 for each wound it has below its starting total. roll a D6. Implant Attack Any unsaved wounds inflicted on an enemy model in close combat by a Tyranid with this biomorph are multiplied into 2 wounds. including when making Fall Back moves. On the roll of a 1. Place a Spore Mine in base contact with the creature – from this point on. Leaping A Tyranid with this biomorph moves as if it were a Beast. the creature with spore cysts takes a wound with no save allowed. Frag Spines A model armed with frag spines does not suffer the Initiative penalties for charging enemies through cover. Spine Banks A model with spine banks counts as being armed with spinefists.-Biomorphs-______________________________________________________________________________ General: Acid Blood For every unsaved wound a model with acid blood suffers in close combat. Regeneration If a model with this biomorph is alive at the start of the controlling player’s turn. For each roll of 5+. 10 . Tail Weapon When in base to base contact with 3 or more enemy models. They may be fired in the Shooting phase in addition to any weapons normally allowed. both may be purchased at the listed points costs. Adrenal Glands A model with adrenal glands has either +1 WS or +1 Initiative as described in the unit entry. up to its starting number of Wounds. it also gains the Fleet and Move Through Cover special rules. Enhanced Senses A Tyranid with this biomorph adds +1 to its Ballistic Skill. Finally. a model with symbiote rippers strikes with 4 Strength 3 attacks in close combat at Weapon Skill 2 and Initiative 2. the creature regains a single wound. the Spore Mine acts as described in the Living Bomb special rule. Armor saves may be taken against these attacks normally. Spore Cysts A model with spore cysts that is not in base contact with the enemy may produce a toxin Spore Mine in the Shooting phase in addition to any other shooting it performs. Additionally. Symbiote Rippers In addition to its normal attacks. Vehicles are hit on the arc facing the wounded Tyranid.
This horror fights neither for power nor territory. Reinforced Chitin A model with reinforced chitin has a 5+ Armor save.000 rulebook. Bonded Exoskeleton A model with a bonded exoskeleton has a 3+ Armor save. Any ranged biomorphs the model is armed with benefit from this rule as well. Armor: Chitin A model with chitin has a 6+ Armor save. Armored Shell A model with an armored shell has a 2+ Armor save. -Inquisitor Lord Kryptman 11 . but rather to fee a hunger so insatiable that it will eventually devour the entire galaxy. a swarm so vast that it blots out the stars. every non-vehicle enemy model in base contact with a Tyranid with the toxic miasma biomorph must pass a Toughness test or suffer a wound – saves (but not cover saves) may be taken as normal. Tusked A model with the tusked biomorph gains an additional +1 attack when charging on top of any it would normally receive. Wings Models equipped with Wings are Jump Units as described in the Warhammer 40. Toxin Sacs A model armed with toxin sacs gains the Poisoned (4+) special rule. Hardened Carapace A model with a hardened carapace has a 4+ Armor save. An alien threat has risen from beyond the abyss. Monstrous Creatures with the Wings biomorph are instead Flying Monstrous Creatures.Toxic Miasma At the end of each player’s turn.
equal to the number of Biovores in the unit. if. S5) AP 6 Type Assault 1. Barrage. Rng S AP Type 12 User (Max. A spore mine launcher is not required to target an enemy unit when firing. S6) Fleshborer Rng S 12” +1 (Max. Barrage.Acid Spray Rng S Template +1 (Max. do not resolve the attack but instead place a number of Spore Mines. Blast Cluster Spines Rng S 18” User (Max. These then follow the rules for Spore Mines detailed in the Living Bomb rule. Pinning AP 6 Type Assault X Bio-electric Pulse Rng S AP Type 12” 5 Assault 2X Bio-plasma Rng S AP 12” 7 2 Spinefists A model armed with spinefists counts as being equipped with frag spines. S6) AP 3 Type Assault 1. S6) 6 Assault X. Twin-linked Spore Mine Launcher When firing a spore mine launcher. S7) Devourer Rng S 18” User (Max. Large Blast AP 5 Type Assault 1. Blast AP - Type Assault 2X. Shred Impaler Cannon Rng S AP Type 24” 8 4 Assault 2* *Cover saves taken against shots from an Impaler Cannon suffer a -2 penalty. after the final position of the first template of the barrage has been determined. there are no enemy models within 6” of the central hole. S8) Ripper Tentacles Rng S AP Type 6” 6 Assault 2X Rupture Cannon Rng S AP Type 48” 10 2 Assault 2 Spike Rifle Rng S 18” User (Max. S6) Barbed Strangler Rng S 36” -1 (Max. Stinger Salvo Rng S 18” User (Max. the model counts as being armed with a single ranged biomorph of that type with the Twin-linked special rule. Armorbane Frag 48” 4 5 Assault 1. Torrent AP 5 Type Assault 1. in base contact with each other. Mine Blast. Shred AP 5 Type Assault X. Poisoned (4+) *Toxin mines have no effect on vehicles. S6) Deathspitter Rng S 24” +1 (Max. on the spot where the central hole would have landed. Mine Large Blast Toxin 48” -* 4 Assault 1. Large Blast. on which they inflict a single automatic glancing hit. Barrage. except on open-topped vehicles. Mine Blast. AP 4 Type Assault 2X 12 . S5) Type Assault 1. Rng S AP Type Bio-acid 48” 3 3 Assault 1.Ranged Biomorphs: -If a Tyranid model takes a single non-twin-linked ranged biomorph option in its profile more than once. Shred Fleshborer Hive Rng S AP Type 12” 5 5 Assault 20.
this biomorph instead confers a single extra attack and the creature strikes at Initiative 1 as described above. They have only one purpose and there is nothing they will not do to accomplish this. -Inquisitor Agmar. S10) 4 Assault X *A venom cannon suffers a -1 penalty on rolls on the Vehicle Damage Chart against vehicles which are not open topped. Lash Whip Any enemy model that is in base contact with a Tyranid with one or more lash whips have their Initiative value set to 1 until the end of the Assault phase. everything we hold dear and have fought so long to achieve. if taken by a Monstrous Creature. if a model suffers one or more unsaved wounds in close combat from a Tyranid with a bonesword. Claws and Teeth Models with claws and teeth count as being armed with a close combat weapon. it must immediately pass a Leadership test or suffer instant death. They instead cause an automatic wound and roll 6+D3 in armor penetration on a To-hit roll of 6. If the Tyranid creature that inflicted the wound is armed with a pair of boneswords then the Leadership test must instead be passed on 3D6. Thorax Swarm Desiccator Larvae Electroshock Grubs Shreddershard Beetles Rng Template Template Template S X 5 3 AP 5 Type Assault 1. A second set of scything talons confers a further +1 attack. Alternatively. In addition. Rending Venom Cannon Rng S AP Type 36” +2 (Max. Fleshbane Assault 1 Assault 1. any enemy models that are hit by the template must pass a Strength test or suffer a wound. These abominations mean to destroy everything proud and noble. When making Smash attacks. regardless of any modifiers. Rending Claws Tyranid creatures with the Rending Claws biomorph gain the Rending special rule. Pinning *When firing the strangleweb. 13 . Stranglewebs do not benefit from the toxin sacs biomorph. Crushing Claws A Tyranid with crushing claws gains an extra D3 Attacks in close combat (rolled for at the beginning of each round of combat) but strikes at Initiative 1. Close Combat Biomorphs: Bonesword Wounds inflicted in close combat by a Tyranid with a bonesword count as AP 2. Scything Talons A model equipped with a set of scything talons gains +1 attack. no matter how vile or loathsome it might be. such is their strength that if they connect they are all but guaranteed to tear their target apart.Strangleweb Rng S AP Type Template X* Assault 1.
Frag spines +1 pt .Psychic Discipline powers +5 pts each • Take any of the following: . it may also select any two of the following psychic powers at the cost listed: • Catalyst +15 pts • Warp Lance +15 pts • Leech Essence +10 pts • Onslaught +10 pts • Warp Blast +10 pts • Aura of Despair +5 pts • Psychic Scream +5 pts • -or.Barbed strangler +20 pts .Regeneration +20 pts Take one of the following: . desiccator larvae or shreddershard beetles +15 pts .Adrenal glands (+1 WS) +8 pts .Acid blood +10 pts .Thorax swarm with either electroshock grubs..Venom cannon +35 pts • May take the warp field special rule +30 pts Aerial Assault If an army includes a Hive Tyrant with the Wings biomorph.160 points WS BS S T W Hive Tyrant 7 3 6 6 4 Special Rules: • Hive Commander • Psyker (Mastery Level 1) • Synapse Creature • Synaptic Node Biomorphs: • Bonded Exoskeleton • Scything Talons • Spinefists I 5 A 3+1 Ld 10 Sv 3+ Unit Type Unit Composition Mc (Ch) 1 Hive Tyrant Psychic Powers: A Hive Tyrant has The Horror psychic power. This bonus is cumulative with other bonuses. Synaptic Node A Hive Tyrant has a Synapse range of 18” rather than the usual 12”. • Hive Commander All friendly Tyranid reserve rolls may be adjusted by +1 or -1 (choose which for each dice after it has been rolled). excluding other instances of the Hive Commander special rule. Additionally..Armored shell +20 pts .-Tyranid Army List-____________________________________________________________________ HQ Hive Tyrant…………………………………………………………….Twin-linked deathspitter or twin-linked devourer +15 pts .Adrenal glands (+1 I) +5 pts . a single Gargoyle brood may be taken as a Troops choice.Wings +35 pts Options: • Replace spinefists with an additional set of scything talons free • Replace one set of scything talons with lash whip and bonesword +10 pts • Replace any set of scything talons with: .Toxic miasma +10 pts .Enhanced senses +8 pts .Implant Attack +10 pts .Toxin sacs +12 pts .Rending claws +5 pts .Symbiote rippers +5 pts . 14 .
W 4 I 5 A 3 Ld 10 Sv Unit Type Unit Composition 3+ Mc (Ch) Dagon Overlord (Unique) Biomorphs: • Bonded Exoskeleton • Lashwhip and Bonesword • Venom Cannon • Acid Blood • Adrenal Glands (+1 WS) • Toxin Sacs • Regeneration 16 . The Toxic Horde All Toxin Sacs in an army including the Dagon Overlord grant the Poisoned (3+) special rule rather than the normal Poisoned (4+).The Dagon Overlord……………………………………………………280 points WS BS S T Dagon Overlord 8 3 6 6 Special Rules: • Ferocity • Hive Commander • Psyker (Mastery Level 1) • Synapse Creature • Synaptic Node • The Toxic Horde Psychic Powers: • Catalyst • Onslaught • The Horror Ferocity All friendly Tyranid units within 12” of the Dagon Overlord (including the Overlord itself) gain the Preferred Enemy (All) special rule.
The Swarmlord…………………………………………………………. any successful Invulnerable saves made against hits inflicted by the Swarmlord must be re-rolled. Swarm Leader At the beginning of the Tyranid player’s Shooting phase. These benefits last until the end of the Tyranid player’s turn. 17 . In addition. Paroxysm – Warp Charge 1 This is a witchfire power that automatically hits a single non-vehicle enemy unit within 12”.290 points WS BS S T W Swarmlord 9 3 6 6 5 Special Rules: • Alien Cunning • Blade Parry • Hive Commander • Psyker (Mastery Level 2) • Swarm Leader • Synapse Creature • Synaptic Node • Warp Field I 6 A 4 Ld 10 Sv 2+ Unit Type Unit Composition Mc (Ch) Swarmlord (Unique) Biomorphs: • Bonded Exoskeleton • Bone Sabers • Tusked Psychic Powers: • Dominion • Leach Essence • Paroxysm • The Horror Alien Cunning Whilst the Swarmlord is alive. Preferred Enemy or Furious Charge special rule. That unit must reduce its Weapon Skill and Ballistic Skill to 1 until the beginning of the Tyranid player’s next turn. any of the Tyranid player’s units arriving using the Outflank special rule also gain the Pathfinder special rule. Blade Parry The Swarmlord possesses a 4+ Invulnerable save in close combat. Bone Sabers The Swarmlord’s attacks inflict instant death regardless of the opponents Toughness. the Swarmlord can bestow onto any one friendly unit within 18” the Night Vision.
These broods do not count towards your HQ allowance. Furious Charge and Rage special rules. the surviving Tyrant Guard immediately gain the Fleet. voluntarily or otherwise. 18 .Bonesword +10 pts per model Shieldwall: A single Hive Tyrant (including the Dagon Overlord and the Swarmlord) may be joined to a Guard brood during the course of deployment. the unit cannot go to ground.Lash Whip +5 pts per model . Blind Rampage: If a Hive Tyrant (including the Dagon Overlord and the Swarmlord) is killed whilst part of a unit of Tyrant Guard.Guard Brood…………………………………………………. In this case. WS BS S T W I A Ld Sv Unit Type Unit Composition Hive Guard 3 4 5 6 2 4 2 6 4+ In 1-3 Hiveguard Tyrant Guard 5 3 5 6 2 4 2+1 6 3+ In Special Rules: Biomorphs: Hive Guard • Move Through Cover • Hardened Carapace • Shieldwall Hive Guard • Impaler Cannon • Instinctive Behavior (Lurk) • Claws and Teeth Tyrant Guard Tyrant Guard • Instinctive Behavior (Feed) • Bonded Exoskeleton • Blind Rampage • Rending Claws • Scything Talons Options: • The entire brood may be upgraded to tyrant guard +10 pts per model • All tyrant guard models may replace their scything talons for one of the following: . These abilities last for the remainder of the battle.50 points per model You may include one Guard brood for each Hive Tyrant (including the Dagon Overlord and the Swarmlord) in your army.
105 points + Genestealers WS BS S T W Patriarch 7 4 6 5 3 Genestealer 6 3 4 4 1 Special Rules: • Fleet • Infiltrate • Inhuman Strength • Move Through Cover • Planetary Subversion • Psyker (Mastery Level 2) • Synapse Creature I 7 6 A 4+1 2 Ld 10 10 Sv 3+ 5+ Unit Type Unit Composition In (Ch) 1 Patriarch In 6-11 Genestealers Biomorphs: • Bonded Exoskeleton • Rending Claws • Scything Talons Psychic Powers: • Aura of Despair and Hypnotic Gaze • -or..Toxin sacs +5 pts .Two Psychic Discipline powers Options: • The patriarch must be accompanied by 6-11 genestealers. See the Genestealer entry for points costs and options. They may not select a Broodlord.Acid blood +10 pts . 19 .Adrenal glands (+1 WS) +8 pts .Frag spines +1 pt .Adrenal glands (+1 I) +8 pts .0-1 Genestealer Patriarch…………………………….Regeneration +15 pts Inhuman Strength A Patriarch’s close combat attacks are AP 2. Planetary Subversion All reserve rolls made by the opponent over the course of the game suffer a -1 penalty. • May take any of the following: .Feeder tendrils +3 pts .Implant Attack +10 pts .
Alpha Warrior Brood………………………………………………….Bio-electric pulse +25 pts .Implant attack +20 pts .An additional set of scything talons free . Options: • The brood may be given a single additional psychic power from the following list: .Frag spines +3 pts . Chapter Master of the Ultramarines.Enhanced senses +15 pts . These aliens have shown evidence of both tactics and strategy that speaks of a far worse threat than that posed by a mere beast.180 points WS BS S T Alpha Warrior 5 3 5 5 Special Rules: • Synapse Creature • Brotherhood of Psykers • Move Through Cover Psychic Powers: • Dominion To think that Tyranids are mindless beasts is a grave mistake.Spike rifles free .Spike rifle free ..Acid blood +30 pts 20 .Regeneration +30 pts .Venom cannon +20 pts The entire brood may take: . but the untold thousands which seek to surround you.Lash whip and bonesword or a pair of boneswords +40 pts W 3 I 5 A 3+1 Ld 10 Sv Unit Type Unit Composition 3+ In (Ch) 3 Alpha Warriors Biomorphs: • Bonded Exoskeleton • Scything Talons • Spinefists Dedicated Transport: • The brood may take a Mycetic Spore as a dedicated transport. • • One alpha warrior in the brood may exchange its spinefists (or whichever biomorph replaced it’s spinefists) with one of the following: . -Marneus Augustus Calgar.Deathspitters +30 pts • The entire brood may replace one set of scything talons with one of the following: .Devourers +15 pts .Rending claws +15 pts .Fleshborers free .Adrenal glands (+1 I) +15 pts .Onslaught +10 pts • The entire brood may replace their spinefists with: .Psychic Scream +10 pts .Barbed strangler +15 pts . When you fight Tyranids you face not only those before you on the battlefield.Adrenal glands (+1 WS) +15 pts . which attack your supporting units and destroy your supply lines in perfect synchronicity.Toxin sacs +25 pts .
. Ripper Swarms are scoring units. Night Vision. even though they are Swarms. Armor Save Cost 6+ to 5+ +2 pts per model 5+ to 4+ +8 pts per model 4+ to 3+ +12 pts per model 3+ to 2+ +20 pts per model Caustic Monstrosities Any brood in the army that may not already take it may take the Acid Blood biomorph at the listed cost per model: 4+ Wounds +10 pts per model 3 Wounds +5 pts per model 2 Wounds +3 pts per model 1 Wound +1 pt per model Healing Factor Any broods in the army with more than one Wound (excluding Ripper Swarms and Winged Ripper Swarms) may take the Regeneration biomorph at +10 pts per model if they do not already have the option to take it. the Tyranid army list may benefit from a single upgrade described below. Hit & Run.Malanthrope Brood………………………………………. It may be applied to any brood in the army at the cost of +3 points per model. regardless of the target’s Toughness.. Unique models may not benefit from this rule. Genetic Ingenuity For each Malanthrope brood included in a Tyranid army. Furious Charge. If a Malanthrope Brood is taken as an HQ choice. A model may only improve its armor save once in this way. Stealth or Tank Hunters. 22 . Consuming Swarm For each Malanthrope brood taken in an army. Adaptive Chitin Any brood in the army may improve its armor save by +1 at the points cost listed below.140 points per model WS BS S T W Malanthrope 3 3 5 5 3 Special Rules: • Synapse Creature • Anaphylactic Shock • Fleet • Psyker (Mastery Level 1) • Move Through Cover • Warp Field I 5 A 3 Ld 10 Sv 2+ Unit Type Unit Composition Mc 1-3 Malanthropes Biomorphs: • Bonded Exoskeleton • Claws and Teeth • Feeder Tendrils • Regeneration • Toxic Miasma • Toxin Sacs Psychic Powers: • The Horror Anaphylactic Shock A Malanthrope’s close combat attacks cause Instant Death. the army must contain at least one Ripper Swarm of maximum size. Shifting Strategy A single skill from the following list may be selected.
At the end of their Movement phase. enemy units within 1” or because you have run out of models are lost.The Parasite of Mortrex………………………………………………. place a Ripper Swarm unit with a number of bases equal to the sum total of all of the dice rolled such that all bases are within 6” of the Parasite of Mortrex.. one model in each of these units (owning player’s choice) must take a Toughness test. it is assumed he staggered out before dying. Any bases that cannot be placed due to impassible terrain. roll a D6. For each test failed. If the test is failed. “The Sarge is Acting Strangely…” Every enemy infantry unit that arrives using the outflank ability may harbor a squad member infested with Ripper parasites. Implant Parasite The Tyranid player’s opponent must take a Toughness test for each model removed as a casualty because of wounds inflicted by the Parasite of Mortrex (wounds inflicted due to the Symbiote Rippers biomorph are not included). Any bases that cannot be placed due to impassible terrain. J (Ch) Parasite of Mortrex (Unique) Biomorphs: • Bonded Exoskeleton • Rending Claws • Implant Attack • Symbiote Rippers • Wings Host Organism Ripper Swarms and Flying Ripper Swarms that are within 24” of the Parasite of Mortrex at the beginning of the turn do not need to test for Instinctive Behavior. 23 . that model is instantly removed as a casualty and the Tyranid player may place a Ripper Swarm unit consisting of D6 bases anywhere within 6” of the victim. If the victim was inside a transport vehicle.170 points WS BS S T W Parasite of Mortrex 5 3 6 5 3 Special Rules: • Host Organism • Implant Parasite • Independent Character • Move Through Cover • Synapse Creature • “The Sarge is Acting Strangely…” I 6 A 4 Ld 10 Sv Unit Type Unit Composition 3+ In. enemy units within 1” or because you have run out of models are lost. At the end of the Assault phase.
When using its Hit and Run special ability. A hit is resolved at Strength 4.80 points WS BS S T W I Lictor 6 3 6 5 2 6 Special Rules: • Instinctive behavior – Lurk • Fearless • Fleet • Hit and Run • Move Through Cover • Pheromone trail • Shrouded • Stealth • Uncanny Reflexes A 3+1 Ld 10 Sv 5+ Unit Type Unit Composition In (Ch) 1 Lictor Biomorphs: • Reinforced Chitin • Rending Claws • Scything Talons • Feeder Tendrils • Flesh Hooks • Chameleonic Skin • Toxin Sacs Chameleonic Skin Lictors always start in Reserve. they are placed anywhere on the table that is within 6” of a piece of area terrain and at least 1” away from any enemy model. a lictor may attempt to drag an enemy along with them. 11th Catachan Jungle Fighters. Uncanny Reflexes A model with this special rule has a 5+ invulnerable save.. It had killed Jensen and Lucca before we knew what was happening. Otherwise. The lictor makes its Hit and Run move as normal. A Lictor may not be targeted for shooting if they are more than 36” away from the shooting unit. remove it as a casualty as normal. it is moved with the lictor and placed in base to base contact with it. Lictors may not move or run on the turn that they arrive.ELITES Lictor……………………………………………………………………. Flesh Hooks A lictor has the frag spines biomorph. any friendly Tyranid units arriving by Deep Strike may arrive within 6” of it without scattering. So long as a lictor began the player turn on the table. -Sergeant Thresher. If the model is slain. Pheromone Trail An army including one or more Lictors adds +1 to its reserve rolls so long as one or more Lictors are alive. Nominate a single Independent Character within 6 inches of the lictor that is part of the same assault. They then remain locked in assault. but may roll to hit the chosen character as with a single Shooting attack.. When a lictor becomes available. even in missions that do not normally use this rule. but may assault. Nothing that large should be able to move like that. 24 . This applies whether the lictors have deployed from reserves or not. The thing that scares me most of all is that it burst out from the jungle directly in front of our ambush position.
the controlling player can decide that it will blend into the background. “Where’d it go?” If Deathleaper ends its Movement phase more than 1” from any enemy model.. 25 . that model’s Leadership score is reduced by 3. remove Deathleaper from the table and place it into ongoing reserves. Whilst Deathleaper is still alive. This ability may not be used in the same turn in which Deathleaper arrives from reserves.150 points WS BS S T W Deathleaper 9 3 6 5 2 Special Rules: • Instinctive behavior – Lurk • Fearless • Fleet • Hit and Run • “It’s after me!” • Killing Strike • Move Through Cover • Pheromone trail • Shrouded • Stealth • Uncanny Reflexes • “What was that?” • “Where is it?” • “Where’d it go?” I 7 A 4+1 Ld 10 Sv 5+ Unit Type Unit Composition In (Ch) Deathleaper (Unique) Biomorphs: • Reinforced Chitin • Rending Claws • Scything Talons • Chameleonic Skin • Feeder Tendrils • Flesh Hooks • Toxin Sacs Killing Strike All of Deathleaper’s close combat attacks count as rending on any To-Wound rolls of 5+. “What was that?” All enemy infantry units within 12” of Deathleaper roll one less dice (to a minimum of one) when moving through difficult terrain.Deathleaper……………………………………………………………. Deathleaper can be re-deployed following the normal rules for Chameleonic Skin.. In the controlling players next Movement phase. If the player elects to do so. “It’s after me!” Nominate a single enemy Independent Character or Unique model at the beginning of the game as the victim of the Deathleaper’s psychological attacks. “Where is it?” Deathleaper may not be targeted for shooting if it is more than 24” away from the shooting unit.
so many – so. Individual zoanthropes in the unit may select different powers: .Psychic Scream . running.Zoanthrope Brood……………………………………………70 points per model WS BS S T W Zoanthrope 3 4 4 4 2 Special Rules: • Move Through Cover • Synapse Creature • Psyker (Mastery Level 1) • Warp Field Biomorphs: • Reinforced Chitin • Claws and Teeth Dedicated Transport: • A brood of Zoanthropes may take a Mycetic Spore as a dedicated transport. body and soul! 26 .Two Psychic Discipline powers • A single zoanthrope may select The Horror as one of its two allowed psychic powers +5 pts They are coming! I feel them scratching inside my mind.Warp Blast . They are coming for us – flesh. I 3 A 1 Ld 10 Sv 2+ Unit Type Unit Composition Infantry 1-3 Zoanthropes Options: • A brood of zoanthropes must select two psychic powers from the following list. screaming. so many voices.Leach Essence .Warp Lance OR . scratching.
with no armor or cover saves allowed. Units embarked on transports within 12” of the Doom of Malan’tai are subject to this rule as well. 27 . If the test is failed the unit suffers a single wound for each point they failed by. as it suffers Wounds its Strength is reduced and vice versa. No saves of any kind can be taken against these wounds. however they receive a 4+ Invulnerable save against these wounds. except that the Invulnerable save it provides is improved to 3+. The Doom of Malan’tai may not trade this power for one from a psychic discipline. for every unsaved wound it inflicts due to its psychic powers or in close combat. Large Blast After the power has been used. Spirit Leech At the beginning of every Shooting phase. Psychic Strength The Doom of Malan’tai’s Strength characteristic is always the same as its Wounds characteristic. including the foe’s. Cataclysm – Warp Charge 1 This is a witchfire power with the following profile: Rng S AP Type 24” User 1 Assault 1. the Doom of Malan’tai suffers D3 wounds. Therefore.115 points WS BS S T Doom of Malan’tai 3 4 X 4 Special Rules: • Instinctive Behavior (Feed) • Absorb Life • Fearless • Heavy Warp Field • Move Through Cover • Psychic Strength • Psyker (Mastery Level 1) • Spirit Leech W 4 I 3 A 1 Ld 10 Sv Unit Type Unit Composition 2+ In (Ch) Doom of Malan’tai (Unique) Biomorphs: • Reinforced Chitin • Claws and Teeth Psychic Powers: • Cataclysm Absorb Life The Doom of Malan’tai immediately gains +1 Wound. but before any additional Wounds are gained due to the Absorb Life ability.The Doom of Malan’tai…………………………………………………. every non-vehicle enemy unit within 12” of the Doom of Malan’tai must take a Leadership test. Heavy Warp Field This special rule functions exactly like Warp Field. to a maximum of 10 Wounds.
In addition. Spore Cloud The Venomthrope unit and any friendly models within 6” of the unit gain the Shrouded special rule and any enemy unit that charges these units loses any bonus attacks for charging. Should the Venomthrope be killed. these bonuses are immediately lost. any non-vehicle enemy model that assaults one of the affected models must take a dangerous terrain test to represent the toxic effect of the spore cloud. 28 .Venomthrope Brood…………………………………………55 points per model WS BS S T W Venomthrope 3 3 4 4 2 Special Rules: • Instinctive Behavior (Feed) • Move Through Cover • Poisoned (2+) • Spore Cloud I 3 A 2 Ld 5 Sv 5+ Unit Type Unit Composition Infantry 1-3 Venomthropes Biomorphs: • Reinforced Chitin • Lash Whips • Feeder Tendrils • Toxic Miasma Dedicated Transport: • The brood may take a Mycetic Spore as a dedicated transport.
Toxic miasma +15 pts . Models in a spawned unit have no biomorphs and carry spinefists unless the Tervigon pays to upgrade their weapons.Regeneration +25 pts • Take The Horror psychic power +10 pts • The gaunts the tervigon spawns may replace their spinefists with one of the following: . roll 3D6. within 6” of a Tervigon must use the Tervigon’s Leadership for any tests they are required to make. Models in the new unit cannot be placed in impassable terrain or within 1” of enemy models. every Gaunt brood. All instances of the word ‘Gaunt’ in that Tervigon’s special rules are replaced with ‘Hormagaunt’. but the Tervigon may not attempt to spawn further units for the rest of the game. you may include one Tervigon as a Troops choice.Crushing claws +15 pts • Replace stinger salvo with: . a single Tervigon that selects this option may only be taken as a Troops choice for each brood of Hormagaunts that the army includes. within Synapse range immediately suffers 3D6 Strength 3. Place a new unit of Gaunts such that no model is more than 6” from the Tervigon – the size of the unit is equal to the total rolled. 29 . all Gaunt units within 6” of the Tervigon have the Counter-attack special rule. AP – hits.Acid blood +15 pts . The unit spawned by a Tervigon is identical in every way to a Gaunt unit chosen from the Troops section of the force organization chart and is treated as such for all scenario special rules.Devourer +50 pts *May only take one of these biomorphs. the Tervigon has temporarily exhausted its supply of larvae – the unit is created as normal. impassable terrain or simply because you have run out of models. Brood Progenitor All units of Gaunts.Bio-plasma +15 pts • Take any of the following: .Implant Attack +8 pts .Cluster spines free .Adrenal Glands (+1 WS) +8 pts . the excess are destroyed. If it does so. If any double is rolled when determining the size of a spawned unit. Spawn Gaunts A Tervigon can spawn Gaunts in the Tyranid Movement phase before it has moved – even if it is locked in assault.Tervigon…………………………………………………………………140 points For every Gaunt Brood included in your army. spawned or otherwise.Toxin sacs +10 pts . WS BS S T W Tervigon 3 3 5 6 5 Special Rules: • Brood Progenitor • Psyker (Mastery Level 1) • Spawn Gaunts • Synapse Creature Biomorphs: • Hardened Carapace • Claws and Teeth • Stinger Salvo Psychic Powers: • Dominion I 1 A 2 Ld 10 Sv 4+ Unit Type Unit Composition Mc 1 Tervigon Options: • Take one of the following: .Adrenal Glands (+1 I) +8 pts . If you cannot place some of the models due to enemy proximity.Fleshborer +25 pts .Scything talons +5 pts .Symbiote Rippers +5 pts .Spine banks* +5 pts .Tail weapon +5 pts . spawned or otherwise.) In addition. They also gain the benefits of the Tervigon’s toxin sacs and adrenal glands (if it has any. Should a Tervigon be slain. In addition. Blade Swarm A Tervigon that has selected gaunts armed with fleshborers may instead replace them with Hormagaunts for free.Spore cysts* +5 pts .
Any number of Pyrovores in the unit may do this. then the Pyrovore does not reenter play with the unit and is left as a casualty. the weapon has ignited the Pyrovore’s internal chemicals and all models within 6” of the slain Pyrovore suffer a Strength 5. To do so. then they are left together as a unit and are treated normally. When doing so the Pyrovore gains the Character type. On a 4+. roll a D6. Hidden Menace A unit of Pyrovores may be split up and added to units of Gaunts. If included in a squad of Gaunts. AP 3 hit. If the Gaunts have taken the Without Number special rule. Only a single Pyrovore may be added to any one unit of Gaunts. during deployment a single Pyrovore may be removed from the unit and added as an upgrade model to an individual unit of Gaunts. If the Gaunts have taken a Mycetic Spore the Pyrovore counts towards the 20 wound limit the pod may transport and in such cases may not be added to units of more than 18 Gaunts. the unit may only charge the enemy unit targeted by the Gaunts. In the Assault phase. Volatile If a Pyrovore is killed by a wound that inflicted instant death.Pyrovore Brood………………………………………………45 points per model WS BS S T W I Pyrovore 3 3 4 4 2 2 Special Rules: • Instinctive Behavior (Feed) • Dual Mind • Hidden Menace • Move Through Cover • Volatile A 2 Ld 5 Sv 4+ Unit Type Unit Composition In 1-3 Pyrovores Biomorphs: • Hardened Carapace • Acid Spray • Rending Claws • Acid Blood • Acid Maw Dedicated Transport: • May take a Mycetic Spore as a dedicated transport. 30 . If any Pyrovores from the unit are not put into a unit of Gaunts in this way. the Pyrovore may target a different enemy unit with its Acid Spray then the Gaunts do with their shooting. A unit of Pyrovores may target an enemy unit with its Acid Spray and may then choose to assault a different enemy unit in the Assault phase. Dual Mind A Pyrovore’s weapon symbiote is unusual in that the weapon is actually more intelligent than the beast carrying it.
30 points per model WS BS S Tyranid Warrior 4 2 5 Special Rules: • Synapse Creature • Move Through Cover Biomorphs: • Hardened Carapace • Scything Talons • Spinefists Dedicated Transport: • The brood may take a Mycetic Spore.Adrenal glands (+1 WS) +5 pts per model 32 .Lash whip and bonesword or a pair of boneswords +15 pts per model • One tyranid warrior in the brood may exchange its spinefists (or whichever biomorph replaced them) for one of the following: .Barbed Strangler +15 pts .Spike rifles free .Enhanced Senses +3 pts per model .Spike rifle free .Rending Claws +5 pts per model . T 5 W 2 I 4 A 2+1 Ld 10 Sv Unit Type Unit Composition 4+ In 3-9 Tyranid Warriors Options: • The entire brood may replace their spinefists with one of the following: .Venom Cannon +20 pts • The entire brood may take any of the following: .TROOPS Tyranid Warrior Brood…………………………………….Fleshborers free .Toxin sacs +5 pts per model .An additional set of scything talons free .Devourers +5 pts per model .Adrenal glands (+1 I) +5 pts per model .Deathspitters +10 pts per model • The entire brood may replace one set of scything talons with one of the following: .Frag Spines +1 pt per model ..
Possibly the Lords of Chaos themselves cast them out because they were too unpleasant. I don't know where they come from. created millennia ago by madmen for some long-forgotten war.Scything talons +1 pt per model . Options: • Upgrade one genestealer to a broodlord +25 pts • The broodlord may take: .) 33 .Implant attack +10 pts . -Jarv Advent.Acid Blood +5 pts • The entire brood may take: .Genestealer Brood……………………………………………14 points per model WS BS S T W Genestealer 6 3 4 4 1 Broodlord 6 3 5 4 2 Special Rules: • Brood Telepathy • Fleet • Infiltrate • Move Through Cover Broodlord Only • Psyker (Mastery Level 1) I 6 6 A 2 3 Ld 10 10 Sv 5+ 4+ Unit Type Unit Composition In 6-18 Genestealers In (Ch) Dedicated Transport: • The brood may take a Mycetic Spore.Adrenal Glands (+1 I) +5 pts . Senior Xenobiologist. Inquisitorial Institute of Proctos Minor (on Genestealers. It seems highly unlikely that they evolved naturally into what they are now . Or perhaps they come straight from the warp. given what we know about evolution. I suspect that their creators soon came to regret their creation. If so.Feeder tendrils +3 pts per model .impossible.Toxin sacs +3 pts per model Biomorphs: • Reinforced Chitin (Genestealer only) • Hardened Carapace (Broodlord only) • Rending Claws Psychic Powers: • Aura of Despair or Psychic Discipline power Brood Telepathy Genestealers are not subject to the Instinctive Behavior rule.Frag spines +1 pt per model . Perhaps they are some kind of bioweapon.
Spike Rifle free . 34 ..Toxin sacs +1 pts per model take a mycetic spore.5 points per model WS BS S T W I A Gaunt 3 3 3 3 1 4 1 Special Rules: • Instinctive Behavior – Lurk • Fleet • Move Through Cover Unit Type Unit Composition In 10-30 Gaunts Options: • The entire brood may replace their spinefists with: .. it may be given the Without Number special rule +3 pts per model Ld 5 Sv 6+ Without Number: Any brood of Gaunts with Without Number that is removed from play may be brought back into play at the beginning of the controlling player’s next turn. it may .Fleshborer +1 pt per model .Devourer +4 pts per model Biomorphs: • For every ten models in the brood.Gaunt Brood………………………………………………….Adrenal glands (+1 I) +1 pt per model Dedicated Transport: . has not exchanged it’s spinefists for any weapon other than stranglewebs and is not mounted in a mycetic spore. It moves onto the board as if entering from reserves and has the exact same profile and armaments as its predecessor. • If the brood numbers at least 20 models. one gaunt • Chitin may replace their spinefists with a • Claws and teeth strangleweb +5 pts per model • Spinefists • The entire brood may be given: .Adrenal glands (+1 WS) +1 pt per model • If the brood numbers 20 models or less. Victory Points are scored as usual for the brood and its replacements as if they were entirely separate broods.
Ripper Swarm………………………………………………….Toxin sacs +1 pt per model Dedicated Transport: • If the brood consists of 20 models or less.Adrenal glands (+1 I) +1 pt per model .Hormagaunt Brood……………………………………………6 points per model WS BS S Hormagaunt 4 3 3 Biomorphs: • Chitin • Scything Talons T 3 W 1 I 5 A 1+1 Ld 5 Sv 6+ Unit Type Unit Composition Be 10-30 Hormagaunts Special Rules: • Instinctive Behavior (Feed) Options: • The entire brood may take: .Adrenal glands (+1 I) +2 pts per base .Spinefists +4 pts per model 35 .Leaping +5 pts per base .10 points per base WS BS S T W Ripper Swarm 2 2 3 3 3 Special Rules: • Instinctive Behavior (Feed) • Fearless • Move Through Cover • Swarms Biomorphs: • Chitin • Claws and Teeth I 2 A 4 Ld 4 Sv 6+ Unit Type Unit Composition In 3-9 Ripper Swarm Bases Options: • The entire brood may take: .Adrenal glands (+1 WS) +1 pt per base .Toxin sacs +5 pts per base . it may take a Mycetic Spore.Adrenal glands (+1 WS) +1 pt per model .
but they are always treated as a separate nonscoring unit. Once the Mycetic Spore has landed all creatures within must immediately deploy – place the unit such that every model is within 2” of the Mycetic Spore. WS BS S T W I A Ld Sv Unit Type Unit Composition Mycetic Spore 2 2 6 4 3 1 3 4 4+ Mc 1 Mycetic Spore Special Rules: Options: • Deep Strike • May take one of the following: . If any models cannot be deployed because of impassable terrain or enemy models within 1”. A Mycetic Spore can carry a single unit infantry models with a combined total of 20 Wounds or a single monstrous creature within it. The Mycetic Spore automatically shoots the closest enemy unit in each Shooting phase unless it is engaged in close combat. when a Mycetic Spore Deep Strikes.DEDICATED DEDICATED TRANSPORT Mycetic Spore…………………………………………………………….Barbed strangler +15 pts • Transport Spore . reduce the scatter distance by the minimum required to avoid the obstacle.Twin-linked deathspitter +15 pts • Limited Sentience . even in missions that do not use these rules. voluntarily or otherwise – and may not consolidate or make a sweeping advance following a close combat. 36 . A unit that Deep Strikes via a Mycetic Spore cannot move or assault in the same turn it arrives. It may never go to ground or fall back. those models are destroyed. it scatters on top of impassable terrain or another model (friend or foe!). but may shoot or run as normal. If. Transport Spore A Mycetic Spore always enters play using the Deep Strike rules.Cluster spines +10 pts • Fearless .Stinger salvo +10 pts • Immobile Pod .Venom cannon +25 pts Biomorphs: • Hardened Carapace • Lash Whip • Ripper Tentacles Immobile Pod A Mycetic Spore cannot move for any reason once it has entered the battle. Limited Sentience A Mycetic Spore is not subject to Instinctive Behavior.35 points Mycetic Spores are purchased as an upgrade to another brood.
Adrenal glands (+1 WS) +1 pt per base . this abomination.FAST ATTACK Tyranid Shrike Brood……………………………………….Rending Claws +5 pts per model . J 3-9 Shrikes Biomorphs: • Reinforced Chitin • Scything Talons • Spinefists • Wings • The entire brood may take: .Lash whip and bonesword +10 pts per model . Winged Ripper Swarm………………………………………. With each decade it advances deeper. . leaving drained.Inquisitor Czevak.Toxin sacs +5 pts per model . This horror. but if is aware of us at all it must know us only as Prey.Spinefists +8 pts per model 37 .35 points per model WS BS S T W Shrike 4 2 5 5 2 Special Rules: • Synapse Creature • Move Through Cover I 4 A 2+1 Ld 10 Sv 5+ Unit Type Unit Composition In.Fleshborers free .. galactic scale and all we can do is try to stop the swarms of bioengineered monsters it unleashes upon us almost by instinct. J 3-9 Winged Ripper Swarms Options: • The entire brood may take: . has thought and purpose that functions on an unimaginable.An additional set of scything talons free .15 points per base WS BS S Winged Ripper Swarm 2 2 3 Special Rules: • Instinctive Behavior (Feed) • Fearless • Move Through Cover • Swarms Biomorphs: • Chitin • Claws and Teeth • Wings T 3 W 3 I 2 A 4 Ld Sv Unit Type Unit Composition 4 6+ In.Enhanced senses +3 pts per model . we call it the Tyranid race. We have given the horror a name to salve our fears.Deathspitters +10 pts per model • The entire brood may replace one set of scything talons with one of the following: .Frag spines +1 pt per model .A pair of boneswords +15 pts per model There is a cancer eating at the Imperium.Adrenal glands (+1 I) +5 pts per model .Adrenal glands (+1 WS) +5 pts per model Options: • The entire brood may replace their spinefists with: .Toxin sacs +5 pts per base . dead worlds in its wake.Devourers +5 pts per model ...Adrenal glands (+1 I) +2 pts per base .
Devourers +10 pts per model .Ravener Brood……………………………………………….35 points per model WS BS S T W I Ravener 5 3 5 5 2 5 Special Rules: • Instinctive Behavior (Feed) • Acute Senses • Deep Strike Biomorphs: • Reinforced Chitin • Rending Claws • Scything Talons A 2+1 Ld 5 Sv 5+ Unit Type Unit Composition Be 3-9 Raveners Options: • The brood may replace their rending claws with an additional set of scything talons free • The brood may take one of the following: .Toxin sacs +1 pts per model Special Rules: • Instinctive Behavior (Lurk) • Fleet • Move Through Cover Blinding Venom Against non-vehicle units. 38 .Deathspitters +10 pts per model Gargoyle Brood……………………………………………….6 points per model WS BS Gargoyle Brood 3 3 Biomorphs: • Chitin • Fleshborer • Claws and Teeth • Blinding Venom • Wings S 3 T 3 W 1 I 4 A 1 Ld 5 Sv Unit Type Unit Composition 6+ In.Spinefists +5 pts per model . any roll To Hit of 6 made by a Gargoyle in close combat automatically causes a wound – no separate roll To Wound is necessary..Adrenal glands (+1 WS) +1 pt per model .Adrenal glands (+1 I) +1 pt per model . J 10-30 Gargoyles Options: • The entire brood may replace their fleshborers with spike rifles free • The entire brood may take: .
Spine banks +5 pts .Enhanced senses +8 pts .Toxic miasma +15 pts Sonic Screech On any turn in which a Harpy charges into close combat. do not resolve the attack but instead place 3 Frag Spore Mines in base contact with each other. but instead fights at their normal Initiative in the ensuing combat. Large Blast* *If.Regeneration +15 pts .Twin-linked venom cannon +25 pts • Replace stinger salvo with: . after the final position of the first template of the barrage has been determined.Adrenal glands (+1 I) +10 pts .Bio-plasma +15 pts • A harpy may take: .Toxin sacs +5 pts .125 points WS BS S T W Harpy 3 3 6 5 5 Spore Mine 0 0 1 3 1 Special Rules: Harpy • Instinctive Behavior (Lurk) • Fearless • Fleet • Hit and Run • Scout • Sonic Screech Spore Mine • Living Bomb Biomorphs: Harpy • Hardened Carapace • Two sets of Scything Talons • Stinger Salvo • Frag Mine Clusters • Wings I 4 1 A 2+2 0 Ld 9 10 Sv 4+ Unit Type FMc 1 Harpy In Options: • Replace one set of scything talons with: . These then follow the rules for Spore Mines detailed in the Living Bomb rule. on the spot where the central hole would have landed.Harpy……………………………………………………………………. To do so. it does not suffer the penalties for charging enemies through cover. the Harpy may drop a cluster of Frag Spore Mines as it moves during the Movement phase. In addition. 39 . This does not count as a shooting attack.Frag Spines +1 pt .Twin-linked barbed strangler +10 pts .Cluster spines free . Frag Mine Clusters Once per game. any non-vehicle unit that is charged by a Harpy must halve its Initiative value (rounding up) for the remainder of that Assault phase.Adrenal glands (+1 WS) +5 pts . there are no enemy models within 6” of the central hole. nominate any enemy model that the Harpy moved over in the Movement phase and roll for scatter exactly as if the Harpy were firing a barrage weapon at that spot with the following profile: Range Str AP Type N/A 4 5 Assault 3.
Frag spore mines free • Detonation . understand The more I learn about these aliens.ay move in any direction its owning player chooses. the attack is resolved with the blast template centered on the spore: Range Str AP Type 5 3 Large Blast After resolving the attack. remove the spore from play as a casualty and place D6-2 spore mines of the appropriate type on its former location. -Inquisitor Agmar 40 .Toxin spore mines +5 pts per model • Living Bomb .Meiotic Spore Sacks…………………………………………. These spore mines then act exactly as they would normally from this point onwards.Bio-acid spore mines +8 pts per model Biomorphs: • Reinforced Chitin Deep Strike Meiotic Spores must start the game in reserve and enter play via the Deep Strike rules. I hate them not because they hate us. us. but it . the more I come to understand what drives them. When it detonates. Spores may be deployed separately and operate independently during the game. Movement After it has arrived via Deep Strike. Detonation A Meiotic Spore detonates as detailed under the Living Bomb special rule. the Meiotic Spore may ‘drift’ D6” as in the Living Bomb special rule. rather than in a random direction. just as you would place a Deep Striking unit. the more I hate them. honest. human hatred.35 points per model 1-3 Meiotic Spores are taken as a single Fast Attack choice. but because they are incapable of good. however they may be automatically detonated in the Shooting phase even if it is not within range of a synapse creature. I hate them for what they are and for what they may one day become. WS BS S T W I A Ld Sv Unit Type Unit Composition Meiotic Spore Sack 0 0 1 5 1 1 0 10 5+ In 1-3 Meiotic Spore Sacks Special Rules: Options: • Fearless • The entire unit must select a single type of spore mine to carry: • Deep Strike .
If any scatter off the board or into impassable terrain the entire cluster is destroyed as described on the a roll of 1 on the Deep Strike Mishap table. the Spore Mines in the cluster are then treated as individual Spore Mines as described in the Living Bomb rule. 41 . but before any units are deployed. After they have landed. after all forces have been deployed and infiltrators have been placed. all Spore Mine Clusters must Deep Strike onto the board. all spore mines deployed by orbital deployment must make a single move as described in the Living Bomb special rule.Frag +8 pts per model .Toxin +10 pts per model Orbital Deployment Spore Mine Clusters are always deployed in the following manner. WS BS S T W I A Ld Sv Unit Type Unit Composition Spore Mine 0 0 1 3 1 1 0 10 In 3-6 Spore Mines Special Rules: Options: • Living Bomb • All spore mines in the cluster must be of the same type. but before scout moves are made. chosen from the following list: • Orbital Deployment .Spore Mine Cluster…………………………………………………………. After both sides have selected their deployment zone. Finally.Bio-acid +12 pts per model . These units do not take up a spot on the Force Organization chart but are otherwise treated normally.Varies A Tyranid army may include 0-3 Spore Mine clusters as Fast Attack choices.
.130 points WS BS S T W I Carnifex 3 2 9 6 4 1 Biomorphs: • Bonded Exoskeleton • Two sets of Scything Talons Special Rules: • Instinctive Behavior (Feed) • Fearless • Furious Charge • Living Battering Ram Dedicated Transport: • If the brood consists of only a single carnifex. A 2+2 Ld 6 Sv 3+ Unit Type Unit Composition Mc 1-3 Carnifex Options: Every Carnifex in a brood may select options from the following list...Frag spines +2 pts per model .....Spore cysts* +5 pts per model ...Adrenal glands(+1 I) +4 pts per model ...........Spine banks* +5 pts per model .......... replacing up to one set of scything talons each: .Extended carapace +15 pts per model ..Toxin sacs +10 pts per model ...Toxic miasma +10 pts per model .Barbed strangler +20 pts per model ....Twin-linked devourers +15 pts per model • Take either of the following.Tusked +10 pts per model .... Living Battering Ram A Carnifex gains +2 Initiative during a turn in which it launched an assault.... 42 .... it may take Enhanced senses +5 pts per model • Replace any set of scything talons with: ..........Adrenal glands (+1 WS) +6 pts per model ..Bio-plasma +20 pts per model ....Tail weapon +5 pts per model .....Regeneration +25 pts per model *A carnifex may only have one of these biomorphs....Rending claws free ....Twin-linked deathspitter +15 pts per model .... it may take a mycetic spore... All models in the brood must select the same options: • Replace one set of scything talons with one of the following: ..Acid blood +10 pts per model ...Venom cannon +25 pts per model • May replace bonded exoskeleton with an armored shell +20 pts • Take any of the following: ..Crushing claws +20 pts per model • Replace one other set of scything talons with lash whips +10 pts per model • If a carnifex does not take any close combat biomorphs other than scything talons...........HEAVY SUPPORT Carnifex Brood....
roll a D6.500 points or less. On a 3+. These additional attacks do not confer any extra Attacks if they also wound the enemy. Rapid Regeneration This functions exactly like the Regeneration biomorph. 43 . the counter is removed and Old One Eye is treated as a casualty. Old One Eye may be taken as an HQ choice in games of 1. Old One Eye may act normally in a turn in which it “resurrects. except it regains lost Wounds on rolls of 4+ rather than 5+. At the start of the next Tyranid player’s turn.” Old One Eye does not award Kill Points to the enemy if it is alive on the battlefield at the end of the game. If Old One Eye would be placed within 1” of another model. the list may include no other HQ options and may not include allies..235 points WS BS S T W Old One Eye 4 2 10 7 4 Special Rules: • Instinctive Behavior (Feed) • Alpha Beast • Berserk Rampage • Fearless • Furious Charge I 1 A 2+1+D6 Ld Sv Unit Type Unit Composition 10 3+ Mc (Ch) Old One Eye (Unique) Biomorphs: • Bonded Exoskeleton • Gargantuan Claws • Scything Talons • Extended Carapace • Rapid Regeneration Gargantuan Claws These function exactly like the Crushing Claws close combat biomorph. Old One Eye is returned to play with 1 wound regained on his profile and the model is placed back on the tabletop within 1” of its counter. If Old One Eye is removed form play as a casualty. On a 1 or a 2. Additionally. it may immediately make one additional Attack against the same unit.Old One Eye……………………………………………………………. mark the spot where it died with an appropriate counter. move it so that it is no longer within 1”. If this is done. except they grant D6 extra attacks in close combat rather than the normal D3. Berserk Rampage For every unsaved wound caused by Old One Eye in close combat. Alpha Beast Any friendly Tyranid unit within 12” of Old One Eye may choose to use its Leadership for any Morale or Leadership tests they are required to make. Additionally.
Acid blood +10 pts . but may shoot and launch assaults. No more than a single unit may emerge from any one tunnel entrance in the same turn. If any models cannot be placed because of enemy models within 1” or impassable terrain. Henceforth. with the Trygon in the center. the excess models are removed as casualties. any Tyranid Infantry units (excluding those with wings) that arrive from reserve in subsequent turns may utilize this tunnel network and emerge from it instead of arriving as normal. I 4 4 A 3+2 4+2 Ld 6 10 Sv Unit Type Unit Composition 3+ Mc 1 Trygon 3+ Mc (Ch) Options: • Take any of the following: . The unit may not move. deep striking as if part of the Trygon’s unit. a single non-winged infantry unit may be selected to accompany a deep striking Trygon (or Trygon Prime). If any models cannot be placed because of enemy models within 1” or impassable terrain.215 points WS BS S T W Trygon 4 3 7 6 6 Trygon Prime 5 3 7 6 6 Special Rules: • Deep Strike • Fearless • Fleet • Subterranean Assault Trygon • Instinctive Behavior (Feed) Trygon Prime • Synapse Creature Biomorphs: • Bonded Exoskeleton • Two sets of Scything Talons • Bio-electric Pulse Subterranean Assault If.Spine banks +5 pts . -Inquisitor Agmar – Halting the Abomination 44 . when a Trygon (or Trygon Prime) deploys via deep strike. but may shoot and launch assaults.Trygon…………………………………………………………………. The accompanying unit may not move. Additionally. place the entire unit so that all models are within 6” of the marker and in unit coherency. Training in recognition and fire discipline is of some help in identifying the best targets but the chaos and confusion of the battlefield make it difficult for troops to pick out their targets amidst the swarming mass of creatures.Tail weapon +5 pts .. Ultimately it has proven best to direct fire at the largest Tyranids in sight and pray to the Emperor that some of them are the leaders.. If they choose to do so. it scatters on top of impassable terrain or another model (friend or foe!) reduce the scatter distance by the minimum required to avoid the obstacle. After the Trygon has emerged. place a marker under the Trygon’s base when it enters play using deep strike.Regeneration +25 pts • Upgrade trygon to a trygon prime +40 pts It is well known that destroying the more intelligent creatures in the swarm is essential to stop a Tyranid advance. The Trygon then acts normally for a deep striking unit.Toxin Sacs +10 pts . the excess models are removed as casualties.Adrenal glands (+1 WS) +10 pts .
. Units that were locked in combat prior to the Mawloc's attack must remain in base contact if possible. Note that a Mawloc cannot Deep Strike and burrow in the same turn. Burrow: A Mawloc can. Death is here! -The last words of Magos Varnak. Every unit under the template suffers a number of Str 6 AP 2 hits equal to the number of models in the unit that are wholly or partially covered by the template. at any point during its Movement phase. Vehicles. Kill one and ten take its place. Place the large blast template directly over the spot the Mawloc is emerging from.Adrenal glands (+1 I) +10 pts . Mankind cannot live through this. replace the large blast template with the Mawloc. A 3 Ld 7 Sv 3+ Unit Type Unit Composition Mc 1 Mawloc Options: • May take any of the following: . but may not move or launch assaults. These hits ignore cover saves and vehicles are always struck on their rear armor.Regeneration +20 pts We cannot live through this. rather than scattering normally.Spine Banks +5 pts . the distance rolled is reduced by the Mawloc's BS. After all casualties have been determined. If any unit still has surviving models under the template. It automatically re-emerges via Deep Strike during your next Movement phase. If they are truly without number then our race is doomed to a violent death before every shred of our civilization is scoured away by a force more voracious than the fires of hell themselves! Death! By the Machine God.Toxin sacs +8 pts . do not roll on the Deep Strike Mishap table.Adrenal glands (+1 WS) +5 pts . moving the Mawloc and enemy models the minimum necessary distance to ensure that they are at least 1” apart. retain their original facing if they are moved. Any models that cannot be moved out of the way are destroyed. in the same fashion as a shooting attack. but instead do the following. remove it from the table and place it into ongoing reserve.Tail Weapon +5 pts .175 points WS BS S T W I Mawloc 3 3(4) 6 6 6 4 Special Rules: • Instinctive Behavior (Feed) • Burrow • Deep Strike • Fearless • Hit and Run • Terror from the Deep Biomorphs: • Bonded Exoskeleton • Claws and Teeth • Enhanced Senses Terror from the Deep: A Mawloc always starts in Reserve. If a Mawloc deep strikes onto a point occupied by an enemy model. When a Mawloc enters play by deep strike.Mawloc…………………………………………………………………. but otherwise models cannot be moved within 1” of an enemy model. If a Mawloc chooses to do so. A Mawloc may shoot and run after deep striking. including immobile vehicles. move that unit by the minimum distance necessary to clear all the models from beneath the template whilst maintaining squad coherency and avoiding impassable terrain. elect to re-burrow provided it is not engaged in close combat. 46 . even in missions that do not normally use this rule. In a single day they have covered the surface of this planet with a flood of living blades and needle-fanged mouths.
Toxin mines +5 pts per model 47 .Bio-acid mines +10 pts per model ..Frag mines free .Biovore Brood……………………………………………….35 points per model WS BS S T W I Biovore 3 3 4 4 2 2 Spore Mine 0 0 1 3 1 1 Special Rules: • Instinctive Behavior (Lurk) • Move Through Cover • Living Bomb (Spore Mine only) Biomorphs: • Hardened Carapace • Spore Mine Launcher • Claws and Teeth A 1 0 Ld 6 10 Sv 4+ Unit Type Unit Composition In 1-3 Biovores In Options: • The entire brood must choose a single type of spore mine to use with their spore mine launchers from the following list: ..
Spore cysts* +5 pts .Bio-plasma +15 pts • Replace electroshock grubs with desiccator larvae or shreddershard beetles free • Take any of the following: .Cluster spines free .Symbiote Rippers +5 pts .Toxic miasma +15 pts . may be fired at a different target unit to any other weapons the unit fires.Tyrannofex………………………………………………………………265 points WS BS S T W Tyrannofex 3 3(4) 6 8 6 Special Rules: • Instinctive Behavior (Lurk) • Distress Pheromones • Fearless • Gun Beast I 1 A 2 Ld 6 Sv 2+ Unit Type Unit Composition Mc 1 Tyrannofex Options: • Replace acid spray with: .Spine banks* +5 pts . it must charge at the unit shot by this weapon. -Aun'shi of the Tau Empire. How ironic it is that as fast as we spread progress and hope throughout the galaxy. the Tyranids spread death and despair.Fleshborer hive +20 pts • Replace stinger salvo with: . Only united can we hope to stand against them. subject to the normal rules for shooting.Tail weapon +5 pts . 48 . If the Tyrannofex charges. Also. Biomorphs: • Armored Shell • Claws and Teeth • Acid Spray • Stinger Salvo • Thorax Swarm (Electroshock Grubs) • Enhanced Senses Distress Pheromones Any friendly Gaunt or Hormagaunt broods that assault into a close combat in which a Tyrannofex is already involved in at the start of the phase benefit from the Hatred special rule. or any weapon that replaces it. Gun Beast A Tyrannofex may fire three guns in the Shooting phase rather than the normal two for being a Monstrous Creature. the acid spray.Toxin sacs +10 pts .Rupture cannon free .Regeneration +30 pts *A Tyrannofex may only select one of these biomorphs.
Tyranid Flora Infestation……………………………………35 points
Composition: 1 Capillary Tower Terrain Type: The Capillary Towers and Spore Chimney are Impassable Terrain. Areas of Hypertrophic Flora are ordinary forests. Weapons: None Special Rules: Capillary Tower Capillary towers are often defended by brood nests filled with deadly warrior beasts. During deployment, a single unit from the below list may choose to be held in reserve and assigned to deploy at a chosen capillary tower. They do not roll for reserves as normal. Instead, when an enemy unit moves within 6” of the capillary tower for any reason, the unit that has been assigned to it is immediately deployed within 3” of the capillary tower in the exact same manner as deploying from a transport with the Assault Vehicle special rule. It may act normally from this point on. Broods deployed at a capillary tower may not be joined by Independent Characters or other units before deployment. The following units may be held in reserve at a capillary tower: - Tyranid Guard Brood (Hive Guard only) - Pyrovore Brood - Genestealer Brood - Gaunt Brood - Hormagaunt Brood - Ripper Swarm - Ravener Brood - Meiotic Spore Sacks - Carnifex Brood (brood may not contain multiple models) Spore Chimney Any friendly Tyranid models within 6” of the spore chimney have a 5+ cover save and any enemy unit that charges these models loses any bonus attacks for charging. In addition, enemy models and friendly non-Tyranid models that enter the range of the spore cloud or end their move within it must pass a Toughness test or suffer a wound – saves (but not cover saves) may be taken as normal. Hypertrophic Flora An area of hypertrophic flora is area terrain that functions exactly like a normal forest. It has an area of approximately 3”x5”. Options: • May include up to two additional capillary towers +35 pts each • May include a single spore chimney +45 pts • May include up to three areas of hypertrophic flora +30 pts per area
Alpha Warrior Biovore Broodlord Carnifex Dagon Overlord Doom of Malan’tai Deathleaper Gargoyle Gaunt Genestealer Harpy Hive Guard Hive Tyrant Hormagaunt Lictor Malanthrope Mawloc Meiotic Spore Sack Mycetic Spore Old One Eye Parasite of Mortrex Patriarch Pyrovore Ravener Ripper Swarm Shrike Spore Mine Swarmlord Tervigon Trygon Trygon Prime Tyranid Warrior Tyrannofex Tyrant Guard Venomthrope Winged Ripper Swarm Zoanthrope WS 5 3 6 3 8 3 9 3 3 6 3 3 7 4 6 3 3 0 2 3 5 7 3 5 2 4 0 9 3 4 5 4 3 5 3 2 3 BS 3 3 3 2 3 4 3 3 3 3 3 4 3 3 3 3 3(4) 0 2 2 3 3 3 3 2 2 0 3 3 3 3 2 3(4) 3 3 2 4 S 5 4 5 10 6 X 6 3 3 4 6 5 6 3 6 5 6 1 6 10 6 6 4 5 3 5 1 6 5 7 7 5 6 5 4 3 4 T 5 4 5 6 6 4 5 3 3 4 5 6 6 3 5 5 6 5 4 7 5 5 4 5 3 5 3 6 6 6 6 5 8 6 4 3 4 W 3 2 2 4 4 4 2 1 1 1 5 2 4 1 2 3 6 1 3 4 3 3 2 2 3 2 1 5 5 6 6 2 6 2 2 3 2 I 5 2 6 1 5 3 7 4 4 6 4 4 5 5 6 5 4 1 1 1 6 7 2 5 2 4 1 6 1 4 4 4 1 4 3 2 3 A 3+1 1 3 2+2 3 1 4+1 1 1 2 2+2 2 3+1 1+1 3+1 3 3 0 3 2+1+D6 4 4+1 2 2+1 4 2+1 0 4 3 3+2 4+2 2+1 2 2+1 2 4 1 Ld 10 6 10 6 10 10 10 5 5 10 9 6 10 5 10 10 7 10 4 10 10 10 5 5 4 10 10 10 10 6 10 10 6 6 5 4 10 Sv 3+ 4+ 4+ 3+ 3+ 2+ 5+ 6+ 6+ 5+ 4+ 4+ 3+ 6+ 5+ 2+ 3+ 5+ 4+ 3+ 3+ 3+ 4+ 5+ 6+ 5+ 2+ 4+ 3+ 3+ 4+ 2+ 3+ 5+ 6+ 5+ Type In (ch) In In (ch) Mc Mc (ch) In (ch) In (ch) In, J In In FMc In Mc (ch) Be In (ch) Mc Mc In Mc Mc (ch) In, J (ch) In (ch) In Be In In, J In Mc (ch) Mc Mc Mc (ch) In Mc In In In, J In
Across the heavens the flotilla of bio-ships stretched out, impelled by instinct to hibernate again until new prey was found, new resources could be plundered. In their wake was left a bare rock orbiting a star, scoured of every organic particle, stripped of all but the most basic elements. Nothing was left of the farming world of Langosta III, there were no testaments to the humans who had once lived there. Now all that was left was an airless asteroid, the unmarked death place of three million people.
Weapon Acid Spray Barbed Strangler Bio-electric Pulse Bio-plasma Cluster Spines Deathspitter Devourer Fleshborer Fleshborer Hive Impaler Cannon* Ripper Tentacles Rupture Cannon Spike Rifle Spinefists* Spore Mine Launcher Bio-acid Mine Frag Mine Toxin Mine* Stinger Salvo Strangleweb* Thorax Swarm Desiccator Larvae Electroshock Grubs Shreddershard Beetles Venom Cannon* Range Template 36” 12” 12” 18” 24” 18” 12” 12” 24” 6” 48” 18” 12” 48” 48” 48” 18” Template Template Template Template 36” Strength +1 (Max. S6) -1 (Max. S8) 5 7 As User (Max. S6) +1 (Max. S7) As User (Max. S6) +1 (Max. S5) 5 8 6 10 As User (Max. S6) As User (Max. S6) 3 4 X As User (Max. S5) X X 5 3 +2 (Max. S10) AP 3 5 2 6 5 5 5 4 2 6 6 3 5 4 4 5 4 Type Assault 1, Torrent Assault 1, Large Blast, Pinning Assault 2X Assault 1, Blast Assault 1, Large Blast Assault 1, Blast Assault 2X, Shred Assault X, Shred Assault 20, Shred Assault 2 Assault 2X Assault 2 Assault X Assault X, Twin-linked Assault 1, Barrage, Blast, Armorbane Assault 1, Barrage, Large Blast Assault 1, Barrage, Blast, Poisoned (4+) Assault 2X Assault 1, Pinning Assault 1, Fleshbane Assault 1 Assault 1, Rending Assault X
52 . It is this we cannot kill.-SAMPLE TYRAID BUILDS-_______________________________________________________ SAMPLE HIVE TYRANT BUILDS Example: Hell’s Harbinger Hive Tyrant (160 points) + Scything Talons (Free) + Frag Spines (1 point) + Adrenal Glands (+1 I) (5 points) + Toxic Miasma (10 points) + Warp Field (30 points) + Wings (35 points) + Warp Blast (10 points) + Leech Essence (10 points) = 261 points WS 7 BS 3 S 6 T 6 W 4 I 6 A 3+2 Ld 10 Sv 2+ Hell’s Harbinger Example: Swarm Marshal Hive Tyrant (160 points) + Lash Whip and Bonesword (10 points) + Implant Attack (5 points) + Symbiote Rippers (5 points) + Adrenal Glands (+1 WS) (8 points) + Armored Shell (20 points) + Onslaught (10 points) + Catalyst (15 points) = 233 points WS 8 BS 3 S 6 T 6 W 4 I 5 A 3+1 Ld 10 Sv 2+ Swarm Marshal Example: Swooping Terror Hive Tyrant (160 points) + Venom Cannon (35 points) + Twin-linked Devourers (15 points) + Enhanced Senses (8 points) + Warp Field (30 points) + Wings (35 points) + Catalyst (15 points) + Onslaught (10 points) = 308 points WS 7 BS 4 S 6 T 6 W 4 I 5 A 3 Ld 10 Sv 2+ Swooping Terror Example: Caustic Ravager Hive Tyrant (160 points) + Lash Whip and Bonesword (10 points) + Barbed Strangler (20 points) + Frag Spines (1 point) + Toxin Sacs (12 points) + Toxic Miasma (10 points) + Acid Blood (10 points) + Regeneration (20 points) + Desiccator Larvae (15 points) + Leech Essence (10 points) + Psychic Scream (5 points) = 273 points WS 7 BS 3 S 6 T 6 W 4 I 5 A 3 Ld 10 Sv 3+ Caustic Ravager As I looked into its dead black eyes. I saw the terrible sentience it had in place of a soul.. Behind that was the steel will of its leader. -Chief Librarian Varro Tigurius of the Ultramarines at the Conclave of Har.. Further still I could feel its primogenitor coldly assessing me from the void. And looking back from the furthest recesses of the alien's mind. I can only describe it as an immortal hunger.
SAMPLE ALPHA WARRIOR BROOD BUILDS Example: Shrieking Coven Alpha Warrior Brood (180 points) + Psychic Scream (10 points) + Pair of Boneswords (30 points) + Rending Claws (15 points) + Toxin Sacs (+30 points) = 280 points WS 5 BS 3 S 5 T 5 W 3 I 5 A 3 Ld 10 Sv 3+ Shrieking Coven Warrior Example: Hive Champions Alpha Warrior Brood (180 points) + Lash Whip and Bonesword (30 points) + Scything Talons (free) + Frag Spines (3 points) + Adrenal Glands (+1 WS) (15 points) + Bio-electric Pulse (30 points) + Toxin Sacs (30 points) + Regeneration (30 points) = 318 points WS 6 BS 3 S 5 T 5 W 3 I 5 A 3+1 Ld 10 Sv 3+ Hive Champion Example: Swarm Drivers Alpha Warrior Brood (180 points) + Onslaught (10 points) + Devourers (15 points) + Venom Cannon (20 points) + Enhanced Senses (15 points) = 240 points Swarm Driver WS 5 BS 3 S 5 T 5 W 3 I 5 A 3+1 Ld 10 Sv 3+ 53 .
SAMPLE WARRIOR BUILDS Example: Gladiator Tyranid Warrior (30 points) + Lash Whip and Bonesword (10 points) + Scything Talons (free) + Adrenal Glands (+1 WS) (5 points) = 45 points WS 5 BS 2 S 5 T 5 W 2 I 4 A 2+1 Ld 10 Sv 4+ Gladiator Example: Huntsman Tyranid Warrior (30 points) + Rending Claws (5 points) + Devourer (5 points) + Enhanced Senses (3 points) = 43 points WS 4 BS 3 S 5 T 5 W 2 I 4 A 2 Ld 10 Sv 4+ Huntsman Example: Assassin Tyranid Warrior (30 points) + Spike Rifle (free) + Devourer (5 points) + Toxin Sacs (5 points) + Enhanced Senses (3 points) = 43 points WS 4 BS 3 S 5 T 5 W 2 I 4 A 2 Ld 10 Sv 4+ Assassin Example: Marauder Tyranid Warrior (30 points) + Pair of Boneswords (15 points) + Deathspitter (10 points) + Frag Spines (1 point) + Adrenal Glands (+1 I) (5 points) + Adrenal Glands (+1 WS) (5 points) = 66 points WS 5 BS 2 S 5 T 5 W 2 I 5 A 2 Ld 10 Sv 4+ Marauder Example: Berserker Tyranid Warrior (30 points) + Rending Claws (5 points) + Frag Spines (1 point) +Adrenal Glands (+1 I) (5 points) + Adrenal Glands (+1 WS) (5 points) + Toxin Sacs (5 points) = 51 points WS 5 BS 2 S 5 T 5 W 2 I 5 A 2+1 Ld 10 Sv 4+ Berserker 54 .
-Inquisitor Grael. striving to dominate their victims through alien cunning or terrifying violence as the situation requires. 55 .SAMPLE SHRIKE BUILDS Example: Hellbat Shrike (35 points) + Rending Claws (5 points) + Devourer (5 points) = 45 points WS 4 BS 2 S 5 T 5 W 2 I 4 A 2 Ld 10 Sv 5+ Hellbat Example: Raptor Shrike (35 points) + Scything Talons (free) + Adrenal Glands (+1 I) (5 points) + Adrenal Glands (+1 WS) (5 points) + Frag Spines (1 point) = 46 points WS 5 BS 2 S 5 T 5 W 2 I 5 A 2+2 Ld 10 Sv 5+ Raptor Example: Scourge Shrike (35 points) + Lash Whip and Bonesword (+15 points) + Adrenal Glands (+1 WS) (5 points) + Toxin Sacs (5 points) = 60 points WS 5 BS 2 S 5 T 5 W 2 I 4 A 2+1 Ld 10 Sv 5+ Scourge Genestealers are perfectly bio-engineered infiltrators that rove ahead of the Tyranid hive fleets seeking rich feeding grounds. These deadly creatures work by implanting and subverting members of the host species.
Twin-linked Deathspitter (15 points) + Spore Cysts (5 points) + Toxic Miasma (10 points) + Toxin Sacs (10 points) + Acid Blood (10 points) + Bio-plasma (20 points) = 225 points WS BS S T W I A Ld Sv 3 3 9 6 4 1 2 6 3+ Bile-Beast Example: Flak-Fiend Carnifex (130 points) + Twin-linked Devourer (15 points) + Twin-linked Devourer (15 points) + Spine Banks (5 points) + Enhanced Senses (5 points) = 170 points WS BS S T W I A Ld Sv 3 3 9 6 4 1 2 6 3+ Flak-Fiend 56 .SAMPLE CARNIFEX BUILDS Example: Screamer-Killer Carnifex (130 points) + Bio-plasma (20 points) + Frag Spines (2 points) + Adrenal Glands (+1 I) (4 points) = 156 points WS BS S T W I A Ld Sv 3 2 9 6 4 2 2+2 6 3+ Screamer-Killer Example: Venomspitter Carnifex (130 points) + Enhanced Senses (5 points) + Venom Cannon (25 points) + Regeneration (25 points) = 185 points WS BS S T W I A Ld Sv 3 3 9 6 4 1 2+1 6 3+ Venomspitter Example: Tendril-Slaughterer Carnifex (130 points) + Crushing Claws (25 points) + Lash Whips (10 points) + Armored Shell (20 points) Adrenal Glands (+1 WS) (6 points) + Tusked (10 points) + Extended Carapace (+15 points) = 216 points WS BS S T W I A Ld Sv 4 2 9 7 4 1 2+D3 6 2+ Tendril-Slaughterer Example: Bile-Beast Carnifex (130 points) + Enhanced Senses (5 points) + Barbed Strangler (20 points).
SAMPLE TYRANNOFEX BUILDS Example: Hunter-Killer Tyrannofex (265 points) + Rupture Cannon (free) + Shreddershard Beetles (free) + Regeneration (30 points) = 295 points WS 3 BS 3 (4) S 6 T 8 W 6 I 1 A 2 Ld 6 Sv 2+ Hunter-Killer Example: Swarmmonger Tyrannofex (265 points) + Fleshborer Hive (20 points) + Cluster Spines (free) + Spine Banks (5 points) + Symbiote Rippers (5 points) + Toxin Sacs (20 points) = 310 points WS 3 BS 3 (4) S 6 T 8 W 6 I 1 A 2 Ld 6 Sv 2+ Swarmmonger Example: Bio-Horror Tyrannofex (265 points) + Acid Spray (free) + Desiccator Larvae (free) + Bio-plasma (+15 points) + Spore Cysts (+5 points) + Toxic Miasma (+15 points) = 300 points WS 3 BS 3 (4) S 6 T 8 W 6 I 1 A 2 Ld 6 Sv 2+ Bio-Horror 57 .
-NOTABLE TYRANID SWARMS-__________________________________________________ Example: Planetary Assault Swarm (1. Regeneration Carnifex – 170 points Armored Shell. Warp Blast x3 Venomthrope – 55 points Gaunt Brood – 160 points 20 Gaunts. Warp Lance x3. Scything Talons.000 point list) Alpha Warrior Brood – 245 points Lash Whip and Bonesword. Bio-electric Pulse Zoanthrope Brood – 210 points 3 Zoanthropes. Without Number Tervigon – 175 points Toxin Sacs. Bio-plasma Total – 1.000 points 58 .
Lashwhip and Bonesword. its jaws distended around the torso of what I assume used to be the father. Epsilon Hive 59 . Psychic Scream. Lying in the darkness was one of the smaller ones. Big mistake.500 point list) Hive Tyrant – 215 points Barbed Strangler. Enhanced Senses Tyranid Warrior Brood – 265 points 5 Warriors.500 points The torchlight showed up a trail of blood leading to the back room. Enhanced Senses Biovore Brood – 105 points 3 Biovores. Psychic Scream x2. so like a fool I followed it. -Enforcer Maitland. Warp Lance x2 Tyranid Warrior Brood – 265 points 5 Warriors. I shoot the victim first. Devourers. Frag Mines Trygon – 225 points Tail Weapon. Warp Blast Guard Brood – 100 points 2 Hive Guard Zoanthrope Brood – 140 points 2 Zoanthropes. Devourers. Lashwhip and Bonesword. Spine Banks Total – 1. Psychic Scream x2. Warp Lance x2 Zoanthrope Brood – 140 points 2 Zoanthropes. In my horror. He was still convulsing.Example: The Psychic Choir (1. Armored Shell.
000 point list) Genestealer Patriarch – 124 points Feeder Tendrils. Regeneration Genestealers – 209 points 11 Genestealers. Frag Spines Gargoyle Brood – 210 points 30 Gargoyles. Toxin Sacs Gargoyle Brood – 210 points 30 Gargoyles.Example: Vanguard Swarm (2.000 points 60 . Scything Talons Lictor – 75 points Lictor – 75 points Lictor – 75 points Genestealer Brood – 252 points 18 Genestealers Genestealer Brood – 252 points 18 Genestealers Genestealer Brood – 367 points 14 Genestealers. Frag Spines. Frag Spines. Broodlord. Feeder Tendrils. Feeder Tendrils. Frag Spines Total – 2. Toxin Sacs Harpy – 150 points Twin-linked Venom Cannon.
Example: The Unending Tides of Dagon (2. Venom Cannon. Without Number Gaunt Brood – 270 points 30 Gaunts. But no matter how many you kill with your guns. Toxin Sacs. Without Number Trygon – 255 points Spine Banks. Gaunts have Devourers Gaunt Brood – 270 points 30 Gaunts. Toxin Sacs. Regeneration Total – 2. there will always be more. Onslaught. Boneswords Hive Tyrant – 270 points Lash Whip and Bonesword. Toxin Sacs. 61 . Armored Shell. and it is our job to teach the men how to fight the ones that reach our lines. Catalyst Guard Brood – 100 points 2 Hive Guard Tervigon – 190 points Toxin Sacs. Ultramarines 4th Company. Toxin Sacs. Enhanced Senses. -Sergeant Learchus Abantes. Regeneration Trygon – 255 points Spine Banks. Without Number Gaunt Brood – 270 points 30 Gaunts. Toxin Sacs. Without Number Gaunt Brood – 270 points 30 Gaunts.500 point list) The Dagon Overlord – 280 points Guard Brood – 140 points 2 Tyrant Guard. Toxin Sacs. Any man who can hold a gun can hit a tyranid. Toxin Sacs.500 points They come at you in a tide of creatures so thick a blind man could score a hit ten times out of ten.
000 point list) Hive Tyrant – 325 points Scything Talons. Implant Attack Genestealer Brood – 320 points 14 Genestealers. Bio-plasma. Broodlord. Regeneration.Example: Mycetic Assault Swarm – (3. Feeder Tendrils. Enhanced Senses. Armored Shell Mycetic Spore – 50 points Barbed Strangler Carnifex – 200 points Venom Cannon. 62 . Venom Cannon. Implant Attack Genestealer Brood – 275 points 14 Genestealers. Leech Essence Hive Tyrant – 325 points Twin-linked Devourers x2. Catalyst. Toxin Sacs. Bedlam. Wings. Toxin Sacs. Spore Cysts. Warp Field. Regeneration. Frag Spines. Broodlord. Armored Shell. Wings. -Private Yuris. Warp Blast Genestealer Brood – 275 points 14 Genestealers. Broodlord. We really did. Enhanced Senses. Feeder Tendrils. Toxin Sacs. Frag Spines. Frag Spines. Scything Talons. Scything Talons. Warp Field. Scything Talons. Enhanced Senses. Spine Banks Mycetic Spore – 60 points Venom Cannon We thought it was over. Catalyst. Then the big ones began to rain down. Implant Attack Spore Mine Cluster – 72 points 6 Bio-acid Mines Spore Mine Cluster – 48 points 6 Frag Mines Carnifex – 200 points Twin-linked Devourers x2. Frag Spines. Scything Talons. Implant Attack Genestealer Brood – 320 points 14 Genestealers. Broodlord.
Bio-plasma Mycetic Spore – 50 points Twin-linked Deathspitter Carnifex – 195 points Crushing Claws. Adrenal Glands (+1 I and WS).000 points 63 . Tusked. Barbed Strangler. Toxin Sacs. Armored Shell. Spore Cysts Mycetic Spore – 50 points Barbed Strangler Total – 3.Carnifex – 230 points Crushing Claws. Tail Weapon. Spine Banks. Acid Blood. Armored Shell.
STELLAR·LOCUSTAE STELLAR LOCUSTAE· LOCUSTAE QUAE·CONSUMAT CONSUMAT· QUAE CONSUMAT ANIMAS·HOMINUM ANIMAS HOMINUM 64 .
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