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Tyranids5EPreviewEnglish.

txt
Okay, it took an afternoon and lots of Google translate, but here is what I've got.
I did my best and I want to say this is pretty darn accurate, translated from the
PDf of the German Preview that is availalbe. -- Originally I was not going to really
post this up many places, but I noticed that another prewview translation is running
about and, in my opinion, it is less accurate. There are a number of differences
from what I translated personally and what the other says, I thought I'd post up
mine. I made NO assumptions, nor did I use ANY rumors to support or apply anything.
This is 100% translated from the preview. It was for my own personal use, so there
are notes with thoughts or uncertainties where applicable. I tried to be very
accurate with many of the rules that seemed to have weird wordings or specified
certain things, and believe this is pretty darn close. Enjoy. ~Anonylos

~Rules and such

Devourers - If at least one wound comes from devourer, unit is at a -1 ld for the
moral test if they have to make one due to 25% losses from shooting.
Saurezlyte - Tyrannofex default flamer, place narrow-end within 12" of base, foosh,
Hellhound style.

Venom cannons - -1 on Vehicle damage chart, maybe some further stipulation on pen
vs. glance
Bone swords - Power weapons, wounds caused need leadership test, if failed removed
immediately. Wording is differnt than instant death, not italicized either like
usual for rulebook rules, may not be actual "instant death," but simply model is
removed/etc. Pairs of swords cause test to be taken on 3d6.

Claws and fags - Model is considered to be equipped with a melee weapon (base
attacks).
Scything Talons - One pair = reroll 1s to hit. Two pair = Reroll all misses.
Crushing Claws - D3 extra close combat attacks, but must be at init1 (or all attacks
go at init1, not sure.)
Tentacle Whips - Each model in base contact with a model with tentacle whips fights
at init1 untilt he end of each combat phase, regardless of their actual iniative
value.
Rending claws - Give rending, woo!
Adrenal Glands - Furious Assault
Wings - Count as jump infantry.
Injectors - Instant death on a to-wound roll of 6, regardless of toughness (aka,
even if it could not wound normally, a 6 causes instant death.)
Regeneration - Roll d6 for each wound lost at the start of turn, regain wound for
each 6 rolled.
Toxic Blood - For each wound suffered by the model with toxic blood, the entire unit
that caused the wound must take an iniative test. For each failed test, one wound
with no armor or cover saves allowed is taken, and these wounds count towards combat
resolution. Vehicles are glanced on a 4+. Daaaamn. (Pyrovores come with, Tyrants,
Tervigons, and Broodlords may purchase.)
Toxic Miasma - At the end of each player's turn, each enemy non-vehicle in base
contact with a tyranid with Toxic Miasma must take a toughness test or suffer a
wound. Armor saves may be taken, but not cover (außer deckungswurfe).)
Toxin Sacs - Counts as having poison 4+ weapon, as per the 40k rulebook.
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Instinctive Behavior:
Moral test at start of movement phase, if passed can act as normal, if fail, must
act as per the unit's instinctive behavior type, lurk or feed.
Lurk - Cannot move in the movement phase nor can make an assault move in the assault
phase. Must shoot at the closest enemy unit in the shooting phase. If there are no
enemies in line of sight or within range, unit will run towards the nearest cover.
If in cover, will do nothing.
Feed - Will be subject to the Rage special rule in the rulebook, and may not fire
any ranged weaponry. May run, but must run towards closest unit, as per Rage rule.
Trygon - WS-5 BS-3 S-6 T-6 W-6 I-4 A-6 Ld-8 Sv-3+ - 200
AlphaT - WS-5 BS-3 S-6 T-6 W-6 I-4 A-6 Ld-10 Sv-3+ - +40

Heavy Support, Monstrous Creature

Weapons and Biomorphs:


Bioelectric discharge (With profile below)
Reinforced Exoskeleton
Two pairs of Scything Talons
Verstarkerauswuchse (Alpha)(18" S5 Ap5 Assault 12)

Special Rules:
Instinct - Feed (Trygon)
Deep Strike
Fearless
Fleet
Underground Assault (Deep strikes anywhere, shift least possible to place legally,
1" away and not on impassable. Tunnel may not be used until next turn possibly, may
not assault out of tunnel? Place within 6 and shoot/run.)
Synapse Creature (Alpha)
Shadow in the Warp (Alpha)
Options:
May choose the following:
10 Adrenal Glands
10 Toxin Sacs
25 Regenerate

Alpha Warrior - WS-6 BS-4 S-5 T-5 W-3 I-5 A-4 LD-10 Sv-3+ : 80
Infantry
Weapons and Biomorphs:
Reinforced Chitin (3+)
Devourer (18" S4 ap- assault 3)
Scything Talons

Special Rules:
Synapse Creature
Shadow in the Warp
Leitbestie (leader beast?) - Unit uses his ballistic and weaponskill)
Independant Character
Options:
Replace Scything Talons with:
5 Rending Talons
10 Pair of Boneswords
15 Whip + Boneswords

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Replace Devourer with:
Free Rending Talons
Free Spine Fists (Assault X, 12" S3 Ap5 twin-linked)
5 Saurespucker(S5 Ap5 assault 3, deathspitter)
Free Extra pair of Scything Talons

May choose the following:


10 Adrenal Glands
10 Toxin Sacs
10 Regenerate

Biovore - WS-3 BS-3 S-4 T-4 W-2 I-1 A-1 Ld-6 Sv-4+ - 45
Heavy Support
1-3 Biovores
Infantry
Weapons and Biomorphs:
Claws and Fangs
Hardened Carapce
Sporemine Launcher

Special Rules:
Instinct - Lurk
Living Bomb (Sporemines)

Carnifex - WS-3 BS-3 S-9 T-6 W-4 I-1 A-4 Ld-7 Sv-3+ - 160

Heavy Support

1-3 Carnifexes

Monstrous Creature

Weapons and Biomorphs:


Reinforced Exoskeleton
Two pairs of scything talons
Special Rules:
Instinct - Feed
Fearless
Living Ram - (+2 Init when charging)
Single carnifex may take landing spore
Options:
Replace one pair of scything talons with:
25 Crushing Claws (d3 attacks at I1)
Replace any pair of scything talons for:
15 Twin-linked Deathspitter (S5 AP5 Assault 3 18")
15 Twin-linked Brainworn Devourer (S6 Ap- Assault 6)

Replace one pair of scything talons for:


20 Barbed Strangler+1 (36" S6 ap5 assault 1 large blast pinning)
25 Venom cannon+1 (36" S9 Ap4 assault 1 blast)

May also choose:


5 Stachelporen (Spore launches! Assault grenades)
10 Adrenal Glans
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10 Toxin Sacs
20 Bioplasma (12" S7 Ap2 Assault 1 blast)
25 Regenerate
Must be equipped identically. :(

Death Leaper - WS-9 BS-3 S-6 T-4 W-3 I-7 A-4 Ld-10 Sv-5+ : 140

Infantry

Weapons and Biomorphs:


Chameleon Skin (Always start in reserve, place like marbo, put anywhere, can't
assault, may shoot or run)
Fleshhooks (6" S6 Assault 2, Rending (on 5/6 due to Todlich rule below)
Reinforced Chitin(5+)
Rending Claws
Scything Talons
Special Rules:
Instinct: Lurk
Fearless
Fleet
Todlich(?) - (Rending on 5/6, for close combat and fleshhooks.)
"It's after me!" (Choose character model, reduce leadership by D3 for entire game,
until Death Leaper is killed. Translation for reduction is somewhat unclear, but
reducing it TO d3 seems far too powerful, presuming it lowers by D3.)
Move through cover
Pheremon Trail (If model is in place at the start of the movement phase, +1 to all
reserve rolls. No deviation of deepstrike within 6" of a lictor. Likely doesn't work
the turn he initially arrives.)
Deckung nutzen (Stealth? Pretty sure.)
Zuruckfallen - hit and run
"What was that?" (Enemy units roll one less dice when within 12" of death leaper for
moving through cover.)
"Where is it?" (Must roll night-fight to shoot at Death leaper, then half the
distance totalled.)
"Where did it go?" (If more than 1" from enemy models in movement phase, may blend
into surroundings. remove from table, put back in reserves, comes into play same way
as before next turn.)
Gargoyles - WS-3 BS-3 S-3 T-3 W-1 I-4 A-1 Ld-6 Sv-6+ - 6
10-30 Gargoyles
Jump Infantry
Weapons and Biomorphs:
Blinding Poison (Against non-vehicles, 6 on to-hit roll wounds.. maybe don't get
save? Translation unclear, though seems armor saves likely would get armor saves.)
Chitin
Claws and Fangs
Fleshborers (12", S4 AP5, Assault1)
Wings
Special Rules:
Instinct - Lurk
Options:
Entire unit may choose:
1 Adrenal Glans
1 Toxic Sacs

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Genestealers - WS-6 BS-0 S-4 T-4 W-1 I-6 A-2 Ld-10 Sv-5+ - 14
Broodlord - WS-7 BS-0 S-5 T-5 W-3 I-7 A-4 Ld-10 Sv-4+ +46

5-20 Genestealers

Infantry

Weapons and Biomorphs:


Rending Claws
Reinforced Chitin (Genestealers)
Hardened Carapce (Broodlord)

Special rules:
Brood Telepathy (Does not follow rules for instinctive behavior)
Fleet
Infiltrate
Move Through Cover
Psyker (Broodlord)
Psychic Powers:
Aura of Despair (Beginning of assault phase. -1 to leadership value of all enemy
units within 12", cumulative with more than one unit with a broodlord in range.)
Hypnotic Stare (Beginning of assault phase. Used after defenders react but before
attacks are made. Can be used on a model in base contact with the Broodlord, each
player rolls a D6 and adds to each model's leadership. If the broodlord's is equal
or higher, the model affected cannot attack. Can use during enemy's assault phase?
Hm.)

Option for spore pod

Upgrade one genestealers to Broodlord for: 46 points

Broodlord may have:


2 Scything Talons
15 Implant/Injectors
15 Toxic Blood

All genestealers may have:


2 Scything Talons
The entire unit may choose:
3 Adrenal Glands
3 Toxin Sacs
Harpy - WS-3 Bs-3 S-5 T-5 W-4 I-5 A-2 Ld-10 Sv-4+ - 160

Fast Attack

Monstrous Creature

Weapons and Biomorphs:


Hardened Carapce
Scything Talons
Spore Mine (If first template determines no enemy underneath or within 6 inches of
the hole, place D3 sporemines instead. Can use on a unit Harpy has flown over this
turn. Nominate model, fire on it as per usual with scatter, BS3, Assault D3 5"
Blast. Once per game?)
Stachelsalve - Spike/thorn something (S5 Ap4 Assault4 18")
Twin-Linked Barbed Strangler+1, S6 AP5, assault 1, large blast pinning
Wings
Special Rules:
Fearless
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Instinct - Lurk
Pervasive Screech (Halves init when attachedk by her for rest of melee phase, round
up, counts as having assault grenades)
Living Bomb (Spore mines)
Options:
May replace twin linked bared strangler+1 with:
10 Twin-linked venom cannon+1 (36" s9 ap4 blast)
Replace Stachelsalve (spike/thorn thing) with:
Free Stachelhagel (18" S5 Ap- Assault 1 Large Blast)

May also choose:


10 Adrenal Glands
10 Toxin Sacs
15 Regenerate
Hive guard - WS-4 BS-4 S-5 T-6 W-2 I-2 A-2 Ld-7 Sv-4+ : 50
1-3 Hive Guard
Infantry
Weapons and Biomorphs:
Claws and Fangs
Harpoon Canon (24" S8 AP4 Assault 2 - Something to do with cover. No line of sight,
vehicles armor from guard's direction(?), may not get cover unless in base contact
with it, base within etc., aka no cover from blocking line of sight. Translation
unclear.)
Hardened Carapace? (4+)
Instinct: Lurk
Hive Tyrant - WS-8 BS-3 S-6 T-6 W-4 I-5 A-4 LD-10 Sv-3+ : 170
Monstrous Creature
Weapons and Biomorphs:
Reinforced Chitin (3+)
Lashwhip + Bone Sword
Scything Talons
Special Rules:
Synapse Creature
Shadow in the Warp
Psycher
Psychic powers: Any of the two following:
The Horror (A single enemy unit within 12" is automatically hit. Unit makes a morale
test or fall back, fearless is immune.)
Life Leech (Single enemy unit within 12" is automatically hit. D3 S3 AP2 hits, for
each wound made the tyrant regains one wound up to his starting max.)
Psychic Scream (Automatically hits all non-vehicle enemy units within 2D6. All must
make a leadership test, for each point failed by unit takes 1 wound with no armor
saves allowed.)
Nerve Shock (Unit within 12", automatically hits, psychic shooting, lowers BS and WS
of unit to 1 until start of next Tyranid turn.

Options:

Replace tentacle whip and bonesword with:


Free Scything talons
Replace any pair of scything talons with:
15 Twin-linked Saurespucker(Deathspitter?) (s5 ap5 3shot 18")
15 Twin Linked Devourer with Brainworms
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Replace one pair of scything talons with one of the following weapons:
20 Dornenwurgerkanone (barbed strangler?) (s6 ap5 large blast, pinning)
25 Schwere Biozidkanon (venom canon?) (s9 ap4 assault 1 blast)
May receive the following abilities:
25 Ancient Adversary
25 Tactical Instinct
25 Indescribable Fear
May receive the following:
10 Adrenal Glands
10 Toxin Sacs
15 Toxic Blood
15 Implant Attack/Injectors
15 Toxic Miasma
20 Regenerate
May choose one of the following:
25 Thorax Swarm with any of the 3 types of flamers (See tyrannofex)
40 Armored Shell (2+)
60 Flight
Hormagaunts - WS-3 BS-3 S-3 T-3 W-1 I-5 A-2 Ld-6 Sv-6+ : 6

10-30 Hormagaunts

Infantry

Weapond and Biomorphs:


Chitin
Scything Talons

Special Rules:
Instinct - Feed
Fleet
Flink? (Sprint? 3d6 run choose highest)
Move Through Cover
When 20 or less, can choose landing pod.
Options:
Entire brood may have:
2 Adrenal Glands
2 Toxin Sacs

The Horror of Malan'tai - WS-4 BS-4 S-X T-4 W-4 I-4 A-3 Ld-10 Sv-5+ - 90
Infantry
Weapons and Biomorphs:
Reinforced Chitin(5+)
Claws and Fangs

Special Rules:
Instinct: Feed
Absorb Life Force (For each wound that the Horror causes, it gaines one wound, up to
a maximum of 10.)
Fearless
Psionic Strength (The horror's strength is always equal to it's wounds, changing
immediately. Raise and lower strength to always match wounds.)
Psyker
Shadow in the Warp
Warpfield (3++)
Soul Sucker (At the beginning of each shooting phase, even your opponent's, all
units within 6" make a leadership test on 3D6. For each point failed by, one wound
is done with no armor saves allowed.)
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Psychic Powers:
Warp Detonation (warpschlag)
(Strength is equal to the wounds of the Horror when used. After this power is used,
but before it is resolved, the horror takes D3 wounds, which it gets no saves
against.

Landing pod option

Landing Spore - WS-2 BS-2 S-6 T-4 W-3 I-1 A-3 Ld-5 Sv-4+ : 40

Monstrous Creature

Weapons and Biomorphs:


Hardened Carapace
Tentacle Whips
Schlingtentakel (tentacle something? 6" S6 Assault6 AP-)
Special Rules:
Fearless
Transport Spore (When arrive cannot move or assault, but can shoot or run as normal.
When deepstriking move 1" from impassable to place legally. 20 infantry or 1
monster. Place models within 2" of spore, those that cannot be placed are destroyed.
Always is placed in reserve for deep strike, if lands of friend/foe, scoot minimum
necessary to place it.)
Deep Strike
Immobile (Cannot move once deep struck in, cannot go to ground voluntarily or
otherwise. Cannot consolidate after combat.)
Limited Awareness? Bound Awareness? (Does not follow instinctive behavior.
Automatically shoot nearest enemy unit, except if in combat)
Options:
May choose one of the following options:
10 Stachelhagel 18" S5 Large Blast, Assault 1
10 Stachelsalve 18" S5 AP4 Assault 4
10 Twin-linked Deathspitter (18" S5 Ap5 assault 3)
15 Stachelwurger 36" S4 Ap5 Assault 1 large blast pinning
20 Venom cannon (36" S6 Ap4 large blast)
Lictor - WS-6 BS-3 S-6 T-4 W-3 I-6 A-3 Ld-10 Sv-5+ : 65

1-3 Lictors

Infantry

Weapons and Biomorphs:


Chameleon Skin (Always start in reserve, place like marbo, put anywhere, can't
assault, may shoot or run)
Fleshhooks (S6 6" 2 shots rending.. If enemy is in cover, go at init? Or maybe first
always? Quote: " model with Flesh Hooks always beat in the initiative to order if it
attacks the enemy to take cover.")
Reinforced Chitin (5+)
Rending Talons
Scything Talons

Special Rules:
Instinct: Lurk
Fleet
Zuruckfallen(?? to replace, hit and run!)
Move Through Cover
Pheremone trail (If a lictor is in place at the start of the movement phase, +1 to
all reserve rolls. No deviation of deepstrike within 6" of a lictor. Likely doesn't
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work the turn he initially arrives.)
Deckung Nutzen (Use cover? Stealth?)

Mawloc - WS-3 BS-0 S-6 T-6 W-6 I-4 A-3 Ld-8 Sv-3+ - 170

Monstrous Creature, Heavy Support

Weapons and Biomorphs:


Reinforced Exoskeleton
Claws and Fangs

Special Rules:
Instint - Feed
Tunneling (Can dig in at any point in his movement phase, as long as he did not just
arrive. Put in reserve, arrives automatically next turn. Does NOT have to start game
in reserve.)
Deep Strike
Fearless
Zuruckfallen - Hit and run
Attack from the Deep( S6 Ap2 Large blast when deep striking out, can use on vehicles
as well, move things about. Hits vehicles on rear armor. Place template on spot
deep strike occurs rather than resolving usual deepstrike mishap. Deal wounsd and
damage to the unit, then move all 1" from the edge of the large 5" template, then
place the Mawloc in the space now open afterwords.)

Options:

May choose from the following:


10 Adrenal Glands
10 Toxin Sacs
25 Regenerate
Old One Eye - WS-3 BS-3 S-10 T-6 W-4 I-1 A-4 Ld-8 Sv-3+ - 260

Heavy Support - Unique

Monstrous Creature

Weapons and Biomorphs:


Reinforced Exoskeleton
Scything Talons
Crushing Claws

Special Rules:
Instinct - Feed
Alpha Beast (Any unit within' 12" can use his leadership for any morale test or
other leadership based test called to make.)
Tobsucht? (For each successful hit, roll an extra attack. These do not benefit from
the same added attacks. (AKA 4 Attacks + D3 = Total of 7 possible hits, = 14
possible attacks with considerable luck (or preferred enemy/etc. from tyrant or
similar.))
Fearless
Living Ram (+2 init when charing)
Accelerated Regenaration (regen on 5/6)

The Parasite of Mortrex - WS-5 BS-3 S-6 T-4 W-3 I-6 A-4 LD-10 Sv-3+ - 160

Jump Infantry

Weapons and Biomorphs:


Injectors/Implants
Reinforced chitin
Rending Claws
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Wings

Special Rules:
Synapse Creature
Wirtskorper (? no idea - Rippers within 24" at start of turn do not have to test for
instinct.)
Implant Parasites (When Parasite does a wound, model must test toughnes. On a failed
test, get D6 ripper swarms, which are placed at the end of the close combat phase
within 6" of the parasite.)
Independant Character
Shadow in the Warp
"The sergeant is behaving strangely" (ONE model in each unit that is outflanking is
chosen by the controlling player and roll's a toughness test at the end of that
movement phase when it comes into play, if failed it is removed and D6 ripper swarms
are placed within 6". Even works on units inside a transport.)

Pyrovore - WS-3 BS-3 S-4 T-4 W-2 I-1 A-1 Ld-6 Sv-4+ : 45

1-3 Pyrovores

Infantry

Weapons and Biomorphs:


Toxic blood (<-- This makes them actually decent!)
Sauremaul (toxic attack? acid jaws? etc. - Ignore armor saves in combat)
Claws and Fangs
Flammendruse (S5 Ap4 assault 1 - Can fire even if under the effect of Rage)
Hardened Carapace

Special Rules:
Instinct - Feed
Flammable (On 4+ explodes, S3 D6 inches out, or auto when instant deathed. Or maybe
a 4+ when dies, wounded, or instead dad, any three. Or maybe 4+ when wounded, and
auto when instant dead. Translation is pretty unclear. Somehow they explode, either
on a 4+ or sometimes on a 4+ and othertimes automatic, for D6 inches at S3, ala
light vehicle explosion.)

Landing Pod option

Raveners - WS-5 BS-3 S-4 T-4 W-3 I-5 A-4 Ld-6 Sv-5+ : 30

3-9 Raveners

Beasts

Weapons and Biomorphs:


Reinforced Chitin
Two pairs of Scything Talons
Special Rules:
Instinct - Feed
Acute Senses
Deep Strike
Move Through Cover

Options:
Each ravener can replace one pair of scything talons with:
5 Rending Claws

The whole unit may also choose one of the following:


5 Spinefists
5 Devourers
10 Deathspitters
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Ripper Swarms - WS-2 BS-2 S-3 T-3 W-3 I-2 A-4 Ld-5 Sv-6+ : 10

3-9 Bases

Infantry

Weapons and Biomorphs:


Chitin
Claws and Fangs

Special Rules:
Instinct - Feed
Fearless
Swarm
Abhangig? (Dependant? For each point failed instintive test by, take 1 wound, may or
may not get save, page is fuzzy copied.)
Options:
Entire unit may have:
5 Spinefists
4 Adrenal Glans
4 Toxic Sacs

The whole unit may be upgraded with:


2 Wuhlerschwarm (Ability to deepstrike)
Spore Mines - S-1 T-1 W-1 I-1 Ld-1 - 10

Fast Attack

3-6 Spore Mines

Infantry

Weapons and Biomorphs:


Sporemine

Special rules:
Living bomb, orbital bombardment
The SwarmLord - WS-9 BS-3 S-6 T-6 W-5 I-6 A-4 LD-10 Sv-3+ : 280
Unique, monstrous creature.
Weapons and Biomorphs:
reinforced chitin (3+)
Bone Swords (All cause instant death, bone swords, reroll invuln success against
wounds done by Swarmlord)
Special Rules:
Synapse Creature
Unusual Cunning (+1 reserve rolls, reroll outflank table edge rolls(not 100%, but
seems like it from translation, pretty sure.))
Blade Shield (4++ in close combat :( )
Psychic Monstrosity (18" synapse, 2 psychics per turn)
Psycher
Shadow in the Warp
Swarm Leader (Grant acute senses, preferred enemy, or furious assault to one unit
within 18")

Psychic Powers: ALL of the following


The Horror (A single enemy unit within 12" is automatically hit. Unit makes a morale
test or fall back, fearless is immune.)
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Life Leech (Single enemy unit within 12" is automatically hit. D3 S3 AP2 hits, for
each wound made the tyrant regains one wound up to his starting max.)
Psychic Scream (Automatically hits all non-vehicle enemy units within 2D6. All must
make a leadership test, for each point failed by unit takes 1 wound with no armor
saves allowed.)
Nerve Shock (Unit within 12", automatically hits, psychic shooting, lowers BS and WS
of unit to 1 until start of next Tyranid turn.)
Termagant - WS-3 BS-3 S-3 T-3 W-1 I-4 A-1 Ld-6 Sv-6+ - 5
10-30 Gaunts
Infantry
Weapons and Biomorphs:
Chitin
Claws and Fangs
Bohrkafterschleuder (Fleshborers 12")
Special Rules:
Move Through Cover
Instinct - Lurk
When 20 or less, landing pod option
"The Creeping Tide" - For each termagant brood, may take tervigon as troop
Options:
For each 10 gaunts, one may replace it's Bohrkafterschleuder(Fleshborers) with:
10 Wurgerspinne (Strangleweb. S2 pinning, wound on S not T)
The entire unit may replace their Bohrkafterschleuder(Fleshborers) with:
1 Spinefists (12" twinlinked S3 AP5, Assault X)
1 Spike rifles (stachelharpune, 18" S3 AP-)
5 Devourers (unf!) (18" S4 AP- Assault3)
The unit may also have:
1 Adrenal Glands
1 Toxin Sacs
Tervigon - WS-3 BS-3 S-5 T-6 W-6 I-1 A-3 LD-10 Sv-3+ : 160

Monstrous Creature

Weapons and Biomorphs:


Reinforced Chitin (3+)
Claws and Fangs
Stachelsalve (thorn spray? Spine banks maybe?) (18" S5 AP4 assault 4)
Special Rules:
Synapse Creature
Psycher
Shadow in the Warp
Brutvater (Brood father? - Gaunts within 6" Use his leadership for all tests. All
gaunts within 6" get adrenal and toxic if the tervigon has them. All gaunts within
6" get counterattack. If tervigon dies, all gaunts within 6" take 3D6 S3 AP- hits.)
Termagaunt Breeder - (In movement phase, before moving, can spit out 3d6 Gaunts,
even if stuck in combat. These counts can move, shoot, run and assault as normal.
They count as a normal troop unit, even for the purpose of scenarios and objectives.
If any two dice of the 3d6 are the same number, that tervigon can no longer spawn
more gaunts.)
Psychic power:
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Domination (18" synapse, used at start of the turn before any instinctive tests are
made. Extends Synapse to 18".)

Options:
May have one of the following:
5 Scything Talons
25 Crushign Claws (d3 extra attacks)
May choose the following:
10 Adrenal Glands
10 Poison Sacs
15 Toxic Blood
15 Implant/Injectors
15 Toxic Miasma
30 Regenerate

May replace stachelsalve with:


Free Stachelhagel (18" S5 Large Blast, Assault 1)
May choose the following psychic powers:
15 Catalyst (Unit within 12", movement phase, until start of next turn,
gives feel no pain.)
15 Psychic Whip ("whipping" - Shooting attack, allows unit within 12"
to run and shoot in the same shooting phase, and still may even attack if they have
the Fleet special rule.)
Trygon - WS-5 BS-3 S-6 T-6 W-6 I-4 A-6 Ld-8 Sv-3+ - 200
AlphaT - WS-5 BS-3 S-6 T-6 W-6 I-4 A-6 Ld-10 Sv-3+ - +40

Heavy Support, Monstrous Creature

Weapons and Biomorphs:


Bioelectric discharge (12" S5 AP5 Assault 6)
Reinforced Exoskeleton
Two pairs of Scything Talons
Verstarkerauswuchse (Alpha) (18" S5 Ap5 Assault 12)

Special Rules:
Instinct - Feed (Trygon)
Deep Strike
Fearless
Fleet
Underground Assault (Deep strikes anywhere, shift least possible to place legally,
1" away and not on impassable. Tunnel may not be used until next turn possibly, may
not assault out of tunnel? Place within 6 and shoot/run.)
Synapse Creature (Alpha)
Shadow in the Warp (Alpha)
Options:
May choose the following:
10 Adrenal Glands
10 Toxin Sacs
25 Regenerate

Upgrade Tryong to Alpha: 40


Warriors - WS-5 BS-3 S-4 T-4 W-3 I-4 A-3 Ld-10 Sv-4+ : 30
3-9 Warriors
Infantry

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Tyranids5EPreviewEnglish.txt
Weapons and Biomorphs:
Devourers
Hardened Carapce
Scything Talons
Landing Pod option
Options:
Entire unit may replace scything talons for:
5 Rending Claws
10 Pair of Boneswords
15 Bonesword and Lash whip
One warrior may replace it's devourer for:
10 Barbed Strangler (36" S4 AP5, Assault 1, Large Blast, Pinning)
15 Venom cannon (36" S6 Ap4 assault 1, small blast)
Entire unit can replace devourers for:
Free Rending Claws
Free Spine Fists (S3 Ap5 Assault X, twin linked)
5 Deathspitter (S5 Ap5 Assault3 18")
Free Extra pair of scything talon

Entire unit may be equipped with, points per model:


5 Adrenal Glands
5 Toxin Sacs

Tyrannofex - WS-3 BS-3 S-6 T-6 W-6 I-1 A-3 Ld-8 Sv-2+ - 250
Heavy support, monstrous creature
Weapons and Biomorphs:
Saurezyste (S6 AP Assault 1 Flamer, can place narrow end of template 12 inches from
model for where it fires from, foosh.)
Reinforced Shell (2+)
Claws and Fangs
Stachelsalve(18" S5 AP4 Assault 4)
Thorax-Swarm (Schockmaden - Flamer, S5 Ap5)
Special Rule:
Instinct - Feed
Fearless
Options:
Replace Saurezyste with:
10 Bohrkafernest (flesborer?) (12" Assault 20 S4 AP5)
15 Kapselkanon (giant pew) (48" S10 AP4 Assault 2)

Replace Stachelsalve with Stachelhagel(S5 AP-, Assault 1, Large blsat) : Free


Replace Schockmaden for:
Free Sauglarven (S1 AP-, Flamer Assault 1, Wound on 2+)
Free Splitterschalenkafer (S3 AP-, Flamer Assault 1, rending)

May also choose:


10 Adrenal Glans
10 Toxin Sacs
30 Regenerate
Tyrant Guard - WS-5 BS-3 S-5 T-6 W-2 I-4 A-3 Ld-7 Sv-3+

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Tyranids5EPreviewEnglish.txt
For each tyrant (including the swarmlard) may/must? take a unit of tyrant guard,
does not count against number of HQ choices available.

1-3 Tyrant Guard

Infantry

Weapons and Biomorphs:


Reinforced Chitin
Rending Talons
Scything Claws

Special Rules:
Instinct - Feed
Blind Fury(?) - If tyrant dies while guard joined, guard get Rage and Furious
Assault
Shield Wall - Can join tyrant as if he were independant, cannot voluntarily or
otherwise go to ground.
Options:
The entire unit may replace their scything claws with one of the following:
5 Tentacle Whips
15 Bone swords

Venomthrope - WS-3 BS-4 S-4 T-4 W-4 I-3 A-2 Ld-6 Sv5+ - 55
1-3 Venomthropes
Infantry

Weapons and Biomorphs:


Tentacle Whips
Reinforced Chitin
Toxic Miasma

Special Rules:
Instinct: Feed
Spore Cloud (5+ cover save to all units within 6" against shooting, have defensive
grenades, and dangerous terrain tests to assault)
Toxische Beruhrung (2+ toxin attacks)
Landing spore option?
Winged Tyranid Warriors - WS-5 BS-3 S-4 T-4 W-3 I-4 A-3 Ld-10 Sv-5+ - 35
3-9 Winged Warriors
Jump Infantry
Weapons and Biomorphs:
Devourers (S4 AP- 18" Assault 3)
Reinforced Chitin
Scything Talons
Wings
Special Rules:
Synapse Creature
Shadow in the Warp
Options:
One warrior may replace devourer with:
10 Barbed Strangler (36" S4 AP5 large blast assault 1 pinning)
15 Venom cannon (36" S6 AP4 assault 1 blast)

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Tyranids5EPreviewEnglish.txt
The entire unit can replace scything talons with:
5 Rending Claws

The entire unit may replace devourers with:


Free Spinefists (12" Twin-linked Assault X S3 AP5)
5 Deathspitters (18" S5 Ap5 Assault 3)
10 Pair of Boneswords
15 Lash whip and boneswords
Free Extra pair of scything talons
Entire unit may have:
5 Adrenal Glands
5 Toxin Sacs
Winged Rippers - WS-2 BS-2 S-3 T-3 W-3 I-2 A-4 Ld-5 Sv-6+ - 15

3-9 Winged Rippers

Jump Infantry

Weapons and Biomorphs:


Chitin
Claws and Fangs
Wings

Special Rules:
Swarm
Fearless
Instinct - Feed
Abhangig (dependant? Leader or eat, perhaps, outside synapse)
The entire unit may choose from the following:
5 Spine fists
4 Adrenal Glans
4 Toxin Sacs
Ymgarl Genestealers - WS-6 BS-0 S-4 T-4 W-1 I-6 A-2 Ld-10 Sv-4+ : 23

5-10 Ymgarls

Infantry

Weapons and Biomorphs:


Hardened Carapace
Rending Claws

Special Rules:
Anpassungsfahig (rapid mutation - Choose at the start of each combat phase, +1S,
+1T, +1A, cannot do the same two consecutive phases.)
Brood Telepathy (No instinctive behavior rolls need be made)
Ruhestarre(hibernation? - At start of the gamse choose a piece of terrain you
believe the unit can fit within, if you do the unit is not deployed normally. Note
the terrain after both sides have deployed and once their reserve become available,
place them into the terrain, they mya move and assault as normal. May have to inform
opponent?)
Fleet
Move Through Cover
Zoanthrope - WS-3 BS-4 S-4 T-4 W-2 I-3 A-1 Ld-10 Sv-5+ - 45
1-3 Zoanthropes
Infantry
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Tyranids5EPreviewEnglish.txt
Weapons and Biomorphs:
Claws and Fangs
Reinforced Chitin
Special Rules:
Synapse Creature
Shadow in the Warp
Psycher (psyker)
Warpfield (3+ invul)

Psychic Powers:
Warp Blast (S5 AP3 24" Blast)
Warp Lance (S10 Ap1 Lance, 18")

Landing Spore option

Page 17

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