Professional Documents
Culture Documents
Tyranid
Swarms
--&--
Genestealer
Cults
TYRANID HIVE FLEETS & CULTS
IMPERIAL XENOS CATALOG
Common Abilities
Tyranid Hivefleets 24m of any Tyranid with this ability. TYRANID PSYKERS are
The following abilities are common to several Tyranid Species: not affected.
Behomoth Hyper-Agression: When declaring a charge, add 2 to The Bladed Cog Cyborgdised Hybrids: Creatures and mobs with
the base speed of this Tyranid. this Cult Creed may soak Mortal Wounds. A Creature or mob that
already can soak Mortal Wounds adds 1 to the roll to soak. A
Gorgon Adaptive Toxins: You can re-roll rolls of 1 for melee creature or mob with this Cult Creed may move and shoot heavy
damage rolls. weapons with no movement penalty to the Shooting roll.
Hydra Swarming Instincts: You can re-roll rolls of 1 (except for Cult of the Four-Armed Emperor Subterranean Ambushers:
Complications) for melee attack rolls. Add 2 to this creature or mob’s Speed when charging during the
first round of combat.
Jormungandr Tunnel Networks: A Tyranid with this adaptation
(other than Tyranids that Fly) always has the benefit of cover for The Hivecult Disciplined Militants: If this creature or mob fails a
the purposes of ranged attacks. If this Tyranid moves, it loses this Willpower or Conviction Test, they may immediately make a
benefit until the beginning of its next activation. second test at +2 DN.
Kraken Questing Tendrils: When this Tyranid moves, add 2 to The Pauper Princes Devoted Zealots: If this creature or mob
the Tyranids speed. charged, you may reroll rolls of 1 (except for Complications) for
melee attack rolls.
Kronos Bio-Barrage: You can re-roll rolls of 1 (except for
Complications) for shooting attack rolls if this Tyranid did not The Rusted Claw Nomadic Survivalists: A creature of mob with
move this turn. this Cult Creed adds 1 to their Soak rolls to soak wounds (but not
Mortal Wounds). In addition, and creature or mobs on bikes may
Leviathan Synaptic Imperative: A Tyranid with this adaptation move and shoot Heavy or Assault weapons with no penalties due
rolls a d6 for each wound that unit receives whilst within 12m of a to movement.
friendly SYNAPSE unit from the same hivefleet. On a 6, that unit
takes a 1 shock instead of a wound. The Twisted Helix Experimental Subjects: A creature or mob
with this Cult Creed gains +2 Strength and +2 Speed.
Psychic Disciplines
Hive Mind Disciplines Potency [2] Increase the DN of the Willpower test to DN
5
Catalyst Potency [3] Increase the DN of the Willpower test to DN
Point Cost: -- 6
DN: 6
Activation: Full Action Psychic Scream
Duration: Instant Point Cost: --
Range: 36m DN: 3
Multi-target: No Activation: Full Action
Keywords: Psychic Duration: Instant
Effect: Target a Tyranid creature, until this Psykers next Range: 36m
activation, the target Tyranid rolls a d6 for each wound that it Multi-target: No
receives, on a 6, that Tyranid takes a 1 shock instead of a wound. Keywords: Psychic
Potency [3] On a 5+ that Tyranid takes 1 shock instead Effect: If manifested, choose an enemy target, that target suffers
Potency [5] On a 4+ that Tyranid takes 1 shock instead d3 Mortal Wounds. In addition, if that target is a Psyker, make an
opposed Psychic Master tests. If the target loses, then one
Dominion randomly selected psychic power they know is ‘forgotten’ til they
Point Cost: -- can take an extended rest.
DN: 5 Potency [2] The Psyker gains +1 BD to the opposed
Activation: Full Action Psychic Mastery test.
Duration: Instant Potency [4] The Psyker gains +2 BD to the opposed
Range: 72m Psychic Mastery test.
Multi-target: Yes
Keywords: Psychic The Horror
Effect: If manifested, select a friendly Tyranid creature or mob Point Cost: --
that has the Instinctive Behavior ability. Until the end of this DN: 6
Psyker’s next activation, the target Tyranid ignores its Instinctive Activation: Full Action
Behavior ability. Duration: Instant
Potency [4] All Tyranid creatures within range ignore Range: 48m
their Instinctive Behavior ability. Multi-target: Yes
Keywords: Psychic
Onslaught Effect: Target an area equal to a MBT, until the beginning of this
Point Cost: - Psyker’s next activation, any targets within the MBT take a 1 die
DN: 6 penalty to all Shooting and Weapon Skill Rolls and are -1
Activation: Full Action Willpower.
Duration: Instant Potency [2] The penalty increases to 2 dice and -2
Range: 36m Willpower
Multi-target: Yes Potency [4] The Penalty increases to 4 dice and -3
Keywords: Psychic Willpower
Effect: If manifested, a Tyranid creature or mob within range may
make an immediate shooting attack. In addition, that creature or Cult Broodmind Disciplines
mob may move up to half speed after the attack.
Mass Hypnosis
Paroxysm Point Cost: --
Point Cost: -- DN: 7
DN: 5 Activation: Full Action
Activation: Full Action Duration: Instant
Duration: Instant Range: 36m
Range: 36m Multi-target: Yes
Multi-target: Yes Keywords: Psychic
Keywords: Psychic Effect: Target an area equal to a MBT, until the beginning of this
Effect: If manifested, choose an enemy target. Until this Psykers Psyker’s next activation, any targets within the MBT take a 1 die
next activation, target enemy may not make a melee attack unless penalty to all Shooting Skill Rolls, activate last in the turn, and
it passes a Willpower (DN 4) test. cannot Overwatch.
Potency [2] The penalty increases to 2 dice
Any NPC’s under a PC’s control may have Stratagems used for their benefit but these must be paid for with Glory. Stratagems can be used by
the GM for NPC Threats, but these are paid for by Ruin.
Each Stratagem will list any keyword restrictions after the cost that must be met in full for the Stratagem to apply. Unless noted otherwise,
Stratagem effects end at the end of that character or threats activation.
Monstrous Vigour (Cost 2, Genestealer Cults) Scanner Decoys (Cost 1, Genestealer Cults)
Use this Stratagem and select an Abberant, add 1 to Bestial Use this Stratagem at the beginning of a turn. All threats equipped
Vigour rolls for this Abberant until the start of its next with an Auspex (or the equivalent) suffer a -1 DN Penalty to all
activation. Ballistic Skill Tests till the start of the next turn.
Overthrow The Oppressors (Cost 1, Genestealer Cults, The Telepathic Summons (Cost 2, Genestealer Cults)
Bladed Cog) Use this Stratagem and choose a <Cult> Psyker. Instead of
Use this Stratagem before a <Bladed Cog> troops (excluding manifesting a power, that Psyker summons a <Cult> Troops or
Genestealers) makes a melee attack. If the attack scores a critical Bike Squad. It arrives at the end this Psyker’s activation and may
hit, then that Troop may make an immediate second melee attack set up anywhere no closer than 18m to any threat. This Troops or
against the same threat. If the threat is Imperium, then hit rolls Bike Squad may activate as normal thereafter.
of 3 generate 1 icon; if Adeptus Mechanicus, then hit rolls of 2
or 3 generate 1 icon. They Came From Below (Cost 1, Genestealer Cults)
Use this Statagem to immediately place a Genesestealer Cults
A Perfect Ambush (Cost 3, Genestealer Cults) Champion or Troops on the battlefield no closer than 18m to any
Use this Stratagem and choose a Genestealer Cults ally. That ally threat, they may activate as normal this turn.
my immediately activate as if it was there activation even if they
had done so already in this turn. Vengeance For The Martyred (Cost 1, Genestealer Cults,
Pauper Princes)
A Plan Generations in The Making (Cost 3, Genestealer Cults, Use this Stratagem after a <Pauper Princes> Champion is reduced
Cult of the Four-Armed Emperor) to 0 wounds. For the remainder of the combat, all friendly
<Pauper Princes> Troops gain +1 Bonus Dice to attacks.
The following Warlord Traits are available to Champions of any Synaptic Lynchpin
<Hive Fleet> unless noted otherwise. Add 12m to this Champion’s Synapse ability.
Adaptive Biology The following Warlord Traits are available to Champions of any
After this Champion suffers a wound, till the end of the combat, Genestealer <Cult> unless noted otherwise.
increase this Champions Toughness by +2.
Alien Majesty
Alien Cunning Add 6m to your Champions aura abilities.
The first turn that this Champion is attacked, all attacks are made
with an additional -2DN penalty. Beloved Grandsire <Pauper Princes>
Increase the range of all friendly <Pauper Prince> Unquestioning
Endless Regeneration <Hydra> Loyalty abilities by 4m.
At the beginning of this Champions activation, roll a d6 and heal a
number of wounds equal to the icons generated. Bio-Alchemist <Twisted Helix>
All weapons, except for Sacred Relics of the Cult, that your
Heightened Senses Champion uses have +2 to their base damage.
This Champion does not suffer penalties to their attack rolls.
Biomorph Adaption
Insidious Threat <Jormungandr> You Champion gains +2 Strength, Agility, and Initiative.
Threats do not gain any bonus from being in cover when being
attacked by this Champion or a <Jormungadr> ally within 6m of Born Survivor
this Champion. Reduce the number of wounds (after Soak) by 1 that your
Champion suffers.
Instinctive Killer
At the beginning of the combat, choose a threat. All attacks Focus of Adoration
against the chosen threat by your Champion are Lucky. Friendly <Cult> Troops or Biker Squads with 12m of this
Champion may take any wounds suffered by this Champion.
Lethal Miasma <Gorgon>
At the end of this Champion’s activation, any threat with 2m must Hivelord <Hivecult>
make an Agility (DN3) test or suffer 1 mortal wound. Friendly <Hivecult> within 12m gain the Lucky Trait for any
ranged weapons they have.
Mind Eater
Each time this Champions kills a threat in melee combat, choose Inscrutable Cunning <Cult of the Four-Armed Emperor>
an ally <Hivefleet> within 6m. That ally may make an immediate If your Champion is on the battlefield, then you may re-roll any 1
move as if it was their activation. attack, damage, or Soak roll for a <Cult of the Four Armed
Emperor> ally. In addition, at the beginning of each turn, roll a d6
Monstrous Hunger <Behemoth> and gain a number of Ruin/Glory equal to the number of icons
Whenever this Champion rolls a 6 on a damage roll, that die rolled.
generates 3 icons instead of 2.
Preternatural Speed
One Step Ahead <Kraken> Your Champion always activated first in a turn unless a threat
Target <Kraken> Champion or Threat within 12m of this spends 2 Glory/Ruin (instead of the normal 1) to Steal Initiative.
Champion Steals initiative for the Turn. This trait cannot be chosen for a Locus Champion.
Champions are individuals that act as the physical extensions of the Tyranid Hivemind. These individuals may use Ruin through the course
of the game to influence the troops under their control. Champions may not Mob. Champions also represent super-large Tyranid organisms.
Abominant
Strength 9 Intellect 5
Agility 6 Willpower 5
Toughness 9 Fellowship 3
Initiative 6 Defense 5
Speed 6 Wounds 17
Shock 5 Soak 9
Resolve 4 Conviction 5
Passive Awareness: 3
Resilience: 10
Skills: Default 6; Ballistic Skill 8, Weapon Skill 8
Size: Average
Keywords: Genestealer Cults, <Cult>, Psyker, Champion
Weapons
• Familiar Claws (10+1ED; AP 0; Range Melee; Does not add Strength, Natural)
• Power Sledgehammer (17+5ED; AP -3; Range Melee; Brutal, Power Field)
• Rending Claw (11+1ED; AP -1; Ranged Melee; Penetrating 4)
Special Abilities
• Cult Ambush
• Unquestioning Loyalty
• Bestial Vigour: When this Champion is dealt damage, reduce it by 2. Also, each time this Champion suffers a wound, roll a d6, on a
5 or 6, the wound is ignored.
• The Chosen One: Each time a <Cult> Abberant scores a critical hit, it deals d3 mortal wounds in addition to any other damage
dealt.
• Myndwyrm Familiar: Enemy Psykers within 24m suffer a -2DN penalty to any Psychic Masterery Tests. Tyranid Psykers are
not affected.
• Regenerative Flesh: Each time this Champion activates it heals 2d3 wounds
• (RUIN) Champion: This threat may take RUIN Actions.
Variant Species
Broodlord
Threat Classification: Adversary at Tier 1-3, Elites at Tier 4-5, Troops at Tier 6+.
Strength 10 Intellect 6
Agility 6 Willpower 6
Toughness 8 Fellowship 1
Initiative 6 Defense 5
Speed 8 Wounds 11
Shock 6 Soak 8
Resolve 5 Conviction 6
Passive Awareness: 6
Resilience: 9
Skills: Default 6; Athletics 10, Awareness 8, Psychic Mastery 8, Stealth 8, Weapon Skill 9
Size: Average
Keywords: Tyranid, <Hive Fleet>, Psyker, Champion
Weapons
• Monstrous Rending Claws (16+3ED; AP -3; Range Melee; Penetrating 4)
Special Abilities
• Brood Telepathy: Any <Hive Fleet> Genestealers within 20m gain +2 bonus dice to Weapon Skill rolls.
• Lightning Reflexes: Bloodlords may soak Mortal Wounds.
• Swift and Deadly: Bloodlords receive no penalty to attack rolls when moving.
• Psyker: Knows Deny the Witch and Smite powers plus any Hivemind Psychic Disciplines or any from the Core RPG
• Synapse Creature
• (RUIN) Champion: This threat may take RUIN Actions.
Variant Species
Strength 5 Intellect 5
Agility 6 Willpower 4
Toughness 5 Fellowship 3
Initiative 6 Defense 4
Speed 6 Wounds 11
Shock 4 Soak 5
Resolve 3 Conviction 4
Passive Awareness: 5
Resilience: 6
Skills: Default 10; Ballistic Skill 12, Weapon Skill 12
Size: Average
Keywords: Genestealer Cults, <Cult>, Champion
Weapons
• Autopistol (9+1ED; AP 0; Range 30m; Salvo 1; Pistol)
Special Abilities
• Cult Ambush
• Unquestioning Loyalty
• Proclomator Hailer: All <Cult> allies within 12m gain +2 Willpower. In addition, all <Cult> allies gain +2 Speed when declaring
a Charge when they are within 12m of a Clamvus.
• Scrambler Array: Each time a Clamvus activates, all threats within 12m must roll a d6, they suffer 1 mortal wound for each icon
generated less 1.
• (RUIN) Champion: This threat may take RUIN Actions.
Strength 12 Intellect 6
Agility 6 Willpower 5
Toughness 14 Fellowship 1
Initiative 6 Defense 5
Speed 18 Wounds 36
Shock 16 Soak 14
Resolve 4 Conviction 5
Passive Awareness: 4
Resilience: 9
Skills: Default 8; Psychic Mastery 8, Ballistic Skill 10, Weapon Skill 12
Size: Gargantuan (+3D)
Keywords: Tyranid, <Hive Fleet>, Psyker, Monstrous Creature, Champion
Weapons
A Hive Tyrant has two sets of arms and may be equipped with 2 pair of these weapons
(except for Heavy Venom Cannon and Stranglethorn Cannon). A Hive Tyrant has a Prehensile Pincer Tail and may have wings.
• Deathspitters with Slimer Maggots (13+1ED; AP -1; Range 60m; Salvo 0; Assault, Brutal)
• Devourers with Brainleech Worms (14+1ED; AP 0; Range 36m; Salvo 2; Brutal, Assault)
• Lash Whip and Monstrous Bonesword (18+3ED; AP -2; Range Melee 4m; Brutal, Penetrating 1, Final Attack)
• Heavy Venom Cannon (15+3ED; AP -2; Range 90m; Assault, Brutal)
• Monstrous Boneswords (18+3ED; AP -2; Range Melee; Brutal, Penetrating 2)
• Monstrous Rending Claws (18+3ED; AP -3; Ranged Melee; Penetrating 4)
• Monstrous Scything Talons (18+3ED; AP 3; Ranged Melee; Brutal, Lucky)
• Prehensile Pincer Tail (16+3ED; AP 0; Range Melee; Natural)
• Stranglethorn Cannon (13+2ED; AP -1; Range 90m; Salvo 3; Assault, Spread)
Special Abilities
• Fly: A Hive Tyrant with wings was a Speed of 28
• Psyker: Knows Deny the Witch and Smite powers plus any Hivemind Psychic Disciplines or any from the Core RPG
• Synapse Creature
• Shadow of the Warp
• Swooping Assault: A Hive Tyrant may begin the game flying on high and make his first attack as a charge attack on his activation
with a +3ED bonus to all of its melee attacks.
• Death Throes: As Explodes for vehicles.
• Psychic Barrier: A Hive Tyrant can Soak mortal wounds.
• (RUIN) Champion: This threat may take RUIN Actions.
Variant Species
Strength 9 Intellect 6
Agility 6 Willpower 5
Toughness 9 Fellowship 1
Initiative 6 Defense 5
Speed 9 Wounds 15
Shock 5 Soak 9
Resolve 4 Conviction 5
Passive Awareness: 3
Resilience: 10
Skills: Default 6; Ballistic Skill 8, Weapon Skill 12
Size: Huge (+2D)
Keywords: Tyranid, <Hive Fleet>, Champion
Weapons
• Flesh Hooks (13+1ED; AP 0; Range Melee, 6m; Assault)
• Grasping Talons (13+2ED; AP -1; Range Melee)
• Rending Claws (13+1ED; AP -1; Ranged Melee; Penetrating 4)
Special Abilities
• Chameleonic Skin: Lictors are +2 Defense when targeted by ranged or melee attacks and gains +1DN to cover modifiers.
• Hidden Hunter: The first attack by a Lictor in a combat is made at +4 Bonus Dice.
• (RUIN) Champion: This threat may take RUIN Actions.
Variant Species
Strength 6 Intellect 5
Agility 6 Willpower 5
Toughness 5 Fellowship 3
Initiative 6 Defense 4
Speed 6 Wounds 11
Shock 5 Soak 5
Resolve 4 Conviction 5
Passive Awareness: 5
Resilience: 6
Skills: Default 10; Ballistic Skill 12, Weapon Skill 14
Size: Average
Keywords: Tyranid, Genestealer Cults, <Cult>, Champion
Weapons
• Hypermorph Tail (10+1Ed; AP -1; Range Melee; Natural)
• Locus Blade (10+1ED; AP -3; Range Melee; Penetrating 2)
Special Abilities
• Cult Ambush
• Unquestioning Loyalty
• Unquestioning Bodyguard: Whenever a <Cult> ally Champion within 6m suffers wounds, a Locus may take the damage instead.
Roll a d6, on a 2+ the Locus takes all wounds as un-soakable mortal wounds. On a 1+ the original Champion takes the wounds as
normal.
• Neurotramul Rod: All threats within 12m suffer a +2 to Willpower.
• Sudden Strike: Once per turn, when a threat completes a Charge attack against a <Cult> ally within 12m, a Locus may immediately
move upto 12m towards the nearest Threat Champion.
• Quicksilver Dodge: A Locus can soak mortal wounds.
• Quicksilver Strike: A Locus always activates first in a turn. Threats must spend 2 Glory to Steal Initiative from a Locus.
• (RUIN) Champion: This threat may take RUIN Actions.
Strength 5 Intellect 8
Agility 6 Willpower 8
Toughness 5 Fellowship 6
Initiative 6 Defense 5
Speed 6 Wounds 11
Shock 8 Soak 5
Resolve 7 Conviction 8
Passive Awareness: 3
Resilience: 6
Skills: Default 6; Psychic Mastery 8, Ballistic Skill 8, Weapon Skill 8
Size: Average
Keywords: Genestealer Cults, <Cult>, Psyker, Champion
Weapons
• Autopistol (9+1ED; AP 0; Range 30m; Salvo 1; Pistol)
• Cultist Knife (7+1ED; AP 0; Range Melee, Natural)
• Force Stave (10+2ED; AP -2; Force, Parry)
Special Abilities
• Cult Ambush
• Unquestioning Loyalty
• Familiar: A Magus may be accompanied up to 2 Familiars. They are Defense 4, Resilience 4, Wounds 2. Once per game, a
Magus may attempt manifest one additional psychic power per Familiar within 2m.
• Spiritual Leader:
• Psyker: Knows Deny the Witch and Smite powers plus any Genestealer Cult Psychic Disciplines or any from the Core RPG
• (RUIN) Champion: This threat may take RUIN Actions.
Variant Species
Strength 14 Intellect 6
Agility 6 Willpower 6
Toughness 14 Fellowship 1
Initiative 6 Defense 5
Speed 7 Wounds 36
Shock 17 Soak 14
Resolve 5 Conviction 6
Passive Awareness: 3
Resilience: 15
Skills: Default 6; Psychic Mastery 10, Ballistic Skill 8, Weapon Skill 8
Size: Gargantuan (+3D)
Keywords: Tyranid, <Hive Fleet>, Psyker, Monstrous Creature, Champion
Weapons
• Massive Scything Talons (19+3ED; AP -3; Range Melee 4m; Brutal, Lucky)
Special Abilities
• Psyker: Knows Deny the Witch and Smite powers plus any Hivemind Psychic Disciplines or any from the Core RPG
• Synapse Creature
• Shadow of the Warp
• Psychic Barrier: A Malecptor can Soak mortal wounds.
• Psychic Overload: Instead of manifesting a psychic power, a Malecptor may instead unleash brain bursting psychic tendrils. Make
a Psychic Mastery Test vs Willpower for each threat within 12m. If the Maleceptor wins the test, roll a d6, the threat takes 1
mortal wound plus one for each icon generated on the die roll.
• (RUIN) Champion: This threat may take RUIN Actions.
Strength 10 Intellect 6
Agility 6 Willpower 6
Toughness 8 Fellowship 1
Initiative 6 Defense 5
Speed 8 Wounds 11
Shock 6 Soak 8
Resolve 5 Conviction 6
Passive Awareness: 6
Resilience: 9
Skills: Default 6; Athletics 10, Awareness 8, Psychic Mastery 8, Stealth 8, Weapon Skill 9
Size: Large (+1D)
Keywords: Tyranid, Genestealer Cults, <Cult>, Psyker, Champion
Weapons
• Monstrous Rending Claws (16+3ED; AP -3; Range Melee; Penetrating 4)
Special Abilities
• Brood Telepathy: Any <Cult> Genestealers within 20m gain +2 bonus dice to Weapon Skill rolls.
• Cult Ambush
• Familiar: A Patriarch may be accompanied up to 2 Familiars. They are Defense 4, Resilience 4, Wounds 2. Once per game, a
Patriarch may attempt manifest one additional psychic power per Familiar within 2m.
• Lightning Reflexes: Patriarchs may soak Mortal Wounds.
• Living Idol: <Cult> and Brood Brother allies automatically pass Resolve Tests when within 12m of a Patriarch.
• Swift and Deadly: Patriarchs receive no penalty to attack rolls when moving.
• Psyker: Knows Deny the Witch and Smite powers plus any Hivemind or Genestealer Cult Psychic Disciplines or any from the Core
RPG
• (RUIN) Champion: This threat may take RUIN Actions.
Variant Species
Strength 6 Intellect 7
Agility 6 Willpower 7
Toughness 5 Fellowship 5
Initiative 6 Defense 4
Speed 6 Wounds 13
Shock 7 Soak 5
Resolve 6 Conviction 6
Passive Awareness: 3
Resilience: 6
Skills: Default 6; Ballistic Skill 8, Weapon Skill 8
Size: Average
Keywords: Genestealer Cults, <Cult>, Psyker, Champion
Weapons
• Blasting Charge (9+1ED; AP 0; Range Str x3m; MBT, Explosive)
• Bonesword (10+1ED; AP -1; Range Melee; Brutal, Penetrating 2)
• Needle Pistol (7+3ED; AP 0; Range 30m; Salvo 3; Pistol, Devastating)
• Toxin Injector Claw (9+1ED; AP -1; Range Melee; Toxic 3)
Special Abilities
• Cult Ambush
• Unquestioning Loyalty
• Cult Demagaogue: All <Cult> allies receive +2 Bonus Dice to attacks when they are within 12m of a <Cult> Primus.
• Meticulous Planner: Choose a Threat, <Cult> allies gain the Devastating trait for all attacks made against the chosen Threat when
they are with 12m of this Primus.
• (RUIN) Champion: This threat may take RUIN Actions.
Variant Species
Strength 5 Intellect 5
Agility 6 Willpower 5
Toughness 5 Fellowship 3
Initiative 6 Defense 5
Speed 6 Wounds 11
Shock 5 Soak 5
Resolve 4 Conviction 5
Passive Awareness: 6
Resilience: 6
Skills: Default 12; Ballistic Skill 14, Weapon Skill 14
Size: Average
Keywords: Genestealer Cults, <Cult>, Champion
Wargear
A Sanctus has a Camo Cloak
Weapons
• Familiar Claws (10+1ED; AP 0; Range Melee; Does not add Strength, Natural)
• Silencer Sniper Rifle (15+3ED; AP -1; Range 120m; Salvo 0; Sniper 2, Psyker Bane)
• Sanctus Bio-Dagger (2+2ED; AP -2; Range Melee; Devastating)
Special Abilities
• Cult Ambush
• Unquestioning Loyalty
• Cult Assassin: A Sanctus can never have a Warlord Trait. The Stratagem “A Perfect Ambush” has a cost of 0 when targeting a
Sanctus.
• Soulsight Familiar: Threats do not receive the benefits of cover when attacked by a Sanctus.
• (RUIN) Champion: This threat may take RUIN Actions.
Strength 16 Intellect 8
Agility 5 Willpower 8
Toughness 14 Fellowship 1
Initiative 7 Defense 6
Speed 12 Wounds 38
Shock 19 Soak 15
Resolve 7 Conviction 8
Passive Awareness: 4
Resilience: 15
Skills: Default 8; Psychic Mastery 8, Ballistic Skill 10, Weapon Skill 12
Size: Gargantuan (+3D)
Keywords: Tyranid, <Hive Fleet>, Psyker, Monstrous Creature, Champion
Weapons
• Bone Sabres (21+3ED; AP -3; Range Melee 6m; Brutal, Mortal)
• Prehensile Pincer Tail (20+3ED; AP 0; Range Melee; Natural)
Special Abilities
• Psyker: Knows Deny the Witch and Smite powers plus any Hivemind Psychic Disciplines or any from the Core RPG
• Synapse Creature
• Will of the Hive Mind: Increase the Swarmlords Synapse range to 36m
• Hive Commander: On this threats activation, choose a <Hive fleet> ally within 12m, that ally may move as if it was there
activation.
• Shadow of the Warp
• Blade Parry: A Swarmlord has +2 Defense when attacked by a melee weapon.
• Death Throes: As Explodes for vehicles.
• Psychic Barrier: A Hive Tyrant can Soak mortal wounds.
• (RUIN) Champion: This threat may take RUIN Actions.
Variant Species
Strength 8 Intellect 6
Agility 6 Willpower 5
Toughness 8 Fellowship 1
Initiative 6 Defense 5
Speed 6 Wounds 18
Shock 5 Soak 8
Resolve 4 Conviction 5
Passive Awareness: 4
Resilience: 9
Skills: Default 8; Ballistic Skill 10, Weapon Skill 12
Size: Large (+1D)
Keywords: Tyranid, <Hive Fleet>, Champion
Weapons
A Tyranid Prime has 2 sets of arms and may be equipped with one Ranged and one
Melee weapon, or two Melee weapons. A Tyranid Prime may also have Flesh Hooks,
Adrenal Glands, and/or Toxin Sacs.
• Adrenal Glands: Increase Speed by +3
• Boneswords (12+1ED; AP -1; Range Melee; Brutal, Penetrating 2)
• Death Spitter (13+1ED; AP -1; Range 60m; Salvo 0; Assault, Brutal)
• Devourer (10+1ED; AP 0; Range 36m; Salvo 2; Brutal, Assault)
• Flesh Hooks (12+1ED; AP 0; Range Melee, 6m; Assault)
• Lashwhip and Bonesword (12+1ED; AP -2; Range Melee 4m; Brutal, Penetrating 1, Final Attack)
• Rending Claws (12+1ED; AP -1; Ranged Melee; Penetrating 4)
• Scything Talons (12+1ED; AP 0; Ranged Melee; Brutal)
• Spinefists (10+1ED; AP 0; Range 24m; Salvo 1; Pistol)
• Toxin Sacs: All attacks gain Toxic 3
Special Abilities
• Synapse Creature
• Shadow of the Warp
• Alpha Warrior All <Hive Fleet> Tyranid Warriors within 12m gain the Lucky trait for all weapons.
• (RUIN) Champion: This threat may take RUIN Actions.
Variant Species
Strength 9 Intellect 5
Agility 5 Willpower 5
Toughness 6 Fellowship 3
Initiative 5 Defense 4
Speed 6 Wounds 8
Shock 5 Soak 6
Resolve 4 Conviction 5
Passive Awareness: 5
Resilience: 7
Skills: Default 10; Weapon Skill 12; Ballistic Skill 6
Size: Average
Keywords: Tyranid, Genestealer Cults, <Cult>
Weapons
Aberrants are equipped with a Rending Claw and choice of one of the folling other melee weapons:
• Heavy Improvised Weapon (6+2ED; AP -1; Range Melee; Brutal)
• Heavy Power Hammer (8+3ED; AP -3; Range Melee 2m; Brutal, Unwieldly 2)
• Hypermorph Tail (4+1Ed; AP -1; Range Melee; Natural)
• Power Pick (5+3ED; AP -2; Range Melee; Penetrating 2, Power Field)
• Rending Claws (10+1ED; AP -1; Ranged Melee; Penetrating 4)
Special Abilities
• Cult Ambush
• Unquestioning Loyalty
• Bestial Vigour: When an Aberrant is dealt damage, reduce it by 2. Also, each time this Champion suffers a wound, roll a d6,
on a 5 or 6, the wound is ignored.
• (Mob) Mob Up: Aberrant may form into a mob lead by an Aberrant Metamorph
o The Metamorph is as an Aberrant with +2 to Agility and Initiative.
Strength 6 Intellect 5
Agility 5 Willpower 5
Toughness 4 Fellowship 3
Initiative 5 Defense 4
Speed 6 Wounds 4
Shock 5 Soak 4
Resolve 4 Conviction 4
Passive Awareness: 4
Resilience: 8 (Flak Armour Rating 3)
Skills: Default 8; Ballistic Skill 10, Weapon Skill 12
Size: Average
Keywords: Genestealer Cult, <Cults>
Weapons
Acolyte Hybrids are armed with Autopistol, Cultist
Knife, and a Rending Claw.
• Autopistol (9+1ED; AP 0; Range 30m; Salvo 1; Pistol)
• Cultist Knife (8+1ED; AP 0; Range Melee)
• Rending Claws (10+1ED; AP -1; Ranged Melee; Penetrating 4)
Special Abilities
• Cult Ambush
• Unquestioning Loyalty
• (MOB) Mob Up: Acolyte Hybrids may form a mob.
o For every 5 members of the mob,2 may replace their Cultist Knife and Rending Claw with either a Blasting Charge,
Heavy Rock Drill, Heavy Rock Cutter, or Heavy Rock Saw.
o One member of the mob may carry a Cult Icon
▪ Cult Icon: A Mob with a Cult Icon in it may gains the Lucky Trait for all melee weapons it is armed with.
o A Mob of Acolyte Hybrids is led by an Acolyte Leader with +1 Agility, Initiative, Intellect, and Willpower. He may be
armed with an Autopistol, Cultist Knife or Bonesword, or just a Lash Whip and Bonesword.
Strength 6 Intellect 4
Agility 5 Willpower 4
Toughness 6 Fellowship 1
Initiative 5 Defense 5
Speed 5 Wounds 12
Shock 3 Soak 6
Resolve 3 Conviction 4
Passive Awareness: 3
Resilience: 7
Skills: Default 4; Ballistic Skill 10, Weapon Skill 10
Size: Huge (+2D)
Keywords: Tyranid, <Hive Fleet>
Weapons
A Biovore is armed with a Spore Mine Launcher (see below)
Special Abilities
• Instinctual Behavior
• Spore Mine Launcher: Range 120m; Requires a Ballistic Skill Test at standard DN,
with deviation. On a successful hit, the Spore Node deals 1 mortal wounds per shifted
exalted icon. If the attack missed, set up 1 Spore Mines within 12m of the target but no
closer than 4m of any threat. These Spore Mines activate as normal thereafter in the turn.
Strength 3 Intellect 3
Agility 3 Willpower 3
Toughness 3 Fellowship 3
Initiative 3 Defense 2
Speed 6 Wounds 3
Shock 3 Soak 3
Resolve 4 Conviction 4
Passive Awareness: 4
Resilience: 8 (Flak Armour 3)
Skills: Default 8; Weapon Skill 10; Ballistic Skill
10
Size: Average
Keywords: Genestealer Cults, Brood Brothers
Wargear
• Flak Armour: Armour Rating 3;
Lasgun; 1d3 Frag Grenades; Knife or
Bayonet
Weapons
• Knife/Bayonet (2+1ED; AP 0; Range Melee)
• Grenades (Range STR x4m)
o Frag Grenade (10+1ED; AP 0; MBT, Explosive)
• Lasgun (7+1ED; AP 0; Range 48m; Salvo 2; Rapid Fire 1; Steadfast)
Special Abilities
• (Mob) Heavy Weapons Squad: Guardsmen may form into a Special Weapons Squad of 6 Guardsmen. 3 Guardsmen in the
squad may take one of the following weapons in place of their Lasgun:
o Autocannon (16+1ED; AP -1; Range 96m; Salvo 3)
o Heavy Bolter (12+2ED; AP -1; Range 60m; Salvo 3; Brutal)
o Lascannon (18+3ED; AP -3; Range 150m; Salvo 1; Heavy 8; Steadfast)
o Missile Launcher (Damage and AP by Missile Type; Range 150m; Salvo -)
▪ Frag Missile (16+2ED; AP 0; LBT)
▪ Krak Missile (16+3ED; AP -2; SBT)
o Mortar (10+1ED; AP 0; Range 120m; Salvo 3; LBT, Indirect)
Strength 3 Intellect 3
Agility 3 Willpower 3
Toughness 3 Fellowship 3
Initiative 3 Defense 2
Speed 6 Wounds 3
Shock 3 Soak 3
Resolve 4 Conviction 4
Passive Awareness: 4
Resilience: 8 (Flak Armour 3)
Skills: Default 8; Weapon Skill 10; Ballistic Skill 10
Size: Average
Keywords: Genestealer Cults, Brood Brothers
Wargear
• Flak Armour: Armour Rating 3; Lasgun; 1d3 Frag Grenades
Weapons
• Grenades (Range STR x4m)
o Frag Grenade (10+1ED; AP 0; MBT, Explosive)
• Lasgun (7+1ED; AP 0; Range 48m; Salvo 2; Rapid Fire 1; Steadfast)
Special Abilities
• Cult Ambush
• Unquestioning Loyalty
• (Mob) Mob Up: Brood Brothers may form into an mob of up to 9 Brood Brothers lead by a Brood Brothers Leader
o Leader: The Leader is as a Brood Brother with +1 to Strength, Toughness, and Willpower. He is armed with a
ranged and a melee weapon chosen from below and has 1d3+1 Frag Grenades.
▪ Chain Sword (5+1ED; AP 0; Range Melee; Brutal Parry)
▪ Frag Grenade (10+1ED; AP 0; MBT, Explosive)
▪ Laspistol (7+1ED; AP 0; Range 24m; Salvo 1; Pistol, Steadfast)
o Two members may form a Heavy Weapons Team with one of the following weapons:
▪ Autocannon (16+1ED; AP -1; Range 96m; Salvo 3)
▪ Heavy Bolter (12+2ED; AP -1; Range 60m; Salvo 3; Brutal)
▪ Lascannon (18+3ED; AP -3; Range 150m; Salvo 1; Heavy 8; Steadfast)
▪ Missile Launcher (Damage and AP by Missile Type; Range 150m; Salvo -)
• Frag Missile (16+2ED; AP 0; LBT)
• Krak Missile (16+3ED; AP -2; SBT)
▪ Mortar (10+1ED; AP 0; Range 120m; Salvo 3; LBT, Indirect)
o Two members may replace their Lasgun with either a Flamer or Grenade Launcher
▪ Flamer (10+1ED, AP 0; Range 16m; Salvo 1; Assault, MBT, Blaze, Spread)
▪ Grenade Launcher (Damage As Grenade; AP As Grenade; Range 60m; Salvo 1)
• Frag Grenade (10+1ED; AP 0; MBT, Explosive)
• Krak Grenade (14+2ED; AP -2, SBT, Explosive)
o Cult Vox Caster: One Brood Brother may be equipped with a Cult Vox Caster.
Strength 12 Intellect 4
Agility 6 Willpower 4
Toughness 14 Fellowship 1
Initiative 6 Defense 5
Speed 7 Wounds 28
Shock 18 Soak 14
Resolve 3 Conviction 4
Passive Awareness: 4
Resilience: 15
Skills: Default 8; Ballistic Skill 10, Weapon Skill 10
Size: Huge (+2D)
Keywords: Tyranid, <Hive Fleet>, Monstrous Creature
Weapons
A Carnifex has two sets of arms and may be equipped with 2 pair of these weapons (except for
Heavy Venom Cannon and Stranglethorn Cannon). It may also have any or all of the
following: Adrenal Glands, Bio-Plasma, Bone Mace or Thresher Scythe, Chitin Thorns,
Enhanced Senses, Spine Banks, Spore Cysts, Toxin Sacs, or Tusks.
• Adrenal Gland: Increase Speed by +3
• Bio-Plasma (13+1ED; AP -3; Range 30m; Salvo 1)
• Bone Mace (17+3ED; AP -1; Range Melee 4m; Brutal, Natural)
• Chitin Thorns: Any threat within 2m at the end of this creatures’ activation suffers 1
mortal wound.
• Enhanced Senses: A creature with his mutation gains +2 Bonus Dice on Ballistic Skill Tests.
• Heavy Venom Cannon (15+3ED; AP -2; Range 90m; Assault, Brutal)
• Monstrous Acid Maw (18+1ED; AP -3; Range Melee)
• Monstrous Crushing Claws (24+3ED; AP -3; Range Melee 4m; Unwieldly, Brutal)
• Monstrous Scything Talons (18+3ED; AP 3; Ranged Melee; Brutal)
• Spore Cysts: Threats that target a creature with mutation with a ranged weapon suffer a -1 DN penalty on the Ballistic Skill Test.
• Stranglethorn Cannon (13+2ED; AP -1; Range 90m; Salvo 3; Assault, Spread)
• Thresher Scythe (17+1ED; AP -1; Range Melee 4m; Brutal, Natural)
• Toxin Sac: All Attacks gain Toxic 3
• Tusks: A creature with this mutation gains +2 Defense till the end of the turn when performing a charge.
• Twin Death Spitter with Slimer Maggots (13+1ED; AP -1; Range 60m; Salvo 2; Assault, Brutal)
• Twin Devourer with Brainleach Worms (14+1ED; AP 0; Range 36m; Salvo 4; Brutal, Assault)
Special Abilities
• Instinctual Behavior
• Living Battering Ram: When a Carnifex finishes a Charge move roll a d6, all threats within 2m suffer mortal wounds equal to the
number of icons generated. A Carnifex that charged during its activation receives an additional +2 Bonus Dice to Weapon Skill
Tests this activation.
Variant Species
Screaming-Killer
• As a Carnifex except as follows:
o Is armed with the following only:
▪ Bio-Plasmic Scream (13+1ED; AP -4; Range 46m; Salvo 3; Assault)
▪ Monstrous Scything Talons (18+3ED; AP 3; Ranged Melee; Brutal)
o May have any or all of the following: Adrenal Glands, Spore Cysts, or Toxin Sacs
o Has the following Special Abilities instead of the above:
▪ Instinctual Behavior
Thornbacks
• As a Carnifex except as follows:
o Has the following weapon choices instead of above for its two pair of arms. It may have any or all of the following:
Adrenal Glands, Chitin Thorns, Enhanced Senses, Spine Banks, Spore Cysts, Thresher Scythe, Toxin Sacs, or Tusks.
▪ Adrenal Gland: Increase Speed by +3
▪ Chitin Thorns: Any threat within 2m at the end of this creatures’ activation suffers 1 mortal wound.
▪ Enhanced Senses: A creature with his mutation gains +2 Bonus Dice on Ballistic Skill Tests.
▪ Monstrous Scything Talons (18+3ED; AP 3; Ranged Melee; Brutal)
▪ Spine Banks (11+1ED; AP 0; Range 16m; Salvo 1; Assault, Pistol)
▪ Stranglethorn Cannon (13+2ED; AP -1; Range 90m; Salvo 3; Assault, Spread)
▪ Thresher Scythe (17+1ED; AP -1; Range Melee 4m; Brutal, Natural)
▪ Toxin Sac: All Attacks gain Toxic 3
▪ Tusks: A creature with this mutation gains +2 Defense till the end of the turn when performing a charge.
▪ Twin Death Spitter with Slimer Maggots (13+1ED; AP -1; Range 60m; Salvo 2; Assault, Brutal)
▪ Twin Devourer with Brainleach Worms (14+1ED; AP 0; Range 36m; Salvo 4; Brutal, Assault)
o Has the following Special Abilities instead of the above:
▪ Instinctual Behavior
▪ Thorned Battering Ram: As above but Threat Troops suffer d3+1 mortal wounds instead.
▪ Viscious Hunter: Threat Troops never gain bonuses from cover when attacked by a Thornback.
Threat Classification: Adversary at Tier 1-2, Elites at Tier 3-4, Troops at Tier 5+.
Strength 14 Intellect 4
Agility 6 Willpower 4
Toughness 16 Fellowship 1
Initiative 6 Defense 5
Speed 6 Wounds 38
Shock 15 Soak 16
Resolve 3 Conviction 4
Passive Awareness: 4
Resilience: 17
Skills: Default 8; Ballistic Skill 10, Weapon Skill 10
Size: Gargantuan (+3D)
Keywords: Tyranid, <Hive Fleet>, Monstrous Creature
Weapons
• Bio-Plasmic Cannon (13+2ED; AP -3; Range 90m; Salvo 1; MBT, Heavy 8, Brutal)
• Powerful Limbs (14+2ED, AP -1; Range Melee)
Special Abilities
• Instinctual Behavior
• Symbiotic Targeting: If an Exocrine does not move during its activation, it gains +2 Bonus Dice to its Ballistic Skill.
• Death Throes: As Explodes for vehicles except the damage is d3 mortal wounds.
• Weapon Beast: If an Exocrine does not move during its activation, it may shoot twice at no penalty
Strength 8 Intellect 2
Agility 6 Willpower 4
Toughness 6 Fellowship 1
Initiative 6 Defense 5
Speed 8 Wounds 8
Shock 7 Soak 6
Resolve 5 Conviction 6
Passive Awareness: 4
Resilience: 10 (Tyranid Carapace 3)
Skills: Default 6; Athletics 10, Awareness 8, Stealth 8, Weapon Skill 9
Size: Average
Keywords: Tyranid, <Hive Fleet>, Genestealer Cult
Weapons
Genestealers normally have 1 pair of Rending Claws. They may add a pair of Scything
Talons, Flesh Hooks and Acid Maws as additional genetic variations.
• Rending Claws (12+1ED; AP -1; Range Melee; Penetrating 4)
• Scything Talons (12+1ED; AP 0; Range, Melee; Brutal)
• Flesh Hooks (12+1ED; AP 0; Range Melee, 6m; Assault)
• Toxin Sac: All attacks gain Toxic 3
Special Abilities
• (MOB) Flurry of Claws: Whilst in a Mob, Genestealers can reroll any 1’s (aside from a Complication) on a melee attack.
• Lightning Reflexes: Genestealers may soak Mortal Wounds.
• Swift and Deadly: Genestealers receive no penalty to attack rolls when moving.
• Extended Carapace: Genestealers with an extended carapace have a Tyranid Carapace 5 instead of 3. Those with an extended
carapace lose their Swift and Deadly ability.
Variant Species
Purestrain Genestealer:
• Keywords: Loses Tyranid <Hive Fleet>; Gains Purestrain Genestealer and <Cult>
• Attacks: Loses all but Rending Claws; Gains Purestrain Talons as additional genetic variation.
o (12+1ED; AP 0; Range Melee; Lucky)
• Special Abilities: Loses Instinctive Behavior, and Extended Carapace; Gains Cult Ambush and Unquestioning Loyalty
Threat Classification: Adversary at Tier 1, Elites at Tier 2-3, Troops at Tier 4+.
Strength 5 Intellect 4
Agility 5 Willpower 4
Toughness 5 Fellowship 1
Initiative 5 Defense 4
Speed 2 Wounds 5
Shock 3 Soak 5
Resolve 3 Conviction 4
Passive Awareness: 4
Resilience: 6
Skills: Default 8; Weapon Skill 10, Ballistic Skill 10
Size: Average
Keywords: Tyranid, <Hive Fleet>, Fly
Weapons
• Blinding Venom (8+1ED; AP 0; Range 2m; Salvo 0; Pistol, Venomous)
• Fleshborer (10+1ED; AP 0; Range 24m; Salvo 1; Brutal, Assault)
Special Abilities
• Instinctual Behavior
• Fly: Gargoyles have Speed 48 when flying
• Swooping Assault: Gargoyles may make a charge attack while flying and out of sight of threats. When they do so they still suffer
from Instinctual Behavior.
• (MOB) Mob Up: Gargoyles may form a mob.
• (MOB) Hail of Living Ammunition: Whilst in a Mob, Termagaunts can reroll any 1’s on a damage rolls.
Threat Classification: Adversary at Tier 1-2, Elites at Tier 3-4, Troops at Tier 5+.
Strength 14 Intellect 4
Agility 6 Willpower 4
Toughness 16 Fellowship 1
Initiative 6 Defense 5
Speed 7 Wounds 40
Shock 16 Soak 16
Resolve 3 Conviction 4
Passive Awareness: 2
Resilience: 17
Skills: Default 4; Ballistic Skill 8, Weapon Skill 8
Size: Gargantuan (+3D)
Keywords: Tyranid, <Hive Fleet>, Monstrous Creature
Weapons
• Grasping Tongue (12+3ED; AP -3; Range 30m; Salvo 2; Assault, Pistol, Regen)
• Ravenous Maw (19+3ED; AP -1; Range Melee; Brutal)
• Shoveling Claws (20+6ED; AP -3; Range Melee; Brutal)
Special Abilities
• Instinctual Behavior
• Acid Blood: When this creature loses a wound in melee combat, any threat within 2m must pass an Agility Test (DN3) or suffer 1
mortal wound.
• Frenzied Death Throes: As Explodes for vehicles except the damage is x2 mortal wounds.
• Rapacious Hunger: Each time a Haruspex kills a threat with its Ravenous Maw, it may make an immediate attack with its
Shoveling Claws. In addition, the Haruspex heals d3 wounds each time it kills a threat with its Ravenous Maw.
Strength 6 Intellect 5
Agility 6 Willpower 5
Toughness 5 Fellowship 3
Initiative 6 Defense 4
Speed 6 Wounds 5
Shock 5 Soak 5
Resolve 4 Conviction 4
Passive Awareness: 3
Resilience: 6
Skills: Default 5; Weapon Skill 12; Ballistic Skill 10
Size: Average
Keywords: Tyranid, Genestealer Cults, <Cult>
Weapons
Hybrid Metamorphs are equipped with an Autopistol,
Rending Claw, Metamorph Talon and Blasting
Charges.
• Autopistol (9+1ED; AP 0; Range 30m; Salvo 1; Pistol)
• Blasting Charge (9+1ED; AP 0; Range Str x3m; MBT, Explosive)
• Metamorph Claw (10+1ED, AP -1; Range Melee)
• Metamorph Talon (11+1ED; AP 0; Range Melee, Lucky)
• Metamorph Whip (10+1ED; AP 0; Range Melee; Final Attack)
• Rending Claws (10+1ED; AP -1; Ranged Melee; Penetrating 4)
Special Abilities
• Cult Ambush
• Unquestioning Loyalty
• (Mob) Mob Up: Hybrid Metamorphs may form into an mob lead by a Metamorph Leader
o Leader: The Leader is as a Metamorph with +1 to Strength, Toughness, and Willpower. He is May take a Bonesword
(4+1ED; AP -1; Range Melee; Brutal, Penetrating 2)
o Any members may replace their Rending Claw with a Metamorph Talon.
o Any members may replace their Metamorph Talon with either a Metamorph Whip or a Metamorph Claw.
o Cult Icon: One Metamorph Hybrid may be equipped with a Cult Icon.
Strength 12 Intellect 5
Agility 8 Willpower 5
Toughness 12 Fellowship 1
Initiative 8 Defense 7
Speed 9 Wounds 34
Shock 16 Soak 12
Resolve 4 Conviction 5
Passive Awareness: 4
Resilience: 13
Skills: Default 8; Weapon Skill 10
Size: Gargantuan (+3D)
Keywords: Tyranid, <Hive Fleet>, Monstrous Creature
Weapons
A Mowloc is armed with Distensible Jaw, Prehensile Pincer Tail, and 3 pair of Scything Talons. It
may have any or all of the following: Adrenal Glands or Toxin Sacs. The Prehensile Pincer Tail
may be replaced with a Biostatic Rattle or a Toxin Spike.
• Adrenal Gland: Increase Speed by +3
• Biostatic Rattle (17+1ED, AP -1; Range Melee 6m; Natural)
• Distensible Jaw (17+4ED; AP -3; Range Melee 6m; Natural)
• Prehensile Pincer Tail (17+3ED; AP 0; Range Melee; Natural)
• Scything Talons (17+1ED; AP 0; Ranged Melee; Brutal)
• Toxin Sac: All Attacks gain Toxic 3
• Toxin Spike (17+2ED; AP 0; Range Melee 6m; Devastating, Natural)
Special Abilities
• Instinctual Behavior
• Burrow: A Mowloc may move underground, ignoring intervening terrain before coming to the
• Death Throes: As Explodes for vehicles
• Terror From The Deep: A Mowloc may activate and move from an ambush position, setting up on the battlefield within 10m of a
threat before making a move or attack on their activation.
Variant Species
Threat Classification: Adversary at Tier 1, Elites at Tier 2-3, Troops at Tier 4+.
Strength 5 Intellect 5
Agility 5 Willpower 5
Toughness 5 Fellowship 3
Initiative 5 Defense 4
Speed 6 Wounds 5
Shock 5 Soak 5
Resolve 4 Conviction 5
Passive Awareness: 4
Resilience: 9 (Flak Armour Rating 3)
Skills: Default 8; Ballistic Skill 10, Weapon Skill 10
Size: Average
Keywords: Genestealer Cult, <Cults>
Weapons
Acolyte Hybrids are armed with Autopistol, Autogun or Shotgun, Blasting
Charges, and a Cultist Knife.
• Autogun (7+1ED; AP 0; Range 48m; Salvo 3; Rapid Fire 1)
• Autopistol (9+1ED; AP 0; Range 30m; Salvo 1; Pistol)
• Blasting Charge (9+1ED; AP 0; Range Str x3m; MBT, Explosive)
• Cultist Knife (7+1ED; AP 0; Range Melee)
• Shotgun (8+1ED; AP 0; Range 20m; Salvo 1; Assault, Spread)
Special Abilities
• Cult Ambush
• Unquestioning Loyalty
• (MOB) Mob Up: Neophyte Hybrids may form a mob.
o For every 5 members of the mob,2 may replace their Autogun with either a Flamer, Grenade Launcher, or Webber
o One member of the mob may carry a Cult Icon
▪ Cult Icon: A Mob with a Cult Icon in it may gains the Lucky Trait for all melee weapons it is armed with.
o A Mob of Neophyte Hybrids is led by a Neophyte Leader with +1 Agility, Initiative, Intellect, and Willpower. He may
be armed with an Autopistol, Bolt Pistol, Laspistol, or Web Pistol; and either Chainsword, Cultist Knife, Power Maul,
or Power Pick.
▪ Bolt Pistol (10+1ED; AP 0; Range 20m; Salvo 1; Brutal, Pistol)
▪ Chainsword (10+1ED; AP 0; Range Melee; Brutal Parry)
▪ Laspistol (7+1ED; AP 0; Range 24m; Salvo 1; Pistol, Steadfast)
▪ Power Maul (10+1ED, AP -3; Range Melee; Brutal, Power Field)
▪ Power Pick (10+3ED; AP -2; Range Melee; Penetrating 2, Power Field)
▪ Web Pistol (9+1ED; AP 0; Range 30m; Salvo 1; Pistol, Spread)
Strength 6 Intellect 6
Agility 5 Willpower 6
Toughness 6 Fellowship 1
Initiative 5 Defense 4
Speed 5 Wounds 14
Shock 6 Soak 6
Resolve 5 Conviction 6
Passive Awareness: 3
Resilience: 7
Skills: Default 6; Psychic Mastery 10, Ballistic Skill 10, Weapon Skill
8
Size: Large (+2D)
Keywords: Tyranid, <Hive Fleet>, Champion
Weapons
• Claws and Teeth (6+1ED; AP 0; Range Melee)
Special Abilities
• Synapse Creature
• Shadow of the Warp
• Spirit Leech: Each time a Neurothrope reduces a threat to 0 wounds when using a psychic power, it heals 1d3 wounds.
• Warp Field: Neurothropes may soak mortal wounds
• Warp Siphon: <Hive Fleet> Zoanthropes within 12m may reroll 1s (except for Complications) when making Psyckic Tests.
• Psyker: Knows Deny the Witch and Smite powers plus any Hivemind Psychic Disciplines or any from the Core RPG
Variant Species
Venomthrope
• As a Neurothrope with the following changes:
o Has Weapon Skill 10, Wounds 10, Intellect 2
o Armed with Toxic Lashes
▪ Toxic Lashes (Ranged) (14+3ED; AP 0; Range 16m; Salvo 2; Assault)
▪ Toxic Lashes (Melee) (4+3ED, AP 0; Range Melee; Devastating)
o Has the following for Special Abilities
▪ Instinctual Behavior
▪ Toxic Miasma: Any threats within 2m of a Venomthrope at the end of their activation suffers 1 mortal wound.
▪ Shrouding Spores: Threats targeting a non-monstrous creature <Hive Fleet> ally within 12m of a Venomthrope
suffer a -1DN penalty to ranged attacks. The DN penalty increases to -2 if there are 3 or more Venomthropes
with 12m, and the range increases to 24m if there are 6 or more Venomthropes within 6m of each other.
▪ (MOB) Mob Up: Venomthropes may form a mob
Zoanthrope
• As a Neurothrope with the following changes:
o No Spirit Leech or Warp Siphon.
o Adds Warp Blast to Special Abilities
▪ Warp Blast: When using the Smite Power, this power targets the nearest visible threat within 48m. If this
Zoanthrope is in a Mob of 4-5, then the power deals an additional d3 mortal wounds. If in a mob or 6 or more, the
additional damage is increased to 3 mortal wounds.
o Zoanthropes in a mob of 4 or more may attempt to manifest two psychic powers per activation and attempt to Deny the
Witch twice in a turn. If a mob of Zoanthropes suffers Perils of the Warp, nearby threats or allies will only suffer damage
if the whole mob is destroyed.
o (MOB) Mob Up: Zoanthropes may form a mob
Threat Classification: Adversary at Tier 1-2, Elites at Tier 3-4, Troops at Tier 5+.
Strength 8 Intellect 4
Agility 5 Willpower 4
Toughness 6 Fellowship 1
Initiative 5 Defense 5
Speed 5 Wounds 12
Shock 3 Soak 6
Resolve 3 Conviction 4
Passive Awareness: 3
Resilience: 7
Skills: Default 4; Ballistic Skill 8, Weapon Skill 8
Size: Huge (+2D)
Keywords: Tyranid, <Hive Fleet>
Weapons
• Acid Maw (12+1ED; AP -3; Range Melee)
• Flamespurt (11+1ED; AP -1; Range 24m; Salvo 3; Blaze, Brutal, Spread)
Special Abilities
• Instinctual Behavior
• Acid Blood: When this creature loses a wound in melee combat, any threat within 2m must pass an Agility Test (DN3) or suffer 1
mortal wound.
• Volatile: As Explodes for a vehicle
• (MOB) Mob Up: Pyrovores may form mobs.
Threat Classification: Adversary at Tier 1-2, Elites at Tier 3-4, Troops at Tier 5+.
Strength 6 Intellect 4
Agility 6 Willpower 4
Toughness 6 Fellowship 1
Initiative 6 Defense 5
Speed 12 Wounds 10
Shock 4 Soak 6
Resolve 3 Conviction 4
Passive Awareness: 5
Resilience: 7
Skills: Default 10; Weapon Skill 12, Ballistic Skill 10
Size: Large (+1D)
Keywords: Tyranid, <Hive Fleet>
Weapons
A Ravener has two sets of arms and may be equipped with 2 pair melee weapons or 1 Ranged weapon
and 1 pair of melee weapons from the following:
• Death Spitter (13+1ED; AP -1; Range 60m; Salvo 0; Assault, Brutal)
• Devourer (10+1ED; AP 0; Range 36m; Salvo 2; Brutal, Assault)
• Rending Claws (10+1ED; AP -1; Ranged Melee; Penetrating 4)
• Scything Talons (10+1ED; AP 0; Range, Melee; Brutal)
• Spinefists (10+1ED; AP 0; Range 24m; Salvo 1; Pistol)
Special Abilities
• Death from Below: Raveners may activate and move from an ambush position, setting up on the battlefield within 10m of a threat
before making a move or attack on their activation.
• (MOB) Mob Up: Raveners may form a mob.
Strength 5 Intellect 2
Agility 6 Willpower 2
Toughness 5 Fellowship 1
Initiative 6 Defense 5
Speed 6 Wounds 9
Shock 2 Soak 5
Resolve 1 Conviction 2
Passive Awareness: 3
Resilience: 6
Skills: Default 4; Ballistic Skill 6, Weapon Skill 6
Size: Small (-1D)
Keywords: Tyranid, <Hive Fleet>
Weapons
Ripper Swarms may have Spinemaws.
• Claws and Teeth (5+1ED; AP 0; Range Melee)
• Spinemaws (8+1ED; AP 0; Range 16m; Salvo 1; Pistol)
Special Abilities
• Instinctual Behavior
• Burrow: Ripper Swarms may move underground, ignoring intervening terrain before coming to the surface.
• (MOB) Mob: Ripper Swarms may form mobs.
Strength 2 Intellect 2
Agility 2 Willpower 6
Toughness 2 Fellowship 1
Initiative 2 Defense 1
Speed 3 Wounds 2
Shock 6 Soak 2
Resolve 5 Conviction 2
Passive Awareness: 1
Resilience: 3
Skills: Default 2
Size: Small 9-1D)
Keywords: Tyranid, <Hive Fleet>
Weapons
• Spore Mines are living weapons as detailed below
Special Abilities
• Instinctual Behavior
• Floating Death: A Spore Mine explodes if it is within 6m of a threat. Roll a d6, inflict a number of mortal wounds equal to the
number of icons generated to the threat.
• Living Bomb: Spore Mines automatically pass any Willpower derived test.
• (MOB) Mob Up: Spore Mines may form a mob
Variant Species
Mucolid Spores:
• As Spore mines except:
o Toughness 5, Wounds 9; Resilience 4
o Floating Death: Increase the damge to icons generated +1
Threat Classification: Adversary at Tier 1, Elites at Tier 2-3, Troops at Tier 4+.
Strength 6 Intellect 2
Agility 5 Willpower 4
Toughness 5 Fellowship 1
Initiative 6 Defense 5
Speed 6 Wounds 6
Shock 6 Soak 5
Resolve 3 Conviction 4
Passive Awareness: 4
Resilience: 6
Skills: Default 8; Athletics 8, Awareness 8, Stealth 5, Ballistic Skill 10,
Weapon Skill 10
Size: Average
Keywords: Tyranid, <Hive Fleet>
Weapons
Termagaunts normally have a Fleshborer. Termagaunts may a Devourer or
Spinefists in place of their Fleshborer. Adrenal Glands and Toxin Sacs are additional genetic variations.
• Devourer (10+1ED; AP 0; Range 36m; Salvo 2; Brutal, Assault)
• Fleshborer (10+1ED; AP 0; Range 24m; Salvo 1; Brutal, Assault)
• Spinefists (10+1ED; AP 0; Range 24m; Salvo 1; Pistol)
• Adrenal Gland: Gains Speed 9
• Toxin Sac: All attacks gain Toxic 3
Special Abilities
• Instinctual Behavior
• (MOB) Hail of Living Ammunition: Whilst in a Mob, Termagaunts can reroll any 1’s on a damage rolls.
Variant Species
Hormagaunt:
• Have Speed 8
• Replace ranged weapons with a pair of Scything Talons. May still have Adrenal
Glands and Toxin Sacs.
o Scything Talons (12+1ED; AP 0; Range Melee; Brutal)
• Replace Special Abilities with the following:
o Bounding Leap: Hormagaunts may ignore difficult terrain modifiers
when moving.
o (MOB) Hungering Swarm: Whilst in a mob, Hormagaunts can reroll
any 1’s (Except for Complications) on Attack Rolls.
o Instinctual Behavior
Strength 14 Intellect 6
Agility 6 Willpower 6
Toughness 16 Fellowship 1
Initiative 6 Defense 5
Speed 14 Wounds 44
Shock 19 Soak 16
Resolve 5 Conviction 6
Passive Awareness: 3
Resilience: 17
Skills: Default 6; Psychic Mastery 8, Ballistic Skill 8, Weapon Skill 8
Size: Gargantuan (+3D)
Keywords: Tyranid, <Hive Fleet>, Psyker, Monstrous Creature, Champion
Weapons
A Tervigon has two sets of arms and may be equipped with 2 pair of these weapons. A
Tervigon has a Singer Salvo and may also have Adrenal Glands and/or Toxin Sacs.
• Adrenal Glands: Increase Speed by +3
• Massive Crushing Claws (24+3ED; AP -3; Range Melee 4m; Unwieldly, Brutal)
• Massive Scything Talons (19+3ED; AP -3; Range Melee 4m; Brutal, Lucky)
• Stinger Salvo (11+1ED; AP -1; Range 60m; Salvo 2; Assault)
• Toxin Sacs: All attacks gain Toxic 3
Special Abilities
• Psyker: Knows Deny the Witch and Smite powers plus any Hivemind Psychic Disciplines or any from the Core RPG
• Synapse Creature
• Brood Progenitor: All <Hive Fleet> Termagaunts within 12m gain the Lucky trait for all ranged weapons.
• Synaptic Backlash: When a Tervigon is reduced to 0 wounds, all <Hive Fleet> Termagaunts within 12m take d3 mortal wounds.
• Spawn Termagaunts: When a Tervigon activates, instead of moving or shooting, it may spawn a mob of up to 10 Termagaunts.
These Termagaunts must begin play within 6m of the spawning Tervigon. They may activate as normal later in the turn.
Variant Species
Strength 14 Intellect 5
Agility 7 Willpower 5
Toughness 14 Fellowship 1
Initiative 7 Defense 6
Speed 8 Wounds 36
Shock 16 Soak 14
Resolve 4 Conviction 5
Passive Awareness: 5
Resilience: 15
Skills: Default 10; Ballistic Skill 10, Weapon Skill 12
Size: Gargantuan (+3D)
Keywords: Tyranid, <Hive Fleet>, Monstrous Creature
Weapons
• Choking Spores (9+3ED; AP 0; Range 30m; Salvo 2; Indirect, Assault, Devastating)
• Massive Toxic Lashes (Ranged) (14+3ED; AP -2; Range 20m; Salvo 2; Pistol, Assault, Devastating)
• Massive Toxic Lashes (Melee) (19+3ED; AP -2; Range Melee; Devastating)
Special Abilities
• Instinctual Behavior
• Acid Blood: When this creature loses a wound in melee combat, any threat within 2m must pass an Agility Test (DN3) or suffer 1
mortal wound.
• Frenzied Death Throes: As Explodes for vehicles but x2 mortal wounds
• Hypertoxic Miasma: If there is any threat within 2m of a Toxicrene at the end of their activation, roll a d6, they suffer a number of
mortal wounds equal to the icons generated on the die roll.
Strength 14 Intellect 5
Agility 7 Willpower 5
Toughness 12 Fellowship 1
Initiative 7 Defense 6
Speed 9 Wounds 34
Shock 16 Soak 12
Resolve 4 Conviction 5
Passive Awareness: 4
Resilience: 13
Skills: Default 8; Weapon Skill 12, Ballistic Skill 10
Size: Gargantuan (+3D)
Keywords: Tyranid, <Hive Fleet>, Monstrous Creature
Weapons
A Trygon is armed with a Bio-Electric Pulse, a Toxin Spike, and 3 pair of
Massive Scything Talons. It may have any or all of the following: Adrenal
Glands or Toxin Sacs. The Toxin Spike may be replaced with a Biostatic Rattle
or a Prehensile Pincer Tail.
• Adrenal Gland: Increase Speed by +3
• Bio-Electric Pulse (11+1ED; AP 0; Range 30m; Salvo 3; Assault)
• Biostatic Rattle (19+1ED, AP -1; Range Melee 6m; Natural)
• Massive Scything Talons (20+1ED; AP 0; Ranged Melee; Brutal)
• Prehensile Pincer Tail (19+3ED; AP 0; Range Melee; Natural)
• Toxin Sac: All Attacks gain Toxic 3
• Toxin Spike (19+2ED; AP 0; Range Melee 6m; Devastating, Natural)
Special Abilities
• Instinctual Behavior
• Death Throes: As Explodes for vehicles
• Subterranean Assault: A Trygon may activate and move from an ambush position, setting up on the battlefield within 10m of a
threat before making a move or attack on their activation. In addition, any one <Hive Fleet> troops mob may set up within 6m of the
Trygon after it has been set up. Any members of the troop that cannot set up with 6m of the Trygon are lost.
Variant Species
Trygon Prime
• As Trygon above except as follows:
o +1 Intellect and Willpower
o Loses Instinctual Behavior, gains Shadows of the Warp and Synapse Creature
o Gains Bio-Electric Pulse with Containment Spikes instead of Bio-Electric Pulse
▪ Bio-Electric Pulse with Containment Spikes (11+1ED; AP 0; Range 30m; Salvo 6; Assault)
▪ (RUIN) Champion: This Threat may use Ruin Actions
Threat Classification: Adversary at Tier 1-2, Elites at Tier 3-4, Troops at Tier 5+.
Strength 6 Intellect 2
Agility 6 Willpower 4
Toughness 6 Fellowship 1
Initiative 6 Defense 5
Speed 6 Wounds 10
Shock 4 Soak 6
Resolve 3 Conviction 4
Passive Awareness: 4
Resilience: 7
Skills: Default 8; Ballistic Skill 8, Weapon Skill 10
Size: Large (+1D)
Keywords: Tyranid, <Hive Fleet>
Weapons
A Tyranid Warrior has 2 sets of arms and may be equipped with one Ranged and one Melee
weapon, or two Melee weapons. A Tyranid Warrior may also have Flesh Hooks, Adrenal
Glands, and/or Toxin Sacs.
• Adrenal Glands: Increase Speed by +3
• Boneswords (10+1ED; AP -1; Range Melee; Brutal, Penetrating 2)
• Death Spitter (13+1ED; AP -1; Range 60m; Salvo 0; Assault, Brutal)
• Devourer (10+1ED; AP 0; Range 36m; Salvo 2; Brutal, Assault)
• Flesh Hooks (10+1ED; AP 0; Range Melee, 6m; Assault)
• Lashwhip and Bonesword (10+1ED; AP -2; Range Melee 4m; Brutal, Penetrating 1, Final Attack)
• Rending Claws (10+1ED; AP -1; Ranged Melee; Penetrating 4)
• Scything Talons (10+1ED; AP 0; Ranged Melee; Brutal)
• Spinefists (10+1ED; AP 0; Range 24m; Salvo 1; Pistol)
• Toxin Sacs: All attacks gain Toxic 3
Special Abilities
• Synapse Creature
• Shadow of the Warp
• (MOB) MOB: Tyranid Warriors may for a mob
o For every three Tyranid Warriors in a mob, one of them may be armed with one of the following
▪ Barbed Strangler (11+1ED; AP -1; Range 90m; Salvo 2; Assault, Spreads)
▪ Venom Cannon (14+3ED; AP -2; Range 90m; Salvo 3; Assault)
Strength 14 Intellect 5
Agility 6 Willpower 5
Toughness 16 Fellowship 1
Initiative 6 Defense 5
Speed 6 Wounds 42
Shock 18 Soak 16
Resolve 4 Conviction 5
Passive Awareness: 4
Resilience: 17
Skills: Default 8; Ballistic Skill 10, Weapon Skill 10
Size: Gargantuan (+3D)
Keywords: Tyranid, <Hive Fleet>, Monstrous Creature
Weapons
A Tyrannofex has Powerful Limbs, Stinger Salvo, and one of the following: Acid Spray,
Fleshborer Hive, or Rapture Cannon. It may also have Adrenal Glands and/or Toxin Sacs.
• Acid Spray (10+3ED; AP -1; Range 48m; Salvo 0; Spread, Penetrating 2d3)
• Adrenal Gland: Increase Speed by +3
• Fleshborer Hive (11+1ED; AP 0; Range 48m; Salvo 8; LBT, Heavy 8, Brutal)
• Powerful Limbs (19+2ED; AP -1; Ranged Melee)
• Rapture Cannon (16+6ED; AP -3; Range 120m; Salvo 3; MBT, Heavy 5)
• Stinger Salvo (11+1ED; AP -1; Range 60m; Salvo 2; Assault)
• Toxin Sac: All Attacks gain Toxic 3
Special Abilities
• Instinctual Behavior
• Bio-Tank: This creature does not suffer penalties for moving and firing Heavy weapons.
• Death Throes: As Explodes for vehicles.
• Weapon Beast: If a Tyrannofex does not move during its activation, it may shoot twice at no penalty
Strength 8 Intellect 3
Agility 5 Willpower 4
Toughness 8 Fellowship 1
Initiative 5 Defense 4
Speed 7 Wounds 12
Shock 4 Soak 8
Resolve 3 Conviction 4
Passive Awareness: 4
Resilience: 9
Skills: Default 8; Ballistic Skill 8, Weapon Skill 10
Size: Huge (+2D)
Keywords: Tyranid, <Hive Fleet>
Weapons
A Tyrant Guard has 2 sets of arms and may be equipped with any two
melee weapons. Tyrant Guard may have Adrenal Glands and/or Toxin
Sacs.
• Adrenal Glands: Increase Speed by +3
• Crushing Claws (8+3ED; AP -3; Range Melee 4m; Unwieldly, Brutal)
• Lashwhip and Bonesword (12+1ED; AP -2; Range Melee 4m; Brutal, Penetrating 1, Final Attack)
• Rending Claws (12+1ED; AP -1; Ranged Melee; Penetrating 4)
• Scything Talons (12+1ED; AP 0; Ranged Melee; Brutal)
• Toxin Sacs: All attacks gain Toxic 3
Special Abilities
• Instinctual Behavior
• Blind Rampage: If a <Hive Fleet> Hive Tyrant is killed within 12m of this Tyrant Guard, this Tyrant Guard gains +2 Strength,
Weapon Skill, and Ballistic Skill till the end of combat.
• Shieldwall: If a <Hive Fleet> Hive Tyrant within 6m of this Tyrant Guard, roll a d6, reduce the damage taken by the Hive
Tyrant by the number of icons generated and apply them to this Tyrant Guard as mortal wounds.
• (MOB) Mob: May form a mob
Variant Species
Hive Guard
• As Tyrant Guard except as follows:
o Speed 5
o Weapon Skill 12, Ballistic Skill 10
o Loses Blind Rampage and Shieldwall abilities
o Is equipped with one of the following
▪ Impaler Cannon (14+3ED; AP -2; Range 90m; Salvo 3; Heavy 4, Indirect)
▪ Shockcannon (13+3ED; AP -1; Range 60m; Salvo 3; Assault, Anti-Vehicular)
Weapon Traits
For all traits, if no number is listed for X, assume a value of 1.
• Anti-Air: A weapon with this trait gains +2 bonus dice when targeting a threat with Fly
• Anti-Vehicular: A weapon with this trait gains +2 bonus dice when targeting a Vehicle
• Final Attack: A Threat armed with this weapon can, upon being reduced to 0 wounds, make one attack with this weapon against
any for nearby.
• Devastating: Weapons with trait reroll 1s on damage rolls
• Indirect: A weapon with this trait may target threats outside of line of site and ignores any cover modifiers for all targets
• Lance: When a weapon with this trait is used in a charge attack, double the users Strength and use that as the base damage instead.
• Lucky: Weapons with this trait reroll 1s (except for Complications) on attack rolls.
• Mortal X: Attacks with this weapon that score a critical hit on the attack roll inflict 1 or more mortal wounds as indicated, in
addition to any other damage dealt.
• Natural: Attacks made with this weapon do not incur a Multi-Attack penalty when combined with any other attacks made by this
Tyranid. If a Tyranid is equipped with 2 or more of the same weapon, that weapon automatically gains the Natural trait.
• Psyker Bane: If a weapon with his trait wounds a Psyker, that Psyker automatically suffers Perils of the Warp at a level to half the
number of wounds suffered to a minimum of 1.
• Regen X: When a creature kills a threat with this weapon it heals X wounds.
• Twin: A weapon with this trait doubles the salvo of the weapon (or Salvo 2 if it has no salvo) and is Heavy +2 (or Heavy 2 if it was
not a Heavy weapon)
• Venomous X: Any threat that suffers a wound by a weapon with this trait suffers an additional DN penalty to all Tasks till the end
of their next activation equal to X.
Ranged Weapons
• Acid Spray (10+3ED; AP -1; Range 48m; Salvo 0; Spread, Penetrating 2d3)
• Atalan Incinerator (11+1ED; AP -1; Range 30m; Salvo 1; Blaze, Heavy 5, Spread)
• Autocannon (16+1ED; AP -1; Range 96m; Salvo 3)
• Autogun (7+1ED; AP 0; Range 48m; Salvo 3; Rapid Fire 1)
• Autopistol (9+1ED; AP 0; Range 30m; Salvo 1; Pistol)
• Barbed Strangler (11+1ED; AP -1; Range 90m; Salvo 2; Assault, Spread)
• Battle Cannon (16+3ED; AP -2; Range 140m; Salvo -; LBT)
• Bio-Acid Spray (13+3ED; AP -2; Range 20m; Salvo 1; Spread, Penetrating 2d3)
• Bio-Cannon (14+3ED; AP -2; Range 120m; Salvo 2; Heavy 8)
• Bio-Electric Pulse (11+1ED; AP 0; Range 30m; Salvo 3; Assault)
• Bio-Electric Pulse with Containment Spikes (11+1ED; AP 0; Range 30m; Salvo 6; Assault)
• Bio-Plasma (13+1ED; AP -3; Range 30m; Salvo 1)
• Bio-Plasmic Cannon (13+2ED; AP -3; Range 90m; Salvo 1; MBT, Heavy 8, Brutal)
• Bio-Plasmic Scream (13+1ED; AP -4; Range 46m; Salvo 3; Asault)
• Blinding Venom (8+1ED; AP 0; Range 2m; Salvo 0; Pistol, Venomous)
• Bolt Pistol (10+1ED; AP 0; Range 20m; Salvo 1; Brutal, Pistol)
• Clearance Incinerator (11+1ED, AP -1; Range 30m; Salvo 1; Blaze, Brutal, Heavy 6, Spread)
• Death Spitter (13+1ED; AP -1; Range 60m; Salvo 0; Assault, Brutal)
• Death Spitter with Slimer Maggots (13+1ED; AP -1; Range 60m; Salvo 0; Assault, Brutal)
• Devourer (10+1ED; AP 0; Range 36m; Salvo 2; Brutal, Assault)
• Devourer with Brainleach Worms (14+1ED; AP 0; Range 36m; Salvo 2; Brutal, Assault)
• Eradicator Nova Cannon (12+3ED; AP -2; Range 70m; Salvo 1; LBT, Melta)
• Exterminator Autocannon (13+2ED; AP -1; Range 120m; Salvo 6; Heavy 6)
• Flamer (10+1ED, AP 0; Range 16m; Salvo 1; Assault, MBT, Blaze, Spread)
Melee Weapons
• Acid Maw (4+1ED; AP -3; Range Melee)
• Biostatic Rattle (5+1ED, AP -1; Range Melee 6m)
• Bone Mace (5+3ED; AP -1; Range Melee 4m; Brutal)
• Bonesabres (5+3ED; AP -3; Range Melee 6m; Brutal, Mortal)
• Boneswords (4+1ED; AP -1; Range Melee; Brutal, Penetrating 2)
• Chainsword (5+1ED; AP 0; Range Melee; Brutal, Parry)
TYRANID HIVE FLEETS & CULTS
IMPERIAL XENOS CATALOG
• Choking Spores (9+3ED; AP 0; Range 30m; Salvo 2; Indirect, Assault, Devastating)
• Crushing Claws (8+3ED; AP -3; Range Melee 4m; Unwieldly, Brutal)
• Cultist Knife (2+1ED; AP 0; Range Melee)
• Distensible Jaw (5+4ED; AP -3; Range Melee 6m)
• Drilldozer Blade (5+3ED; AP -2; Range Melee; Brutal)
• Familiar Claws (10+1ED; AP 0; Range Melee; Does not add Strength, Natural)
• Flesh Hooks (4+1ED; AP 0; Range Melee, 6m; Assault)
• Force Stave (5+2ED; AP -2; Force, Parry)
• Grasping Talons (4+2ED; AP -1; Range Melee)
• Heavy Improvised Weapon (6+2ED; AP -1; Range Melee; Brutal)
• Heavy Power Hammer (8+3ED; AP -3; Range Melee 2m; Brutal, Unwieldly 2)
• Heavy Rock Cutter (8+3ED; AP -4; Range Melee, Brutal, Mortal 2, Unwieldly 2)
• Heavy Rock Drill (8+1ED; AP -3; Range Melee, Brutal, Mortal 1, Unwieldly 2)
• Heavy Rack Saw (8+2ED; AP -4; Range Melee; Brutal)
• Hypermorph Tail (4+1Ed; AP -1; Range Melee; Natural)
• Improvised Weapon (2+1ED; AP 0; Range Melee)
• Injector Goad (5+3ED; AP 0; Range Melee; Devastating, Mortal 2)
• Lashwhip and Bonesword (4+1ED; AP -2; Range Melee 4m; Brutal, Penetrating 1, Final Attack)
• Lashwhip and Monstrous Bonesword (6+3ED; AP -2; Range Melee 4m; Brutal, Penetrating 1, Final Attack)
• Locus Blade (4+1ED; AP -3; Range Melee; Penetrating 2)
• Massive Crushing Claws (10+3ED; AP -3; Range Melee 4m; Unwieldly, Brutal)
• Massive Scything Talons (5+3ED; AP -3; Range Melee 4m; Brutal, Lucky)
• Massive Toxic Lashes (5+3ED; AP -2; Range Melee; Devastating)
• Metamorph Claw (4+1ED, AP -1; Range Melee)
• Metamorph Talon (5+1ED; AP 0; Range Melee, Lucky)
• Metamorph Whip (4+1ED; AP 0; Range Melee; Final Attack)
• Monstrous Acid Maw (6+1ED; AP -3; Range Melee)
• Monstrous Boneswords (6+3ED; AP -2; Range Melee; Brutal, Penetrating 2)
• Monstrous Crushing Claws (12+3ED; AP -3; Range Melee 4m; Unwieldly, Brutal)
• Monstrous Rending Claws (6+3ED; AP -3; Ranged Melee; Penetrating 4)
• Monstrous Scything Talons (6+3ED; AP 3; Ranged Melee; Brutal)
• Power Axe (5+2ED; AP -2; Range Melee; Penetrating 1, Power Field)
• Power Hammer (7+2ED; AP -3; Range Melee; Brutal, Power Field)
• Power Maul (5+1ED, AP -3; Range Melee; Brutal, Power Field)
• Power Pick (5+3ED; AP -2; Range Melee; Penetrating 2, Power Field)
• Power Sledgehammer (8+5ED; AP -3; Range Melee; Brutal, Power Field)
• Prehensile Pincer Tail (4+3ED; AP 0; Range Melee)
• Purestrain Talons (4+1ED; AP 0; Ranged Melee; Lucky)
• Ravenous Maw (5+3ED; AP -1; Range Melee; Brutal)
• Rending Claws (4+1ED; AP -1; Ranged Melee; Penetrating 4)
• Sanctus Bio-Dagger (2+2ED; AP -2; Range Melee; Devastating)
• Scything Talons (4+1ED; AP 0; Ranged Melee; Brutal)
• Sentinel Chainsaw (7+1ED, AP -1; Range 4m; Salvo -; Brutal)
• Shoveling Claws (6+6ED; AP -3; Range Melee; Brutal)
• Thresher Scythe (5+1ED; AP -1; Range Melee 4m; Brutal)
• Toxin Injector Claw (3+1ED; AP -1; Range Melee; Toxic 3)
• Toxin Spike (2+2ED; AP 0; Range Melee 6m; Devastating)
Munitions
• Grenades (Range STR x4m)
o Frag Grenade (10+1ED; AP 0; MBT, Explosive)
o Krak Grenade (14+2ED; AP -2, SBT, Explosive)
Mutations
• Acid Blood: When this creature loses a wound in melee combat, any threat within 2m must pass an Agility Test (DN3) or suffer 1
mortal wound.
• Adrenal Gland: Increase Speed by +3
• Chitin Thorns: Any threat within 2m at the end of this creatures’ activation suffers 1 mortal wound.
• Enhanced Senses: A creature with his mutation gains +2 Bonus Dice on Ballistic Skill Tests.
• Spore Cysts: Threats that target a creature with mutation with a ranged weapon suffer a -1 DN penalty on the Ballistic Skill Test.
• Toxin Sac: All Attacks gain Toxic 3
• Tusks: A creature with this mutation gains +2 Defense till the end of the turn when performing a charge.
Vehicle Traits
• Explodes: When this vehicle is reduced to 0 Wounds, roll a d6, if an icon is rolled this unit explodes. On an Icon, any character
within 10m takes 1 mortal wound, mobs take d3 mortal wounds. On an Exalted Icon, damage is increased to d3 and 2d3 mortal
wounds respectively.
• Immobile: A vehicle with this trait cannot move after it is deployed and has a Defense of 0. Nothing may embark upon this vehicle
after it has disembarked its passengers.
• Transport: Any vehicle that carries 3 or more troops or walkers to deploy on the battlefield is a Transport.
Other Wargear
Auspex Array: A vehicle equipped with an Auspex Array may reroll 1s (except for Complications) when shooting at a threat with the Fly
keyword.
Cult Icon: A Mob with a Cult Icon in it may gains the Lucky Trait for all melee weapons it is armed with.
Cult Vox Caster: A Mob with a Cult Vox Caster in it may reroll 1s (except for Complications) for Resolve Tests.
Dozer Blade (When Ramming, add +3 ED to the damage inflicted by the Ramming vehicle only)
Spotter: A Vehicle with a spotter increases the range of all ranged weapons by 12m
Survey Auger: Threats do not receive a bonus from cover when attacked with a ranged weapon from a Champion, Troop, or Vehicle
equipped with a Survey Auger.
Amulet of the Voidwyrm (Cult) This Champion can soak mortal wounds. In addition, when this
This Champion gains +2 Resilience and cannot be the targeted by Champion finishes a Charge attack, threats within 2m suffer d3
held action attacks. mortal wounds.
Default Skill: 8
Piloting: 10
Ballistic Skill: 10
Weapon Skill: 610
Weapons:
Main Weapons
• Heavy Stubber (10+2ED; AP 0; Range 72m; Salvo 3)
Auxiliary Systems
• Flare Launcher
• Spotter
• Survey Auger
Special Abilities;
• Cult Ambush
• Scout Vehicle: When an Achilles Rigderunner activates the first time in a combat, it gains +10m to its Cruising Speed.
Default Skill: 8
Piloting: 10
Ballistic Skill: 10
Weapon Skill: 10
Weapons:
Atalan Jackals are armed with any 2 different of the following weapons plus 1d3+1 of either Blasting or Demolition Charges.
• Autogun (7+1ED; AP 0; Range 48m; Salvo 3; Rapid Fire 1)
• Autopistol (9+1ED; AP 0; Range 30m; Salvo 1; Pistol)
• Bolt Pistol (10+1ED; AP 0; Range 20m; Salvo 1; Brutal, Pistol)
• Blasting Charge (9+1ED; AP 0; Range Str x3m; MBT, Explosive)
• Cultist Knife (7+1ED; AP 0; Range Melee)
• Demolition Charge (14+3ED; AP -3; Range Str x2m; LBT, Explosive)
• Grenade Launcher (Damage As Grenade; AP As Grenade; Range 60m; Salvo 1)
o Frag Grenade (10+1ED; AP 0; MBT, Explosive)
o Krak Grenade (14+2ED; AP -2, SBT, Explosive)
• Improvised Weapon (7+1ED; AP 0; Range Melee)
• Power Axe (10+2ED; AP -2; Range Melee; Penetrating 1, Power Field)
• Power Hammer (12+2ED; AP -3; Range Melee; Brutal, Power Field)
• Power Pick (10+3ED; AP -2; Range Melee; Penetrating 2, Power Field)
• Shotgun (8+1ED; AP 0; Range 20m; Salvo 1; Assault, Spread)
Special Abilities;
• Cult Ambush
• Unquestioning Loyalty
• Skilled Outrider: Threats targeting an Atalan Jackal do so at an additional +2 DN penalty.
• (MOB) Mob Up: Atalan Jackals may form a mob. This mob is lead by an Atalan Leader who is +2 to all skills.
o For every 4 members in the mob, one can be mounted on an Atalan Wolf Quad with the following changes:
▪ Is Piloting Skill 11 and armed with Blasting Charges and one of the following additional weapons:
• Autopistol (9+1ED; AP 0; Range 30m; Salvo 1; Pistol)
• Improvised Weapon (2+1ED; AP 0; Range Melee)
• Power Pick (5+3ED; AP -2; Range Melee; Penetrating 2, Power Field)
• Shotgun (8+1ED; AP 0; Range 20m; Salvo 1; Assault, Spread)
• And one of the following weapons:
• Atalan Incinerator (11+1ED; AP -1; Range 30m; Salvo 1; Blaze, Heavy 5, Spread)
• Heavy Stubber (10+2ED; AP 0; Range 72m; Salvo 3)
• Mining Laser (15+3ED; AP -3; Range 60m; Salvo 1; Steadfast, Heavy 2)
Variant Unit
Jackal Alpha
• As an Atalan Jackal above except as follows:
Cruising Speed: 24
Defense: 2
Wounds: 12
Resilience: 12
Default Skill: 8
Piloting: 10
Ballistic Skill: 10
Weapons:
Turret Weapons (Choose 1)
• Multi-Laser (14+2ED; AP 0; Range 70m; Salvo 3; Steadfast)
• Heavy Flamer (12+2ED; AP -1; Range 16m; Salvo 2, LBT, Blaze, Spread)
• Heavy Bolter (12+2ED; AP -1; Range 60m; Salvo 3; Brutal)
Hull Weapons (Choose 1) Fire Forward Only
• Heavy Bolter or Heavy Flamer (As Above)
Pintle Mount (Choose 1)
• Heavy Stubber (10+2ED; AP 0; Range 72m; Salvo 3)
• Storm Bolter (10+1ED; AP 0; Range 40m; Salvo 4, Brutal, Rapid Fire 2)
Lasgun Array (3 Port, 3 Starboard; Fired by Embarked Passengers)
(7+1ED; AP 0; Range 48m; Salvo 2; Rapid Fire 1; Steadfast)
Cruising Speed: 20
Defense: 4
Wounds: 18
Resilience: 18
Default Skill: 8
Piloting: 10
Ballistic Skill: 10
Weapons:
Turret Weapons (Choose 1)
• Battle Cannon (16+3ED; AP -2; Range 140m; Salvo -; LBT)
• Demolisher Cannon (20+3ED; AP -3, Range 50m; Salvo -; LBT)
• Eradicator Nova Cannon (12+3ED; AP -2; Range 70m; Salvo 1; LBT, Melta)
• Executioner Plasma Cannon (13+3ED; AP -3; Range 70m; Salvo 1; LBT; Supercharge)
• Punisher Gatling Cannon (12+2ED; AP 0, Range 40m; Salvo 5; Rapid Fire 10; Spread)
• Vanquisher Battle Cannon (16+3ED; AP -3; Range 140m; Salvo -; LBT; Penetrating 10)
Hull Weapons (Choose 1) Fire Forward Only
• Heavy Bolter (12+2ED; AP -1; Range 60m; Salvo 3; Brutal; Heavy 4)
• Heavy Flamer (12+2ED; Ap -1; Range 16m; Salvo 2; LBT; Blaze; Heavy 6; Spread)
• Lascannon (18+3ED; AP -3; Range 150m; Salvo 1; Heavy 8; Steadfast)
Sponson Weapons (Choose 1, same on both sides) Fire Side to Front only) Heavy Bolter
• Heavy Bolter (12+2ED; AP -1; Range 60m; Salvo 3; Brutal; Heavy 4)
• Heavy Flamer (12+2ED; Ap -1; Range 16m; Salvo 2; LBT; Blaze; Heavy 6; Spread)
• Multi-Melta (16+3ED; AP -4; Range 48m; Salvo 1; Heavy 8; Melta)
• Plasma Cannon (15+2ED; AP -3; Range 72m; Salvo 3; Heavy 8; Supercharge)
Pintle Mount (Choose 1)
• Heavy Stubber (10+2ED; AP 0; Range 72m; Salvo 3)
• Storm Bolter (10+1ED; AP 0; Range 40m; Salvo 4, Brutal, Rapid Fire 2)
Auxiliary System (1 or More as desired)
• Augur Array (Once per game, you can re-roll a single roll to hit for this vehicle)
• Dozer Blade (When Ramming, Add +3 ED to the damage inflicted by the Ramming vehicle only)
• Hunter Killer Missile Launcher (As Krak Missile; Limit 1)
Abilities
• Cult Ambush
• Grinding Advance
• Smoke Launchers
• Emergency Plasma Vents: A vehicle firing a Supercharged Plasma Cannon suffers only 1 mortal wound when rolling a
complication on the attack roll instead of the normal 1d6 mortal wounds.
Cruising Speed: 18
Defense: 4
Wounds: 10
Resilience: 14
Default Skill: 8
Piloting: 10
Ballistic Skill: 10
Weapon Skill: 10
Weapons:
Main Weapons (Choose 1)
• Multi-Laser (14+2ED; AP 0; Range 70m; Salvo 3; Steadfast)
• Heavy Flamer (12+2ED; AP -1; Range 16m; Salvo 2, LBT,
Blaze, Spread)
• Autocannon (16+1ED; AP -1; Range 96m; Salvo 3)
• Lascannon (18+3ED; AP -3; Range 150m; Salvo 1;
Steadfast)
• Missile Launcher (Damage and AP by Missile Type; Range
150m; Salvo -; Limit 4)
o Frag Missile (16+2ED; AP 0; LBT)
o Krak Missile (16+3ED; AP -2; SBT)
Auxiliary Weapons System (1 or More as desired)
• Sentinel Chainsaw (7+1ED, AP -1; Range 4m; Salvo -; Brutal)
• Hunter Killer Missile Launcher (As Krak Missile; Limit 1)
Special Abilities
• Cult Ambush
Default Skill: 8
Ballistic Skill: 10
Piloting: 10
Weapon Skill: 10
Weapons
Main Weapons (choose one)
• Heavy Mining Laser (15+6ED; AP -3; Range 90m; Salvo 1; Steadfast, Heavy 6)
• Heavy Seismic Cannon (12+3ED; AP -2; Range 48m; Salvo 3; Heavy 6, Brutal)
• Clearance Incinerator (11+1ED, AP -1; Range 30m; Salvo 1; Blaze, Brutal, Heavy 6, Spread)
Special Abilities
• Cult Ambush
• Rugged Construction: If an attack against this vehicle is made that rolls a 6 on the Wrath Die, do not draw a Wrath Card.
• Transport: This vehicle may transport up to 10 <Cult> of average size or smaller. Each Patriarch takes up the space of 5
others.
Default Skill: 8
Ballistic Skill: 10
Piloting: 10
Weapon Skill: 10
Weapons
• Cache of Demolition Charge (14+3ED; AP -3; Range Str x2m; LBT, Assault, Explosive)
• Heavy Stubber (10+2ED; AP 0; Range 72m; Salvo 3)
• Twin Autocannon (16+1ED; AP -1; Range 96m; Salvo 6)
Special Abilities
• Cult Ambush
• Rugged Construction: If an attack against this vehicle is made that rolls a 6 on the Wrath Die, do not draw a Wrath Card.
• Transport: This vehicle may transport up to 10 <Cult> of average size or smaller. Each Patriarch takes up the space of 5
others.
Sporocyst
Crew: 0
Passengers: See Below
Cruising Speed: 0
Defense: 2/0
Wounds: 18
Resilience: 15
Default Skill: 8
Piloting: 10
Ballistic Skill: 10
Weapon Skill: 0
Weapons:
A Sporocyst is armed with a Spore Node (see below) and 5 of any one of the following:
• Barbed Strangler (11+1ED; AP -1; Range 90m; Salvo 2; Assault, Spread)
• Death Spitter (13+1ED; AP -1; Range 60m; Salvo 0; Assault, Brutal)
• Venom Cannon (14+3ED; AP -2; Range 90m; Salvo 3; Assault)
Special Abilities;
• Instinctive Behavior
• Bio-Fortress: A Sporocyst may fire all of its weapons even while in melee combat.
• Psychic Resonator: Whilst the Sporocyst is within 24mm of a <Hive Fleet> Synapse Creature, the Sporocyst loses Instinctual
Behavior and gains Synapse Creature
• Spawn Spore Mines: At the end of a Sporocysts activation, it may spawn up to 3 Spore Mines or 1 Mucoloid Spore. Set these up
within 12m of the Sporocyst that spawned them and more than 2m from any threat. They may activate as normal thereafter in the
turn.
• Spore Node: Range 18m; Requires a Ballistic Skill Test at standard DN, with deviation. On a successful hit, the Spore Node deals
1d3 mortal wounds per shifted exalted icon. If the attack missed, set up up to 3 Spore Mines or 1 Mucoloid Spore within 12m of
the target but no closer than 4m of any threat. These Spores activate as normal thereafter in the turn.
Cruising Speed: 0
Defense: 2/0
Wounds: 18
Resilience: 15
Default Skill: 8
Piloting: 10
Ballistic Skill: 10
Weapon Skill: 0
Weapons:
A Tyrannocyte is armed with 5 of any one of the following:
• Barbed Strangler (11+1ED; AP -1; Range 90m; Salvo 2; Assault, Spread)
• Death Spitter (13+1ED; AP -1; Range 60m; Salvo 0; Assault, Brutal)
• Venom Cannon (14+3ED; AP -2; Range 90m; Salvo 3; Assault)
Special Abilities;
• Invasion Organism: Up to 10 troops or 1 Monstrous Creature may deploy from a Tyrannocyte. The Tyrannocyte deploys
anywhere on the field of battle. To do so, choose a point on the battlefield. Make a Piloting Test (DN4), if the test is failed, the
Tyrannocyte deviates a number of meters equal to the number of icons generated on 4d6. If the Tyrannocyte lands on any threats,
do damage as if ramming (20+3ED, AP 0) with any exalted icons from the pilot test being shifted to damage. Occupants on board
must deploy on their next activation.