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An Abundance of Apocryphal

Adversaries: Tyranids
Unofficial Rules for Tyranid threats in Warhammer 40,000: Wrath & Glory
Written and Compiled by Nathan Dowdell

Due to matters of timing and the main Abundance of Apocrypha document growing so large and unwieldy, I’ve
chosen to break the bestiary sections off into their own smaller, more manageable supplements.

This first bestiary deals with the Tyranids, which is fitting because the fan material which got me my first job writing
RPGs was The Great Devourer, a document dealing with Tyranids in Dark Heresy.

First Complete Version: 2nd of November 2020

V1.1: Amendments due to changes in Blast weapon rules in core rulebook.

V1.2: Added Table of Contents, revised Wound totals, Customisation Tools.

GW, Games Workshop, Citadel, Black Library, Forge World, Warhammer, Warhammer 40,000, the ‘Aquila’ Double-
headed Eagle logo, Space Marine, 40K, 40,000, Necromunda, Space Hulk, Battlefleet Gothic, Inquisitor, Epic,
Gorkamorka, and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons,
characters, and the distinctive likenesses thereof, are either ® or ™, and/or © Games Workshop Limited, variably
registered around the world. All Rights Reserved. Used Without Permission.
Abundance of Apocryphal Adversaries
Tyranids
Contents
Tyranids ............................................................................................................................................................................. 4
Tyranid Encounters ....................................................................................................................................................... 4
Common Tyranid Special Rules ..................................................................................................................................... 5
Biomorphs ................................................................................................................................................................. 5
Instinctive Behaviour ................................................................................................................................................ 5
Shadow in the Warp.................................................................................................................................................. 5
Synapse Creature ...................................................................................................................................................... 5
Tyranid [Hive Fleets] ..................................................................................................................................................... 5
Behemoth.................................................................................................................................................................. 5
Gorgon ...................................................................................................................................................................... 5
Hydra ......................................................................................................................................................................... 6
Jormungandr ............................................................................................................................................................. 6
Kraken ....................................................................................................................................................................... 6
Kronos ....................................................................................................................................................................... 6
Leviathan ................................................................................................................................................................... 6
Powers of the Hive Mind............................................................................................................................................... 7
Dominion................................................................................................................................................................... 7
Catalyst...................................................................................................................................................................... 7
The Horror ................................................................................................................................................................. 7
Onslaught .................................................................................................................................................................. 7
Paroxysm ................................................................................................................................................................... 8
Psychic Scream .......................................................................................................................................................... 8
Unstoppable Hunger ................................................................................................................................................. 8
Poisonous Influence .................................................................................................................................................. 8
Death Shriek .............................................................................................................................................................. 9
Lurking Maws ............................................................................................................................................................ 9
Synaptic Lure ............................................................................................................................................................. 9
Symbiostorm ............................................................................................................................................................. 9
Hive Nexus................................................................................................................................................................. 9
Hormagaunt ................................................................................................................................................................ 10
Termagant ................................................................................................................................................................... 11
Gargoyle ...................................................................................................................................................................... 12
Ripper .......................................................................................................................................................................... 13
Genestealer, Belligerum-Strain ................................................................................................................................... 14
Broodlord .................................................................................................................................................................... 15
Lictor ........................................................................................................................................................................... 16
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Tyranids
Tyranid Warrior ........................................................................................................................................................... 17
Tyranid Prime .............................................................................................................................................................. 18
Bio-Weapons ............................................................................................................................................................... 19
Basic Bio-Weapons .................................................................................................................................................. 19
Bio-Cannons ............................................................................................................................................................ 19
Melee Bio-Weapons................................................................................................................................................ 20
Monstrous Bio-Weapons ........................................................................................................................................ 20
Monstrous Bio-Cannons.......................................................................................................................................... 21
Carnifex ....................................................................................................................................................................... 22
Zoanthrope.................................................................................................................................................................. 23
Neurothrope ............................................................................................................................................................... 24
Biovore ........................................................................................................................................................................ 25
Spore Mine .................................................................................................................................................................. 26
Pyrovore ...................................................................................................................................................................... 27
Hive Tyrant .................................................................................................................................................................. 28
Tervigon ...................................................................................................................................................................... 29
Tyrannofex .................................................................................................................................................................. 30
Haruspex ..................................................................................................................................................................... 31
Exocrine....................................................................................................................................................................... 32
Hive Guard .................................................................................................................................................................. 33
Tyrant Guard ............................................................................................................................................................... 34
Ravener ....................................................................................................................................................................... 35
Maleceptor .................................................................................................................................................................. 36
Toxicrine ...................................................................................................................................................................... 37
Venomthrope .............................................................................................................................................................. 38
Trygon ......................................................................................................................................................................... 39
Mawloc........................................................................................................................................................................ 40

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Abundance of Apocryphal Adversaries
Tyranids
Tyranids
The Tyranids are an extragalactic composite species of biomass. As a result, Norn-Queens can be found only at
hideous xenos that is a space-faring ecosystem the heart of the largest and most-well defended
comprised of innumerable different bioforms which Tyranid Hive Ships.
are all variations on the same genetic theme. The
Tyranid race is ultimately dedicated solely to its own Tyranid Encounters
survival, propagation, and evolutionary advancement. Adventures which use Tyranids as adversaries are
The Tyranids collectively form a monstrous frequently akin to “monster movies”, where the heroes
superorganism that travels across the universe in their are pursued by cunning-but-animalistic monsters, or
great Hive Fleets of biomechanical Hive Ships, desperate last stands against onrushing, innumerable
systematically consuming all other biomatter to enable hordes. While capable of stealth and guile, the Tyranids
its own rapid evolution and reproduction. All Tyranid are always predatory in their actions, so their capacity
organisms are synaptic (psychically reactive), and each for subterfuge and deception is directed more towards
Tyranid creature within a Hive Fleet shares and stalking prey than conspiracies. If you’re interested in
contributes to a communal Hive Mind, which allows using Tyranids as a conspiratorial foe, Genestealer
the trillions of beings comprising the Tyranid Hive Cultists are the better bet, and a Genestealer Cult
Fleets to communicate and organise instantaneously uprising as a prelude to a Tyranid invasion can allow a
on a staggering scale. campaign to wildly change tone and scope part-
way through.
The mentality of the Tyranid
approach to warfare can be Tyranids are innumerable, and they
described with the phrase cannot be deterred. Killing an
"quantity has a quality all its own". individual Tyranid may lessen
From the “lowly” Ripper to the the immediate threat, but it
deadly Hive Tyrant and beyond, doesn’t stop the larger one
the signature of the Tyranid that their presence represents,
species is that they overwhelm and the creatures that are fewer in
their foes with sheer numbers, number and more important to kill
reproducing massive numbers of are also invariably much harder to
highly virulent organisms in record kill. So, the priority in a Tyranid-
time from the biochemical soup that focussed game is survival, along with
they derive from the biospheres of the surgical strikes against specific priority
worlds that they consume. The components of a targets such as Synapse Creatures, capillary
Tyranid Hive Fleet travel almost exclusively in large towers, and similar.
groups known as swarms that possess specialized Tyranids cannot be reasoned or bargained with, and
biomechanical creatures for destroying and consuming they regard other life as prey at best, and an auto-
a wide variety of prey life forms. Tyranids have evolved immune response at worst. As the Tyranids are driven
sophisticated methods for facilitating genetic transfer by a collective Hive Mind, the intellect driving a Tyranid
across species boundaries. As a result, a significant goal attack is one that humans cannot fathom, and it has no
of any Tyranid invasion is acquisition of useful new inclination or capacity to relate to the individual
biological traits from other lifeforms. These are used by creatures that dwell on a world being consumed except
the Hive Mind to enhance the Tyranids' effectiveness as obstacles or sources of biomass. Further, it has as
in consuming new worlds to gain more of the necessary little regard for the individual creatures it commands as
organic raw materials for further reproduction. All it does the ones which oppose it—all Tyranid creatures
Tyranids are reproduced by a single, highly intelligent will be reduced to biomass and consumed when the
female bioform known as a Norn-Queen. A Hive Fleet's planet dies, to be reborn to assail the next world, and
Norn-Queens are the most important Tyranids within individual Tyranid lifeforms will be expended to
the fleet, for if they are injured or killed the Tyranids achieve an objective as readily as a Guardsman
cannot reproduce their numbers from the captured expends charge from a lasgun.
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Abundance of Apocryphal Adversaries
Tyranids
Common Tyranid Special Rules
Tyranid NPCs share several common special abilities. Synapse Creature
Tyranids with any of these abilities will list them in their Some Tyranids serve as synaptic conduits or nodal
entries, and some Tyranids have special abilities which relays through which a portion of the Hive Mind’s iron
refer to or alter these abilities in some way. will flows, overriding the natural instincts of the swarm.
Biomorphs Tyranids automatically pass Resolve tests if they are
Tyranids are extremely adaptable, and two spawnings within 25m of a friendly Synapse Creature. Further,
of the same creature may differ significantly. Tyranids within range of a Synapse Creature cannot
suffer Shock, as they are driven to action without
Tyranid creature entries list Biomorphs as a separate
regard for fear, pain, fatigue, or the limits of their own
section from weapons or special rules, showing
bodies. When a Tyranid within range of a Synapse
common variants and adaptations of that particular
Creature rolls Determination, Wounds negated are
species of Tyranid.
ignored rather than being converted into Shock.
Instinctive Behaviour
Naturally, a Synapse Creature also receives these
Unless controlled or coordinated by the domineering benefits, as they are always considered to be “within
will of the Hive Mind, many Tyranid organisms will range of a Synapse Creature”.
revert to animalistic instincts.
Tyranid [Hive Fleets]
Tyranids with this ability will have one of two forms of
The following groups are the largest and most well-
base instinct: Feed or Lurk. At the start of the
known of the Hive Fleets invading the galaxy. If you
creature’s turn, it must pass a Resolve test (DN 3) or act
wish, you may select one of these Hive Fleets for your
according to that instinct; if the Resolve test is passed,
Tyranids to belong to. Tyranids replace the [HIVE
the creature may act freely. If the creature is part of a
FLEET] keyword with the name of the Hive Fleet they
mob, then the whole mob makes a single Resolve test.
belong to.
• Tyranids with the Feed instinct are driven by a
Behemoth
voracious need to attack and consume, and
Driven by a Frenzied hunger, Hive Fleet Behemoth
they will rampage towards the nearest prey
unleashes the full might of its swarms in an
without thought for anything but sating
overwhelming frontal assault.
appetites that will never be satisfied. A Tyranid
with the Feed instinct becomes Frenzied. Tyranids of BEHEMOTH add the game’s Tier as a bonus
• Tyranids with the Lurk instinct are driven by to their Speed when they charge.
their survival instincts to seek out cover, hiding
themselves away and attacking only when Gorgon
threatened. A Tyranid with the Lurk instinct The toxins produced by Hive Fleet Gorgon’s swarm-
becomes pinned. creatures adapt with terrifying speed to any foe,
agonizing and ravaging the bodies of their unfortunate
Shadow in the Warp victims.
The unfathomable presence of the Hive Mind radiates
out from its synapse creatures, smothering the ability Tyranids of GORGON add Inflict (Poisoned X), where X
of the psykers who stand before them to draw upon is the game’s Tier, to all their melee attacks. If their
their mystic powers. melee attacks already have the Inflict (Poisoned X)
trait, increase the rating of the trait by the game’s Tier.
Whenever a Psyker uses a psychic power while within
35m of a Tyranid with this ability, they must count all
6s on their Wrath dice as 1s. Psykers with the TYRANID
keyword are not affected.

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Abundance of Apocryphal Adversaries
Tyranids
Hydra Leviathan
Hive Fleet Hydra’s super-swarms overwhelm their prey Hive Fleet Leviathan’s synaptic network is so strong
with sheer weight of numbers, drowning them in a tide that its organisms can be compelled by the Hive Mind
of chitin, flesh, and slashing claws. to fight despite injuries that would incapacitate or slay
them outright.
Mobs of Tyranids of HYDRA add bonus dice equal to
the game’s Tier to all melee attacks they make. Tyranids of LEVIATHAN add the game’s Tier as bonus
dice when rolling to Soak, and they may Soak Mortal
Jormungandr
Wounds whilst within range of a Synapse creature.
The warrior-organisms of Hive Fleet Jormungandr Mobs of Tyranids within range of a Synapse creature
instinctively dig into cover and burrow through the instead roll a d6 for each creature slain by an attack:
terrain around them, making them extremely difficult each roll of a 6 means that one dead creature is
to target until it is far too late. returned to the mob.
Tyranids of JORMUNGANDR, other than those able to
fly, receive a bonus to their Defence equal to the
game’s Tier. They lose this bonus until the start of their
next turn if they run, sprint, or charge, however.

Kraken
The Kraken harries and unbalances its foes with
lightning-fast flanking attacks, before encircling them
for the final, bloody massacre.

Tyranids of KRAKEN add the game’s Tier to their Speed


when they run or sprint. Further, a Tyranid from this
Hive Fleet may Fall Back from combat at the start of its
turn as a free action.

Kronos
Hive Fleet Kronos obliterates its foes at range by
unleashing devastating barrages of bio-plasma and
living missiles.

Tyranids of KRONOS which aim before making a ranged


attack may add bonus dice equal to the game’s Tier to
their attack.

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Tyranids
Powers of the Hive Mind
Tyranid psyker-beasts draw their horrific powers from a fragment of the Hive Mind’s gestalt will. They can utilise this
psychic might to empower their lesser kin or obliterate the minds of their opponents with skull-shattering force.

Tyranid Psykers do not suffer Perils of the Warp as other Psykers do. Instead, whenever a Tyranid Psyker rolls one or
more 1s on their Wrath Dice on Psychic tests, they suffer 1d3 Mortal Wounds for each 1 rolled on a Wrath die, as the
creature’s mind is overloaded by the power of the Hive Mind coursing through their neural matter.

Dominion The Horror


DN: 5 DN: 6
Activation: Action Activation: Action
Duration: 1 Round Duration: 1 Round
Range: 75m Range: 50m
Multi-Target: No Multi-Target: No
Keywords: TYRANID, PSYCHIC Keywords: TYRANID, PSYCHIC
Prerequisite: Psyker must have the TYRANID Prerequisite: Psyker must have the TYRANID
keyword. keyword.
Effect: The Tyranid uses its prodigious psychic Effect: The terrifying psychic presence of the
strength to channel and amplify the will of the Hive Mind radiates from the synapse creature,
Hive Mind. The power affects one allied flooding the minds of the Tyranids’ enemies
Tyranid mob or a number of individual Tyranids and causing them to quail and panic. The
equal to twice the Psyker’s Willpower within power affects all enemies in a Blast (10) within
range. Affected creatures ignore their Range. Until the start of the psyker’s next turn,
Instinctive Behaviour rule and automatically the target unit must add +2 to the DN of all
succeed at Resolve tests until the start of the Resolve tests they attempt.
psyker’s next turn.
Onslaught
Catalyst DN: 6
DN: 6 Activation: Action
Activation: Action Duration: 1 Round
Duration: 1 Round Range: 35m
Range: 35m Multi-Target: No
Multi-Target: No Keywords: TYRANID, PSYCHIC
Keywords: TYRANID, PSYCHIC Prerequisite: Psyker must have the TYRANID
Prerequisite: Psyker must have the TYRANID keyword.
keyword. Effect: The synapse creature reaches out its
Effect: Through its synaptic conduits, the Hive mind and seizes control of the lesser creatures’
Mind reaches out to infuse the organisms weapon symbiotes, guiding their fire whilst
under its control, invigorating their simultaneously driving the swarms towards
metabolisms with such unnatural vitality that the enemy at a breakneck pace. The power
they can ignore the most grievous of wounds. affects one allied Tyranid mob or a number of
The power affects one allied Tyranid mob or a individual Tyranids equal to twice the Psyker’s
number of individual Tyranids equal to twice Willpower within range. Until the start of the
the Psyker’s Willpower within range. Affected psyker’s next turn, the affected creatures treat
creatures do not have to spend Ruin to roll all their weapons as if they had the Assault
Determination, and they may roll trait, and they may ignore the +2 DN for
Determination to negate Mortal Wounds until running and shooting with an assault weapon.
the Psyker’s next turn.

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Tyranids
Paroxysm Unstoppable Hunger
DN: 5 DN: 6
Activation: Action Activation: Action
Duration: Instant Duration: 1 Round
Range: 35m Range: 9m
Multi-Target: No Multi-Target: No
Keywords: TYRANID, PSYCHIC Keywords: TYRANID, PSYCHIC
Prerequisite: Psyker must have the TYRANID Prerequisite: Psyker must have the BEHEMOTH
keyword. keyword.
Effect: The Hive Mind debilitates its enemies Effect: The Hive Mind siphons into its
by triggering every nerve and pain receptor in organisms a tiny portion of Behemoth’s
their bodies, overwhelming their senses with insatiable, aeons-old hunger. Filled with an
wracking fits of agony. The power affects all aching void, claws and talons rend with
enemies in a Blast (6) within Range. Affected desperation to feed. The power affects one
enemies all suffer 1d3+2 Shock, and they may allied Tyranid mob or a number of individual
not Keep the Initiative until the start of the Tyranids equal to twice the Psyker’s Willpower
psyker’s next turn. within range. Affected creatures add +2ED to
all melee attacks until the start of the psyker’s
Psychic Scream next turn.
DN: 5
Activation: Action Poisonous Influence
Duration: Instant DN: 5
Range: 35m Activation: Action
Multi-Target: Yes Duration: 1 Round
Keywords: TYRANID, PSYCHIC Range: 9m
Prerequisite: Psyker must have the TYRANID Multi-Target: No
keyword. Keywords: TYRANID, PSYCHIC
Effect: Through its vassal, the Hive Mind Prerequisite: Psyker must have the GORGON
unleashes a piercing shriek of undiluted keyword.
psychic energy which shreds the minds of Effect: The synapse creature radiates a pulsed
those caught in its wake. The nearest enemy imperative which triggers the semi-sentient
within range immediately suffers 1d3 Wounds. spores of Gorgon’s bio-horrors, guiding the
In addition, if the target is a Psyker, they must secretion of venom laced with a seeping
pass a Willpower test with a DN of 3; if they fail, psychic miasma. Until the start of the psyker’s
then randomly choose one of their psychic next turn, all Tyranids within range improve
powers: they cannot use that power until they their AP by 1 (i.e., AP – becomes AP -1).
have regrouped.

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Tyranids
Death Shriek Effect: Drawing on Kraken’s strategic cunning,
DN: 4 the Hive Mind projects a psychic marker upon
Activation: Action an identified thread. Unknowingly radiating an
Duration: 1 Round irresistible lure to every nearby brood, the
Range: 6m enemy is doomed. This power affects all an
Multi-Target: No enemy visible to the psyker. Until the start of
Keywords: TYRANID, PSYCHIC the psyker’s next turn, all Tyranids which
Prerequisite: Psyker must have the HYDRA keyword. Charge the affected enemies increase their
Effect: Amplifying the psychic death-cry of Speed by +2.
Hydra’s progeny to horrific levels, the Hive
Mind causes excruciating physical and psychic Symbiostorm
trauma in those who resist its predations. This DN: 5
power affects all Tyranids within range. Until Activation: Action
the start of the psyker’s next turn, any affected Duration: 1 Round
Tyranid inflicts 1d3+1 Shock on the nearest Range: 12m
enemy within 6m when slain. Multi-Target: No
Keywords: TYRANID, PSYCHIC
Lurking Maws Prerequisite: Psyker must have the KRONOS
DN: 5 keyword.
Activation: Action Effect: The Hive Mind delves into the neural
Duration: 1 round mesh between Kronos’ organisms and their
Range: 100m symbiote-weapons. Guided by its majestic will,
Multi-Target: Yes a deluge of shrieking biomatter reaches out
Keywords: TYRANID, PSYCHIC unerringly towards the Tyranids’ prey. The
Prerequisite: Psyker must have the JORMUNGANDR power affects one allied Tyranid mob or a
keyword. number of individual Tyranids equal to twice
Effect: The Hive Mind extends a psychic the Psyker’s Willpower within range. Affected
summons and calls upon Jormungandr’s creatures may use a Salvo Action without
embedded and waiting broods. Mindlessly expending ammunition when they make a
converging via synaptic imperative, their ranged attack before the psyker’s next turn.
sudden and frenzied attacks spell the foe’s
end. This power affects an enemy visible to the Hive Nexus
psyker. Until the start of the psyker’s next turn, DN: 5
all Tyranids which make surprise attacks Activation: Action
against the affected enemies may re-roll any Duration: Sustained
failures on their attack. Range: Self
Multi-Target: No
Synaptic Lure Keywords: TYRANID, PSYCHIC
DN: 5 Prerequisite: Psyker must have the LEVIATHAN
Activation: Action keyword.
Duration: 1 round Effect: The Hive Mind funnels Leviathan’s
Range: 100m sophisticated synaptic network through its
Multi-Target: Yes conduits, enforcing its gestalt will upon the
Keywords: TYRANID, PSYCHIC hive fleet’s lesser organisms. The Psyker’s
Prerequisite: Psyker must have the KRAKEN Synapse Creature special rule has a range of
keyword. 35m rather than 25m while this power remains
in effect.

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Hormagaunt
Hormagaunts (subspecies name: Gaunti gladius) are
fearsome but expendable Tyranid creatures used in
their billions which often precede a main Tyranid HORMAGAUNT
attack. They are a subspecies of Tyranid Gaunt armed
TIER 1 2 3 4 5
with razor-sharp Scything Talons and move on
THREAT T T T T T
powerful hind legs in a series of exceptionally fast, KEYWORDS: TYRANID, GAUNT, [HIVE FLEET]
bounding leaps that appears as a skittering, insect-like S T A I WIL INT FEL
gait. 4 3 5 5 1 1 1
Before the full attack of a Tyranid Hive Fleet, RESILIENCE
6 (Chitin: 2 AR)
Hormagaunts are often dropped in Mycetic Spores in
DEFENCE WOUNDS SHOCK
such large numbers that even if many are destroyed by
4 5 2
orbital defences those that make planetfall will pose a
SKILLS: Default 5, Athletics 5, Awareness 5 (Passive
serious problem to any inhabitants. 3), Weapon Skill 6
Hormagaunts have a deadly instinctual ability to hunt BONUSES
that needs little direction from the Tyranid Hive Mind. INSTINCTIVE BEHAVIOUR (FEED): see page 3
They are so single-minded in hunting that they will BOUNDING LEAP: When a Hormagaunt runs, sprints,
or charges, it adds +2 to its Speed, and may leap
ignore personal injury and tiredness until they have run
over gaps and obstacles up to 2m high or up to 4m
down their quarry. Hormagaunts will then feed upon
wide.
their prey, ripping pieces of flesh apart with razor sharp ABILITIES
teeth. However, their extremely fast metabolism will ACTION: Scything Talons: 7 +3ED / Range 1 / Paired
always drive them to constantly seek out new victims. DETERMINATION: Spend 1 Ruin to roll 3d6
They are usually left to their own devices once a CONVICTION RESOLVE SPEED SIZE
Tyranid attack is underway, though occasionally the 1 1 8 Avg
Hive Mind will intervene and direct them towards a BIOMORPHS OPTIONS
more distant and more important target. ADRENAL GLANDS: +1 Speed
TOXIN SACS: Add +1ED and Inflict (Poisoned 3) to
Hormagaunts, unlike other Tyranid creatures, can lay
melee attacks.
hundreds of eggs in the ground and so reproduce MOB ABILITIES
independently of a Hive Fleet. Each Hormagaunt has a ENDLESS TIDE: If this mob is destroyed, the GM gains
short lifespan—days at most—but once one 1 Ruin.
generation has HUNGERING SWARM: This mob gains +2 bonus dice to
died a fresh melee attacks.
wave will have
hatched and
grown to
maturity,
ready to carry
on ravaging a
world where
the previous
generation left
off.

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Tyranids
Termagant
A Termagant serves as the standard infantry unit of any
TERMAGANT
Tyranid swarm. Speed, agility, and survival are the main
characteristics of the Termagant bioform (Gaunti TIER 1 2 3 4 5
virago). These small xenos warriors most commonly THREAT T T T T T
carry the dreaded Fleshborer Biomorph but have been KEYWORDS: TYRANID, GAUNT, [HIVE FLEET]
known to carry other more potent weapon Biomorphs S T A I WIL INT FEL
into battle. While ineffective in combat as a small 3 3 5 5 1 2 1
group, they are most powerful when swarming in large RESILIENCE
6 (Chitin: 2 AR)
broods across a target planet once the Great
DEFENCE WOUNDS SHOCK
Devourer's invasion reaches its high tide. The
4 5 1
desperate need to survive makes them a menace even
SKILLS: Default 5, Awareness 5 (Passive 3), Ballistic
if their synaptic control with the Tyranid Hive Mind is Skill 6, Stealth 6
broken, as they run to cover and will lurk waiting to kill BONUSES
whatever threatens their hiding spot. INSTINCTIVE BEHAVIOUR (LURK): see page 3
Termagants are naturally cunning and have a strong ABILITIES
ACTION:
sense of self-preservation. Often, they will skirt an
Fleshborer: 10 +1ED / Range 6-12-18 / Salvo 1 /
enemy ambush and instead find a way to assail their
Assault, Brutal
foe from an unexpected quarter, or they will seek out
Claws: 5 +2ED / Range 1
and exploit enemy weak points. If cut off from the Hive ACTION OPTIONS: any Termagant may replace their
Mind's influence, a Termagant's self-preservation Fleshborer with one of the following:
instinct will take control and they will typically abandon Devourer: 10 +1ED / 9-18-27 / Salvo 3 / Agonizing,
the fight in search of shelter. This seeming weakness Assault
means however that Termagants remain a threat once Spinefists: 8 +1ED / 6-12-18 / Salvo 2 / Paired, Pistol
a Tyranid assault has been defeated since every cave, Spike Rifle: 8 +1ED / 9-18-27 / Salvo 0 / Assault,
ruin, or path of undergrowth that surviving defenders Sniper (1)
pass by could conceal a nest of Termagants ready to DETERMINATION: Spend 1 Ruin to roll 3d6
attack upon discovery. In some circumstances the Hive CONVICTION RESOLVE SPEED SIZE
Mind will suppress the survival instincts of Termagants 1 1 6 Avg
to instead send them rushing forward for the sole BIOMORPHS OPTIONS
purpose of depleting enemy ammunition stores. ADRENAL GLANDS: +1 Speed
TOXIN SACS: Add +1ED and Inflict (Poisoned 3) to
melee attacks.
MOB ABILITIES
ENDLESS TIDE: If this mob is destroyed, the GM gains
1 Ruin.
HAIL OF LIVING AMMUNITION: This mob gains +2 ED
when all individuals attack the same target.
MOB OPTIONS
SWARM: In a Mob of ten or more Termagants, one
Termagant may exchange its Fleshborer for one of
the following:
Strangleweb: 6 +2ED / 4-8-12 / Salvo 0 / Assault,
Blast (2), Inflict (Restrained)

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Tyranids
Gargoyle
A Gargoyle is a vicious winged Tyranid bioform that is
often the first species of Tyranid seen in battle. Their
prime purpose seems to be seeking out the enemy and
GARGOYLE
sowing terror and confusion amongst them. Thus, fire
and the flap of the Gargoyles' membranous wings TIER 1 2 3 4 5
precede the Tyranid hordes, driving the enemy out into THREAT T T T T T
the open to be absorbed by the swarm, spitting death KEYWORDS: TYRANID, GAUNT, [HIVE FLEET]
from their Fleshborers. S T A I WIL INT FEL
3 3 5 5 5 2 1
Physically, Gargoyles strongly resemble the RESILIENCE
Termagants from which they are genetically derived, 6 (Chitin: 2 AR)
with compact but lithe bodies encased in a lightly DEFENCE WOUNDS SHOCK
armoured exoskeleton. They have wide, leathery 4 5 5
wings, raking claws and barbed tails. They also display SKILLS: Default 5, Awareness 5 (Passive 3), Ballistic
the same animal cunning as their ground-dwelling Skill 6, Stealth 6
counterparts, and instinctively assail the foe from an BONUSES
INSTINCTIVE BEHAVIOUR (LURK): see page 3
unexpected quarter whenever the situation allows.
BLINDING VENOM: A creature which becomes
Winged manoeuvrability gives the Gargoyles a distinct Poisoned from a Gargoyle’s Blinding Venom is also
advantage over most opponents, who for the most part blinded.
rely on technological assistance to fly. As a result, ABILITIES
Gargoyles have earned a dread reputation, a legend BATTLECRY: Swooping Assault: The Gargoyle
that, in truth, far outstrips their physical threat. immediately makes a standard (flying) move.
ACTION:
Wherever Gargoyles are abroad, defenders look
Fleshborer: 10 +1ED / Range 6-12-18 / Salvo 1 /
fearfully to the skies, for they know that every sky-
Assault, Brutal
borne shadow could be a flock of Gargoyles about to Blinding Venom: 7 +3ED / Range 2 / Agonizing,
attack. Inflict (Poisoned 3)
While they are built for ranged combat, Gargoyles are Claws: 5 +2ED / Range 1
DETERMINATION: Spend 1 Ruin to roll 3d6
not helpless in melee. They can spit a toxic fluid, which
CONVICTION RESOLVE SPEED SIZE
they instinctively aim at the eyes of their opponents to
5 4 12 Flight Avg
blind them. Then they tear into the foe with barbed
BIOMORPHS OPTIONS
tails and
ADRENAL GLANDS: +1 Speed
talons until TOXIN SACS: Add +1ED and Inflict (Poisoned 3) to
either they or melee attacks.
their prey are MOB ABILITIES
slain, or the ENDLESS TIDE: If this mob is destroyed, the GM gains
Hive Mind 1 Ruin.
relinquishes HAIL OF LIVING AMMUNITION: This mob gains +2 ED
its control. when all individuals attack the same target.

Page 12 of 46
Abundance of Apocryphal Adversaries
Tyranids
Ripper
Rippers (Minoris omniphagea) are a small, maggot-like
species of Tyranids that serve as the primary means of
devouring biomass from a planet for a Tyranid Hive RIPPER
Fleet. Indeed, Ripper swarms facilitate the speed and
TIER 1 2 3 4 5
scale that Tyranids are infamous for in the stripping of THREAT T T T T T
a planet of all its natural resources. Rippers are the KEYWORDS: TYRANID, GAUNT, [HIVE FLEET]
most numerous of the Tyranid creatures, and in great S T A I WIL INT FEL
swarms they can pull down and consume creatures 2 2 4 4 4 1 1
many times their own size. However, they are RESILIENCE
completely mindless and will perish if they lose a 5 (Chitin: 2 AR)
synaptic link with the Hive Mind, although while under DEFENCE WOUNDS SHOCK
its guidance they are utterly relentless and pose a truly 4 1 4
horrifying threat. During the final stages of a Tyranid SKILLS: Default 5, Awareness 5 (Passive 3), Stealth 6,
planetary invasion, they scour the entirety of a planet, Weapon Skill 5
ingesting all biological material on the planet and BONUSES
leaving only an empty and desolate wasteland. INSTINCTIVE BEHAVIOUR (FEED): see page 3
Eventually, the Rippers will become bloated full of ABILITIES
ACTION:
biomass, unfit for combat. At this point, they simply
Claws and Teeth: 5 +4ED / Range 1
crawl into Tyranid Reclamation Pools at the bases of
Some Rippers are also adapted with Spine-Maws:
impossibly tall Capillary Towers that project beyond
Spine-Maws: 8 +2ED / 6-12-18 / Salvo 1 / Pistol
the atmosphere, where they and the biomass they DETERMINATION: Spend 1 Ruin to roll 2d6
have fed upon are broken down and absorbed by the CONVICTION RESOLVE SPEED SIZE
Hive Fleet for the creation of new Tyranid organisms 4 3 6 Tiny
and structures. However, in some cases they may be MOB ABILITIES
evolved by a Norn-Queen to perform more advanced SWARM AND CONSUME: This mob gains +2 ED and the
functions for the swarm depending on the genetic Brutal trait when making melee attacks. Characters
material they have absorbed. who see an enemy slain by this Mob must pass a
DN 3 Fear test.

Page 13 of 46
Abundance of Apocryphal Adversaries
Tyranids
Genestealer, Belligerum-Strain
A Genestealer (Corporaptor hominis) is a bioform of the
GENESTEALER, BELLIGERUM-STRAIN
Tyranids that was genetically designed by the Hive
Mind for the infiltration of other intelligent species' TIER 1 2 3 4 5
settled worlds. Genestealers serve as the vanguard THREAT A A E T T
organisms of the Hive Fleets. The first Tyranids to be KEYWORDS: TYRANID, GENESTEALER, [HIVE FLEET]
discovered by the Imperium, their true nature is S T A I WIL INT FEL
obscured by a confusing multitude of legends. They are 8 6 6 6 5 2 1
RESILIENCE
known as "Snatcher-devils" on some Imperial worlds,
10 (Reinforced Chitin: 3 AR)
"Cave Nightmares" on others and "Clawed
DEFENCE WOUNDS SHOCK
Changelings" on yet more. Every conceivable
5 9 8
interpretation of the Genestealer Curse has been
SKILLS: Default 6, Athletics 10, Awareness 8 (Passive
posited across Mankind's domain, but even the most 4), Stealth 10, Weapon Skill 10
outlandish story does no justice to the awful truth BONUSES
behind these creatures and the reproductive cycles of Second Strike: This Threat reduces the Multi-Attack
genetic damnation they propagate. penalty by 2 DN, as though it had the Dual Wield
Talent.
Genestealers are also used by the Hive Mind as a
ABILITIES
primary shock assault unit for Tyranid swarms during
BATTLECRY: Swift and Deadly: The Threat Seizes the
surface and void battles. Countless archivists and Initiative without spending a point of Ruin and
xenographers have studied the variance and mutability Charges. It gains an additional +1 bonus die to its
of Genestealers extensively, and while there are many attack as part of the Charge.
theories about different genetic strains, it has been ACTION: Rending Claws: 12 +4ED / AP -2 / Range 1 /
identified that those encountered as part of a Hive Rending (2)
Fleet are subtly different to those found infesting other Some Genestealers are adapted with one of the
worlds. Where a Genestealer is part of a larger Hive following:
Fleet, it will operate as part of a single brood of Scything Talons: 11 +3ED / Range 1 / Paired
normally around a dozen kin (sometimes fewer, Acid Maw: 10 +4ED / AP -3 / Brutal
sometimes more). The brood communicates via Flesh Hooks: 10 +3ED / Range 3-6-9 / Salvo 2 /
Assault, Pistol / +2 bonus dice on Athletics tests to
telepathy, operating semi-independently of the Hive
climb
Mind.
DETERMINATION: Lightning Reflexes: Spend 1 Ruin to
This broad tendency, though debated, has been roll 6d6. This Threat can roll Determination against
categorised by some as the Belligerum-Strain, to Mortal Wounds.
distinguish it from Genestealers demonstrating CONVICTION RESOLVE SPEED SIZE
different proclivities in different situations, such as the 5 4 8 Avg
BIOMORPHS OPTIONS
leaner, faster Vectori-Strain identified on some Space
EXTENDED CARAPACE: +2 Resilience
Hulks, and Purii or Purestrain Genestealers identified
FEEDER TENDRILS: As an action, the creature may
as gene-stock within cult infestations. Belligerum-
drain knowledge from the brain of a creature it has
strain Genestealers are bulkier, hardier, and more killed. This adds 1 to Ruin.
suited to front-line battlefield conditions. TOXIN SACS: Add +1ED and Inflict (Poisoned 3) to
Speculation exists that these forms of Genestealer are melee attacks.
MOB ABILITIES
different phases of life, adaptations made during a
FLURRY OF CLAWS: If all individuals in a Mob of
Genestealer’s lifespan to suit different situations.
Genestealers target the same opponent, they gain
Other claims maintain that Hive Fleets produce +2 bonus dice to the attack Test.
different subspecies of Genestealer for different
purposes. The truth is a mystery, as studying these
creatures is a deadly matter.

Page 14 of 46
Abundance of Apocryphal Adversaries
Tyranids
Broodlord
The Broodlord, or Corporaptor Primus, is the ultimate
GENESTEALER BROODLORD
product of Genestealer evolution. The Broodlord is
TIER 1 2 3 4 5 immensely strong, agile, and durable, which makes it a
THREAT — — A A A superb frontline warrior. In addition to their already
KEYWORDS: TYRANID, GENESTEALER, [HIVE FLEET], potent combat abilities, Broodlords act as commanders
PSYKER
for Tyranid assault forces, personally leading attacks.
S T A I WIL INT FEL
They bear the "synapse" ability frequently observed in
11 8 6 8 8 4 1
higher forms of Tyranids, which allow them to
RESILIENCE
13 (Reinforced Chitin: 4 AR) coordinate the Hive Mind's psychic commands over
DEFENCE WOUNDS SHOCK less-intelligent Tyranid species.
7 18 — This is unlike the traditional Genestealer Cults which
SKILLS: Default 8, Athletics 12, Awareness 10 grow and rise on infested Imperial worlds to take its
(Passive 5), Psychic Mastery 10, Stealth 10, Weapon
followers from among the local populace, and
Skill 12
psychically dominate them and be worshiped as gods.
BONUSES
The army led by the Broodlord is an infiltrating
Brood Telepathy: All GENESTEALERS within 6m add
+2 bonus dice to all Tests. vanguard operating in a similar manner to the Tyranid
Champion: The Threat may use Ruin Actions and Lictor. A Broodlord at the heart of a telepathic link can
has 4 personal Ruin. track its foes with the senses of many and employs its
Shadow in the Warp: see page 3 greater intellect to coordinate and command the lesser
Synapse Creature: see page 3 Genestealers.
Second Strike: This Threat reduces the Multi-Attack
penalty by 2 DN, as though it had the Dual Wield
Talent.
ABILITIES
BATTLECRY: Monstrously Swift and Deadly: Anyone
who can see the Broodlord must pass a DN3 Fear
test. The Broodlord then Seizes the Initiative
without spending a point of Ruin and Charges. It
gains an additional +1 bonus die to its attack as part
of the Charge.
ACTION: The Broodlord may use both its Broodmind
and Monstrous Rending Claws without suffering the
+2DN Multi-Action penalty.
Monstrous Rending Claws: 15 +4ED / AP -3 / Range
1 / Rending (3)
Broodmind: The Broodlord may attempt to activate
the Smite psychic power, Psyniscience, Deny the
Witch, or any one power from the Hive Mind
psychic discipline.
RUIN: Broodmind: Spend 1 Ruin. The Broodlord
attempts to activate a Psychic Power or Deny the
Witch.
DETERMINATION: Lightning Reflexes: You do not need
to spend Ruin to roll Determination for this Threat.
Roll 8d6. This Threat can roll Determination against
Mortal Wounds. Any Wounds negated by
Determination are ignored instead of being
converted to Shock.
CONVICTION RESOLVE SPEED SIZE
8 7 8 Large
Page 15 of 46
Abundance of Apocryphal Adversaries
Tyranids
Lictor
The Tyranid bioform known as the Lictor (Tyranicus LICTOR
chameleo) is a specialised evolutionary development of
TIER 1 2 3 4 5
the Tyranid Warrior, highly adapted to a role as a scout THREAT — A A E E
in the vanguard of any Tyranid swarm's advance. KEYWORDS: TYRANID, [HIVE FLEET]
Lictors move ahead of the swarm, seeking out pockets S T A I WIL INT FEL
of resistance to be eradicated and native life forms to 13 6 6 6 6 4 1
be absorbed. Able to move swiftly and without sound RESILIENCE
through even the densest terrain and concealed by a 10 (Reinforced Chitin: 3 AR)
chameleonic carapace that renders it all but invisible to DEFENCE WOUNDS SHOCK
the naked eye, a Lictor can remain hidden until it 7 13 8
chooses to strike. It can wait motionless for days, SKILLS: Default 9, Athletics 12, Awareness 11
unnoticed by its victims, an unseen herald of (Passive 6), Stealth 12, Weapon Skill 12
approaching disaster. BONUSES
Chameleonic Skin: The Lictor is considered to be in
Lictors are the lone hunters of the Tyranid swarm, Full Cover at all times, adding +2 to its Defence
roving ahead of the Hive Fleet, seeking out prey and (included above).
leading the Hive Mind to concentrations of enemies. As Champion: The Threat may use Ruin Actions and
tall as a Tyranid Warrior, Lictors are distinct in has 2 personal Ruin.
appearance from other Tyranid creatures in several Second Strike: This Threat reduces the Multi-Attack
ways, such as a pair of long mantis-like claws extending penalty by 2 DN, as though it had the Dual Wield
over the creature's shoulders which it can use for Talent.
Silent Predator: The Lictor can move at full speed
climbing and impaling its prey; long, drooping feeder
while Moving Stealthily, and it does not lose its
tendrils that hang from its maw and greatly increase its
Stealth Score when it moves out of hiding. When a
senses and shimmering chameleonic scales which Lictor performs a Surprise Attack, any non-Tyranid
allow it to hide with ease. A natural predator, the Lictor who sees it attack must pass a Terror test with a DN
is patient and stealthy and can move past even the equal to the Lictor’s Stealth Score.
most alert foes, or spend days hiding immobile, waiting ABILITIES
for a chance to strike once its prey's guard is down. This BATTLECRY: The Lictor makes a normal move towards
behaviour has given the Lictor an almost mythical cover and makes a Stealth test to hide.
reputation amongst its foes, as a ghost-like horror ACTION:
which can strike at any time and place, before Rending Claws: 17 +4ED / AP -2 / Range 1 / Rending
vanishing into thin air just as easily. (2)
Grasping Talons: 16 +3ED / AP -1 / Range 2 / Silent
A Lictor's primary purpose is to lead the Tyranid swarm Flesh Hooks: 15 +3ED / Range 3-6-9 / Salvo 2 /
to fresh prey and seek out large groups of foes that Assault, Pistol / +2 bonus dice on Athletics tests to
might be hiding or fleeing before the swarm. In this climb
role, they move silently and almost completely invisibly Feeder Tendrils: As an action, a Lictor may drain
across all kinds of terrain, using their enhanced senses knowledge and memory from the brain of a
to find their foes. These opportunistic hunters tend to creature it has killed. This adds 1 to Ruin.
avoid confrontations where they would be RUIN: Invisible Predator: As a Ruin Action, when not
engaged in melee, the Lictor may move up to its
outmatched, silently stalking their prey from the
Speed and make a Stealth test to hide.
shadows. Stalking Lictors also serve another deadly
DETERMINATION: Elusive Target: Spend 1 Ruin to roll
purpose than simple slaughter; exuding a potent 6d6; move the Threat up to half its speed after the
pheromone trail which draws other Tyranid bioforms attack is resolved.
to the slaughter. The larger the concentration of prey, ANNIHILATION: Pheromone Trail: When this Threat
the stronger the response and the more irresistible the dies, the GM gains 2 Ruin.
lure. As scouts, Lictors can operate outside the Hive CONVICTION RESOLVE SPEED SIZE
Mind's synaptic web, so they do not need to remain 5 4 9 Large
close to a controlling Tyranid synapse creature.
Page 16 of 46
Abundance of Apocryphal Adversaries
Tyranids
Tyranid Warrior
The Tyranid Warrior, or Tyranicus gladius, is one of the TYRANID WARRIOR
most common type of troops used by a Tyranid swarm.
TIER 1 2 3 4 5
As Tyranids are constantly biologically adapting their
THREAT A A E E T
forces to match their enemies' shifting strategies, KEYWORDS: TYRANID, [HIVE FLEET], SYNAPSE
Tyranid Warriors are often seen in combat in many S T A I WIL INT FEL
different sub-species intended for different battlefield 8 6 4 4 6 3 1
functions. Tyranid Warriors are among the most RESILIENCE
important Tyranid species deployed by a Hive Fleet in 11 (Hardened Carapace: 4 AR)
battle, as not only are they powerful and deadly DEFENCE WOUNDS SHOCK
creatures, but they also serve as Tyranid synapse 3 15 —
creatures, the important species intended to direct SKILLS: Default 8, Awareness 9 (Passive 5), Ballistic
lesser Tyranid species and forming the focal points of Skill 8, Weapon Skill 10
the Tyranid Hive Mind's system of telepathic BONUSES
command. Champion: If it is an Adversary, the Threat may use
Ruin Actions and has 1 personal Ruin.
Tyranid Warriors are large creatures, but still smaller Shadow in the Warp: see page 3
than the massive Tyranid Hive Tyrants. They are fast Synapse Creature: see page 3
and powerful, with the capability to be strong at Second Strike: This Threat reduces the Multi-Attack
ranged combat or in close quarters in a similar fashion penalty by 2 DN, as though it had the Dual Wield
to the Hive Tyrant. Talent.
ABILITIES
According to Imperial research conducted by the BATTLECRY: Fearsome: Anyone that can see this
Adeptus Mechanicus, the Tyranicus gladius species Threat must make a DN 3 Fear Test.
itself is highly adaptable to any battle role, with over ACTION:
212 known variants of Tyranid Warriors having been Devourer: 10 +1ED / 9-18-27 / Salvo 3 / Agonizing,
observed - combining flying, walking, leaping Assault
biomorphs, with biomechanical symbiotes that serve Scything Talons: 11 +3ED / Range 1 / Paired
as ranged weapons like the Deathspitter or assault Tyranid Warriors have been encountered armed
symbiotes like scything talons or rending claws or both. with a wide range of weapons. Commonly, they are
armed with a Devourer and a pair of Scything Talons.
This has caused one Imperial researcher, Magos
The Devourer may be exchanged for a Basic Bio-
Biologis Locard, to claim that the Tyranid Warrior is the
Weapon or Melee Bio-Weapon. The Scything Talons
most adaptable of any Tyranid species yet
may be exchanged for a Melee Bio-Weapon.
encountered. DETERMINATION: Spend 1 Ruin to roll 6d6. Any
Wounds negated by Determination are ignored
instead of being converted to Shock.
CONVICTION RESOLVE SPEED SIZE
6 5 6 Large
BIOMORPHS OPTIONS
ADRENAL GLANDS: +1 Speed
TOXIN SACS: Add +1ED and Inflict (Poisoned 3) to
melee attacks.
MOB ABILITIES
SYNAPTIC NEXUS: The range of Mob of Warriors’
Synapse Creature and Shadow in the Warp abilities
both increase by 10 metres.
MOB OPTIONS
WARRIOR BROOD: In a Mob of 3 or more Warriors,
one Warrior in every three may exchange its
Devourer for a Basic Bio-Cannon.

Page 17 of 46
Abundance of Apocryphal Adversaries
Tyranids
Tyranid Prime
The Tyranid Warrior Prime (Tyranicus gladius primus)
TYRANID PRIME
serves as a powerful synapse creature for Tyranid
swarms and is a potent commander of Tyranid TIER 1 2 3 4 5
attacks. The Tyranids' leadership caste is difficult for THREAT A A E E T
Imperial commanders to identify, and there is often KEYWORDS: TYRANID, [HIVE FLEET], SYNAPSE
the mistaken assumption that the larger a Tyranid S T A I WIL INT FEL
creature is, the more important it is to the swarm. 10 8 4 5 7 4 1
RESILIENCE
This is a mistake that has cost more than one Imperial 14 (Bonded Exoskeleton: 5 AR)
officer his rank and countless men their lives. This is DEFENCE WOUNDS SHOCK
especially true for Tyranid Warrior Primes, an 4 18 —
evolution of the standard Tyranid Warrior genus that SKILLS: Default 8, Awareness 9 (Passive 5), Ballistic
has an elevated intelligence and a stronger link to the Skill 8, Weapon Skill 10
Tyranid Hive Mind. BONUSES
Alpha Warrior: All Tyranid Warriors within 6m of
In military function, Tyranid Warrior Primes take on this Threat add +2 bonus dice to all their attacks.
the role of junior officers within a Tyranid swarm. Champion: The Threat may use Ruin Actions and
Much in the same way as a Hive Tyrant might lead a has 4 personal Ruin.
full host of Tyranids, a Warrior Prime will oversee a Shadow in the Warp: see page 3
smaller section of the battlefield or direct a smaller Synapse Creature: see page 3
strike force of warriors. When close to a more Second Strike: This Threat reduces the Multi-Attack
powerful synapse creature they will defer their penalty by 2 DN, as though it had the Dual Wield
Talent.
control, acting instead like non-commissioned
ABILITIES
officers, often personally leading broods. However,
BATTLECRY: Fearsome: Anyone that can see this
should they find themselves alone, they can easily
Threat must make a DN 3 Fear Test.
bind together those Tyranid creatures nearby into an ACTION:
effective fighting force and carry on with little trouble. Devourer: 10 +1ED / 9-18-27 / Salvo 3 / Agonizing,
In this way, a Tyranid Warrior Prime is just as capable Assault
of directing a swarm as a Hive Tyrant and many an Scything Talons: 13 +3ED / Range 1 / Paired
Imperial officer has suffered because of Tyranid Primes have been encountered armed with
underestimating their ability to project the Hive Mind a wide range of weapons. Commonly, they are
and lead lesser Tyranid creatures. armed with a Devourer and a pair of Scything Talons.
The Devourer may be exchanged for a Basic Bio-
Weapon or Melee Bio-Weapon. The Scything Talons
may be exchanged for a Melee Bio-Weapon.
DETERMINATION: You do not need to spend Ruin to
roll Determination for this Threat. Roll 8d6. Any
Wounds negated by Determination are ignored
instead of being converted to Shock.
CONVICTION RESOLVE SPEED SIZE
7 6 6 Large
BIOMORPHS OPTIONS
ADRENAL GLANDS: +1 Speed
TOXIN SACS: Add +1ED and Inflict (Poisoned 3) to
melee attacks.

Page 18 of 46
Abundance of Apocryphal Adversaries
Tyranids
Bio-Weapons
Basic Bio-Weapons
BASIC BIO-WEAPONS
NAME DAMAGE ED AP RANGE TRAITS KEYWORDS
Scything Talons* (S) +3 3 – – Paired BLADE, TYRANID
RANGE
NAME DAMAGE ED AP SALVO TRAITS KEYWORDS
SHT MED LNG
Spinefist* 8 1 – 6 12 18 * Paired, Pistol BIO-WEAPON, TYRANID
Deathspitter 12 1 -1 12 24 36 3 Assault BIO-WEAPON, TYRANID
Devourer 10 1 – 9 18 27 3 Agonizing, BIO-WEAPON, TYRANID
Assault

Scything Talons Deathspitter


These long, razor-edged blades of fused chitin and This multi-creature symbiote fires maggot-like
serrated bone-like substances are a common way for organisms with corrosive innards. A spider-jawed set of
Tyranids to slash and stab. Each is powered by fangs drags an organism from the weapon's brooding
whipcords of fast-twitch muscle that allow them to chamber and strips off its shell, before the Deathspitter
eviscerate in a single swipe, and attacks with these reacts to the caustic flesh with a spasm, firing the
weapons are usually a flurry of lightning-fast blows. maggot to explode in a shower of caustic slime against
its target.
Special: A Tyranid equipped with more than one pair of
Scything Talons reduces the DN penalty for Multi- Devourer
Attacks by 2 for each pair of Scything Talons after the The devourer is a conical lump of partly rotted flesh
first. infested by writhing worm-like parasites with black,
shiny heads. When this horrific weapon is triggered, a
Spinefists bio-electric jolt hurls a shower of these creatures which
This weapon-creature is typically carried in pairs by immediately start burrowing into their victim’s flesh. A
Tyranids. A spinefist has a long tube-like tail that creature infested with these parasites is driven mad
burrows into the host, deriving power from their body. with agony as they rapidly eat their way through its
Thus, larger Tyranids will exhale more spines per salvo. nervous system to the brain.
Special: The Salvo of Spinefists is equal to half the
Toughness of the Tyranid using it, rounded up.

Bio-Cannons
BIO-CANNONS
RANGE
NAME DAMAGE ED AP SALVO TRAITS KEYWORDS
SHT MED LNG
Barbed 12 2 -1 18 36 54 0 Assault, Blast (10), Inflict BIO-WEAPON,
Strangler (Restrained), Inflict (Pinned) TYRANID
Venom 16 3 -2 18 36 54 2 Assault, Blast (2), Inflict (Poisoned 5) BIO-WEAPON,
Cannon TYRANID

Barbed Strangler toxins carried by the poisonous crystalline fragments.


These weapons fire seed pods that grow to maturity in The plating of some armoured vehicles may also be
seconds, spreading out hooked tendrils in all punctured by the crystals, with the splinters destroying
directions. the interior equipment and killing the crew members
inside.
Venom Cannon
The Venom Cannon fires out salvos of deadly, corrosive
crystals. Most victims die from the impact or from the

Page 19 of 46
Abundance of Apocryphal Adversaries
Tyranids
Melee Bio-Weapons
MELEE BIO-WEAPONS
NAME DAMAGE ED AP RANGE TRAITS KEYWORDS
Rending Claws (S) +4 4 -2 – Rending (2) CLAW, TYRANID
Single Bonesword (S) +5 3 -2 – Force, Parry FORCE, TYRANID
Paired Boneswords (S) +5 3 -2 – Force, Paired, Parry FORCE, TYRANID
Lash Whip (S) +3 2 -1 2 Inflict (Restrained) EXOTIC, TYRANID

Rending Claws psychic energy and are highly effective against


Short and incredibly deadly, the claws and talons of armoured units.
many Tyranid creatures are tipped in extremely dense
Lash Whip & Bonesword
diamond-hard chitin. Combined with the musculature
Lash Whips are cords of muscle that move at lightning
of the Tyranids bearing these claws, they are capable
speed to slash prey. Some Tyranid creatures wield both
of shredding even the thickest armour with frightening
a Lash Whip and a Bonesword as a deadly symbiotic
ease.
combination.
Boneswords
Boneswords are blades of living chitin that wear away
and grow back. They crackle with the Hive Mind's
Monstrous Bio-Weapons
MONSTROUS BIO-WEAPONS
NAME DAMAGE ED AP RANGE TRAITS KEYWORDS
Monstrous Rending Claws (S) +4 4 -3 – Rending (3) CLAW, TYRANID
Monstrous Scything (S) +4 3 -3 2 Paired BLADE, TYRANID
Talons
Single Monstrous (S) +5 5 -2 – Force, Parry FORCE, TYRANID
Bonesword
Paired Monstrous (S) +5 5 -2 – Force, Paired, Parry FORCE, TYRANID
Boneswords
Monstrous Lash Whip (S) +3 3 -1 3 Inflict (Restrained) EXOTIC, TYRANID

Monstrous Rending Claws Special: A Tyranid equipped with more than one pair of
Just like their smaller counterparts, these claws can Scything Talons reduces the DN penalty for Multi-
tear through plasteel and ceramite plate with ease, but Attacks by 2 for each pair of Scything Talons after the
they are especially terrifying in the hands of creatures first.
so large that they can tear apart tanks with their bare
Monstrous Boneswords
hands.
Normally seen carried by Hive Tyrants, these massive
Monstrous Scything Talons blades channel the psychic will of the Hive Mind and
These massive, razor-edged blades of fused chitin and can cleave through almost anything.
serrated bone-like substances are a common way for
Monstrous Lash Whip & Monstrous
larger Tyranids to tear their foes apart. Like their Bonesword
smaller counterparts, these blades can slash and shred As with their smaller counterparts, a monstrous lash
at lightning speed, but their greater size and the whip and bone sword makes for a deadly pairing.
stronger musculature behind them allows them to
cleave through most foes with ease.

Page 20 of 46
Abundance of Apocryphal Adversaries
Tyranids
Monstrous Bio-Cannons
BIO-CANNONS
RANGE
NAME DAMAGE ED AP SALVO TRAITS KEYWORDS
SHT MED LNG
Twin 15 1 -1 12 24 36 6 Assault BIO-WEAPON,
Deathspitters TYRANID
with Slimer
Maggots
Twin 14 1 – 9 18 27 12 Agonizing, Assault BIO-WEAPON,
Devourers TYRANID
with
Brainleech
Worms
Stranglethorn 16 2 -1 18 36 54 0 Assault, Blast (10), Inflict BIO-WEAPON,
Cannon (Restrained), Inflict (Pinned) TYRANID
Heavy 18 3 -2 18 36 54 2 Arc (2), Assault, Blast (2), Inflict BIO-WEAPON,
Venom (Poisoned 5) TYRANID
Cannon

Twin Deathspitters with Slimer Maggots Heavy Venom Cannon


These symbiotes, normally found on larger creatures, These weapons are far larger and more deadly than
uses a deadlier strain of the corrosive larvae found in normal venom cannons, launching forth a greater
normal Deathspitters, which produce a more viscous, crystalline payload to supersonic speeds. The
more corrosive slime. projectiles collide with enough force to cave in an
enemy battle tank and are accompanied by a lethal
Twin Devourers with Brainleech Worms blast of electrical energy, residue of the electrostatic
The devourers wielded by the largest Tyranid
pulse used to fire the weapon.
organisms are teeming with hives of Brainleech worms,
a more aggressive and voracious devourer worm. A Tyranid may only have a single Stranglethorn cannon
or Heavy Venom Cannon.
Stranglethorn Cannon
Stranglethorn Cannons are larger versions of the
Tyranid Barbed Strangler. This heavier version of the
Biomorph fires a larger and more aggressive seed pod.
The tendrils grow at alarming rates, choking infantry.
Sometimes a Stranglethorn Cannon will render lightly
armoured vehicles ineffective by damaging the crew or
weapons.

A Tyranid may only have a single Stranglethorn cannon


or Heavy Venom Cannon.

Page 21 of 46
Abundance of Apocryphal Adversaries
Tyranids
Carnifex
The Carnifex (Carnifex voracio, Carnifex vorantii, REACTION: Sweeping Tail: if a Carnifex has a
Carnifex ululare, Carnifex arbylis, and Carnifex bilius) is Thresher Scythe or Bone Mace, it may use this
a monstrous creature that essentially acts as an organic action—when an enemy moves or attacks while
main battle tank for the Tyranid Hive Fleets. It is armed within 2m of the Carnifex, it may make an attack
with the most advanced Tyranid Bio-Weapons and is with a Thresher Scythe or Bone Mace as a Ruin
used primarily as a shock trooper to carry out starship action.
DETERMINATION: You do not have to spend Ruin to
boarding actions, frontal shock assaults on entrenched
roll Determination for this Threat. Roll 12d6. Any
positions and for besieging fortified locations or enemy
Wounds negated by Determination are ignored
armour formations. instead of being converted to Shock.
As Tyranids are constantly evolving their forces, many ANNIHILATION: Death Throes: When slain, this Threat
different species of the Carnifex exist. However, all makes a melee attack against any enemy within 2m.
If there are multiple foes, it may attempt a Multi-
Carnifex share some common characteristics: they are
Attack with this last attack.
large creatures, standing significantly larger than a
CONVICTION RESOLVE SPEED SIZE
man; they have a thick carapace, which provides
5 4 7 Huge
excellent protection from damage, and they frequently BIOMORPHS OPTIONS
use some of the bio-weaponry utilized by the Tyranids. ADRENAL GLANDS: +1 Speed
TOXIN SACS: Add +1ED and Inflict (Poisoned 3) to
CARNIFEX melee attacks.
TIER 1 2 3 4 5 CHITIN THORNS: Enemies who attack the Threat in
THREAT — — MC MC MC melee and roll a Complication suffer an immediate
KEYWORDS: TYRANID, [HIVE FLEET], MONSTER Mortal Wound.
S T A I WIL INT FEL SPINE BANKS: Gain an additional ranged attack, with
12 12 3 3 5 1 1 the following profile: 12 +2ED / Range 3-6-9 /
RESILIENCE Assault, Pistol, Spread
18 (Bonded Exoskeleton: 5 AR) SPORE CYSTS: The Threat receives +2 Defence against
DEFENCE WOUNDS SHOCK ranged attacks, as if it were in full cover.
ADAPTIVE ARMAMENT
2 30 —
SKILLS: Default 6, Awareness 7 (Passive 4), A Carnifex is armed with two pairs of Monstrous
Intimidation 8, Weapon Skill 8 Scything Talons. It may replace one or both of those
with a weapon from the Monstrous Bio-Cannons
BONUSES
list. It may replace one pair of Monstrous Scything
Instinctive Behaviour (Feed): see page 3
Talons with a pair of Crushing Claws:
Living Battering Ram: When this Threat Charges,
Crushing Claws: 19 +6ED / AP -3 / Range 2 / Brutal,
roll 1d6 for each enemy within 2m of it along the
Unwieldy (2)
path of its charge. Each Icon rolled inflicts 1 Mortal
It may also take one of the following: Bio-plasma,
Wound on that enemy and knocks them Prone.
enhanced senses, or monstrous acid maw.
Monstrous Creature: This Threat is immune to the
Bio-Plasma: 14 +1ED / AP -3 / Range 6-12-18 / Salvo
Fear, Pinned, and Staggered conditions.
0 / Assault, Blast (2)
Second Strike: This Threat reduces the Multi-Attack
Enhanced Senses: The Threat’s Ballistic Skill and
penalty by 2 DN, as though it had the Dual Wield
Awareness are both increased to 10, and its Passive
Talent.
Awareness is increased to 5.
ABILITIES
Monstrous Acid Maw: 15 +2ED / AP -5 / Brutal
BATTLECRY: Terrifying Presence: Anyone that can see
It may also have a thresher scythe or a bone mace
this Threat must make a DN 3 Terror Test.
on its tail.
ACTION:
Thresher Scythe: 10 +3ED / AP -1 / Range 2 /
Monstrous Scything Talons (two pairs): 16 +4ED /
Reaping
AP -3 / Range 2 / Paired
Bone Mace: 13 +3ED / AP -1; Range 2 / Inflict
(Staggered)

Page 22 of 46
Abundance of Apocryphal Adversaries
Tyranids

Zoanthrope
Zoanthropes (Tyranicus animus-aborrens) are perhaps
ZOANTHROPE
the strangest and most bizarre of the Tyranids’ myriad
breeds. They are powerful psykers, apparently TIER 1 2 3 4 5
engineered from harvested Aeldari DNA to form living THREAT — A E E T
conduits for the focused power of the Tyranid Hive KEYWORDS: TYRANID, [HIVE FLEET], PSYKER,
Mind. So extreme is their development that their SYNAPSE
atrophied bodies and bulbous heads are entirely S T A I WIL INT FEL
energised by psychic force. 6 6 4 4 7 3 2
RESILIENCE
They can shoot an extremely powerful Warp blast and 12 (Warp Field: *5 AR)
rival the Aeldari in their psychic prowess. They can DEFENCE WOUNDS SHOCK
move only by psychically levitating themselves, drifting 3 15 —
across the battlefield to rain bolts of incandescent SKILLS: Default 8, Awareness 9 (Passive 5), Psychic
psychic power on the enemy or relay the Synapse Mastery 10
commands of the Hive Mind to its lesser breeds. BONUSES
Champion: If it is an Adversary, the Threat may use
Zoanthropes are without a doubt one of the more Ruin Actions and has 2 personal Ruin.
effective psychic creatures among the Tyranids. Their Shadow in the Warp: see page 3
primary means of defence is a Warp blast psychic Synapse Creature: see page 3
power that can even kill the mighty Space Marines. Warp Field: A Zoanthrope’s Resilience is not
Zoanthropes are a potent addition to a swarm of modified by an attack’s AP.
smaller Tyranid breeds as they have extended synaptic ABILITIES
control and provide hard-hitting ranged psychic BATTLECRY: Fearsome Presence: Enemies who can
see the Zoanthrope must make a DN 3 Fear Test.
attacks.
ACTION:
Despite their power, however, Zoanthropes sometimes Warp Blast: The Zoanthrope may attempt to
seem to be victims of their own massive energy activate the Smite psychic power, Psyniscience,
reserves and there have been numerous after-action Deny the Witch, or any one power from the Hive
reports of Zoanthropes psychically "burning out" in Mind psychic discipline. When it uses Smite, the
battle. After hurling numerous psychic bolts or power’s range is increased to 50m, and it inflicts
1d3+1 Mortal Wounds.
sustaining their shield for an extended period, their
Claws and Teeth: 8 +2ED / Range 1
craniums have been
RUIN: Psychic Weapon: Spend 1 Ruin. The
observed to burst and Zoanthrope attempts to activate a Psychic Power or
bleed out, sending them Deny the Witch.
crashing limply to the DETERMINATION: Warp Field: Spend 1 Ruin to roll
ground. 10d6. This Threat can roll Determination against
Mortal Wounds. Any Wounds negated by
Determination are ignored instead of being
converted to Shock. This Determination roll is also a
Psychic Mastery test.
CONVICTION RESOLVE SPEED SIZE
7 6 5 Flight Large
MOB ABILITIES
PSYCHIC BROOD: When a member of a Mob of
Zoanthropes activates the Smite power, it inflicts +2
Mortal Wounds for each additional Zoanthrope in
the Mob.
Page 23 of 46
Abundance of Apocryphal Adversaries
Tyranids
Neurothrope
Neurothropes are further evolved versions of the
standard Zoanthrope. These alpha beasts can leech the
very life force from their foes to power their attacks. NEUROTHROPE
There are some who belief the Neurothrope strain to
be the progeny of the unique entity The Doom of TIER 1 2 3 4 5
Malan'tai, which is a truly horrifying concept for all THREAT — — — A A
KEYWORDS: TYRANID, [HIVE FLEET], PSYKER,
sentient races.
SYNAPSE
Neurothropes can also use their parasitic power to heal S T A I WIL INT FEL
nearby Zoanthropes, which helps to safeguard against 6 6 4 4 8 4 2
the overload of psychic energy that commonly RESILIENCE
overwhelms these creatures. A combined host of these 12 (Warp Field: *5 AR)
psychic bioforms is a formidable threat indeed. DEFENCE WOUNDS SHOCK
3 17 —
SKILLS: Default 10, Awareness 12 (Passive 6), Psychic
Mastery 14
BONUSES
Champion: The Threat may use Ruin Actions and
has 4 personal Ruin.
Shadow in the Warp: see page 3
Spirit Leech: Each time the Neurothrope kills using
Smite, it heals 1d3 Wounds on itself or another
Zoanthrope within 6m.
Synapse Creature: see page 3
Warp Field: A Neurothrope’s Resilience is not
modified by an attack’s AP.
Warp Siphon: Zoanthropes within 6m of the
Neurothrope may re-roll any rolls of 1 on their
Psychic Mastery tests.
ABILITIES
BATTLECRY: Fearsome Presence: Enemies who can
see the Neurothrope must make a DN 5 Fear Test.
ACTION:
Warp Blast: The Neurothrope may attempt to
activate the Smite psychic power, Psyniscience,
Deny the Witch, or any one power from the Hive
Mind psychic discipline. When it uses Smite, the
power’s range is increased to 50m, and it inflicts
1d3+1 Mortal Wounds.
Claws and Teeth: 8 +2ED / Range 1
RUIN: Psychic Weapon: Spend 1 Ruin. The
Neurothrope attempts to activate a Psychic Power
or Deny the Witch.
DETERMINATION: Warp Field: Spend 1 Ruin to roll
12d6. This Threat can roll Determination against
Mortal Wounds. Any Wounds negated by
Determination are ignored instead of being
converted to Shock. This Determination roll is also a
Psychic Mastery test.
CONVICTION RESOLVE SPEED SIZE
8 7 5 Flight Large

Page 24 of 46
Abundance of Apocryphal Adversaries
Tyranids

Biovore
The Tyranid bioform called the Biovore (Tyranicus Tyranid menace.
patris-boletus) is a powerful "living artillery" weapon
for the Tyranid swarms. Deep within its squat, lumpen BIOVORE
form, the Biovore nurtures a clutch of Spore Mines --
TIER 1 2 3 4 5
living bombs that clouds the battlefield and covers THREAT E E E E E
enemies in acids, poisons, and jagged shards of chitin. KEYWORDS: TYRANID, [HIVE FLEET]
A Biovore launches these mines from a dorsal aperture S T A I WIL INT FEL
by means of a powerful muscle spasm. Even if the shot 6 6 2 3 5 2 1
misses its target, the danger is far from over, for the RESILIENCE
Spore Mines are possessed of a rudimentary 11 (Hardened Carapace: 4 AR)
intelligence and detonate not on impact, but when DEFENCE WOUNDS SHOCK
they sense the proximity of a non-Tyranid lifeform. 2 11 6
Fortunately, the Biovore's relative rarity amongst the SKILLS: Default 4, Awareness 6, Ballistic Skill 6
Tyranid swarms is taken as a sign that the Hive Mind BONUSES
prefers to win its battles in bloody melee, but the truth Instinctive Behaviour (Lurk): see page 3
is subtly different. ABILITIES
BATTLECRY: The Biovore makes a ranged attack at a
Over time, as the Hive Fleets pressed ever deeper into single enemy it can see. It cannot use any attack
the galaxy, their victories were much harder won as options.
their enemies began to concentrate on destroying the ACTION:
swarm from great distance. In response, the pragmatic Claws and Teeth: 8 +2ED / Range 1
Hive Mind recognised the need for a bioform that could Spore Mine Launcher: 0 +0ED / Range 24-48-72 /
neutralise the enemy's long-range weaponry, thus Salvo — / Heavy (10), Indirect
leading to the birth of the Biovore. Imperial savants A Biovore grows and launches spore mines. This is
treated as firing an area affect weapon: they target
believe that the Hive Mind may have made use of
a point within range, rolling to hit against a DN of 3.
Orkoid genetic material to create the Biovore. Thus,
If they miss, roll to determine scatter using the
this creature is not merely a powerful weapon in the rules on page 186 of the Wrath & Glory revised
Hive core rulebook. However, instead of rolling to inflict
Mind's damage, place a single Spore Mine (of a type
arsenal, it chosen by the Biovore) at the final location (either
is living the location targeted, or the point it scattered to). A
proof of Biovore contains as many Spore Mines (ammo) as it
the needs, as it grows them within itself at all times.
adaptive DETERMINATION: Spend 1 Ruin to roll 6d6.
nature of CONVICTION RESOLVE SPEED SIZE
the 5 4 5 Large

Page 25 of 46
Abundance of Apocryphal Adversaries
Tyranids
Spore Mine
Spore Mines (Boletus minoris) are used by the Tyranids BONUSES
as living, floating mines which explode if any non- Spore Mines come in three varieties:
Tyranid lifeform gets too close to one. Spore mines are Poison: 11 +2ED / AP 0 / Blast (10), Inflict (Poisoned
grown and launched by Biovores and a few other 5)
Tyranid creatures. They grow deep inside a Biovore's Frag: 11 +4ED / AP 0 / Blast (10)
body and are then launched via a powerful muscle Bio-Acid: 11 +2ED / AP -2 / Blast (10), Mortal (1)
ABILITIES
spasm through the Biovore's dorsal aperture and
BATTLECRY: The Spore Mine floats 2d6 metres
hurled across the battlefield.
towards the nearest enemy.
An internal gas bladder in the spore mines inflates ACTION:
allowing them to drift down towards the ground, Mindless Drifting: On a Spore Mine’s turn,
where they do not detonate upon impact but when determine the biggest source of heat, light, and/or
sound on the battlefield—vehicle engines, gunfire,
they sense the proximity of a non-Tyranid. They have
shouting, and similar are all good examples of
been known to drift for days, weeks or even years until
this—and roll on the scatter diagram on page 186
an unwary foe comes near. Alternatively, spore mines
of the Wrath & Glory revised core rulebook,
can also be seeded onto worlds from orbit. treating the direction of attack as towards the
Spore mines possess a rudimentary animal intelligence chosen source of heat, etc. They will drift 2d6
and are full of poisons, toxins, viruses, and corrosive metres in that direction.
Proximity: If a Spore Mine comes within 2 metres
chemicals and are covered in sensitive feelers which
of an enemy (creature or vehicle), it explodes.
seek out heat and vibrations. They are also able to
REACTION: You may use this ability immediately after
sense nearby enemies' weapon fire and will explode in an attack against the Spore Mine is made: the Spore
the hope of killing the enemy firing. Mine immediately floats 2d6 metres towards the
source of the attack.
DETERMINATION: Spend 1 Ruin to roll 1d6.
ANNIHILATION: When a Spore Mine dies, it
SPORE MINE
immediately explodes.
TIER 1 2 3 4 5 CONVICTION RESOLVE SPEED SIZE
THREAT T T T T T 1 — Special Small
KEYWORDS: TYRANID, [HIVE FLEET] MOB ABILITIES
S T A I WIL INT FEL SPORE MINE CLUSTER: If multiple spore mines are
1 1 1 1 1 1 1 clustered together, they will move as a group, and
RESILIENCE detonate all at once. This increases their Blast
2 rating by +2 per additional mine. In addition, for
DEFENCE WOUNDS SHOCK every two mines in the cluster, add +1ED to their
1 1 – damage.
SKILLS: Default 2, Passive Awareness 1.

Page 26 of 46
Abundance of Apocryphal Adversaries
Tyranids
Pyrovore
A Pyrovore is a species of Tyranid which pre-digests
PYROVORE
biomass to provide minerals and fuel for a Tyranid Hive
Fleet. Its body is a complex array of bladders and TIER 1 2 3 4 5
stomachs, driven by the instinctive need to feed, with THREAT A E E E E
a deadly maw dripping with corrosive acids strong KEYWORDS: TYRANID, [HIVE FLEET]
enough to break down flesh, bone, and armour into a S T A I WIL INT FEL
smouldering mucous. They are often found on 10 6 3 4 5 2 1
RESILIENCE
battlefields feasting on the dead and wounded and can
11 (Hardened Carapace: 4 AR)
even devour metals and rocks.
DEFENCE WOUNDS SHOCK
When facing an enemy, a Pyrovore can launch a searing 3 13 7
fireball from the dorsal flamespurt bioweapon that SKILLS: Default 4, Awareness 6 (Passive 3), Ballistic
grows out of its own flesh. If injured, the acidic Skill 5, Weapon Skill 6
contents of a Pyrovore's various stomachs sprays out BONUSES
of its wounds over its enemies; if killed, the volatile Instinctive Behaviour (Feed): see page 3
Acid Blood: Whenever a Pyrovore suffers 1 or more
ichors of a Pyrovore's insides have a good chance of
wounds in melee, roll a d6: if the roll is equal to or
igniting in a tremendous explosion, engulfing
less than the number of wounds inflicted by that
everything around it. A Pyrovore has limited melee attack, the attacker suffers a Mortal Wound.
intelligence, driven only by the need to feed. Its ABILITIES
flamespurt weapon-symbiote has a separate brain that ACTION:
functions independently from the Pyrovore, unlike Acid Maw: 12 +4ED / AP -3 / Brutal
many other Tyranid organisms which bond their minds Flamespurt: 12 +2ED / AP -1 / Range 6-12-18 /
with their bio-weaponry. The flamespurt weapon Salvo 2 / Assault, Pistol, Flamer
possesses a larger mental capacity than its host, Of Two Minds: A Pyrovore may fire its Flamespurt
instinctively attacking any nearby non-Tyranid even when Frenzied due to Instinctive Behaviour
lifeforms whilst the Pyrovore gorges itself. and takes no DN penalty for a Multi-Action for firing
its Flamespurt in addition to making a melee attack.
DETERMINATION: Spend 1 Ruin to roll 6d6.
ANNIHILATION: When a Pyrovore is slain, roll 1d6 for
each creature within 5m; each one that rolls an Icon
suffers an immediate Mortal Wound and becomes
On Fire.
CONVICTION RESOLVE SPEED SIZE
5 4 5 Large

Page 27 of 46
Abundance of Apocryphal Adversaries
Tyranids
Hive Tyrant
A Hive Tyrant (Tyranicus praefactor) is the massive The Will of the Hive Mind: A Hive Tyrant’s Synapse
Tyranid bioform that serves as the main battlefield Creature rule affects Tyranids within 35m, rather
commander of a Tyranid swarm, a synapse creature than 25m. In addition, it generates 1 Ruin at the
that stands above the rank-and-file Tyranids. beginning of each of its turns.
Second Strike: This Threat may reduce the Multi-
They wield potent psychic powers but are unaffected Attack penalty by 2DN, as though it had the Dual
by the daemons of the Warp, a condition that would Wield talent (p. 133).
indicate a lack of a soul at the individual level for most ABILITIES
Tyranids. However, the species' collective BATTLECRY: Monstrous Being: Anyone that can see
consciousness brings into being a truly potent psychic this Threat must make a DN 5 Terror Test.
presence in the Immaterium called the Tyranid ACTION: The Hive Tyrant may use its Monstrous
"Shadow in the Warp" which is produced by the Psyker action and make a melee or ranged attack
without suffering the +2DN Multi-Action penalty.
collective Tyranid Hive Mind.
Monstrous Psyker: The Hive Tyrant may attempt to
Unlike most other Tyranid creatures, Hive Tyrants are activate the Smite psychic power, Psyniscience,
completely self-aware, incredibly intelligent, and can Deny the Witch, or any one power from the Hive
learn from their mistakes. Some possess an instinctive Mind psychic discipline.
cunning that borders on tactical genius. Though in the Monstrous Scything Talons: 16 +3ED / AP -2 /
Range 2m / Paired.
end they are still ultimately slaved to the Hive Mind,
Pincer Tail: 15 +3ED / Range 2m
their relationship with it is closer than that of any other
RUIN: Monstrous Psyker: Spend 1 Ruin. The Hive
Tyranid creature. Tyrant attempts to active a Psychic Power or Deny
Hive Tyrants are essentially immortal, as their the Witch.
experiences, character and knowledge are stored REACTION: Sweeping Tail: When an enemy moves or
attacks while within 2m of the Hive Tyrant, it may
within the collective consciousness of the Hive Mind.
make an attack with its Pincer Tail.
Should one be slain in battle, a replacement body can
DETERMINATION: Psychic Field: You do not need to
be grown and imbued with the same experiences as its
spend Ruin to roll Determination. Roll 12d6. The
predecessor. Hive Tyrant may roll Determination against Mortal
Wounds. Any Wounds negated by Determination
HIVE TYRANT are ignored instead of being converted to Shock.
TIER 1 2 3 4 5 ANNIHILATION: Death Throes: When the Hive Tyrant
THREAT — — — A A is slain, it may make a single shooting or melee
attack before it dies.
KEYWORDS: TYRANID, PSYKER, SYNAPSE, [HIVE
FLEET], MONSTER CONVICTION RESOLVE SPEED SIZE
S T A I WIL INT FEL 10 9 8 Huge
12 12 6 7 10 8 4 BIOMORPHS OPTIONS
RESILIENCE ADRENAL GLANDS: +1 Speed
18 (Bonded Exoskeleton: 5 AR) TOXIN SACS: Add +1ED and Inflict (Poisoned 3) to
melee attacks.
DEFENCE WOUNDS SHOCK
6 32 — WINGS: The Hive Tyrant gains a Flying speed equal
SKILLS: Weapon Skill 14, Intimidation 12, Awareness to twice its normal Speed.
12 (Passive 6), Psychic Mastery 12, Default 10 ADAPTIVE ARMAMENT
BONUSES A Hive Tyrant is armed with two pairs of Monstrous
Champion: A Hive Tyrant may take Ruin Actions and Scything Talons and a prehensile pincer tail. It may
has 6 personal Ruin. replace one or both of those with a weapon from the
Monstrous Bio-Cannons or Monstrous Bio-
Shadow in the Warp (page 3)
Weapons lists.
Synapse Creature (page 3)
Monstrous Creature: This Threat is immune to the
Fear, Terror, Pinned, and Staggered conditions.

Page 28 of 46
Abundance of Apocryphal Adversaries
Tyranids
Tervigon
The Tervigon is a massive creature, with a towering, Brood Progenitor: Termagants within 15m of a
spined carapace that shields a swollen abdomen. This Tervigon may re-roll 1s on their shooting attacks.
massive Tyranid organism serves as a living incubator Second Strike: This Threat may reduce the Multi-
capable of spawning Termagants. Beneath a Tervigon's Attack penalty by 2DN, as though it had the Dual
lumpen carapace dozens upon dozens of Termagants Wield talent (p. 133).
slumber in a state of hibernation. The Tervigon spawns ABILITIES
BATTLECRY: Monstrous Being: Anyone that can see
its dormant broods at will, so that a foe engaging it will
this Threat must make a DN 5 Terror Test.
soon find itself assailed by waves of skittering
ACTION: The Tervigon may use its Monstrous Psyker
Termagants. action and make a melee or ranged attack without
The only way to end this menace is to concentrate all suffering the +2DN Multi-Action penalty.
firepower on the Tervigon and slay it. The resulting Monstrous Psyker: The Tervigon may attempt to
activate the Smite psychic power, Psyniscience,
symbiotic backlash through the Hive Mind inevitably
Deny the Witch, or any one power from the Hive
kills its spawn. Despite its massive size, the Tervigon
Mind psychic discipline.
can be deadly in close combat, shifting its weight onto Monstrous Scything Talons: 18 +3ED / AP -2 /
its rear legs and scything its claws back and forth in Range 2m / Paired
crushing arcs. The Tervigon should also not be Crushing Claws: 21 +6ED / AP -3 / Range 2 / Brutal,
underestimated at range -- its carapace conceals banks Unwieldy (2)
of cluster spines that can be fired at a considerable Stinger Salvo: 12 +2ED / AP -1 / Range 12-24-36 /
distance. Salvo 4 / Assault, Spread
RUIN: Spawning: Spend 1 Ruin and take a Full-
Whilst traveling through space, Tervigons do not Round Action. The Tervigon spawns a mob of 2d6+6
slumber in a dormant state. Instead, they roam the Termagants armed with Fleshborers within 10m or
Hive Ship's cavernous innards. Should they detect adds that number of creatures to a mob of
intruders, they can spawn an army of frenzied Termagants within 10m.
Termagants to repulse the foe whilst using their potent DETERMINATION: You do not need to spend Ruin to
synaptic links to awaken additional warriors. roll Determination. Roll 16d6. Any Wounds negated
by Determination are ignored instead of being
TERVIGON converted to Shock.
ANNIHILATION: Synaptic Backlash: If a Tervigon is
TIER 1 2 3 4 5 slain, all individual Termagants within 15m suffer
THREAT — — A A A 1d3 Mortal Wounds, while mobs of Termagants
KEYWORDS: TYRANID, PSYKER, SYNAPSE, [HIVE within that distance suffer 1d6 casualties
FLEET], MONSTER immediately.
S T A I WIL INT FEL CONVICTION RESOLVE SPEED SIZE
14 16 4 4 9 5 2 9 8 8 Gargantuan
RESILIENCE BIOMORPHS OPTIONS
22 (Bonded Exoskeleton: 5 AR) ADRENAL GLANDS: +1 Speed
DEFENCE WOUNDS SHOCK TOXIN SACS: Add +1ED and Inflict (Poisoned 3) to
3 46 — melee attacks.
SKILLS: Weapon Skill 12, Awareness 12 (Passive 6),
Psychic Mastery 11, Default 10
BONUSES
Champion: A Tervigon may take Ruin Actions and
has 6 personal Ruin.
Shadow in the Warp (page 3)
Synapse Creature (page 3)
Monstrous Creature: This Threat is immune to the
Fear, Terror, Pinned, and Staggered conditions.

Page 29 of 46
Abundance of Apocryphal Adversaries
Tyranids
Tyrannofex
The Tyrannofex is a massive Tyranid creature that
TYRANNOFEX
exists purely to spread destruction to the Hive Fleet's
foes. Created for service on the most gruelling TIER 1 2 3 4 5
battlegrounds, the Tyrannofex is clad in a dozen layers THREAT — — — MC MC
of ablative chitinous armour and supported by three KEYWORDS: TYRANID, [HIVE FLEET], MONSTER
pairs of massive legs. It is as unyielding in battle as any S T A I WIL INT FEL
war engine constructed of steel or crafted from more 14 16 4 3 7 3 1
RESILIENCE
conventional technology. The Tyrannofex has the
22 (Bonded Exoskeleton: 5 AR)
armour and fortitude of a living battle fortress and its
DEFENCE WOUNDS SHOCK
bio-weaponry eclipses that of its foes' most powerful
2 48 —
main battle tanks in both quantity and destructive SKILLS: Ballistic Skill 12, Awareness 11 (Passive 5),
potential. Worse, its body houses several breeding Default 10
chambers, nurturing all manner of ferocious Tyranid BONUSES
organisms that it can unleash onto any enemy foolish Instinctive Behaviour (Lurk) (page 3)
enough to come too close. Its main weapon is a Monstrous Creature: This Threat is immune to the
massive Bio-Cannon fused with its torso, the largest Fear, Terror, Pinned, and Staggered conditions.
and most destructive of any of the Tyranid bioweapons ABILITIES
carried by a Bio-Titan. The precise nature of this BATTLECRY: Monstrous Being: Anyone that can see
weapon differs from Tyrannofex to Tyrannofex. Each this Threat must make a DN 3 Terror Test.
represents a particular pinnacle of Tyranid bio- ACTION:
weaponry and is as efficient as it is unearthly in its Powerful Limbs: 14 +2ED / AP -1 / Unwieldy (2)
design. Stinger Salvo: 12 +2ED / AP -1 / Range 12-24-36 /
Salvo 4 / Assault, Spread
Given its massive size, the Tyrannofex is ungainly and Acid Spray: 14 +3ED / AP -1 / Salvo 2 / Flamer
prone to being overwhelmed when engaged in a long Weapon Beast: if the Tyrannofex Aims, then it may
melee battle. However, the Tyranid Hive Mind has attack twice with its Acid Spray (or any weapon
adapted this biomorph to compensate for this which replaces its Acid Spray).
weakness. When the Tyrannofex finds itself in DETERMINATION: You do not need to spend Ruin to
roll Determination. Roll 16d6. Any Wounds negated
difficulty, it can emit a stress pheromone that attracts
by Determination are ignored instead of being
other Tyranid bioforms more suited to close combat.
converted to Shock.
Once the primary threat is eradicated, the Tyrannofex ANNIHILATION: Death Throes: When slain, this Threat
can then return to its primary goal of blasting the makes a melee attack against any enemy within 2m.
enemy with its fearsome bio-weaponry. If there are multiple foes, it may attempt a Multi-
Attack with this last attack.
CONVICTION RESOLVE SPEED SIZE
7 6 6 Gargantuan
BIOMORPHS OPTIONS
ADRENAL GLANDS: +1 Speed
TOXIN SACS: Add +1ED and Inflict (Poisoned 3) to
melee attacks.
ADAPTIVE ARMAMENT
A Tyrannofex is armed with an Acid Spray, which it
may replace with a Fleshborer Hive or a Rupture
Cannon:
Fleshborer Hive: 12 +1ED / Range 9-18-27 / Salvo 20
/ Spread
Rupture Cannon: 20 +3ED / AP -3 / Range 24-48-72
/ Brutal

Page 30 of 46
Abundance of Apocryphal Adversaries
Tyranids
Haruspex
The Haruspex is a ferocious Tyranid beast created by
HARUSPEX
the Hive Mind to consume biomass at a sickening pace
in the later stages of a planetary invasion by the Hive TIER 1 2 3 4 5
Fleets. It is possessed of a rapacious appetite, driven by THREAT — — — MC MC
the need to sate an infinite hunger. KEYWORDS: TYRANID, [HIVE FLEET], MONSTER
S T A I WIL INT FEL
Few foes are foolish enough to stand before a feeding 14 16 6 4 6 3 1
Haruspex, for it can devour an entire platoon of RESILIENCE
soldiers in a matter of moments, shovelling victim after 22 (Bonded Exoskeleton: 5 AR)
victim into its three-jawed craw without ever slowing DEFENCE WOUNDS SHOCK
down, while also taking on vehicles and even 3 48 —
fortifications without slowing down. Any morsel that SKILLS: Weapon Skill 12, Awareness 11 (Passive 5),
proves too large to be swallowed in one gulp is seized Default 10
with the Haruspex's gargantuan claws and ripped, BONUSES
crushed, or battered apart with negligent ease. Instinctive Behaviour (Feed) (page 3)
Monstrous Creature: This Threat is immune to the
Buildings are smashed open, battle tanks torn asunder Fear, Terror, Pinned, and Staggered conditions.
and the unfortunate prey sheltering inside hungrily Acid Blood: Whenever a Haruspex suffers 1 or more
devoured. A series of large, chimney-like spines on the wounds in melee, roll a d6: if the roll is equal to or
back of the creature help to vent the excessive less than the number of wounds inflicted by that
metabolic heat released as it so rapidly devours its attack, the attacker suffers a Mortal Wound.
Rapacious Hunger: A creature restrained by one of
foes. Only those that turn and flee have any hope of
a Haruspex’s attacks is dragged into the creature’s
survival, and only then if they can avoid the Haruspex's
mouth to be devoured. Any creature being
grasping tongue as it lashes out to grab hold of its prey devoured suffers 1d3 Mortal Wounds at the start of
and drag it, kicking and screaming, into its vast maw. each of the Haruspex’s turns, until they remove the
restrained effect or the Haruspex dies. The
Haruspex regains 1d3 Wounds whenever it kills a
creature it is devouring.
ABILITIES
BATTLECRY: Monstrous Being: Anyone that can see
this Threat must make a DN 3 Terror Test.
ACTION:
Grasping Tongue: 13 +2ED / AP -3 / Range 8-16-24 /
Salvo 0 / Assault, Pistol, Inflict (Restrained 5)
Ravenous Maw: 17 +4ED / AP -1 / Inflict
(Restrained 5), Reaping
Shovelling Claws: 20 +5ED / AP -3 / Range 2 / Brutal
DETERMINATION: You do not need to spend Ruin to
roll Determination. Roll 16d6. Any Wounds negated
by Determination are ignored instead of being
converted to Shock.
ANNIHILATION: Death Throes: When slain, this Threat
makes a melee attack against any enemy within 2m.
If there are multiple foes, it may attempt a Multi-
Attack with this last attack.
CONVICTION RESOLVE SPEED SIZE
6 5 7 Gargantuan

Page 31 of 46
Abundance of Apocryphal Adversaries
Tyranids
Exocrine
Little more than a living artillery platform, the Exocrine
is controlled by the brain of its Bio-Plasmic Cannon
Biomorph, a giant weapon able to unleash a vast ball of EXOCRINE
plasma, or several focussed streams of fire from its
TIER 1 2 3 4 5
multiple barrels. The Exocrine itself is purely a means
THREAT — — — MC MC
of transportation for the bio-plasmic cannon nested KEYWORDS: TYRANID, [HIVE FLEET], MONSTER
into its flesh. Only when the larger beast remains still S T A I WIL INT FEL
can the symbiote focus all its mental resources into 14 16 6 4 6 3 1
targeting and destroying its prey. Because of their RESILIENCE
ability to deliver powerful long-ranged firepower, 22 (Bonded Exoskeleton: 5 AR)
Exocrines are perhaps the most feared gun-beast in the DEFENCE WOUNDS SHOCK
Tyranid swarms. 3 48 —
SKILLS: Ballistic Skill 10, Awareness 10 (Passive 5),
Default 8
BONUSES
Instinctive Behaviour (Lurk) (page 3)
Monstrous Creature: This Threat is immune to the
Fear, Terror, Pinned, and Staggered conditions.
Symbiotic Targeting: If the Exocrine gives up its
movement to Aim, it adds bonus dice equal to the
game’s Tier to all its ranged attacks that turn.
ABILITIES
BATTLECRY: Terrifying Bombardment: The Threat
makes a ranged attack against the nearest enemy it
can see (it cannot use any attack options). Then,
Anyone that can see this Threat must make a DN 3
Terror Test.
ACTION:
Bio-Plasmic Cannon (Volley): 14 +2ED / AP -3 /
Range 18-36-54 / Salvo 6
Bio-Plasmic Cannon (Blast): 14 +2ED / AP -3 /
Range 18-36-54 / Salvo – / Blast (10)
Powerful Limbs: 17 +3ED / AP -1
Weapon Beast: if the Exocrine Aims, then it may
attack twice with its Bio-Plasmic Cannon (in either
mode).
DETERMINATION: You do not need to spend Ruin to
roll Determination. Roll 16d6. Any Wounds negated
by Determination are ignored instead of being
converted to Shock.
ANNIHILATION: Death Throes: When slain, this Threat
makes a melee attack against any enemy within 2m.
If there are multiple foes, it may attempt a Multi-
Attack with this last attack.
CONVICTION RESOLVE SPEED SIZE
6 5 6 Gargantuan

Page 32 of 46
Abundance of Apocryphal Adversaries
Tyranids
Hive Guard
Hive Guard play a crucial role in the final stages of a
HIVE GUARD
Tyranid invasion, when all the planetary biomass the
xenos have harvested and partially digested must be TIER 1 2 3 4 5
transported to the Hive Ships. In these last stages, THREAT — — E E E
enormous capillary towers and spore chimneys emerge KEYWORDS: TYRANID, [HIVE FLEET]
from the ground, the former growing with astounding S T A I WIL INT FEL
speed past the upper reaches of the planet’s 8 8 4 4 7 3 1
RESILIENCE
atmosphere, to channel the processed organic soup to
12 (Hardened Carapace: 3 AR)
orbiting Hive Ships.
DEFENCE WOUNDS SHOCK
As these towers and chimneys enable the Tyranids to 3 18 10
achieve the ultimate goal of their planetary invasions, SKILLS: Ballistic Skill 12, Awareness 11 (Passive 5),
the Tyranids take particular care to defend these Default 10
structures well. Indeed, the Hive Mind seems to have BONUSES
developed the Hive Guard specifically to fulfil the Instinctive Behaviour (Lurk) (page 3)
Clairsentient Link: A Hive Guard can see any
important function of standing watch over these
creature which can be seen by any other Tyranid
towers. Typical of the ever-efficient Tyranids, Hive
within 100m. Enemies do not gain the benefits of
Guard have a short incubation period and are spawned cover against shooting attacks from Hive Guard.
only when needed in the final stages of the harvest and Sentry Beasts: A Hive Guard will automatically pass
only when the capillary towers and spore chimneys Resolve tests while within 50m of whatever it has
face an enemy threat. been ordered to guard. It will not leave that area
unless ordered otherwise.
ABILITIES
BATTLECRY: The Threat makes an immediate
Awareness test to detect hidden foes nearby.
ACTION:
Impaler Cannon: 15 +2ED / AP -2 / Range 18-36-54
/ Salvo 2 / Heavy (10), Indirect
Claws and Teeth: 11 +2ED

The Hive Guard may exchange its Impaler Cannon


for a Shockcannon
Shockcannon: 13 +2ED / AP -1 / Range 12-24-36 /
Salvo 1 / Arc (2), Blast (6), Heavy (10)
DETERMINATION: Spend 1 Ruin to roll 8d6.
CONVICTION RESOLVE SPEED SIZE
7 6 6 Large
BIOMORPHS OPTIONS
ADRENAL GLANDS: +1 Speed
TOXIN SACS: Add +1ED and Inflict (Poisoned 3) to
melee attacks.

Page 33 of 46
Abundance of Apocryphal Adversaries
Tyranids
Tyrant Guard
Warriors who attempt to slay a Tyranid leader-beast DEFENCE WOUNDS SHOCK
are confronted with a wall of chitin-armoured bodies 3 18 4
that bristles with huge, scything blades and crushing SKILLS: Weapon Skill 12, Awareness 11 (Passive 5),
claws. There is no way past this deadly obstacle, and Default 10
those who approach are clubbed to death or hacked BONUSES
apart, their ruptured bodies joining the moat of gore Instinctive Behaviour (Feed) (page 3)
Clairsentient Link: A Tyrant Guard can see any
that surrounds the xenos shield wall. Not a single one
creature which can be seen by their Hive Tyrant, or
of these organisms moves to chase a fleeing enemy;
any other Tyranid within 50m.
they stand immovable, ignoring the storms of fire that
Blind Rampage: If a Hive Tyrant is slain while its
ricochet from their thick hides. Tyrant Guard protectors live, the Tyrant Guard
Tyrant Guard are the ultimate bodyguards; it is the immediately become Frenzied. While Frenzied in
this manner, they will focus on killing whoever
entire purpose of their creation. They are driven by a
killed the Hive Tyrant.
bestial consciousness that knows little save for a
Second Strike: This Threat reduces the Multi-Attack
ferocious loyalty to the Hive Tyrant they protect.
penalty by 2 DN, as though it had the Dual Wield
Bodyguards from other species defend a charge out of Talent.
a feeling of duty, suppressing their own survival ABILITIES
instincts to do so -- a fundamental conflict that slows BATTLECRY: The Tyrant Guard makes a normal move,
reaction times. placing itself between the Hive Tyrant and the
nearest visible enemy.
Tyrant Guard suffer no such limitations, for they are
ACTION:
near-mindless beasts engineered for but a single task. Scything Talons: 13 +3ED / Paired
Their instincts tend not towards self-preservation, but Rending Claws: 14 +4ED / AP -2 / Rending (2)
to the defence of the Hive Tyrant to which they are REACTION: Shieldwall: When a Hive Tyrant within
bonded. Should the Hive Tyrant come under attack, its 5m is the target of an attack, a Tyrant Guard may
Tyrant Guard hurl themselves into the path of incoming spend 1 Ruin to use this action. The Tyrant Guard
fire without thought or concern, sheltering their becomes the target of the attack, and does not
master with their own bodies until the threat is ended need to spend Ruin to roll Determination against
or death takes them. this attack.
DETERMINATION: Spend 1 Ruin to roll 8d6.
These organisms are blind, possessing no discernible CONVICTION RESOLVE SPEED SIZE
means of seeing the enemy. However, eyes are not 1 1 6 Large
necessary for these bodyguards, for when they are BIOMORPHS OPTIONS
guarding a Hive Tyrant, they become extensions of ADRENAL GLANDS: +1 Speed
their master's own body. The synaptic control of their TOXIN SACS: Add +1ED and Inflict (Poisoned 3) to
ward provides the rudimentary direction these melee attacks.
creatures need, alerting them to nearby threats and ADAPTIVE ARMAMENT
arranging them to best fend off any enemy assault. A Tyrant Guard is armed with Scything Talons and
Rending Claws. It may replace its Scything Talons
TYRANT GUARD with a pair of Crushing Claws or a Lash Whip and
Bonesword:
TIER 1 2 3 4 5 Crushing Claws: 17 +6ED / AP -3 / Brutal, Unwieldy
THREAT — — E E E (2)
KEYWORDS: TYRANID, [HIVE FLEET] Lash Whip: 13 +2ED / AP -1 / Range 2 / Inflict
S T A I WIL INT FEL (Restrained)
10 8 4 4 1 1 1 Bonesword: 15 +3ED / AP -2 / Force, Parry
RESILIENCE
14 (Bonded Exoskeleton: 5 AR)

Page 34 of 46
Abundance of Apocryphal Adversaries
Tyranids
Ravener
The Ravener (Tyranicus ophidius subterra) is a Tyranid
RAVENER
bioform that is a variant of the standard Tyranid
Warrior specialised for assault. It is capable of digging TIER 1 2 3 4 5
underground to launch surprise ambushes upon THREAT — — E E E
unsuspecting foes from beneath their own feet. They KEYWORDS: TYRANID, [HIVE FLEET]
have spade-like Scything Talons for digging, snake-like S T A I WIL INT FEL
bodies for agile movement, and thorax-mounted 8 6 6 6 2 1 1
RESILIENCE
bioweapons. They also bear some resemblance to the
10 (reinforced Chitin: 3 AR)
Tyranid Warrior species.
DEFENCE WOUNDS SHOCK
Raveners have highly sensitive auditory and visual 5 15 5
senses that can detect a broad range of vibrations and SKILLS: Weapon Skill 12, Awareness 11 (Passive 5),
energy bands, allowing them to hear small tremors on Default 10
a planet's surface and also giving them the unique BONUSES
ability to "see" energy-forms emitted by Vox Instinctive Behaviour (Feed) (page 3)
Vox Sensitivity: A Ravener can detect any vox
transmissions, sensor-stealth technology and even
signals, electromagnetic fields, and similar signs of
Teleport Homers. They can effectively hunt prey by
technology in use within 25m, even when
detecting an unguarded signal and tracking it back to underground.
its origin. Thus, the enemy's technology is turned Burrow: Raveners can travel beneath the ground,
against them, and any concealed outposts or burrowing through earth and stone. A Ravener
infiltrators are not hidden from a Ravener. burrows at their normal speed, but cannot run or
sprint while underground unless travelling along an
Raveners, like many Tyranid organisms, are essentially
existing tunnel or through soft ground (loose dirt,
unthinking beasts when not under the influence of the sand, etc.). They must surface before they can
Hive Mind. They lose all sense of priority, reverting to charge.
the animalistic joy of chasing down a panicked and Second Strike: This Threat reduces the Multi-Attack
fleeing foe rather than attacking closer stationary penalty by 2 DN, as though it had the Dual Wield
targets. Talent.
ABILITIES
BATTLECRY: Fearsome: Anyone that can see this
Threat must make a DN 3 Fear Test.
ACTION: Two Pairs of Scything Talons: 11 +3ED /
Paired
DETERMINATION: Spend 1 Ruin to roll 6d6.
CONVICTION RESOLVE SPEED SIZE
2 1 12 Large
BIOMORPHS OPTIONS
ADRENAL GLANDS: +1 Speed
TOXIN SACS: Add +1ED and Inflict (Poisoned 3) to
melee attacks.
ADAPTIVE ARMAMENT
A Ravener may replace one pair of Scything Talons
with Rending Claws:
Rending Claws: 12 +4ED / AP -2 / Rending (2)
A Ravener may also take a pair of spinefists, a
devourer, or a deathspitter mounted in its thorax.
See the Bio-Weapons list for details.

Page 35 of 46
Abundance of Apocryphal Adversaries
Tyranids
Maleceptor
The Maleceptor is the purest embodiment of the Hive
MALECEPTOR
Mind’s psychic power. As it advances into battle,
psychic energy spears from its cranium and vaporizing TIER 1 2 3 4 5
all in its path. Bullets and energy bolts fired at the THREAT — — — A A
Maleceptor are consumed by a formidable psychic KEYWORDS: TYRANID, [HIVE FLEET], PSYKER,
barrier or deflect harmlessly from its thickly armoured SYNAPSE, MONSTER
S T A I WIL INT FEL
hide. Ethereal pseudopods reach forth from the
14 14 6 7 9 6 1
creature’s glistening brain-array and the merest brush
RESILIENCE
from one of these psychic tendrils overloads the
20 (Bonded Exoskeleton: 5 AR)
victim’s consciousness with a fraction of the Hive
DEFENCE WOUNDS SHOCK
Mind’s unimaginable energies, causing their heads to 6 43 —
explode. SKILLS: Default 10, Awareness 11 (Passive 6), Psychic
Maleceptors are the response of the Hive Mind to Mastery 12
BONUSES
some of the more psychically gifted races that populate
Champion: The Threat may use Ruin Actions and
the galaxy. Embedded in the beast’s torso are
has 3 personal Ruin.
glistening orbs of encephalic tissue, from which
Monstrous Creature: This Threat is immune to the
protrude twisting coils of shadowy energy. These Fear, Terror, Pinned, and Staggered conditions.
tendrils are manifestations of the Tyranids’ nullifying Shadow in the Warp: see page 3
psychic presence—the Shadow in the Warp—and to Synapse Creature: see page 3
touch one is to come into contact with the horrifying ABILITIES
immensity of that psychic phenomenon. For nearly BATTLECRY: Terrifying Presence: Enemies who can
every living creature, this spells a spectacularly violent see the Maleceptor must make a DN 5 Terror Test.
end. ACTION:
Warp Blast: The Neurothrope may attempt to
It is fortunate that Maleceptors are such complex and activate the Smite psychic power, Psyniscience,
valuable organisms that the Hive Mind rarely deploys Deny the Witch, or any one power from the Hive
more than a few such creatures. A single Maleceptor is Mind psychic discipline. When it uses Smite, the
capable of obliterating the minds of several enemy power’s range is increased to 50m, and it inflicts
psykers and gathered in sufficient numbers they 1d3+1 Mortal Wounds.
possess the power to tear entire cities to the ground. Claws and Teeth: 8 +2ED / Range 1
To enhance their already prodigious abilities, RUIN: Psychic Overload: Spend 1 Ruin. As an Action,
Maleceptors are often accompanied into battle by the Maleceptor unleashes deadly psychic tendrils,
drifting hosts of Zoanthropes and Neurothropes. The inflicting 1d3+2 Mortal Wounds to all enemies
within 15 metres.
resultant neural nodes not only bolster the resilience
DETERMINATION: Psychic Barrier: Roll 14d6, without
and ferocity of the swarms surrounding them, but also
needing to spend Ruin. This Threat can roll
focus and direct the baleful effects of the Shadow in Determination against Mortal Wounds. Any
the Warp, unleashing roiling tides of psychic force. Wounds negated by Determination are ignored
instead of being converted to Shock.
CONVICTION RESOLVE SPEED SIZE
9 8 7 Gargantuan

Page 36 of 46
Abundance of Apocryphal Adversaries
Tyranids
Toxicrine
Physically imposing, the Toxicrene accompanies
Tyranid broods into battle and uses its tentacles to
BONUSES
thrash at those who venture too close. However, its
Instinctive Behaviour (Feed) (page 3)
most feared weapon is the choking clouds of spores
Monstrous Creature: This Threat is immune to the
that blast out from its dorsal chimneys. Each cloud is Fear, Terror, Pinned, and Staggered conditions.
composed of millions of tiny spore organisms that Acid Blood: Whenever a Toxicrene suffers 1 or
possess a predatory sentience, deliberately forcing more wounds in melee, roll a d6: if the roll is equal
themselves into the respiratory systems of non-Tyranid to or less than the number of wounds inflicted by
organisms. There they nestle and embed, feeding on that attack, the attacker suffers a Mortal Wound.
the moisture of their host and growing an astonishing Hypertoxic Miasma: Every creature which lacks the
rate, causing organs to rupture, airways to close, and TYRANID keyword within 5 metres of a Toxicrene
lungs to fill with blood. must, at the start of their turn, must pass a
Toughness Test (TN 5) or suffer the Poisoned
So effective is the Toxicrene’s poisonous emission that condition. Objects and abilities which resist poisons
not even those wearing protective gear or clad in and gases help this Toughness test.
power armour are safe. Millions of spores seep into Predatory Toxin: Any creature which gains the
respirator tubes and clog gas mask filters, feeding upon Poisoned condition from a Toxicrene suffers 1d3
the moisture of their host and growing at a rapid rate. Mortal Wounds at the start of each of their turns
Toxicrenes are typically sent forth by a Hive Fleet after while so Poisoned.
the initial swarms of gaunts and other basic warrior- ABILITIES
forms have forced the prey world to expend most of its BATTLECRY: Terrifying Presence: Enemies who can
see the Toxicrene must make a DN 3 Terror Test.
firepower. Accompanied by broods of Venomthropes,
ACTION:
they begin the process of seeding the planet’s
Choking Spores: 7 +3ED / Salvo – / Range 6-12-18 /
atmosphere with spore clouds, altering its
Blast (10), Spread, Inflict (Poisoned 5)
environment and ecosystems to ensure efficient Massive Toxic Lashes: 17 +2ED / AP -2 / Range 8m /
breakdown of biomass. Inflict (Poisoned 5)
DETERMINATION: You do not need to spend Ruin to
TOXICRENE roll Determination. Roll 14d6. Any Wounds negated
by Determination are ignored instead of being
TIER 1 2 3 4 5
converted to Shock.
THREAT — — — MC MC
ANNIHILATION: Death Throes: When slain, this Threat
KEYWORDS: TYRANID, [HIVE FLEET], MONSTER
makes a melee attack against any enemy within 2m.
S T A I WIL INT FEL
If there are multiple foes, it may attempt a Multi-
14 14 6 7 7 5 1
Attack with this last attack.
RESILIENCE
CONVICTION RESOLVE SPEED SIZE
20 (Bonded Exoskeleton: 5 AR)
7 6 8 Gargantuan
DEFENCE WOUNDS SHOCK
6 43 —
SKILLS: Default 10, Awareness 11 (Passive 6),
Weapon Skill 12

Page 37 of 46
Abundance of Apocryphal Adversaries
Tyranids
Venomthrope
The Tyranid Venomthrope serves as a living chemical
VENOMTHROPE
weapon dispenser for the swarms of the Tyranid Hive
Fleets. The Venomthrope's whip-like tentacles drip TIER 1 2 3 4 5
with a multitude of alien poisons. Indeed, so potent are THREAT — A A E E
these toxins that it is believed that a Venomthrope's KEYWORDS: TYRANID, [HIVE FLEET], PSYKER,
very touch means certain death. Under a SYNAPSE
S T A I WIL INT FEL
Venomthrope's heavy carapace is a network of bulging,
6 6 4 4 5 3 1
gas-filled bladders that emit yellowish spore clouds.
RESILIENCE
These clouds are lethal to non-Tyranid organisms and
10 (Reinforced Chitin: 3 AR)
dense enough to obscure nearby Tyranid organisms. DEFENCE WOUNDS SHOCK
These numerous gas-filled bladders (also the source of 3 17 9
the toxic cloud that fills the air around it) allows the SKILLS: Default 8, Awareness 9 (Passive 5), Weapon
Venomthrope to move along by using its tentacle-like Skill 10
hooked tendrils to drag its lighter-than-air body across BONUSES
any surface. These same tendrils are also used to snare Instinctive Behaviour (Feed) (page 3)
enemies and drag them into its poison cloud, where it Monstrous Creature: This Threat is immune to the
holds them fast until their feeble struggles cease and it Fear, Terror, Pinned, and Staggered conditions.
can devour them at its leisure. Not as powerful a Shrouding Spores: The Venomthrope, and all
combatant as a Tyranid Warrior or Ravener, the Tyranids within 15 metres of it, add +2 to their
Venomthrope relies mostly on its poisons to do its Defence as if in cover. Each Venomthrope within 15
work, expecting only mild resistance from its prey once metres increases the range by +5m.
Toxic Miasma: Every creature which lacks the
it gets close enough to envelope them with its cloud or
TYRANID keyword within 3 metres of a Toxicrene
touch them with its deadly tendrils.
must, at the start of their turn, must pass a
Venomthropes are not just toxic to non-Tyranid life Toughness Test (TN 5) or suffer the Poisoned
forms, but also to any environment they enter. Over condition. Objects and abilities which resist poisons
time their miasma of toxic spores infects the ground and gases help this Toughness test.
Deadly Toxin: Any creature which gains the
and air of a world unlucky enough to feel its venomous
Poisoned condition from a Venomthrope suffers 1
touch, rendering it hostile to even its own indigenous
Mortal Wound at the start of each of their turns
species. The Hive Mind uses this aspect of the
while so Poisoned.
Venomthrope by gathering them together in large ABILITIES
numbers and unleashing them on a region to gradually BATTLECRY: Fearsome Presence: Enemies who can
poison it, making it harder for non-Tyranid life forms to see the Toxicrene must make a DN 3 Fear Test.
continue to resist. Venomthropes can be especially ACTION:
deadly in enclosed areas or underground, where their Toxic Lashes: 10 +2ED / Range 6m / Inflict
toxins can fill ventilation systems and foul air (Poisoned 5)
scrubbers, making the corridors and chambers of a DETERMINATION: Spend Ruin to roll 6d6.
fortress or spacecraft deadly to its garrison or crew. In CONVICTION RESOLVE SPEED SIZE
efforts to combat these tactics, the Adeptus 5 4 5 Flight Large
Mechanicus has tried repeatedly to study the
Venonthrope and develop either more sure methods
of protecting troops against its venoms or to discover
an antidote to them. So far, no successes have had any
lasting effects on the Imperium’s efforts against these
creatures, and as soon as a new method or antidote is
found to counter the Venomthrope, it seems the
creature quickly adapts and overcomes it.

Page 38 of 46
Abundance of Apocryphal Adversaries
Tyranids
Trygon
A Trygon is a species of Tyranid that is similar to the Vox Sensitivity: A Trygon can detect any vox
smaller Ravener and often leads their hordes into signals, electromagnetic fields, and similar signs of
battle. It creates huge burrows to tunnel behind enemy technology in use within 25m, even when
lines and uses its acute senses to detect the presence underground.
of enemies above it. It is a deadly close combat Monstrous Creature: This Threat is immune to the
specialist making use of six clawed arms, razor sharp Fear, Pinned, and Staggered conditions.
Second Strike: This Threat reduces the Multi-Attack
teeth and a bio-electric field that flows through its
penalty by 2 DN, as though it had the Dual Wield
armour and can incapacitate attacking enemies. It is
Talent.
also a particularly good stealth operative for the Burrow: Trygons can travel beneath the ground,
Tyranids, popping up behind enemies and slaughtering burrowing through earth and stone. A Trygon
them where they stand. burrows at their normal speed, and it leaves behind
a tunnel large and stable enough for other
The Trygon is a vast serpentine creature, so colossal
creatures to follow. They must surface before they
that it towers over even the mighty Carnifex. It is a
can charge, however.
heavily armoured monster, covered from head to tail ABILITIES
with a thick carapace of shifting plates. As the Trygon BATTLECRY: Terrifying Presence: Anyone that can see
moves, these plates generate a potent bio-static this Threat must make a DN 3 Terror Test.
charge that courses along the length of the beast’s ACTION:
body and wreathes its bladed forelimbs with crackling Bio-Electric Pulse: 12 +2ED / Range 6-12-18 / Salvo
power. The Trygon can direct this energy as a lethal 6 / Agonizing, Assault
high-voltage discharge – unleashing pulsing arcs of Massive Scything Talons (three pairs): 18 +3ED / AP
lightning that leave its prey as little more than a -3 / Range 3 / Paired, Spread
charred pile of scorched bones. Toxinspike Tail: 10 +2ED / Range 3 / Inflict
(Poisoned 5)
Trygons excavate a massive network of underground REACTION: Sweeping Tail: When an enemy moves or
tunnels as they burrow beneath the surface of a prey attacks while within 3m of the Trygon, it may spend
world. Other Tyranid creatures use the passageways 1 Ruin to make an attack with a Toxinspike, a
left in the Trygon’s wake, scuttling unseen as battle Biostatic Rattle, or a Prehensile Pincer.
rages overhead. The emergence of a tunnelling Trygon DETERMINATION: You do not have to spend Ruin to
therefore often heralds a larger Tyranid attack, with roll Determination for this Threat. Roll 10d6. Any
hordes of creatures pouring out of the tunnel shortly Wounds negated by Determination are ignored
instead of being converted to Shock.
after its emergence.
ANNIHILATION: Death Throes: When slain, this Threat
makes a melee attack against any enemy within 3m.
TRYGON If there are multiple foes, it may attempt a Multi-
TIER 1 2 3 4 5 Attack with this last attack.
THREAT — — — MC MC CONVICTION RESOLVE SPEED SIZE
KEYWORDS: TYRANID, [HIVE FLEET], MONSTER 6 7 9 Gargantuan
S T A I WIL INT FEL BIOMORPHS OPTIONS
14 10 8 7 7 3 1 ADRENAL GLANDS: +1 Speed
RESILIENCE TOXIN SACS: Add +1ED and Inflict (Poisoned 3) to
16 (Bonded Exoskeleton: 5 AR) melee attacks.
DEFENCE WOUNDS SHOCK ADAPTIVE ARMAMENT
6 33 — A Trygon may replace its Toxinspike with one of the
SKILLS: Default 10, Awareness 11 (Passive 6), following:
Weapon Skill 12 Biostatic Rattle: 17 +2ED / AP -1 / Range 3 /
BONUSES Agonizing
Instinctive Behaviour (Feed): see page 3 Prehensile Pincer: 17 +3ED / Range 3

Page 39 of 46
Abundance of Apocryphal Adversaries
Tyranids
Mawloc
A Mawloc is a huge, worm-like Tyranid organism that Burrow: Trygons can travel beneath the ground,
acts as an outrider for a Tyranid swarm. They are burrowing through earth and stone. A Trygon
burrowing creatures that travel deep underground to burrows at their normal speed, and it leaves behind
bypass enemy defences and then emerge behind a tunnel large and stable enough for other
enemy lines to run rampant through supply lines, creatures to follow. They must surface before they
command posts, or artillery batteries, only to vanish can charge, however (except with the Terror from
the Deep ability).
back underground to evade retaliation. Severe earth
ABILITIES
tremors are the only warning of a Mawloc attack.
BATTLECRY: Terrifying Presence: Anyone that can see
Physically, the Mawloc is an incredibly simple organism this Threat must make a DN 3 Terror Test.
with most of its known bio-morphs geared solely ACTION:
towards burrowing into the earth where possible. It Distensible Jaws: 16 +3ED / AP -3 / Blast (6), Mortal
(d3)
has powerful limbs employed to gain traction
Scything Talons (three pairs): 15 +3ED / Paired,
underground, but they are small and lack the reach to
Spread
be efficient in combat. Instead, it attacks by swallowing Toxinspike Tail: 10 +2ED / Range 3 / Inflict
prey whole with its massive razor-toothed maw, or it (Poisoned 5)
pounds larger foes flat with its muscular tail before RUIN: Terror from the Deep: As a Ruin Action, a
eventually devouring them as well. Despite its Mawloc may spend 1 Ruin while underground to
immense size and mass, a Mawloc is incredibly agile make a special Charge attack, emerging from
and able to weave through incoming fire with fluid beneath the ground to attack with its distensible
grace. jaws. It adds a +2d bonus to the attack.
REACTION: Sweeping Tail: When an enemy moves or
A Mawloc is almost entirely blind and relies on a series attacks while within 3m of the Mawloc, it may
of pressure-sensitive organs that run the length of its spend 1 Ruin to make an attack with a Toxinspike, a
flank, which provide the Mawloc with a clear picture of Biostatic Rattle, or a Prehensile Pincer.
the world around it. A Mawloc's senses are so acute DETERMINATION: You do not have to spend Ruin to
that it can absorb and interpret pressure waves as they roll Determination for this Threat. Roll 10d6. Any
travel through both solid and liquid matter. Mawlocs Wounds negated by Determination are ignored
can intercept their quarry with unerring speed and instead of being converted to Shock.
accuracy, even whilst burrowing through ground. ANNIHILATION: Death Throes: When slain, this Threat
makes a melee attack against any enemy within 3m.
If there are multiple foes, it may attempt a Multi-
MAWLOC
Attack with this last attack.
TIER 1 2 3 4 5 CONVICTION RESOLVE SPEED SIZE
THREAT — — — MC MC 6 7 9 Gargantuan
KEYWORDS: TYRANID, [HIVE FLEET], MONSTER BIOMORPHS OPTIONS
S T A I WIL INT FEL ADRENAL GLANDS: +1 Speed
12 10 8 7 7 3 1 TOXIN SACS: Add +1ED and Inflict (Poisoned 3) to
RESILIENCE melee attacks.
16 (Bonded Exoskeleton: 5 AR) ADAPTIVE ARMAMENT
DEFENCE WOUNDS SHOCK A Mawloc may replace its Toxinspike with one of the
6 33 — following:
SKILLS: Default 10, Awareness 12 (Passive 6), Biostatic Rattle: 15 +2ED / AP -1 / Range 3 /
Weapon Skill 12 Agonizing
BONUSES Prehensile Pincer: 15 +3ED / Range 3
Instinctive Behaviour (Feed): see page 3
Vibroception: A Mawloc can detect even the tiniest
vibrations through air, liquid, or solid surfaces, and
pinpoint the location of enemies with accuracy.
Monstrous Creature: This Threat is immune to the
Fear, Pinned, and Staggered conditions.
Page 40 of 46
Abundance of Apocryphal Adversaries
Tyranids
Tyranid Hyper-Evolution Mind Eater
The Hive Mind directs Tyranid evolution to serve its This Tyranid devours not only the flesh of the prey’s
needs, both immediate and long-term. This takes a leaders but their thoughts as well, so that it may learn
wide variety of forms, but most often results in unique of their strategies and direct the movements of the
mutations present in the apex creatures that lead swarm accordingly.
swarms into battle. These beasts are often imbued When this Tyranid kills a Player Character or an NPC
with centuries of combat experience, their Adversary, it gains 1 Ruin.
consciousness preserved and reborn with new bodies,
retaining their knowledge and experiences. Instinctive Killer
This Tyranid has been bioengineered with genetic
Tyranid Adversaries—the entities chosen to lead memories of how best to slay the myriad species which
swarms or act as independent agents of the Hive the Hive Mind calls prey.
Mind—are likely to take numerous forms altered to
serve the Hive Mind’s specific goals. This section At the start of the first round of combat, select a single
provides several items of unique, deadly biomorphs Keyword. The Tyranid may re-roll failed dice on attacks
and a few additional abilities which can be applied to against creatures with that Keyword.
Tyranid Adversaries to make them more distinct and Adaptive Biology
memorable in your campaign. The same weapon rarely works against this Tyranid
Adversary Traits twice, as its alien physiology adapts at an astonishing
rate to counter the attacks of the foe.
The following abilities can be applied to a Tyranid
Adversary. Only one such trait should be applied to any After the creature has suffered one or more Wounds,
given Adversary under most circumstances, though the the Tyranid’s Resilience is increased by +2.
ultimate Adversary of a Tier 4 or higher campaign might
justifiably have more than one. Some of these abilities Monstrous Hunger [Behemoth]
The Tyranid embodies the Hive Mind’s eternal hunger,
are intended for Tyranid of a specific Hive Fleet.
tearing great chunks out of its victims in a feeding
Alien Cunning frenzy, or even swallowing them whole.
This Tyranid possesses highly sophisticated neural
pathways, allowing it to outwit even the most Each time the Tyranid rolls an Exalted Icon on a damage
experienced generals of other races. roll, roll one additional ED. These additional ED may not
themselves generate additional ED.
At the start of the first round of combat, gain 2 Threat.
One Step Ahead [Kraken]
Heightened Senses There is no move the prey can make that this Tyranid
Whether through rows of bristling antennae or clusters has not foreseen.
of glistening compound eyes, this Tyranid can sense the
location of its prey with unerring accuracy. Each turn, one Tyranid Threat or Mob within 12m of
the Tyranid may Keep the Initiative without spending
Increase the Awareness and Ballistic Skill of the Tyranid Ruin.
by +4, and its Passive Awareness by +2. If the Tyranid
Perfectly Adapted [Leviathan]
does not have distinct Ballistic Skill, it gains a rating in
This Tyranid was created for one purpose—to
Ballistic Skill equal to its Default +4.
completely eradicate the defenders of this world.
Synaptic Lynchpin
This Tyranid’s cerebral cortex pulsates with the Once per round, the Tyranid may re-roll up to Tier dice
irresistible power of the Hive Mind, acting as a blazing from any skill test.
synaptic beacon to the lesser creatures of the swarm.

Synapse Creature only. The range of the Tyranid’s


Synapse Creature ability is increased by +10 metres.

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Abundance of Apocryphal Adversaries
Tyranids
Lethal Miasma [Gorgon] Balethorn Cannon [Kronos]
The air around the Tyranid throngs with microscopic This enormous bio-cannon spits out a web of hyper-
organisms that invade the bodies of its foes, devouring adaptive microfilament. Upon contact with the target,
them from the inside. this sentient substance begins to contract, its contra-
empathic surface identifying and adapting to any
Roll 1d6 for each creature engaged with the Tyranid at
defences it encounters, flaring white-hot to burn
the end of its turn. Each roll of an Icon inflicts 1 Mortal
through kinetic shielding, or sharpening to a
Wound.
monomolecular edge to slice through even the thickest
Insidious Threat [Jormungandr] power armour.
This Tyranid has lurked unseen on this world,
This replaces the Threat’s Stranglethorn cannon.
developing such an intimate knowledge of its terrain
that there is nowhere for its prey to hide. Balethorn Cannon: 16 +2ED / AP -1 / Range 18-36-54
/ Salvo 0 / Assault, Blast (10), Inflict (Restrained),
Targets do not receive the benefits of cover from any
Inflict (Pinned), Spread
attack made by the Tyranid or by Tyranid Threats or
Mobs within 6m of the Tyranid. Targets may not roll Determination against damage
inflicted by this attack.
Endless Regeneration [Hydra]
Enemy soldiers are horrified to see the Tyranid’s Chameleonic Mutation [Kraken]
severed limbs and shattered plates regrowing before This chitinous plate armour is an adaptation of the
their eyes. chameleonic carapace common to the Lictor bioform.
Sub-dermal crystals capture and redirect light,
At the beginning of each of its turns, roll the dice listed
projecting an ever-shifting mirage that masks the host
for the Tyranid’s Determination. It heals 1 wound for
creature’s movements.
each Exalted Icon rolled.
The Tyranid is considered to be in Full Cover at all
Soul Hunger [Kronos]
This Tyranid has an insatiable hunger for psykers, and times, adding +2 to its Defence. In addition, if it does
can manipulate the Shadow in the Warp to isolate and not already have a score in the Stealth skill, it gains a
overwhelm its prey. Stealth rating equal to its Default skill +4.
Hyper-Adaptive Biology [Gorgon]
Whenever a PSYKER fails a skill test to use a psychic
Leader-beasts spawned by Hive Fleet Gorgon possess
power within 18m of the Tyranid, the Psyker suffers
an intricate array of bizarre, transmutative organs,
1d3 Mortal Wounds.
each of which can reform itself in mere moments to
Bio-Artefacts respond to any internal trauma.
The bio-artefacts of the Tyranids are symbiotic
After the Tyranid has suffered one or more Wounds,
organisms of astonishing complexity and rarity, objects
the creature’s Toughness is increased by +2. This also
of shattering power that can turn the tide of battle in
increases the creature’s Resilience and Determination
an instant. Spawned by the Hive Mind for the sole
by +2.
purpose of ensuring the galaxy’s doom, each of these
dread creations has sown the death of countless Infrasonic Roar [Jormungandr]
worlds. Some Jormungandr bio-colossi utilise a complex
arrangement of acoustic organs to unleash fearsome
The following biomorphs can be applied to a Tyranid infrasonic bellows. So powerful are these booming
Adversary. Only one such biomorph should be applied sonic emanations that they cause a primal terror and
to any given Adversary under most circumstances, confusion in many sentient species.
though the ultimate Adversary of a Tier 4 or higher
campaign might justifiably have more than one. Some When the Tyranid attempts an Intimidation interaction
of these abilities are intended for Tyranid of a specific attack, it may be a multi-attack, ignoring the DN
Hive Fleet. penalty for up to Double Tier enemies. Enemies
affected suffer the Staggered condition in addition to
other effects. In addition, if it does not already have a
Page 42 of 46
Abundance of Apocryphal Adversaries
Tyranids
score in the Intimidation skill, it gains an Intimidation Slimer Maggot Infestation [Hydra]
rating equal to its Default skill +4. Rather than individual organisms, this deathspitter
fires a wad of self-replicating slimer maggots. Upon
Miasma Cannon
striking their target, these ravenous creatures burrow
The Tyranids utilise all manner of bio-weapons, but
deep into its flesh before beginning the process of
none evoke more dread than the Miasma Cannon.
fragmentation and regeneration. Within moments, the
Unlike other venom cannons, this weapon fires
host body is devoured from the inside by a wriggling
gobbets of toxin-laden slime so virulent that it reduces
mass of grubs.
organic targets into shapeless puddles of goo in
seconds. This replaces the Threat’s Twin Deathspitters with
Slimer Maggots.
This replaces the Threat’s heavy venom cannon.
Slimer Maggot Infestation: 16 +2ED / AP -1 / Range
Miasma Cannon: 18 +3ED / AP -2 / Range 18-36-54 /
12-24-36 / Salvo 6 / Assault, Tearing
Salvo 2 / Arc (2), Assault, Blast (4), Inflict (Poisoned 5),
Spread The Maw-Claws of Thyrax
During the destruction of Thyrax, the dread beast that
Against targets within 12 metres, the Tyranid may spearheaded the assault bore a pair of symbiotic fang-
replace its Blast (4) trait with the Flamer trait. lined pincers. These terrible claws consumed both the
Scythes of Tyran [Behemoth] bodies and the memories of their victims, passing on
The few remaining records of the fall of Tyran speak of the assimilated knowledge to the host creature.
an alphabeast that led the assault upon Magos
This replaces the Threat’s rending claws or monstrous
Varnak’s command bunker, tearing open the facility’s
rending claws.
vast bulkhead doors with a single slash of its scything
forelimbs. So sharp were these monomolecular-edged Scythes of Tyran: (S)+4 +4ED / AP -3 / Rending (3)
weapon-growths that several Skitarii defenders were
After this Threat has killed during a scene, it may re-roll
bisected with the alpha-beast’s every frenzied swipe.
all failures on melee attacks for the remainder of the
This replaces the Threat’s monstrous scything talons. scene.

Scythes of Tyran: (S)+5 +4ED / AP -3 / Range 2 / Paired The Norn Crown


First named by Inquisitor Kryptman, the Norn Crown is
If this Tyranid rolls a Wrath Critical on a melee attack, a unique parasitic organism that burrows needle-like
it may forego scoring a Critical Hit to make an cerebral bores directly into the brain of its host,
additional melee attack immediately. forming a neuro-synaptic link that acts as a hyper-
Slayer Sabres [Leviathan] conduit for the Hive Mind. Through this abhorrent
At the hilt of each of these enormous, curving blades is union, the Hive Mind’s indomitable will can pour forth
a shell of diamond-hard chitin. This houses the brain of to augment and control the hordes of lesser Tyranids
the weapon-symbiote, a semi-sentient organism which that scuttle in the leader-beast’s wake.
forms a synaptic link with its bearer. With a mental
Allied Tyranids do not have to attempt Resolve tests for
command, the wielder can generate a powerful surge
Instinctive Behaviour if they are within 60 metres of the
of psychic energy, a fraction of the fell power of the
Threat.
Shadow in the Warp that incinerates the unfortunate
victim from the inside out. The Reaper of Obliterax
The Reaper of Obliterax, first encountered amongst the
This replaces the Threat’s paired monstrous re-emergent swarms of Hive Fleet Jormungandr, is a
boneswords. sentient blade resembling a bonesword that discharges
Slayer Sabres: (S)+5 +5ED / AP -2 / Force, Paired, Parry highly concentrated bursts of destructive energy. Even
the lightest blow from this bioweapon can result in its
Any creature wounded but not slain by these weapons target being rent asunder.
suffers 1d3 Mortal Wounds at the end of the Tyranid’s
turn.
Page 43 of 46
Abundance of Apocryphal Adversaries
Tyranids
This replaces the Threat’s single bonesword or single ammunition are sheathed in a toxic dermis. With its
monstrous bonesword. host’s reach and lethality extended, fragments of
Pathogenesis can reach out to the bodies of many
The Reaper of Obliterax: (S)+5 +5ED / AP -2 / Force,
more prey, by infesting the bio-ammunition or riding
Parry
through the bio-electric charge. Whether it aims only
Each time the Tyranid rolls an Exalted Icon on a damage to spread itself or is actively seeking something in the
roll with this weapon, roll one additional ED. These bodies of its fallen foes, perhaps only time will tell.
additional ED may not themselves generate additional
The Threat increases the short range of its ranged
ED.
attacks by +4, the medium range by +8, and the long
The Ymgarl Factor range by +12. In addition, it may re-roll up to Tier dice
The Ymgarl Genestealers have long been a cancerous on any ranged attack when it aims.
blight on the worlds of the Imperium. Their insatiable
Resonance Barb
voracity is legend amongst those that have had the
Within the crowning carapace of this creature are
misfortune to encounter them and live. Now, dark
pulsing bundles of nerves, their tendrils driven
rumours have surfaced of Tyranid leader-beasts that
irreversibly into the beast’s cortex. The Resonance
appear to share the unfathomable adaptability of the
Barb throbs at sympathetic frequencies with the Hive
Ymgarl Genestealers.
Mind, transmitting a portion of its cosmic might into
At the beginning of each of the Tyranid’s turns, roll 1d3, the creature’s flesh-form.
and apply the following effect for the duration of that
PSYKER only. The Threat spend 1 Ruin to activate a
turn.
Psychic Power or Deny the Witch as a Ruin. If the
D3 Roll Result Tyranid can already do this, they add +4 to their Psychic
1 +2 Strength. This will add +2 to the base Mastery skill instead.
damage of melee weapons.
2 +2 Agility. This will add +2 to the Threat’s The Venomthron Parasite
Stealth and Weapon Skill. These engorged bio-ammunition tubes are only the
3 +2 Toughness. This will add +2 to the outer form of an ancient symbiotic intelligence that
Threat’s Resilience and Determination. spreads its nerve endings like a fungus throughout both
The Arachnacyte Gland creature and weapon, neurally linking the three
The Arachnacyte Gland clutches the spine of its host together. When it senses prey, the Venomthorn
bioform, its multi-limbed tendrils becoming wedded to Parasite dominates its two hosts, pushing the weapon
the creature’s own flesh. Through these, the bio- symbiote to its limit with pulses of hormonal stimuli
artefact floods its host’s nervous systems and organs until the target is eviscerated.
and lashes it with psychic stimuli, driving the beast on This biomorph may only be applied to a creature with
ever faster. a Stranglethorn cannon or heavy venom cannon.
This biomorph replaces the adrenal glands of the When this Threat makes a ranged attack with a
Threat. Stranglethorn cannon or heavy venom cannon,
The Threat increases its Speed by +Tier. increase the rating of the Blast trait on the weapon by
+Tier.
Pathogenesis
An organism like no other, Pathogenesis is perhaps a Xenogenic Acid
throwback to the Tyranids’ genetic origins, or a shadow This oily black subtance continually seeps from the
of things to come. Though its motes of psychic swollen cysts of its carrier. Splashes of the liquid have
awareness are diffused throughout its carrier like a been seen to flow against gravity towards horrified
virus, it acts with a singular will. Subverting the body eyes or compromised armour plates, giving rise to
and symbiotes of its host, Pathogenesis causes rapid speculation that the acid itself is sentient. Within
mutation: cartilaginous tubes and containment spines moments, the horrifying effluence finds its way inside
are lengthened; intercostal muscles are engorged; bio- its victims, breaking down the prey’s genetic structure

Page 44 of 46
Abundance of Apocryphal Adversaries
Tyranids
and molecular cohesion until all that is left is a bubbling Enhanced Resistance [Swarm]
pile of black bio-matter. The subcutaneous fibroid membranes of these
bioforms can absorb even armour-piercing shots and
This biomorph replaces the toxin sacs of the Threat. blows.
The Threat’s melee attacks inflict +1 ED and gain the When resolving an attack made against a Tyranid with
Mortal (1) trait. this ability, treat an AP of -1 or -2 as if it were 0.
Adaptive Physiology Unnatural Reactions [Swarm]
The Hive Mind is a vast, galaxy-spanning intelligence, This brood uses unique alien senses and its connection
unhampered by the petty boundaries of mortality that to the Hive Mind to react instantly to prey attacking
benights the galaxy’s other races. If a brood of weapon- other Tyranids nearby.
beasts or a near-mindless monstrosity has proved
advantageous, its traits and adaptations—once When an enemy takes the Charge action and concludes
reabsorbed by the hive fleets—will be born anew. their move within 6 metres of a Tyranid with this
ability, you may spend 1 Ruin as a Reflexive Action to
Unlike the other upgrades in this section, these options make the Tyranids move up to their Speed towards
below are applied to ordinary Tyranids. Only one such that enemy to engage them and make a melee attack
option may be added to the Tyranids of a given scene. before the enemy makes their attack. This counts as
charging for the purposes of their attack.
• Swarm options can apply to a single mob of
Tyranids, or all the Tyranid Troops or Elites of a Accelerated Digestion [Monster]
single type (all Termagants, or all The ravenous hunger of this monstrous creature is
Genestealers) present in the scene. complemented by a dizzying array of consumption sacs
• Monster options can apply to a single Tyranid and ferociously powerful digestive acids, fuelling its
Monstrous Creature present in the scene. alien vitality with every screaming morsel of prey.

Abhorrent Pheromones [Swarm] When this Tyranid kills an enemy with a melee attack,
The brood releases a complex chemical signature in the it immediately heals Wounds equal to the game’s Tier.
press of fighting that provokes fear responses in their
Dermic Symbiosis [Monster]
prey. Confused and panicking, the enemy are easily
This bio-horror’s carapace is a symbiotic organism,
torn down.
capable of psychically repelling the fiercest attacks of
Enemies engaged with one or more Tyranids with this the prey and boosting the metabolism of its host
ability add +2 DN to all Resolve tests. creature.
Adrenal Webs [Swarm] This Tyranid counts as having an additional layer of
With battlefield knowledge gained from devouring the armour with an Armour Rating of *3. In addition, the
fleeter races of the galaxy, this brood’s glandular Tyranid does not suffer any penalties for being
stimuli drive them forwards at an unprecedented wounded or heavily wounded.
speed, allowing none to escape.
Murderous Size [Monster]
When a Tyranid with this ability kills a creature it is Whether enormous osseous blades, writhing lashes or
engaged with, it may move up to half its Speed towards oversized fangs, this colossus’ means of rending apart
the next nearest enemy. its prey have grown far beyond those of its kind.
Fuelled by the bearer’s instinctive ability to slay, each
Dynamic Camouflage [Swarm]
hideous blow and crushing bite delivered by these
Chromatophores in this brood’s skin and carapace
bioweapons hasten the prey world’s demise.
adapt at a frightening pace, seamlessly blending their
alien forms into their surroundings. Select one melee weapon the Tyranid possesses. That
weapon gains +Tier ED, and improves its AP by 1 (i.e.,
A Tyranid with this ability is considered to be in Full
from -2 to -3).
Cover at all times, adding +2 to its Defence.

Page 45 of 46
Abundance of Apocryphal Adversaries
Tyranids
Synaptic Enhancement [Monster]
Adaptations to this organism’s cerebral architecture
have enhanced its connection to the Hive Mind.
Through this towering and deadly creature, the horrific
control and influence of the Tyranid race is spread ever
further.

The Tyranid gains the Shadow in the Warp and Synapse


Creature abilities, and the SYNAPSE keyword. As a
result, it also loses the Instinctive Behaviour ability, and
has a maximum Shock of –.
Voracious Ammunition [Monster]
Either host to nests of ever-hungry bio-ammunition or
unique organs generating a constant stream of
biochemical substances, this xenos brute’s far-reaching
touch continues to sear and consume long after it has
moved on to other prey.

At the end of this Tyranid’s turn, select an enemy who


suffered one or more Wounds from the Tyranid’s
shooting attacks. That enemy suffers 1d3 Mortal
Wounds.

Page 46 of 46

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