Codex - Tyranids Angry Alien Edition: Difference between revisions

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'''Special Rules:'''
'''Special Rules:'''
*'''Brotherhood of Psykers (Mastery level 2)'''
*'''Brotherhood of Psykers (Mastery level 1+number of models in unit)'''
*'''Shadow in the Warp'''
*'''Shadow in the Warp'''
*'''Synapse Creature'''
*'''Synapse Creature'''
*'''Very Bulky'''
*'''Very Bulky'''
*'''Psychic Brood:''' If a brood of Zoanthropes manifests the Warp Blast psychic power it is cast once for each model in the unit. The Zoanthrope Brood's Mastery level is always equal to the amount of models left in the unit. Whenever a Zoanthrope is killed choose a psychic power known to the Zoanthropes. The Zoanthropes lose that psychic power until the end of the game.   
*'''Psychic Brood:''' If a brood of Zoanthropes manifests the Warp Blast psychic power it is cast once for each model in the unit. The Zoanthrope Brood's Mastery level is always equal to the amount of models left in the unit + 1. Whenever a Zoanthrope is killed choose a psychic power known to the Zoanthropes. The Zoanthropes lose that psychic power until the end of the game. Zoanthropes cant forget Warp Blast psychic power.   
*'''Warp Field:''' Zoanthropes have a 3+ invulnerable save.
*'''Warp Field:''' Zoanthropes have a 3+ invulnerable save.


'''Psyker:''' '''Psyker:''' A Zoanthrope Brood always knows the Warp Blast psychic power. The unit can generate one additional power from the Hive Mind's Wrath discipline for each level the unit is above Mastery Level 1.   
'''Psyker:''' '''Psyker:''' A Zoanthrope Brood always knows the Warp Blast psychic power. The unit can generate one additional power from the Hive Mind's Wrath or Hivemind's Control disciplines for each level the unit is above Mastery Level 1.   


'''Options:'''
'''Options:'''

Revision as of 01:45, 27 July 2016

Introduction

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Editing

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WIP

Army wide rules

Know No Honor: Tyranids do not have a concept of honour or subordinates to impress. Character models with this rule may not issue or accept challenges, but suffer no penalties for refusing a challenge.

Instinctive Behaviour: This special rule is always followed, in brackets, by a type: either Lurk, Hunt or Feed, which corresponds to a table opposite. At the beginning of each of your turns, all Codex: Tyranids units with this special rule that are outside of the synapse range of any friendly Synapse Creatures (see below) must take a Leadership test unless they are: engaged in combat, falling back, have gone to ground or arrived from reserve this turn. If the test is passed, the unit acts normally during this turn. If the test is failed, the unit must roll a D6 on the appropriate Instinctive Behaviour table. The effects of the result rolled last until the beginning of your next turn, unless specified otherwise. If all the models in the unit with this rule are within synapse range, they may take a Leadership test at the start of their Movement phase; if they pass they gain specific benefits, specified in the Synaptic Bonus line of the Instinctive Behaviour table.

Instinctive Fire: Each weapon on this model automatically fires at the nearest enemy unit within range and line of sight as if it were attached like a vehicle. The shots are resolved at the end of the Shooting phase before Morale checks are taken. Each weapon can fire at a different target unit, but they cannot be fired in any other way or at any other time.

Shadow in the Warp: Models with the Shadow in the Warp special rule have a shadow in the warp range identical to their Synapse range (below). All enemy units and models with the Psyker, Psychic Pilot or Brotherhood of Psykers special rules suffer a -3 penalty to their Leadership whilst they are within shadow in the warp range. At the start of his Psychic phase opponent player must roll a D6 for each his Psyker unit within shadow in the warp range, and lose a Warp Charge from his pool for each result of 1 or 2.

Synapse: Models with the Synapse Creature special rule have a synapse range of 12". Friendly Codex: Tyranids models within this synapse range, including the Synapse Creatures themselves, have the Fearless special rule. If a unit from Codex: Tyranids is falling back and at least one of the unit’s models is within a friendly Synapse Creature’s synapse range before the unit moves, the unit automatically Regroups. In addition any units with instinctive behavior get the Synaptic Bonus based on their instinctive behavior.

  • Synaptic focus
Any synapse creature may choose to focus on 1( non-synaptic) unit, in its synapse range, doing so, it will only provide synapse for that unit. All bonuses that goes through synapse will affect only focused unit,synapse range wasn't change. Unit that get focused on double's Synaptic bonus( Lurk gets Shroud) and count as rolled 6 on Instinctive Behaviour table, ignoring result 3-5. If by any reasons unit, being under synaptic focus, leaves focused creature synapse range it loose all synaptic bonuses at the end of that phase, and that unit count as being out of synapse, even if there another synapse creature nearby, until start of your next turn.

Instinctive Behaviour

  • Lurk:
    • 1-2 - Survive: The unit is treated as having failed a Morale test and must immediately Fall Back.
    • 3-5 - Seek Cover: In the Movement phase, the unit is not slowed by difficult terrain, though its models must take Dangerous Terrain tests as normal. In the Shooting phase, the unit can Run, but it can only shoot if it is in a building or area terrain (if the unit is partially within area terrain, only those models within area terrain are allowed to shoot). The unit cannot charge in the Assault phase.
    • 6 - Stalk: This follows all the rules for Seek Cover (above). In addition, the unit gains the Stealth special rule.
    • Synaptic Bonus - Sensory Synchronization: The unit gains the Stealth special rule.
  • Hunt:
    • 1-2 - Burrow and Hide: The unit immediately Goes to Ground. Units that contain at least one model with the Fearless special rule treat this result as Prowl (below), instead.
    • 3-5 - Prowl: In the Shooting phase, the unit cannot Run and must instead shoot at the closest enemy unit that is within range and line of sight of at least one model in the Tyranid unit. If there is no viable target, the Tyranid unit can do nothing during the Shooting phase. The unit cannot charge in the Assault phase.
    • 6 - Destroy: This follows all the rules for Prowl (above). In addition, the unit gains the Preferred Enemy special rule.
    • Synaptic Bonus - Collective Guidance: The unit gains +1 BS
  • Feed:
    • 1-2 - Cannibalistic Hunger: The unit immediately suffers a number of hits equal to the number of models in that unit. These hits are resolved using the unit’s majority Strength (if drawn, use the highest) and AP-. Wounds are allocated by the owning player and armour saves (but not cover saves) may be taken. After resolving casualties (if any) the unit can do nothing else until the end of its turn. Units consisting of only a single model treat this result as Devour (below), instead.
    • 3-5 - Devour: In the Shooting phase, the unit cannot shoot or Run. In the Assault phase, if the unit is able to declare a charge, it must do so against the closest viable enemy unit. If the unit cannot declare a charge, it does nothing in the Assault phase.
    • 6 - Kill: This follows all the rules for Devour (above). In addition, the unit gains the Rage special rule.
    • Synaptic Bonus - Neurokinetic Acceleration: The unit gains +1 A.

Warlord traits

  • 1 - Hyperactive Digestive System: The Warlord regains a single wound in each assault phase in which he made one or more unsaved wound(s).
  • 2 - Synaptixth Sense: The Warlord, and all friendly models from Codex: Tyranids within his Synapse range have the Night Vision, Interceptor and Counter-attack special rules.
  • 3 - Secondary Brain: The Warlord’s synapse range is increased by 6", and the Warlord gains Adamantium Will.
  • 4 - Apex Predator: Your army gains 1 victory point for each character your warlord kills.
  • 5 - Synaptic Beacon: Friendly Tyranid units attempting to deep strike within 6" of the warlord do not scatter, as long as the warlord was on the table at the start of your turn.
  • 6 - Adaptive Biology: The first time your Warlord suffers one or more unsaved Wounds, it gains the Feel No Pain (5+) special rule at the end of the phase it suffers Wound and keeps it for the remainder of the game. If it already has the Feel No Pain special rule it instead gains Feel No Pain (4+).

Hive fleet tactics

Behemoth

  • Relentless Expenditure: Units with this special rule may choose to enter the battlefield from Reserve at the end of your turn as opposed to the start of it. If it does, declare so at the end of your turn and roll reserve rolls for all units wishing to do so. If any are successful, they may move and run once despite it being the Assault Phase. They may not shoot this turn.
  • Destructive Instincts: No roll on the Instinctive Behaviour table is required for a model with this special rule. It automatically counts as having rolled 6. In addition, when taking Leadership tests for determining synaptic bonuses, a model with this special rule may add 2 to its Leadership.

Kraken:

  • Gene-cult Network: For every Genestealer Brood in your army you may, after deployment but before rolling to Seize the Initiative, choose to reposition one enemy unit 6". This may not be used to move them within 12" of any enemy models. In addition, for each Genestealer brood in your army you may have one friendly unit from Codex: Tyranids gain the Infiltrate Special rule.
  • Heralds of the Swarm: All Broodlords with this special rule gain the Synapse Creature special rule.

Ouroboros

  • Winged Monsters: Tervigons spawn Gargoyles by default at no additional cost. Gargoyles and Shrikes are Troop Choices.
  • Warp Conditioning: All units with this special rule gain the Adamantium Will special rule.
  • Harrying Swarm: Units with the Jump Infantry special rule may choose to not make a Reserve roll. For each unit you have with the Jump Infantry type in Reserve at the end of your turn, choose one enemy unit in Reserve. That unit gains a -1 modifier to its next reserve roll.

Leviathan

  • Perfect Synchronization: Psykers with this special rule may utilize any Psychic power known by other friendly psykers with this special rule.
  • Encroaching Darkness: Trace a 0,1" wide line between every Synapse Creature in your army. Any unit under any of these lines or within an area created by these lines must use the lowest leadership value in the unit for any morale, fear or leadership tests they are required to take. Psykers under this effect also count as being within 12" of a model with the Shadow of the Warp Special rule.

Jourmungandr

  • From Below: Units with this special rule may re-roll failed reserve rolls if they are arriving from Deep Strike reserve. All Hormagaunt, Termagant and Ripper Swarms are equipped with Burrowing Claws by default.
  • The Dormant Hordes: From the start of your turn 2, roll a D6 for each Synapse Creature with this special rule not in Reserve. For each roll of 6 add one unit of either Hormagaunts or Termagaunts to your ongoing reserve. These units may not take any upgrades.

Hydra

  • The Newly Awakened: All units with this special rule gains the Feel No Pain special rule during the first and second game turn.

Naga

Psychic Monstrosity: All psykers with this special rule may re-roll failed psychic tests when attempting to manifest a psychic power, and gain +6" to their Synapse range.

Gorgon

  • Extremely Adaptive: Instead of buying upgrades u invest in units upgrade pool. Whenever unit enters battlefield u should choose upgrades that u can buy for points in upgrade pool, those upgrades will stay, with that unit, until it leave battlefield.
  • Mutation Maturation: A Detachment with this special rule must choose one of these upgrades at the start of every game:
- Augmented Frames: Any model with a 6+ Armour save increases its armour save to 5+. All other models gain 6+ Feel No Pain. 
- Perfected Thyroid Glands: Every model in this detachment may Run and Charge an additional D3".
- Acclimatized Hunters: Nominate one unit from your opponent's army. Units from this detachment gain the Preferred Enemy when targetting the nominated unit or any unit that shares its name. (E.g. Fire Warriors if those were nominated).

Colossus

  • Hive Contacts: An army entirely consisting of models with this special rule may take an allied detachment from any other Faction, despite them normally being Come The Apocalypse. Units from an Allied Detachments attached to a Primary Detachment with this Hive Tactic gain the Stubborn special rule while within 12" of a friendly Synapse Creature.
  • That´s not how allies work...
  • A Voice In Your Head: Whenever an enemy unit within 12" of a model with the Synapse Creature special rule fails a Morale check, you may choose a Synapse Creature within 12" of that unit. You and your opponent rolls a D6 and adds your models' respective Leadership values, your opponent using the highest Leadership value within the unit failing the Morale check. If your total is higher than your opponent's you gain control of your opponent's unit until the end of the game. The unit counts as having been destroyed by you for all intents and purposes.

Dagon

  • Surprise Tactics:: You may always choose to pick deployment zone and to take the first turn. The opponent may try to Seize the Initiative as normal.
  • Frenzied Fervour: All Hive Tyrants automatically know the Fury Psychic Power in addition to their normal Psychic Powers.

Formations

Skytyrant Swarm

Formation:

  • 1 Hive Tyrant
  • 2 Gargoyle Broods

Restrictions:

The Hive Tyrant must take the Wings biomorph

Special Rules:

  • Command Node: The Hive Tyrant in this Formation adds 6" to its synapse range.
  • A Sky of Flesh: The Hive Tyrant and Gargoyles in this formation are a single unit. The Hive Tyrant can use the Look Out, Sir rule to attempt to re-allocate any Wounds that it suffers onto a Gargoyle model from the unit, and will pass Look Out, Sir rolls on a 2+. The Hive Tyrant cannot leave the unit during the battle, and can only use the Gliding flight mode. The combined unit counts as 1 unit for Victory Points purposes if it is completely destroyed.

Sporefield

Formation:

  • 3 Mucolid Spore Clusters
  • 3 Spore Mine Clusters

Restrictions:

None.

Special Rules:

  • Advance Wave: All units in this Formation have the Infiltrate special rule.
  • Without Number

Neural Node

Formation:

  • 1 Maleceptor
  • 2 Zoanthrope Broods

Restrictions:

Each Zoanthrope Brood must include a Neurothrope.

Special Rules:

  • A Monstrous Presence in the Warp: Units from this special rule increases the range of their Shadow in the Warp special rule by 6".
  • Power of the Hive Mind: The Maleceptor and all units within 12" of it may re-roll failed Psychic Tests.

Skyblight Swarm

Formation:

  • 1 Hive Tyrant OR Tyranid Prime
  • 0-2 Shrike Squads (If Tyranid Prime is taken Shrike Squads are 1+)
  • 2+ Gargoyle Broods
  • 0-2 Harpies
  • 0-2 Hive Crones

Restrictions:

The Hive Tyrant or Tyranid Prime must take the Wings biomorph.

Special Rules:

  • Objective Secured
  • Without Number

Hypertoxic Node

Formation:

  • 1 Hive Tyrant OR Tyranid Prime
  • 2+ Venomthrope Broods
  • 0-2 Toxicrenes

Restrictions:

The Hive Tyrant or Tyranid Prime must take the Toxic Miasma and Toxin Sacs upgrades.

Special Rules:

  • Hypertoxic: Any hit inflicted by a model in this Formation that has the Poisoned special rule gains the Instant Death special rule on a To Wound roll of a 5+. Hits inflicted by a Toxicrene in this formation have the Instant Death special rule on a roll of 4+.
  • Miasma of Death: All units within 12" of the Hive Tyrant or Tyranid Prime may use their Toxic Miasma in each turn as opposed to once per battle.

Living Artillery Node

Formation:

  • 1 Tyranid Warrior Brood
  • 2+ Biovore Broods
  • 0-2 Exocrines

Restrictions:

The Tyranid Warrior Brood in this Formation must include a model that has taken an item from the Basic Bio-cannons list.

Special Rules:

  • Organic Bombardment: All ranged weapons fired by models in this Formation have the Pinning special rule. in addition, models in this Formation that are within 12" of this Formation's Tyranid Warrior Brood can re-roll the scatter dice when firing weapons with the Blast or Barrage special rule.

Incursion Brood

Formation:

  • 1 Hive Tyrant, Tyranid Prime or Tervigon
  • 0-3 Tyranid Primes
  • 2+ Termagaunt Broods
  • 2+ Hormagaunt Broods
  • 0-3 Tyranid Warrior Broods
  • 0-5 Ripper Swarm Broods
  • 0-3 Carnifexes

Restrictions:

None.

Special Rules:

  • Without Number
  • Lord of the Swarm: The compulsory Tervigon, Hive Tyrant or Tyranid Prime increases its Synapse Range to 24". Any unit from this formation may enter the battlefield from Reserve from any table edge provided they can end their Movement Phase within 24" of this model.

Bioblast Node

Formation:

  • 1 Tyranid Warrior Brood
  • 2+ Carnifex Broods or Tyrannofexes (in any combination)

Restrictions:

The Tyranid Warrior Brood in this Formation must include a model that has taken an item from the Basic Bio-cannons list. Carnifex models in this Formation must take at least one option from the Monstrous Bio-cannons list.

Special Rules:

  • Bio-deluge: All units in this Formation have the Split Fire special rule. In addition, models in this Formation that are within 12" of this Formation's Tyranid Warrior Brood can re-roll failed Armour Penetration and to Wound rolls of 1.

Wrecker Node

Formation:

  • 1 Tyranid Warrior Brood
  • 2+ Carnifex Broods or Haruspexes (in any combination)

Restrictions:

The Tyranid Warrior Brood in this Formation cannot take items from the Basic Bio-cannons list. Carnifex models in this Formation cannot take options from the Monstrous Bio-cannons list.

Special Rules:

  • Violent Advance: Carnifexes and Haruspexes in this Formation inflict D3+1 Hammer of Wrath hits instead of the usual D3 or 1. In addition, models in this Formation that are within 12" of this Formation's Tyranid Warrior Brood can re-roll To Wound rolls of 1 in the Assault phase.

Tyrant Node

Formation:

  • 1 Hive Tyrant
  • 1 Tyrant Guard Brood

Restrictions:

The Hive Tyrant may not take the Wings biomorph.

Special Rules:

  • Synapse Command Network: While the Hive Tyrant is alive, all friendly Synapse Creatures increase their Synapse Range by 6".
  • The True Lord of The Swarm: The Hive Tyrant from this formation may also fill the Compulsory choice in an Incursion Brood Formation. If he does so he gains The Lord of the Swarm Special rule.

Subterranean Swarm

Formation:

  • 1 Lictor Brood OR 1 Trygon Prime.
  • 2+ Ravener Broods
  • 0+ Trygons
  • 0+ Mawlocs

Restrictions:

None.

Special Rules:

  • They Came From Below: All units except for the Lictor Brood (if one is included) must be placed in Deep Strike Reserve. Make only a single Reserve roll for the entire Formation. When the Formation arrives from Reserve, all enemy models within 12" of a Monstrous Creature from this Formation must take a Pinning test with a -2 Leadership Modifier. Raveners from this Formation may assault units which are Pinned during the turn they arrive from Deep Strike Reserve.

Ambusher Brood

Formation:

  • 2+ Genestealer Broods

Restrictions:

None.

Special Rules:

  • Death From The Shadows: Units from this Formation arriving from Reserve or Outflank Reserve may Assault in the turn they do so.

Cleansing Brood

Formation:

  • 1 Warrior Brood
  • 2+ Pyrovore Broods
  • 0+ Termagaunt Broods

Restrictions:

All models able to do so must take Stranglewebs at no additional cost.

Special Rules:

  • Frenzied Advance: All units from this Formation within 12" of the Warrior Brood from this Formation change their unit type to Beasts.

The Shadow Incarnate

Formation:

  • 2+ Zoanthrope Broods

Restrictions:

None.

Special Rules:

  • ': All units from this Formation within 12" of the Warrior Brood from this Formation change their unit type to Beasts'.

Detachments

Transgression Swarm

Restrictions

This Detachment must include 0-1 Command, 1+ Core and 0+ Auxiliary.

Command Benefits

  • The Hive Mind's Guidance: If you choose a Hive Tyrant as your Warlord it may roll twice on the Warlord Traits table.

Command

Tyrant Node
Skytyrant Swarm

Core

Incursion Brood
Skyblight Swarm
Tervigon Broodnode

Auxiliary

Sporefield
Neural Node
Hypertoxic Node
Living Artillery Node
Ambusher Brood
Incubator Node
Tyrannofex Gunbeast Brood
The Shadow Incarnate
Cleansing Brood
Assasination Brood
  • 1 Lictor Brood
Genestealer Auxiliary
  • 1 Genestealer Brood
Venomthrope Support Brood
  • 1 Venomthrope Brood
Maleceptor
  • 1 Maleceptor
Dimachaeron
  • 1 Dimachaeron

Psychic powers

Unless mentioned otherwise all Tyranid psykers may generate their powers from the Biomancy, Telepathy, and Telekinesis disciplines as well as Hivemind's Control and Hivemind's Wrath, though they must generate at least one of their psychic powers from Hivemind's Control or Hivemind's Wrath disciplines. If the Psyker generates all of his powers only from Hivemind's Control and Hivemind's Wrath disciplines, it still get the Primaris power from one of these disciplines of his choice as Psychic Focus.

Tyranid Psykers gain +1 to Perils of the Warp rolls (to the maximum of 6), if they suffer Perils by manifesting powers from Hivemind's Control or Hivemind's Wrath disciplines, and -2 penalty to Perils of the Warp rolls (to the minimum of 1), if they suffer Perils by manifesting powers from Biomancy, Telepathy, or Telekinesis disciplines.

Hivemind's Control:

  • Primaris: Dominion
Warp Charge 1
Dominion is a blessing that targets the Psyker. Whilst this power is in effect the Psyker adds 6" to its synapse range.
  • 1: Catalyst
Warp Charge 1
Catalyst is a blessing that targets the Psyker’s unit and up to one other friendly unit from Codex: Tyranids that is within 12". Whilst this power is in effect, the targets gain the Feel No Pain special rule. If either Psyker or the target already has Feel No Pain special rule, it is improved by one whilst the power is in effect (for example, 5+ become 4+).
  • 2: Onslaught
Warp Charge 1
Onslaught is a blessing that targets a single friendly unit from Codex: Tyranids within 24". Whilst this power is in effect, the target unit can either both Run and Shoot in its Shooting phase (in any order) or Run and then Charge in the following Assault Phase.
  • 3: Unstoppable
Warp Charge 1
Unstoppable is a blessing that targets a single friendly unit from Codex: Tyranids within 24". Whilst this power is in effect, the target unit gain Rage, Furious Charge, Fleet, Eternal Warrior, Feel No Pain (2+) and It Will not Die special rules, and may re-roll failed to-hit rolls in both shooting and close combat. At the start of your next Psychic phase target must immediately pass the Leadership test or be removed as causality. If it passes the test, it cannot Move, Shoot, Run, Charge, Overwatch, make cover save throws and fight in close combat and is hit automatically in close combat until the start of it's next Psychic phase.
  • 4: Fury
Warp Charge 1
Fury is a blessing that targets the Psyker’s unit and up to one other friendly unit from Codex: Tyranids that is within 12". Whilst this power is in effect, the targets gain the Furious Charge and Rage special rules. If either Psyker or the target already have any of these special rules, it also gains the Hatred special rule whilst the power is in effect.
  • 5: Empathic Backslash
Warp Charge 2
Empathic Backslash is a blessing that targets a single friendly unit from Codex: Tyranids that is within 12". Whilst this power is in effect, each time this unit suffers an unsaved wound from shooting or psychic power, deal an automatic hit with Strenght equal to this unit's majority Toughness, AP2 and Ignores Cover special rule to the unit that dealt that wound, resolved as a shooting attack. Against vehicles these hits are resolved at Strength 9 against rear armour.
  • 6: One Mind
Warp Charge 2
One Mind is a blessing that targets the Psyker’s unit and up to one other friendly unit from Codex: Tyranids that is within 12". Whilst this power is in effect, the targets gain +3 their Weapon Skill and Ballistic Skill.

Hivemind's Wrath:

  • Primaris: The Horror
Warp Charge 1
The Horror is a malediction that targets a single enemy unit within 24”. The target must immediately take a Pinning test with a -2 modifier to their Leadership.
  • 1: Psychic Scream
Warp Charge 1
Psychic Scream is a nova power with a range of 6". For each target unit, roll 2D6+2 and subtract their Leadership. That unit suffers a number of Wounds equal to the result. Armour and cover saves cannot be taken against Wounds caused by Psychic Scream.
  • 2: Alien Voice
Warp Charge 1
Alien Voice is a focused witchfire power with a range of 18". Both target and the Psyker must roll D6 and add the result to their Leadership - if the Psyker gets a bigger result, the target is removed as casuality, but if the target get a bigger result, the Psyker's Synapse range is immediately reduced by 6" until the start of his next Psychic phase. Models without Leadership value cannot be affected by this psychic power.
  • 3: Despair
Warp Charge 1
Despair is a witchfire with the following profile:
Range S AP Type
18 9* 2 Assault D3+1

* Against targets with Toughness value, Despair wounds against their Leadership rather than toughness. Glancing and Penetrating hits from this power does not cause vehicles to lose Hull Points and penetrating hits only roll D3 for vehicle damage (adding modifiers for AP values and Open Topped as normal) and don't roll for building damage at all.
  • 4: Paroxysm
Warp Charge 1
Paroxysm is a malediction that targets a single enemy unit within 24". Whilst this power is in effect, the target unit’s Weapon Skill and Ballistic Skill are both reduced by D3 (roll once and apply the result to both characteristics).
  • 5: Hunger
Warp Charge 1
Hunger is a witchfire that targets a single non-vehicle enemy unit within 24". Roll an opposed Leadership test against the highest LD value in the targeted unit, if the target fails, the unit immediately suffers a number of hits equal to the number of models in that unit. These hits are resolved using the unit’s majority Strength (if drawn, use the highest) and AP-. Wounds are allocated by the owning player and armour saves (but not cover saves) may be taken.
  • 6: Warp Blast
Warp Charge 2
Warp Blast is a witchfire power. Warp Blast can be used as either a Burst or a Lance. Each time this power is manifested, the controlling player must choose which profile is being used, before the target is chosen:
Range S AP Type
Burst 24 6 3 Assault 1, Blast
Lance 18 10 1 Assault 1, Lance

Tyranid Biomorphs

Melee Biomorphs

(re)Designer’s Note: Tyranid Melee weapons come as pairs. For game purposes, each pair is treated as a single Melee weapon. This means that Tyranid models must fight with two pairs of any Tyranid Melee weapons to gain a bonus Attack in close combat for fighting with two weapons. For example, a Hormagaunt armed with a single pair of scything talons does not gain a bonus Attack, but a Ravener with two pairs of scything talons, or a Genestealer with a pair of rending claws and a pair of scything talons, does.

  • Crushing Claws and Wrecking Ball
Range S AP Type
Crushing Claws - +1 2 Melee, Armourbane, Unwieldy, Crusher
Crushing Claw and Wrecking Ball - +1 2 Melee, Armourbane, Unwieldy, Wrecker, Sweep

Crusher: Models equipped with two sets Crushing Claws gain +D3 additional attacks in close combat.
Wrecker:Models equipped with a set of Crushing Claw and Wrecking Ball have +1 bonus for penetrating building armour and building damage rolls.
Sweep: Models equipped with a set of Crushing Claw and Wrecking Ball may forgo all of it's attacks in close combat to deal a single automatic hit with S:User and AP:3 for each enemy model in a base contact with it.
  • Boneswords and Lash Whips
Range S AP Type
Boneswords - User 3 Melee, Life Drain, Parry
Lash Whips - User - Melee, Constrict
Bonesword and Lash Whip - User 3 Melee, Life Drain, Parry, Constrict

Life Drain: Models equipped with a set of Bonesword and Lash Whip inflict Instant Death in close combat on to wound roll of 6. Model, equipped with a set of two Boneswords inflict Instant Death in close combatt on to-wound roll of 5+. Model, equipped with two sets of Boneswords inflict Instant Death in close combat on to-wound roll of 4+.
Parry: Models equipped with a set of Bonesword and Lash Whip have 6+ invulnerable save during Fight subphase of the Assault Phase. Models equipped with a set of two Boneswords have 5+ invulnerable save during Fight subphase of the Assault Phase. Models equipped with two sets of Boneswords have 4+ invulnerable save during Fight subphase of the Assault Phase.
Constrict: All enemy models in base contact with a model equipped with a set of Bonesword and Lash Whip strike at Initiative step 1 in close combat. All enemy models within 3" of a model equipped with a set of two Lash Whips strike at Initiative step 1 in close combat. All enemy models within 3" of a model equipped with two sets of Lash Whips strike at Initiative step 1 in close combat, and their Weapons Skill is lowered by one.
  • Rending Claws
Range S AP Type
- User 5 Melee, Diamantine Tips

Diamantine Tips: Close combat attacks of a model equipped with a set of two Rending Claws have Rending special rule. Close combat attacks of a model equipped with two sets Rending Claws have Rending special rule, which triggers on to-wound or to-penetrate roll of 5+ rather than 6.
  • Scything Talons
Range S AP Type
- User 6 Melee, Slashing Attacks

Slashing Attacks: Model, equipped with a set of two Scything Talons may re-roll to-hit results of 1 in close combat. Model, equipped with two sets of Scything Talons may re-roll all failed to-hit rolls in close combat.
  • Sickle Claws
Range S AP Type
- User 2 Melee, Sickle Strike

Sickle Strike: On a roll of a 4+ to Wound, an attack inflicted by a Sickle Claw has the Instant Death special rule.
  • Grasping Talons
Range S AP Type
- +1 2 Melee, Spine-Maw Strike

Spine-Maw Strike: When an attack with this special rule results in at least one 6 To Hit, it may make a single additional Spine Maw attack in Initiative step 1 (see rules below)
  • Thorax Spine-Maw
Range S AP Type
- +4 1 Melee, Instant Death, Digestion Spine

Digestion Spine: When a Spine-Maw attack removes a model as a casualty, the Model gains a number of Plasm Tokens equal to the number of Wounds on the profile of the model removed (regardless of the number it possessed when it was removed). At the end of its following turns, the Model's controlling player removes one of these Plasm Tokens. Whilst the Model has at least one Plasm Token, it gains the Feel No Pain (4+) Special Rule

Ranged Biomorphs

  • Acid Spray
Range S AP Type
Template 6 4 Assault 1, Torrent, Dissolve

Dissolve: Enemy models suffer a -1 penalty to their armour save throws against wounds caused by weapons with this special rule (for example, models with 3+ armour save only save on a 4+, though AP4 still wouldn't penetrate their armour). For each vehicle hit by a weapon with this special rule, roll a D6 before rolling for armour penetration. On a 3+ the vehicle loses one point of armour from all facings for the rest of the game.
  • Bio-electric Pulse Weapons
Range S AP Type
Bio-electric pulse 18" 5 5 Assault 6, Lightning Shock
Bio-electric pulse with containment spines 18" 5 5 Assault 12, Lightning Shock

Lightning Shock: Each time weapon with this special rule rolls a "six" to hit a vehicle, this hit gains Haywire special rule.
  • Bio-Plasma
Range S AP Type
18" 7 2 Assault 1, Blast, Maw Cannon

Maw Cannon: Weapons with this special rule do not count towards the maximum number of weapons fired per shooting phase. In close combat Weapons with this special rule grant one additional attack at the weapons normal Strength and AP, resolved at Initiative step 1.
  • Bio-Plasmic Cannon
Range S AP Type
Single Shot 36" 7 2 Assault 1, Large Blast
Barrage 36" 7 2 Assault 3, Blast
Fusillade 36" 7 2 Assault 6

  • Choking Cloud
Range S AP Type
12" 3 - Assault 1, Ignores Cover, Large Blast, Poisoned (2+), Predatory Sentience

Predatory Sentience: Hits from this weapon gain Armourbane special rule against open-topped vehicles, and vehicles that are not at their full Hull Points value.
  • Cluster Spines
Range S AP Type
18" 5 - Assault 1, Large Blast

  • Deathspitter Weapons
Range S AP Type
Deathspitter 18" 5 5 Assault 3
Deathspitter with deathscreamer grubs 18" 7 5 Assault 6

  • Devourer Weapons
Range S AP Type
Devourer 18" 4 - Assault 3, Neural Agony
Devourer with brainleech worms 18" 6 - Assault 4, Neural Agony

Neural Agony: A unit that received an unsaved wound from one or more weapons with this special rule suffers a -1 Leadership penalty until the end of the phase.
  • Drool Cannon
Range S AP Type
Torrent Template 5 3 Assault 1, Torrent
Split 18" 6 3 Assault 2, Sticky Ooze

Sticky Ooze: When fired on the front or side armour of Flyers, Weapons with this special rule are AP1 and have the Armourbane special rule. Hits from weapons with this special rule also force -1 penalty to Grounding tests when firing on swooping Flying Monstrous Creatures.
  • Thorax Biomorphs
Range S AP Type
Desiccator larvae Template 1 - Assault 1, Thorax, Fleshbane
Electroshock grubs Template 5 5 Assault 1, Thorax, Haywire
Shreddershard Beetles Template 3 - Assault 1, Thorax, Rending, Shred
Bloodseeker Flies Template 1 - Assault 1, Thorax, Blind
Mindflayer Worms Template 4 - Assault 1, Thorax, Neural Agony

Thorax: Weapons with this special rule do not count towards the maximum number of weapons fired per one shooting phase.
  • Flamespurt Cannon
Range S AP Type
Template 5 4 Assault 1, Torrent


  • Fleshborer Weapons
Range S AP Type
Fleshborer 12" 4 5 Assault 1
Fleshborer hive 18" 4 5 Assault 20, Rending

  • Grasping Tongue
Range S AP Type
12" 6 2 Assault 3, Ignores Cover, Precision Shots

  • Impaler Cannon
Range S AP Type
24" 8 3 Assault 2, Homing, Ignores Cover

Homing: Weapons with this special rule can be fired at targets out of the unit's line of sight. If the target is not visible to the firing model, this weapon loses the Ignores Cover rule. The target unit is granted a 4+ Cover save until casualties have been removed.
  • Rupture Cannon
Range S AP Type
48" 10 2 Assault 2, Chain Reaction

Chain Reaction: If both shots from the Rupture Cannon hit, those hits gain AP1 and the Armourbane special rule.
  • Shock Cannon
Range S AP Type
24" 5 5 Assault 1, Blast, Homing, Haywire

Homing: Weapons with this special rule can be fired at targets out of the unit's line of sight.
  • Spike Rifle
Range S AP Type
24" 3 5 Assault 1

  • Spinefist Weapon
Range S AP Type
Spinefist 12" 3 5 Assault X, Punch Gun, Twin-Linked
Heavy Spinefist 12" 5 5 Assault X, Punch Gun, Twin-Linked

Punch Gun: Weapons with this special rule get one shot for every Attack on the unmodified characteristic profile of the creature firing them. For example, a Termagant (1 Attack) fires 1 shot while a Ravener (4 Attacks) fires 4 shots.
  • Stinger Salvo
Range S AP Type
18" 5 4 Assault 4

  • Strangler Weapons
Range S AP Type
Strangleweb Template 2 6 Assault 1, Pinning, Shred
Barbed Strangler 36" 4 5 Assault 1, Shred, Large Blast, Pinning
Stranglethorn Cannon 36" 6 4 Assault 1, Shred, Large Blast, Pinning

  • Tentaclids
Range S AP Type
36" 5 5 Assault 1, Haywire, Pinning, Seeking, Independent Missiles, One use only

Seeking: If a model makes a shooting attack with a weapon with this special rule against either a Zooming Flyer or a Swooping Flying Monstrous Creatures, it re-rolls failed To Hit rolls made with this weapon.
Independent Missiles: Weapons with this special rule do not count towards the maximum number of weapons fired per one shooting phase and any number of them may be fired in addition to other weapons.
  • Venom Cannon Weapons
Range S AP Type
Venom Cannon (single shot) 36" 7 4 Assault 1, Blast
Venom Cannon (salvo) 36" 7 4 Assault 2
Heavy Venom Cannon (single shot) 36" 9 3 Assault 1, Blast
Heavy Venom Cannon (salvo) 36" 9 3 Assault 2

  • Spore Mine Weapons
Range S AP Type
Spore Mine Cyst - X* X* Assault 1, Barrage, Spore Burst, Spore Bomb
Spore Mine Launcher 48" X* X* Assault 1, Barrage, Spore Burst
Bio-Plasmic Spore Launcer 24-240" 9 2 Ordnance 1, Barrage, Large Blast

Spore Bomb: Unlike other weapons, Spore Mine cysts are used during the Movement phase. A Harpy can fire its Spore Mine cysts once in each of its Movement phases. If it does so, it counts as having fired one weapon in its following Shooting phase; however, any other weapons it fires that turn can choose a different target to the Spore Mine cysts. To fire the Spore Mine cysts, the Harpy must be Swooping. After the Harpy has finished moving, centre the large blast marker on any one model the Harpy has passed over that turn and scatter it D6". Units take a hit for each model that is even partially under the blast marker’s final position, resolved using the profile above.
Spore Burst: If, when the final position of the first blast marker in the barrage is determined, there are no models (friend or foe) under it, place D3 Spore Mine models of appropriate type anywhere within 3" of the blast template central hole so that they are in unit coherency and not within impassable terrain or 1" of an enemy model (any that cannot be placed are lost). These act as a Spore Mine Cluster for the rest of the game.
* Spore Mine weapons can use a wide variety of different mines, which define weapon's Strength, AP and additional rules.
S AP Additional rules
Frag Mine 4 4 Large Blast, Frag Bombardment
Toxin Mines 1 3 Assault 1, Blast, Poisoned (3+)
Acid Mines 6 3 Assault 1, Blast, Armourbane, Direct Hit
Char Mines 7 3 Assault 1, Large Blast, Aerial Minefield, Melta*

Frag Bombardment: Any unit that charges a unit has being hit by at least one Frag Mine during previous Shooting phase does not suffer penalties to it's Initiative for charging through Difficult terrain.
Direct Hit: Acid Mines hit only the model directly under the blast's central hole. If the blast hits enemy models but the central hole not, count it as a miss and place an Acid Spore Cluster as described per Spore Burst rule.
Aerial Minefield Char Mines blast only hit Swooping Flying Monstrous Creatures and Zooming Flyers, despite them being usually immune to blast weapons, and does not affect any other models.
* Char Mines only roll extra dice for Armour Penetration per Melta special rule if the target appears to be directly under the blast template central hole.

Upgrade Biomorphs

  • Acid Blood: For each unsaved Wound a model with this biomorph suffers in close combat, the enemy unit that inflicted the Wound must take an Initiative test at the end of the current Initiative step. For each test that is failed, the unit that inflicted the Wound immediately suffers a Strength 5 AP2 hit with the Ignores Cover special rule.
  • Acid Maw: In close combat, a model with this biomorph can make a single additional acid maw attack, resolved at Initiative step 1 with the following profile:
Range S AP Type
- 5 2 Melee

  • Adamantine Tusks: A model with this upgrade gain Hammer of Wrath special rule. If it already has Hammer of Wrath special rule, it's Hammer of Wrath attacks gain a +1 Strength bonus.
  • Adrenal Glands: A model with this biomorph has the Fleet and Furious Charge special rules.
  • Amphibious Adaptations: A model with this biomorph count water type terrain as open ground for the purpose of moving or charging, and has the Stealth (Water) special rule.
  • Antidote Glands: A unit with at least half models (round up) with this biomorph treats hits with Poisoned weapon as Poisoned rule being two steps worse to the minimum of 6+, so, for example, 4+ poison become 6+ and 2+ - 4+. Do note, that this does not affect other rules and weapons that wound on flat dice roll, like Fleshbane or Sniper.
  • Burrowing Limbs Units composed entirely with models with this upgrade may Deep Strike within 12" from a friendly Trygon, Trigon Prime, or Mawloc tunnel or within 6" from a ravener brood. If it scatters over friendly model, reduce the scatter distance until it could be placed normally.
  • Blinding Venom: In close combat, a model with this biomorph can exchange all of its normal Attacks to make a single blinding venom attack, which uses the following profile:
Range S AP Type
- 3 - Melee, Poisoned 6+, Blind

  • Dopamine Injector A model with this biomorph has the Feel No Pain special rule.
  • Enhanced Leg Muscles: A model with this upgrade has the Crusader special rule.
  • Feeder Tendrils: A model with this biomorph gain the Preferred Enemy rule against model type they have defeated in close combat. For example, if a model with this biomorph win a combat against Chaos Bike squad, they gain the Preferred Enemy (Bikes) special rule.
  • Flesh Hooks: Models equipped with this biomorph has Move Through Cover special rule, don't suffer the penalty to their Initiative for charging enemies through difficult terrain, automatically pass Impact tests and can move through solid walls or climb on ruins or basements without ladders. In addition, it can be fired as a ranged weapon with profile below:
Range S AP Type
6" User - Assault 2

  • Feeding Frenzy Trigger: A model with this upgrade has the Rampage special rule.
  • Hive Mind Direct Link: A Hive Tyrant with this upgrade has the Eternal Warrior special rule.
  • Implant Attack: If a model has this biomorph, its close combat attacks cause Instant Death on a roll of 6 To Wound.
  • Implanted Mechanism Disruption Instincts: A model with this upgrade has the Tank Hunters special rule.
  • Implanted Organism Killing Instincts: A model with this upgrade has the Monster Hunters special rule.
  • Increased Muscle Density: When a model with this upgrade performs a Smash attack, it halves the number of its attacks, instead of reducing them to one.
  • Pressure Detection Sensors: A model with this upgrade has the Interceptor special rule.
  • Psychic Deflection Bio-Crystals: A model with this upgrade has the Adamantium Will special Rule.
  • Regeneration: At the end of each friendly turn, roll a D6 for each model with this biomorph that has less than its starting number of Wounds, but has not been removed as a casualty. On a 4+, that model regains a single Wound lost earlier in the battle.
  • Serrated Blades: If a model has this biomorph, its close combat attacks have the Shred special rule.
  • Snake Body: A model with this upgrade changes it's type to Beast and has the Deep Strike special rule.
  • Spine Banks: Spine Banks count as assault grenades as described in Warhammer 40 000 rulebook, except each model in a unit can fire them in their shooting phase.
  • Spring Coil Musculature: A model with this upgrade has the Hit And Run special rule.
  • Carapace Chitin-rams: A model with this upgrade deals one extra Hammer of Wrath attack, it's Hammer of Wrath attacks are AP2 and have the Armourbane and Shred specal rules.
  • Three-Dimensional Thought Patterns: At the beginning of each shooting phase, a model with this upgrade may choose to have all its ranged attacks gain the Skyfire special rule for the duration of that Shooting phase.
  • Toxic Miasma: Once per game, in any Assault phase, a unit with this biomorph can unleash its toxic miasma. If it does so, at the Initiative 1 step, all enemy units engaged in the combat suffer a number of hits equal to the number of models from their unit in base contact with any model from the Tyranid unit unleashing the toxic miasma. These hits are resolved at Strength 3 AP- and have the Poisoned and Ignores Cover special rules.
  • Toxin Sacs: If a model has this biomorph, its close combat attacks have the Poisoned special rule.
  • Warp Shield Projector: A model with this upgrade has a 5+ invulnerable save, while it's within synapse range.
  • Wide-Spectrum Retinas: A model with this upgrade has the Night Vision and Acute Senses special rules.
  • Wings: If a Monstrous Creature has this biomorph, its unit type is Flying Monstrous Creature. If a non-Monstrous Creature has this biomorph, it adds Jump to its unit type.
  • Tail Biomorphs: A tail biomorph is a Melee weapon that allows its wielder to make a single additional Attack. Note that this Attack is resolved separately from a model’s other close combat attacks and uses the appropriate profile below. Also note that a tail Attack is not affected by other Melee weapons, biomorphs, upgrades or special rules belonging to the owning model, or vice versa. For example, a Hive Tyrant with a heavy venom cannon, a lash whip and bonesword, a prehensile pincer and toxin sacs does not gain an additional Attack for fighting with two close combat weapons, nor does its prehensile pincer tail attack have either the Smash or Poisoned special rules.
Range S AP Type
Bone mace - 8 - Melee, Unwieldy
Prehensile princer - 6 5 Melee
Thresher scythe - 4 4 Melee, Rending
Toxin spike - 1 6 Melee, Poisoned (2+)

Mutations

All models in a unit with a Mutations entry in its Options may select one of the options at the listed cost, in cases where the cost is - the unit may not select that upgrade.

  • (WS) - Superior Neural Connections: +1 Weapons Skill
  • (BS) - Improved Vision: +1 Ballistics Skill
  • (S) - Overgrown Muscles: +1 Strength
  • (T) - Hardened Carapace: +1 Toughness
  • (W) - Redundant Organs: +1 Wounds
  • (I) - Duplicated Reflex Chains: +1 Initiative
  • (A) - Explosive Muscle Action: +1 Attack
  • (Ld) - Fear Inhibitors: +1 Leadership
  • (Sv) - Armored Shell: +1 Armor Save
  • (Psy) - Secondary Brain: Improves Mastery Level by 1.
  • (Syn) - Synaptic Enhancement: Improves synapse range by 6"

Apex Biomorphs

  • The Maw-Claws of Thyrax
Range S AP Type
- User 4 Melee, Assimilate, Hardened Diamantine Tips

Assimilate: If this weapon’s close combat attacks cause an enemy model to be removed as a casualty, the model equipped with the Maw-claws of Thyrax gains the Preferred Enemy special rule against all units chosen from the same codex as the model removed as a casualty.
Hardened Diamantine Tips: Close combat attacks of a model equipped with the Maw-Claws of Thyrax have Rending special rule, which triggers on 5+ rather than on 6. Close combat attacks of a model equipped with the Maw-Claws of Thyrax and Rending Claws have Rending special rule, which triggers on to-wound or to-penetrate roll of 4+ rather than 6.
  • The Norn Crown
A model with the Norn Crown adds 6" to its synapse range. Additionally, it gains Psyker (Mastery Level 1) special rule. If it already has the Psyker special rule, its Mastery Level is increased by 1. In addition, the model's invulnerable save is improved by one - if the model does not have an invulnerable save, it gains a 6+ invulnerable save.
  • The Miasma Cannon
Range S AP Type
Miasmic Split 36" 1 4 Assault 1, Large Blast, Poisoned (2+)
Miasmic Spray Template 1 4 Assault 1, Torrent, Poisoned (2+)

  • The Ymgarl Factor
At the start of it's movement phase, a model with the Ymgarl Factor must alter their form into one of the three listed below. The bonus gained lasts until the start of it's next movement phase. The same form cannot be chosen in two consecutive turns.
  • Slashing Claws: The model has +D3 Strength.
  • Tentacled Limbs: The model has +D3 Attack.
  • Muscle Carapace: The model has +D3-1 Toughnes.
  • The Reaper of Obliterax
Range S AP Type
- +2 2 Melee, Life Drain*, Parry*, Constrict*

* The Reaper of Obliterax count as both a set of two Boneswords and a set of two Lash Whips for the purpose of these special rules.
  • The Warp Corroding Venom Cannon
Range S AP Type
Single Shot 36" 9 2 Assault 2, Blast, Aetherbane
Salvo 36" 9 2 Assault 3, Aetherbane

Aetherbane: The Warp Corroding Venom Cannon gains a +1 modifier to Strength against units which contain at least one model with the Daemon, Psyker, Psychic Pilot, Brotherhood of Psykers or Brotherhood of Sorcerers special rule. Successful invulnerable saves against wounds or penetrating/glancing caused by the Warp Corroding Venom Cannon must be re-rolled.

The Genetic Pool

Basic Bio-weapons

A model may replace its devourer with one of the following:
- Scything talons ·············································· free
- Spinefists ······················································ free
- Deathspitter·················································· 5 pts.

Basic Bio-cannons

A model may replace its devourer with one of the following:
- Barbed strangler ········································· 10 pts.
- Venom cannon ··········································· 10 pts.

Monstrous Bio-cannons

A model may replace any pair of scything talons with one of the following:
- Twin-linked deathspitter ································ 5 pts.
- Twin-linked devourer with brainleech worms ·· 10 pts.
- Heavy spinefist* ········································· 15 pts.
- Stranglethorn cannon** ······························· 15 pts.
- Deathspitter with deathscreamer grubs ········ 20 pts.
- Heavy venom cannon** ······························· 25 pts.
*Does not replace the model’s scything talons and so can be taken in addition to any other weapon/upgrade.
**One per model. A model cannot have both a stranglethorn cannon and a heavy venom cannon.

Melee Bio-weapons

A model may replace any pair of scything talons with one of the following:
- Rending claws ············································· 5 pts.
- Lash Whips ················································· 5 pts.
- Boneswords ··············································· 15 pts.
- Lash whip and bonesword ···························· 20 pts.
- Crushing claws ··········································· 20 pts.

Biomorphs

A model may take up to one of each of the following:
Where the biomorph has two points costs listed, the second is for a monstrous creatures, and the first is for other types of models.
- Feeder tendrils ·········································· 1/3 pts.
- Amphibious adaptations ····························· 1/3 pts.
- Wide-spectrum retinas ······························· 1/3 pts.
- Implanted organism killing instincts ············· 1/3 pts.
- Burrowing limbs ········································· 2/5 pts.
- Enchanced leg muscles ····························· 2/5 pts.
- Psychic deflection bio-crystals ··················· 2/5 pts.
- Serrated blades ········································· 2/5 pts.
- Adamantine tusks ········································ 5 pts.
- Antidote glands ·········································· -/5 pts.
- Increased muscle density ···························· -/5 pts.
- Implanted mechanism disruption instincts ···· 3/6 pts.
- Pressure detection sensors ························ 4/8 pts.
- Spring coil musculature ···························· 3/10 pts.
- Toxin sacs ·············································· 3/10 pts.
- Feeding frenzy trigger ······························· 3/15 pts.
- Acid blood ··············································· 5/15 pts.
- Adrenal glands ········································· 5/15 pts.
- Warp shield projector ································ 6/18 pts.
- Regeneration ·········································· 10/30 pts.
- Dopamine injector ··································· 10/30 pts.
- Three-dimensional thought patterns ·········· 12/30 pts.

Thorax Biomorphs

A model may take up to one of the following:
- Electroshock grubs ····································· 10 pts.
- Desiccator larvae ········································ 10 pts.
- Shreddershard beetles ································· 10 pts.
- Bloodseeker Flies ······································· 10 pts.
- Mindflayer Worms ······································· 10 pts.

Apex Biomorphs

A model may replace any pair of scything talons with one of the following. Only one of each Apex Biomorph may be taken per army.:
- The Maw-claws of Thyrax ······························ 15 pts.
- The Miasma Cannon ····································· 25 pts.
- The Warp Corroding Venom Cannon ··············· 35 pts.
- The Norn Crown* ··········································· 40 pts.
- The Ymgarl Factor* ······································· 40 pts.
- The Reaper of Obliterax ································· 45 pts.
*Does not replace the model’s scything talons and so can be taken in addition to any other weapon/upgrade.

Units

HQ

Hive Tyrant

165 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Hive Tyrant 8 4 6 6 4 5 4 10 3+ Monstrous Creature (C) 1 Hive Tyrant


Biomorphs:

  • Two pairs of scything talons

Special Rules:

  • Psyker (Mastery Level 2)
  • Know No Honor
  • Shadow in the Warp
  • Synapse Creature

Upgrades:

  • Hive Commander: For each Hive Tyrant in your army with this upgrade, choose a single troops selection from the same detachment. All models in the selected unit gain the Outflank special rule.
  • Indescribable Horror: Units taking a Fear test caused by this model must roll an extra dice when taking the test and use the highest two results. In most circumstances, this will mean the unit rolls 3D6 and discards the lowest dice roll.
  • Old Adversary: This Hive Tyrant re-rolls all failed To Hit and To Wound rolls of 1 when fighting in close combat.
  • Lord of the Skies: If your army includes Hive Tyrant with Wings upgrade, Gargoyles can be taken as Troops choices.

Options:

  • All models may take one of the following mutations: (WS:10/BS:15/S:10/T:20/W:20/I:15/A:10/Ld:-/Sv:30*/Psy:30/Syn:30)
*cannot be taken on a model with wings biomorph.
  • May take items from the Monstrous Bio-cannons, Melee Bio-weapons, Biomorphs, Thorax Biomorphs and Apex Boimorphs lists.
  • May take any of the following upgrades:
- Indescribable Horror ··································· 10 pts.
- Old Adversary ············································ 15 pts.
- Hive Commander ········································ 20 pts.
  • May take any of the following:
- Prehensile pincer ······································· 10 pts.
- Flesh hooks ··············································· 15 pts.
- Bio-Plasma ················································ 15 pts.
- Hive mind direct link ···································· 30 pts.
- Wings and Lord of the Skies special rule ······ 35 pts.
  • Hive Tyrant, and its unit of Tyrant Guard (to a maximum of three Tyrant Guard) may take a Tyrannocyte as a Dedicated Transport, if they don't purchase Wings biomorph.

Tyrant Guard Brood

You may include one Tyrant Guard Brood for each Hive Tyrant (including the Swarmlord) in your army. These broods do not use up a Force Organisation slot.
50 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Tyrant Guard 3 3 5 6 2 4 2 7 3+ Infantry 1 Tyrant Guard


Biomorphs:

  • Rending claws
  • Scything talons

Special Rules:

  • Instinctive Behaviour (Feed)
  • Very Bulky
  • Blind Fighting: If there is Hive Tyrant (or the Swarmlord) attached to Tyrant Guard Brood, they use the Hive Tyrant's Weapon Skill and Ballistic Skill rather than their own.
  • Blind Rampage: If a Hive Tyrant (or the Swarmlord) is killed whilst part of a unit of Tyrant Guard (see the Shieldwall special rule, below), the surviving Tyrant Guard gain the Furious Charge, Rage and Hatred special rules at the end of that turn, and keep them for the remainder of the battle.
  • Shieldwall: A single Hive Tyrant (or the Swarmlord) may join a unit of Tyrant Guard exactly as if it were an Independent Character. A Hive Tyrant (or the Swarmlord) in a unit that contains at least one model with this special rule automatically passes Look Out, Sir rolls.

Upgrades:

  • Wings: Tyrant Guard brood with a Wings change their type to Jump Pack Infantry but they may Swoop and Glide like Flying Monstrous Creature, and are affected by Hard to Hit, Dive and Grounding tests rules while Swooping. Note that a tyrant guard that chooses wings may not may not take the armoured shell mutation.

Options:

    • All models may take one of the following mutations: (WS:5/BS:-/S:5/T:10/W:20/I:5/A:10/Ld:5/Sv:25*/Psy:-/Syn:-)
*cannot be taken on a model with wings biomorph.
  • May include up to 4 additional Tyrant Guard - 50 pts./model
  • Any model may take items from the Melee Bio-weapons and Biomorphs list.
  • Entire brood may take one of the following:
- Wings ············································· 15 pts./model

Alpha Warrior Brood

You may include one Alpha Warrior Brood for each Hive Tyrant (including the Swarmlord) in your army. These broods do not use up a Force Organisation slot. Before the battle, immediately after determining Warlord Traits, any Alpha Warrior in the brood may be split from this unit and assigned to lead any Codex:Tyranid unit that does not include Monstrous Creatures. They cannot leave this unit. Any Alpha Warrior attached in this way add (Character) to its type. Only one Alpha Warrior can join unit in this manner. Any models that do not do this remain part of the brood.
(We really need that Tyranid Comissar analog? Maybe prime is enough?) 40 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Alpha Warrior 5 3 4 4 3 4 3 10 5+ Infantry 1 Alpha Warrior


Biomorphs:

  • Devourer
  • Scything talons

Special Rules:

  • Know No Honor
  • Shadow in the Warp
  • Synapse Creature
  • Very Bulky

Options:

    • All models may take one of the following mutations: (WS:3/BS:6/S:5/T:10/W:10/I:5/A:4/Ld:-/Sv:15/Psy:-/Syn:15)
  • May include up to 6 additional Alpha Warriors - 40 pts./model
  • Any model may take items from the Basic Bio-weapons, Melee Bio-weapons and Biomorphs lists.
  • Any model in a brood may take one of the following:
- 4+ armor save ··························· free
- Wings ······················································· free
- Snake body ··············································· free
  • Any model in a brood may take Flesh hooks ················································ 5 pts

Trygon Prime

230 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Trygon Prime 6 4 6 6 6 5 5 10 3+ Monstrous Creature (C) 1 Trygon Prime


Biomorphs:

  • Bio-electric pulse with containment spines
  • Two pairs of scything talons.

Special rules:

  • Deep Strike
  • Fleet
  • Know No Honor
  • Shadow in the Warp
  • Synapse Creature
  • Serpent Lord: If your primary detachment includes at least one Trygon Prime, Raveners can be taken as Troops choices.
  • Subterranean Assault: If, when a Trygon (or Trygon Prime) deploys via Deep Strike, it scatters on top of impassable terrain or another model (friend or foe), reduce the scatter distance by the minimum required to avoid the obstacle.
After the Trygon (or Trygon Prime) has emerged, mark the position under the creature’s base with a suitable marker – this represents the tunnel left by its emergence. Any friendly Tyranid Infantry unit that arrives from reserve in subsequent turns may emerge from the Trygon’s tunnel instead of arriving from reserve as normal. Only one unit may emerge from each tunnel marker each turn.
If any unit chooses to do so, place the entire unit so that all of its models are wholly within 6" of the centre of the marker and in unit coherency. These models cannot be placed within 1" of enemy models or within impassable terrain; if any models cannot be placed, these excess models are removed as casualties. A unit may not move or charge on the same turn it arrives from a Trygon’s tunnel, but may shoot or Run.

Upgrades:

  • Lurker: Trygon Prime with this upgrade automatically enters from Reserve on the first turn.
  • Prepared Tunnel Network: Up to two units per turn may emerge from the tunnel, left by the Trygon Prime with this upgrade.

Options:

    • All models may take one of the following mutations: (WS:10/BS:15/S:10/T:20/W:15/I:15/A:15/Ld:-/Sv:35/Psy:-/Syn:-)
  • May take items from the Biomorphs, Thorax Biomorphs and Apex Biomorphs lists.
  • May replace one set of scything talons with crushing claws - 30 pts
  • May take any of the following upgrades:
- Prepared Tunnel Network ···························· 10 pts.
- Lurker ······················································· 15 pts.
- Psyker (Mastery Level 1) ···························· 40 pts.
  • May take one of the following:
- Heavy spinefist ··········································· 10 pts.
- Spine banks ··············································· 10 pts.
  • May take one of the following tail biomorphs:
- Prehensile pincer ········································ 10 pts.
- Toxinspike ·················································· 10 pts.

Tervigon

For each Termagant brood in your army you may take one Tervigon as a Troops choice. If Spawn Hormagaunts, Spawn Gargoyles, Spawn Rippers or Spawn Sky-Slashers upgrades are taken, replace the Termagant brood requirement with Hormagaunt, Gargoyle, Rippers or Spawn Sky-Slashers brood respectively.
170 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Tervigon 3 3 5 6 6 2 3 10 3+ Monstrous Creature (C) 1 Tervigon


Biomorphs:

  • Stinger salvo
  • Scything talons

Special Rules:

  • Psyker (Mastery Level 1)
  • Know No Honor
  • Shadow in the Warp
  • Synapse Creature
  • Brood Progenitor: All Termagant Broods spawned by the Terevigon within Tervigon's synapse range have the Counter-attack special rule, and count as having the same upgrade biomorphs as the Tervigon itself (except Acid Blood and Adamantine Tusks).
  • Spawner: At the end of your Movement phase, a Tervigon can spawn Termagants, even if it is locked in close combat. If it does so, roll 3D6 – this is the number of models spawned. Place the new unit of Termagants on the table so that it is wholly within 6" of the Tervigon. Models in this new unit cannot be placed in impassable terrain or within 1" of enemy models. If you cannot place some of the models due to the restrictions above or because you have run out of Termagant models, the excess is discarded.
The spawned unit cannot move during the Movement phase in which it is spawned, nor can it charge this turn, but it is free to shoot or Run as normal. A unit spawned by a Tervigon is identical in every way to a Termagant unit chosen from the Troops section of the army list, and is treated as such for all mission special rules. Models in a spawned unit are armed with fleshborers and may not purchase options.
If any double is rolled when determining the size of a spawned unit, the Tervigon has temporarily exhausted its supply of larvae – the Termagant unit is created as normal, but the Tervigon cannot spawn any further units for the rest of the game.
  • Synaptic Backlash: If a Tervigon is slain, roll 3D6 before removing the model as a casualty. Each friendly unit of Termagants within 12" of the Tervigon immediately suffers a number of Strength 3 AP- hits equal to the result. Cover saves may not be taken against these hits and Wounds are allocated as per shooting, with the Tervigon as the firer. After all Termagant casualties have been resolved (if any), remove the Tervigon from play.

Upgrades:

  • Spawn Hormagaunts: Replace Termagants with Hormagaunts in Spawner, Brood Progenitor and Synaptic Backslash rules.
  • Spawn Gargoyles: Replace Termagants with Gargoyles in Spawner, Brood Progenitor and Synaptic Backslash rules.
  • Spawn Rippers: Replace Termagants with Rippers in Spawner, Brood Progenitor and Synaptic Backslash rules. When rolling for the number of bases spawned, roll 3D6 and discard the lowest result, though Tervigon still count as exhausted for any double rolled, even if a double was formed with discarded dice.
  • Spawn Sky-Slashers: Replace Termagants with Sky-Slashers in Spawner, Brood Progenitor and Synaptic Backslash rules. When rolling for the number of bases spawned, roll 3D6 and discard the lowest result, though Tervigon still count as exhausted for any double rolled, even if a double was formed with discarded dice.

Options:

    • All models may take one of the following mutations: (WS:10/BS:15/S:10/T:20/W:20/I:10/A:15/Ld:-/Sv:45/Psy:25/Syn:35)
  • May take items from the Biomorphs*, Thorax Biomorphs and Apex Biomorphs lists.
* Tervigon take all biomorph upgrades at double points cost (except Acid Blood and Adamantine Tusks).
  • May take one of the following upgrades:
- Spawn Hormagaunts ··································· 20 pts.
- Spawn Gargoyles ······································· 40 pts.
- Spawn Rippers ··········································· 60 pts.
- Spawn Sky-Slashers ··································· 80 pts.
  • May replace stinger salvo with cluster spines ········· 5 pts.
  • May replace scything talons with crushing claws ·· 15 pts.
  • May take a Tyrannocyte as a Dedicated Transport.

Tyranid Prime

55 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Tyranid Prime 5 3 4 4 3 4 4 10 5+ Infantry (C) 1 Tyranid Prime
Tyranid Prime Apex Strain 6 4 5 5 3 5 3 10 4+ Infantry (C)


Biomorphs:

  • Devourer
  • Scything talons

Special Rules:

  • Independent Character
  • Know No Honor
  • Shadow in the Warp
  • Synapse Creature
  • Very Bulky

Upgrades

  • Brood Leader: Tyranid Prime may join the unit of Monstrous Creatures or even a single Monstrous Creature. During the Psychic phase Tyranid Prime may spend one Warp Charge from the pool (even if it is not a psyker) to bestow its Weapon Skill and Ballistic Skill to all models in its unit until the start of his next Psychic phase or until it get removed as a casualty, unless their own would be higher for any reason. It doesn't need to spend a Warp Charge to grant this effect to Tyranid Warriors or Shrikes.

Options:

    • All models may take one of the following mutations: (WS:20/BS:25/S:5/T:15/W:15/I:5/A:10/Ld:-/Sv:20/Psy:20/Syn:20)
  • May take items from the Basic Bio-weapons, Basic Bio-cannons, Melee Bio-weapons and Biomorphs list.
  • May take the Brood Leader upgrade ··················· 20 pts.
  • May be upgraded to Tyranid Prime Apex Strain ··· 30 pts.
  • May be upgraded to Psyker (Mastery Level 1) ····· 25 pts.
  • May take two per HQ slot.
  • Must take one of the following:
- +1 to armor save ··························· free
- Wings ······················································· free
- Snake body ··············································· free
  • May take Flesh hooks ················································ 5 pts.

The Parasite of Mortex

160 pts.

WS BS S T W I A Ld Sv Unit Type Composition
The Parasite of Mortex 5 3 6 4 3 6 4 10 3+ Jump Infantry (C) 1 (Unique)


Biomorphs:

  • Two sets of rending claws
  • Implant attack

Special Rules:

  • Hit and Run
  • Independent Character
  • Know No Honor
  • Shadow in the Warp
  • Synapse Creature
  • Host Organism: Rippers count The Parasite of Mortex as having 24" synapse range.
  • Implant Parasite: Each model, removed as a casualty because of wounds inflicted in melee by the Parasite of Mortex must roll a Toughness test before being removed. For each test failed, roll a D6. At the end of the Assault phase place a Ripper Swarm Brood or add the Ripper bases to the Ripper Swarm Brood The Parasite is attached to with a number of models equal to the combined result of these D6. All models must be within 6” of the unit with this rule. Ripper Swarms placed this way never count as kill points. Any bases that cannot be place because of impassable terrain, enemy within 1” or because you have run out of models are lost.
  • The Sarge is Acting Strangely: Any enemy Infantry, Cavalry, Beasts or Bike unit, with or without Jet or Jump type, that arrives via Outflanking may harbor a squad member infested with Ripper parasites. At the end of their movement phase, one model in each of these units (owning players choice) must take a toughness test. If the test is failed that model is instantly removed as a casualty and the Tyranid player may place a Ripper swarm unit of D6 bases anywhere within 6" of the victim. If the victim was inside a transport then it is assumed they staggered out before dying; place the Ripper bases within 6" of one of the access points. Any bases that cannot be placed because of enemies within 1", impassable terrain or running out of models are lost. Rippers created in this way do not count as a Kill Point.

Upgrade:

  • Implant Sky-Slashers: Replace Rippers with Sky-Slashers in the Implant Parasite, Host Organism and The Sarge is Acting Strangely special rules.

Options:

    • All models may take one of the following mutations: (WS:5/BS:-/S:10/T:15/W:15/I:5/A:10/Ld:-/Sv:20/Psy:-/Syn:20)
  • May take items from the Biomorphs lists.
  • May take flesh hooks ········································ 15 pts.
  • May take the Implant Sky-Slashers upgrade ········ 35 pts.

Old One Eye

Old One Eye cannot fill the compulsory HQ slot, and cannot be your Warlord. If there is at least one Carnifex brood in the same detachment as the Old one Eye, he does not use up a Force Organisation slot.
200 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Old One Eye 4 4 10 6 5 2 5 9 2+ Monstrous Creature 1 (Unique)


Biomorphs:

  • Scything talons
  • Crushing claws
  • Regeneration
  • Dopamine injectors
  • Spine banks
  • Feeding frenzy triggers
  • Thresher scythe

Special rules:

  • Rage
  • Instinctive Behaviour (Feed)
  • Living Battering Ram: see the Carnifex entry.
  • Alpha Leader: Friendly Tyranid models within 12" of Old One Eye may use it's Leadership value in place of their own for all purposes, unless their own Leadership is better. Additionally, Old One Eye may join a Carnifex Brood exactly as if it were an Independent Character, which uses it's Leadership, Weapon Skill, and Ballistic Skill unless theirs is better for any reason.
  • Why Won't It Die?: Dopamine injectors grant Old One Eye Feel No Pain (4+) special rule, rather than (5+), and it must re-roll failed Regeneration rolls.
  • Is It Dead?: When Old One Eye is removed as a casualty, leave the model on the table (it counts as batttlefield debris, and provide 5+ cover), and continue to roll for Regeneration as it was still alive. If a wound is recovered, Old One Eye returns to play.
  • That Only Angered It!: Each time the Old One Eye loses a wound, it gain +1 to it's Attack value (to the maximum of 10).

Options:

    • All models may take one of the following mutations: (WS:25/BS:25/S:-/T:20/W:20/I:10/A:15/Ld:30/Sv:-/Psy:-/Syn:-)
  • May take items from the Biomorphs lists.
  • May take Bio-plasma ········································ 15 pts.
  • May replace a pair of scythe talons with carapace chitin-rams - 10 pts.
  • May replace a pair of crushing claws with crushing claw and wrecking ball - 15 pts.
  • May take a Tyrannocyte as a Dedicated Transport.

Deathleaper

140 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Deathleaper 9 3 6 4 3 7 4 10 5+ Infantry (C) 1 (Unique)


Biomorphs:

  • Flesh hooks
  • Feeder tendrils
  • Implant attack

Apex Biomorphs:

  • Sinister Talons:
Deathleaper has two pairs of Sinister Talons. Each pair counts as a Melee weapon with the following profile:
Range S AP Type
- User 5 Melee, Diamantine Tips*, Slashing Attacks*, Shred.

* Each set of Sinister Talons count as both a pair of rending claws and a pair of scything talons for the purpose of these rules.

Special Rules:

  • Deep Strike
  • Fear
  • Fleet
  • Hit & Run
  • Know No Honor
  • Infiltrate
  • Instinctive Behaviour (Lurk)
  • Move Through Cover
  • Shrouded
  • Very Bulky
  • Precision Strikes
  • Chameleonic Skin: See Lictor entry.
  • Pheromone Trail: See Lictor entry.
  • "Deathleap: Deathleaper do not roll for Charge range - instead it's Charge range is always 12".
  • "It’s after me!": Nominate an enemy character at the beginning of the game and roll a D3. Whilst Deathleaper is alive, that model’s Leadership is reduced by the result.
  • "It's too fast!": During assault phase Deathleaper has a 4+ invulnerable save.
  • "Where is it?": Enemy models can only fire Snap Shots when targeting Deathleaper.
  • "Where are my guards?": Look Out Sir! rolls may not be made against attacks from Deathleaper.

Warlord Trait: Mind Eater

Options:

    • All models may take one of the following mutations: (WS:5/BS:10/S:5/T:15/W:15/I:5/A:10/Ld:-/Sv:15/Psy:-/Syn:-)
  • May take items from the Biomorphs list.

Troops

Tyranid Warrior Brood

66 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Tyranid Warrior 5 3 4 4 3 4 3 10 4+ Infantry 3 Tyranid Warriors


Biomorphs:

  • Devourer
  • Scything talons

Special Rules:

  • Shadow in the Warp
  • Synapse Creature
  • Very Bulky

Psyker: The Warrior Brood upgraded to Brotherhood of Psykers can generate it's powers from the Hive Mind's Control discipline.

Options:

    • All models may take one of the following mutations: (WS:3/BS:5/S:4/T:7/W:8/I:4/A:4/Ld:-/Sv:6/Psy:-/Syn:-)
  • May include up to six additional Tyranid Warriors - 22 pts./model
  • Any model may take items from the Basic Bio-weapons, Melee Bio-weapons and Biomorphs lists.
  • For very three Tyranid Warriors in the brood, one may take items from the Basic Bio-cannons list.
  • All models in the brood may take Flesh hooks ····································· 3 pts/model
  • The unit may take Brotherhood of Psykers special rule for 35 pts.
  • The unit may take a Tyrannocyte as a Dedicated Transport if it numbers six or fewer models.

Genestealer Brood

55 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Genestealer 6 2 4 4 1 6 2 10 5+ Infantry 5 Genestealers
Broodlord 7 2 5 5 3 7 4 10 4+ Infantry (C)


Biomorphs: Rending Claws

Special Rules:

  • Bulky (Broodlord only)
  • Psyker (Mastery Level 1) (Broodlord only)
  • Know No Honor (Broodlord only)
  • Fleet
  • Infiltrate
  • Move Through Cover

Upgrades:

  • Death From the Shadows: The Genestealer brood with this upgrade may assault the same turn it Outflanks or Infiltrates, if it's not accompanied by an Independent Character or a Warrior Alpha.

Psyker: A Broodlord always knows The Horror psychic power.

Options:

    • All models may take one of the following mutations: (WS:1/BS:-/S:3/T:4/W:-/I:1/A:2/Ld:-/Sv:5/Psy:-/Syn:-)
- Mutations (Broodlord): (WS:5/BS:-/S:10/T:20/W:10/I:5/A:5/Ld:-/Sv:20/Psy:20/Syn:-)
  • May include up to fifteen additional Genestealers - 11 pts/model
  • Entire unit may take Death from the Shadows upgrade - 5 pts./model
  • Any model in a brood may take one of the following:
- Scything talons ··········································· 2 pts.
- Rending claws ············································· 5 pts.
  • All Genestealers in the brood may take any of the following biomorphs:
- Serrated blades ································ 1 pts./model
- Adrenal glands ································· 2 pts./model
- Toxin sacs ······································· 3 pts./model
  • May add a Broodlord - 60 pts
  • A Broodlord may take items from the Biomorphs list.
  • A Broodlord may take any of the following:
- Flesh hooks ················································ 5 pts
- Implant attack ············································ 10 pts

Termagant Brood

40 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Termagant 3 3 3 3 1 4 1 6 6+ Infantry 10 Termagants


Biomorphs: Fleshborer

Special Rules:

  • Instinctive Behaviour (Lurk)
  • Move Through Cover

Options:

    • All models may take one of the following mutations: (WS:-/BS:1/S:1/T:1/W:-/I:-/A:1/Ld:1/Sv:-/Psy:-/Syn:-)
  • May include up to forty additional Termagants - 4 pts/model
  • For every ten Termagants, one may replace its fleshborer with a strangleweb - 5 pts./model
  • Any model may replace its fleshborer with one of the following:
- Spinefists ······················································ free
- Spike rifle ······················································ free
- Devourer ··········································· 4 pts./model
  • All Termagants in the brood may take any of the following biomorphs:
- Pressure detection sensors ················ 1 pt./model
- Adrenal glands ································· 2 pts./model
- Toxin sacs ······································· 2 pts./model
  • The unit may take a Tyrannocyte as a Dedicated Transport if it numbers twenty or fewer models.

Hormagaunt Brood

40 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Hormagaunt 3 3 3 3 1 5 2 6 6+ Infantry 10 Hormagaunt


Biomorphs: Scything talons

Special Rules:

  • Instinctive Behaviour (Feed)
  • Move Through Cover
  • Bounding Leap: Units entirely composed of models with this special rule Run an additional 3" (this will normally be D6+3").

Options:

    • All models may take one of the following mutations: (WS:1/BS:-/S:1/T:2/W:-/I:1/A:1/Ld:1/Sv:-/Psy:-/Syn:-)
  • May include up to forty additional Hormagaunts - 4 pts/model
  • All Hormagaunts in the brood may take any of the following biomorphs:
- Serrated blades ································· 1 pt./model
- Adrenal glands ································· 2 pts./model
- Toxin sacs ······································· 2 pts./model
  • The unit may take a Tyrannocyte as a Dedicated Transport if it numbers twenty or fewer models.

Ripper Swarm Brood

27 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Ripper Swarm 2 2 3 3 3 2 4 5 6+ Infantry 3 Ripper Swarms


Special Rules:

  • Instinctive Behaviour (Feed)
  • Fearless
  • Swarms
  • Eternal Warrior

Options:

    • All models may take one of the following mutations: (WS:2/BS:4/S:4/T:4/W:-/I:2/A:3/Ld:2/Sv:-/Psy:-/Syn:-)
  • May include up to six additional Ripper Swarms - 9 pts/base
  • The unit may take spinefists ···················· 3 pts/base
  • All Ripper Swarms in the brood may take any of the following biomorphs:
- Serrated blades ································· 3 pts./base
- Toxin sacs ········································ 4 pts./base
- Adrenal glands ·································· 6 pts./base

Mucolid Spore Cluster

15 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Mucolid Spore Mine - - 1 3 3 3 - 3 - Infantry 1 Mucolid Spore Mine


Special Rules:

  • Deep Strike
  • Fearless
  • Shrouded
  • Massive Floating Bomb: Each Mucolid Spore uses the Floating Death and Living Bomb rules that apply to Spore Mines. All references to Spore Mines and Spore Mine Clusters in these special rules apply to Mucolid Spores also, except that the hits inflicted when a Mucolid Spore explodes are Strength 8 AP3 rather than Strength 4 AP4.
  • Skyblast: Mucolid Spore Clusters are allowed to assault Zooming Flyers or Swooping Monstrous Flying Creatures. If they do so successfully then they will explode as described in the Floating Death special rule, hitting the target automatically, with Strength and AP as described above. Hits on Zooming Flyers are always resolved against the target model’s side armour.

Options:

  • May include up to two additional Mucolid Spore Mines - 15 pts./model
    • All models may take one of the following mutations: (WS:-/BS:-/S:-/T:5/W:5/I:-/A:-/Ld:-/Sv:-/Psy:-/Syn:-)

Elites

Malanthrope

85 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Malanthrope 3 3 5 5 4 5 3 10 3+ Infantry 1 Malanthrope


Biomorphs:

  • Toxic Miasma
  • Grasping Tail: At the beginning of the fight subphase, before any blows are struck, the Malanthrope may issue a challenge even though it does not have the character type. Roll a D6. On a result of 4+ the enemy model nominated to fight the Malanthrope in enveloped in the beasts grasping tail and has its attacks reduced by half (rounded down), initiative reduced to one for the duration of the challenge and may not refuse the challenge. If the result is 3 or less then it counts as if a challenge wasn't issued at all. In an enemy character declares a Glorious Intervention to replace the model fighting the Malanthrope then all effects of this rule are negated and the intervening character suffers no penalties.
  • Regeneration

Special Rules:

  • Fleet
  • Move Through Cover
  • Poisoned (2+)
  • Shadow in the Warp
  • Shrouded
  • Spore Cloud
  • Very Bulky
  • Prey Adaption: If a Malanthrope brood is involved in any close combat that results in an enemy unit or units being destroyed in combat, it may not perform a sweeping advance but instead remains to feed on the dead. From the end of that phase onwards all friendly Tyranid units within gain the Preferred Enemy (all units from the same codex as the enemy unit) special rule while they remain within Synapse range of the Malanthrope brood - note that this includes the Malanthrope brood too.

Options:

  • May include up to 4 additional Malanthropes - 85 pts./model
    • All models may take one of the following mutations: (WS:5/BS:-/S:5/T:10/W:15/I:5/A:10/Ld:-/Sv:25/Psy:-/Syn:35)

Hive Guard Brood

55 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Hive Guard 3 3 5 6 2 2 2 7 4+ Infantry 1 Hive Guard


Biomorphs:

  • Impaler cannon

Special Rules:

  • Instinctive Behaviour (Hunt)
  • Very Bulky
  • Synaptic Targeting Network: If the Hive Guard Brood is within Synapse range, and any other friendly Codex:Tyranid model that is within Synapse range can draw a line of sight to their target, Hive Guard ranged weapon count as twin-linked.

Options:

    • All models may take one of the following mutations: (WS:-/BS:5/S:5/T:15/W:15/I:3/A:5/Ld:5/Sv:20/Psy:-/Syn:-)
  • May include up to 4 additional Hive Guard - 55 pts./model
  • Any model may take items from the Biomorphs list.
  • Any model may replace its impaler cannon with a shockcannon - free
  • The unit may take a Tyrannocyte as a Dedicated Transport.

Zoanthrope Brood

50 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Zoanthrope 3 4 4 4 2 3 1 10 5+ Infantry 1 Zoanthrope
Neurothrope 3 4 4 4 2 3 1 10 5+ Infantry


Special Rules:

  • Brotherhood of Psykers (Mastery level 1+number of models in unit)
  • Shadow in the Warp
  • Synapse Creature
  • Very Bulky
  • Psychic Brood: If a brood of Zoanthropes manifests the Warp Blast psychic power it is cast once for each model in the unit. The Zoanthrope Brood's Mastery level is always equal to the amount of models left in the unit + 1. Whenever a Zoanthrope is killed choose a psychic power known to the Zoanthropes. The Zoanthropes lose that psychic power until the end of the game. Zoanthropes cant forget Warp Blast psychic power.
  • Warp Field: Zoanthropes have a 3+ invulnerable save.

Psyker: Psyker: A Zoanthrope Brood always knows the Warp Blast psychic power. The unit can generate one additional power from the Hive Mind's Wrath or Hivemind's Control disciplines for each level the unit is above Mastery Level 1.

Options:

    • All models may take one of the following mutations: (WS:5/BS:10/S:5/T:15/W:15/I:5/A:10/Ld:-/Sv:-/Psy:35*/Syn:-)
*The price is for entire brood, instead of per model as usual.
  • May include up to 4 additional Zoanthropes - 50 pts./model
    • A brood of three or more may upgrade one model into a Neurothrope for 25 pts, the Neurothope gains the additional power of Spirit Leech (this does not take up one of the known powers), a Warp Charge 1 Witchfire with a range of 18" that targets one unit and forces it to roll a leadership test on a 3d6, inflicting one unsaveable wound for each increment they fail by. For each wound inflicted by spirit leech, the neurothrope adds an additional warp charge dice to the controlling player's pool that can only be rolled to either deny or to cast warp blast.
  • The unit may take a Tyrannocyte as a Dedicated Transport.

Doom of Malan'tai

210 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Doom of Malan'tai 3 4 4 4 3 3 1 10 4+ Infantry 1 (Unique)


Special Rules:

  • Psyker (Mastery Level 4)
  • Preferred Enemy (Eldar)
  • Shadow in the Warp
  • Synapse Creature
  • Very Bulky
  • Soul Eater: Each time an enemy model is removed as a causality due to the Doom of Malan'tai attacks or psychic powers, the Doom of Malan'tai gain one Wound, to the maximum of 10.
  • Psychic Apocalypse: The amount of Warp Charges the Doom of Malan'tai generates is equal to it's Wounds characteristic. Additionally, it adds its current Wounds to the result of Psychic Scream psychic power (so it would be 2d6+2+W) and it's range, and can manifest this power even if it's locked in close combat. When, Doom of Malan'tai suffers Perils of the Warp, it doesn't roll on Perils of the Warp chart, and instead loses one Wound with no saves available.
  • Warp Field: The Doom of Malan'tai has a 3+ invulnerable save.

Psyker: Doom of Malan'tai knows Psychic Scream psychic power and must generate three additional powers from the Hive Mind's Wrath discipline.

Options:

    • All models may take one of the following mutations: (WS:5/BS:10/S:5/T:50/W:15/I:5/A:10/Ld:-/Sv:-/Psy:-/Syn:-)
  • May take a Tyrannocyte as a Dedicated Transport.

Venomthrope

40 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Venomthrope 3 3 4 4 2 3 1 6 5+ Infantry 1 Venomthrope


Biomorphs:

  • Two sets of lash whips
  • Toxic miasm

Special Rules:

  • Instinctive Behaviour (Lurk)
  • Poisoned (2+)
  • Shrouded
  • Very Bulky
  • Spore Cloud: All friendly units from Codex: Tyranids that are within 12" of a Venomthrope gains a 5+ Cover save.

Options:

    • All models may take one of the following mutations: (WS:5/BS:10/S:5/T:15/W:15/I:5/A:10/Ld:5/Sv:-/Psy:-/Syn:-)
  • May include up to 4 additional Venomthropes - 40 pts./model

Lictor Brood

50 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Lictor 6 3 6 4 3 6 3 10 5+ Infantry 1 Lictor


Biomorphs:

  • Rending claws
  • Scything talons
  • Flesh hooks
  • Feeder tendrils

Special Rules:

  • Deep Strike
  • Fear
  • Fleet
  • Hit & Run
  • Infiltrate
  • Instinctive Behaviour (Lurk)
  • Move Through Cover
  • Stealth
  • Very Bulky
  • Precision strikes
  • Chameleonic Skin: A Lictor does not scatter when arriving from Deep Strike Reserve.
  • Pheromone Trail: If a friendly unit from Codex: Tyranids arrives on the battlefield via Deep Strike, it will not scatter so long as the first model in the unit is placed within 6" of a model with this special rule. Note that the model with the Pheromone Trail special rule must already be on the table at the start of the turn for this ability to be used.

Options:

    • All models may take one of the following mutations: (WS:5/BS:10/S:5/T:15/W:15/I:5/A:10/Ld:-/Sv:-/Psy:-/Syn:-)
  • May include up to 4 additional Lictors - 50 pts./model
  • Any model may take items from the Biomorphs list.
  • Entire unit may replace Stealth special rule with Shrouded special rule - 15 pts./model


Pyrovore Brood

40 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Pyrovore 3 3 4 4 3 2 2 6 4+ Beasts 1 Pyrovore


Biomorphs:

  • Flamespurt cannon
  • Acid blood
  • Acid maw

Special Rules:

  • Instinctive Behaviour (Feed)
  • Very Bulky
  • Fireproof: Strength of all flame weapons and weapons with the Melta or Soul Blaze special rules fired at Pyrovore Brood is halved (round down).
  • Volatile: If a Pyrovore is slain by a wound that inflicted Instant Death, every unit within D6" of the slain Pyrovore (excluding Pyrovore Brood itself) suffers a Strength 4 AP- hit for each its model within that range (resolve damage as a shooting attack from the Pyrovore, before removing it as a casualty). I the Pyrovore Brood is within Synapse range, at the end of any Close Combat phase you may choose to detonate any number of models within it - resolve it exactly as they were slain with a wound that inflicted Instant Death.

Options:

    • All models may take one of the following mutations: (WS:-/BS:-/S:-/T:15/W:15/I:5/A:5/Ld:5/Sv:15/Psy:-/Syn:-)
  • May include up to 4 additional Pyrovores - 40 pts./model
  • Any model may take items from the Biomorphs list.
  • The unit may take a Tyrannocyte as a Dedicated Transport.

Ymgarl Genestealer Brood

90 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Ymgarl Genestealer 6 2 4 4 1 6 2 10 4+ Infantry 5 Ymgarl Genestealers
Ymgarl Broodlord 7 2 5 5 3 7 4 10 3+ Infantry (C)


Biomorphs:

  • Rending Claws
  • Feeder tendrils

Special Rules:

  • Bulky (Broodlord only)
  • Psyker (Mastery Level 1) (Ymgarl Broodlord only)
  • Know No Honor (Ymgarl Broodlord only)
  • Fleet
  • Move Through Cover
  • Alter Form: At the start of it's movement phase, a Ymgarl Genestealer Brood must alter their form into one of the three listed below. The bonus gained lasts until the start of it's next movement phase. The same form cannot be chosen in two consecutive turns.
  • Slashing Claws: every model in the brood has +1 Strength.
  • Tentacled Limbs: every model in the brood has +1 Attack.
  • Muscle Carapace: every model in the brood has +1 Toughness.
  • Dormant: Ymgarl Genestealer Brood must start the game in reserves. During deployment phase, secretly write one piece of terrain on the table. When Ymgarl Genestealers Brood enters from reserve, reveal that note, and place them wholly inside that piece of terrain. If some models cannot fit inside that terrain, remove them as causalities. Ymgarl Genestealers Brood may assault the same turn it enters from reserve.
  • Leftover: Destroying Ymgarl Genestealer Brood do not grant any Victory Points, and do not count as First Blood. Independent Characters and Alpha Warriors cannot join Ymgarl Genestealer Brood.

Psyker: A Ymgarl Broodlord always knows The Horror psychic power.

Options:

    • All models may take one of the following mutations: (WS:1/BS:-/S:3/T:4/W:-/I:1/A:2/Ld:-/Sv:7/Psy:-/Syn:-)
    • Mutations (Broodlord): (WS:5/BS:-/S:10/T:20/W:10/I:5/A:5/Ld:-/Sv:20/Psy:20/Syn:-)
  • May include up to ten additional Ymgarl Genestealers - 18 pts/model
  • Any model in a brood may take one of the following:
- Scything talons ··········································· 2 pts.
- Rending claws ············································· 5 pts.
  • All Ymgarl Genestealers in the brood may take any of the following biomorphs:
- Serrated blades ································ 1 pts./model
- Adrenal glands ································· 2 pts./model
- Toxin sacs ······································· 3 pts./model
  • May add a Ymgarl Broodlord - 60 pts
  • A Ymgarl Broodlord may take items from the Biomorphs list.
  • A Ymgarl Broodlord may take any of the following:
- Flesh hooks ················································ 5 pts
- Implant attack ············································ 10 pts

Maleceptor

180 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Maleceptor 3 3 6 6 6 3 3 10 4+ Monstrous Creature 1 Maleceptor


Biomorphs:

  • Scything talons
  • Warp shield projector

Special rules:

  • Psyker (Mastery Level 2)
  • Shadow in the Warp
  • Synapse Creature

Psyker: A Maleceptor has the Psychic Overload and Psychic Void psychic powers. If it is upgraded to Mastery level 3, it must generate one additional power from any discipline allowed to Tyranids.

  • Psychic Overload
Warp Charge 1
Psychic Overload is a witchfire power with the following profile:
Range S AP Type
Burst 24 1 2 Assault 1, Ignores Cover, Large Blast, Brain Damage

  • Brain Damage: Do not roll to wound or to penetrate against units hit by Psychic Overload blast - instead, this unit must roll a Leadership test on 3D6, adding +1 for each model hit by the blast past the first one, and additional +2 if any model in the unit is under the template central hole. Vehicles count as having Leadership 10 for the purpose of this power. If the test is failed, unit suffers D3+1 Wounds, or one Penetrating hit which automatically causes Crew Stunned result, which cannot be negated or replaced with another vehicle damage result by any means (extra Armour, Living Metal, Spirit Stones, Daemonic Resilience, etc.). Friendly Tyranid units hit by Psychic Overload blast do not suffer any damage.
A Maleceptor may manifest Psychic Overload power up to three times per turn, but each Maleceptor may only target a given unit once per Psychic phase.
  • Psychic Void
Warp Charge 1
Psychic Void is a blessing that targets the Maleceptor itself. Whilst this power is in effect, all Deny the Witch rolls made to deny any opposing psychic powers that target the Maleceptor, or any models within the Maleceptor's Synapse Range, gain a +3 bonus on their tests. At the start of your opponent's Psychic phase any other friendly Synapse Creature within Maleceptor's synapse range may choose to expend one Warp Charge to spread Psychic Void's effect on its own synapse range.

Options:

    • All models may take one of the following mutations: (WS:10/BS:30/S:10/T:20/W:20/I:10/A:10/Ld:10/Sv:30/Psy:25/Syn:20)
  • May include up to 2 additional Maleceptors - 180 pts./model
  • May take items from the Biomorphs lists.
  • The unit may take a Tyrannocyte as a Dedicated Transport if it numbers only one model.

Haruspex

160 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Haruspex 3 3 6 6 5 3 3 7 3+ Monstrous Creature 1 Haruspex


Biomorphs:

  • Grasping tongue
  • Crushing claws
  • Acid blood

Special Rules:

  • Fearless
  • Instinctive Behaviour (Feed)
  • Feeder-beast: If a Haruspex inflicts at least one unsaved Wound in the Assault phase or Shooting Phase, then at the end of that phase it recovers a single Wound lost earlier in the battle.
  • Fuel for Rampage: For each model removed as a casualty due to Haruspex attacks (both ranged and melee), it gain one Food token at the and of the phase, to the maximum of six - you may track them by simply putting the D6 with appropriate number near the Haruspex model. At the start of the Movement phase a Haruspex may spend up to three Food tokens to gain +2" bonus to it's maximum movement distance for each token spent. At the start of the Fight subphase of Assault phase Haruspex may spend any number of Food tokens to gain +1 bonus Attack for each token spent. At the start of the movement phase, a Haruspex may spend any number of Food tokens to recover one wound per food token spent.
  • Savage: In close combat Haruspex can exchange all of its normal Attacks to make a Savage attack, resolved at it's normal initiative. When doing so, place a Blast template for each 3 Attacks Haruspex has (including any bonus Attacks) in a base contact with Haruspex base, placed in a way that they don't cover any friendly models. For each enemy model covered by any of these templates, enemy unit suffer an automatic hit with Strength 6, AP3 and Ignores Cover special rule. Do note that models covered by multiple Savage blasts do not suffer multiple hits.

Options:

    • All models may take one of the following mutations: (WS:10/BS:15/S:10/T:20/W:20/I:10/A:15/Ld:10/Sv:30/Psy:-/Syn:-)
  • May include up to 2 additional Haruspex - 160 pts./model
  • May take items from the Biomorphs list.
  • May take a thresher scythe - 10 pts.
  • May take a Tyrannocyte as a Dedicated Transport.

Crinis Brood

Fluff:

A horrid monstrosity tailor made to assassinate, disrupt enemy formations, and destroy the precious equipment of it's foes, the Crinis is named for the number of tendrils it possesses. Four long lash whip tendril arms, a maw ringed by yet more tentacles, and four flesh hooks that can burst from it's chest, the Crinis is by all accounts an excessively horrid creature with remarkable regenerative abilities, bolstered by the fact that it is virtually a walking corrosives factory, producing acid in copious amounts to destroy equipment.

The creature is remarkably quick, built more like a Hive Tyrant than a Carnifex, and may be an offshoot of that genus. It's strategy seems to be to engage targets already occupied by other Tyranids to strike at the targets it wishes to or drop in unannounced to sow havoc before inevitably perishing. It is theorized that the creature's regenerative powers are born out of a need to regenerate appendages quickly if they are cut off while it grapples, which translated into a body wide healing factor. Some seem to further this regenerative power with special biomorphs that make it even harder to force an injury to remain.

These creatures are understandably loathed by artificers and crafters the galaxy over for their wanton destruction of priceless artifacts, something which the Hive Mind seems to be keenly aware of, especially as many of these artifacts are very difficult to replace. These creatures even seem to enter a chemical high when they destroy what it is programmed to recognize as especially priceless relics such as Terminator or Artificer armor or master crafted weapons, meaning that even outside of synapse range they continue to hunt out items to destroy before messily devouring them.

Modeling notes

A crinis should be represented with a Hive Tyrant base body with at least four tentacles to represent the lash whips, where you get these tentacles is up to you, but they should be decently long (See Toxicrene for inspiration). The head should come from a Lictor or similarly cthulhoid head, and it should have something to represent the Flesh hooks. If the result looks like a Hentai monster you should be hiding your Sisters of Battle, Fire Warrioresses, Guardswomen, Slaaneshi Daemons, and Eldar (Dark or Craftworld) from, you've succeeded.

170 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Crinis 4 3 6 6 4 5 5 7 3+ Monstrous Creature 1 Crinis


Biomorphs:

  • Two sets of lash whips
  • Flesh hooks
  • Feeder tendrils
  • Acid blood
  • Toxin sacs
  • Toxic miasma
  • Toxin spike

Special Rules:

  • Fearless
  • Fleet
  • Instinctive Behaviour (Feed)
  • It Will Not Die
  • Precision Strikes
  • Blinding Vapour: All enemy units in base contact with Crinis take one hit from a strength 3 close combat weapon with Blind special rule at the Initiative step 10.
  • Ruinous Touch: Non-vehicle models that had been hit by at least one Crinis close combat attacks suffer -1 penalty to their armour save at the end of Crinis Initiative step. Vehicles that have been hit by at least one Crinis close combat attack suffers -1 penalty to their armour value all around at the end of Crinis Initiative step. Both penalties affect the model till the end of the game, and are cumulative.
If any model rolls at least one natural 1 (after all re-rolls) in close combat, while trying to hit a Crinis, at the end of its Initiative phase that model must pass a Weapon Skill test. If the test is passed, nothing happens, but if it's failed, the close combat weapon with which this model attacked is destroyed and cannot be used till the end of the game. For attacks, rolled for a group of models with the same weapons and Weapon Skill, treat each result of 1 as being rolled by a separate model.

Options:

    • All models may take one of the following mutations: (WS:10/BS:10/S:10/T:20/W:20/I:10/A:15/Ld:10/Sv:30/Psy:-/Syn:-)
  • May include up to 2 additional Crinis - 170 pts./model
  • Any model may take items from the Thorax Biomorphs and Biomorphs lists.
  • Any model may take one of the following:
- Cluster spines ············································ 15 pts.
- Stinger salvo ·············································· 15 pts.
  • The unit may take a Tyrannocyte as a Dedicated Transport if it have two or less models.

Fast attack

Dimachaeron Brood

200 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Dimachaeron 8 3 6 6 6 6 5 10 3+ Monstrous Creature (Leaper) 1 Dimachaeron


Biomorphs:

  • Sickle Claws
  • Grasping talons
  • Thorax Spine-Maw
  • Adrenal Glands

Special Rules:

  • Agile
  • Instinctive Behaviour (Feed)
  • Rampage
  • Monstrous Creature (Leaper) Leaper is sub type, and as such does not appear as a catagory on its own, but only when paired with another unit type. Models with the Leaper sub-type may choose to use their Leaping ability in either the Shooting phase or the Assault phase (they may not use both in the same turn). When not using this ability, the model moves normally for a model of its base type. When using Leaper (whether moving or charging) the model can move over all other models and terrain freely. If the model begins or ends its move in difficult terrain it must take a Dangerous Terrain test. Leaping models cannot end their move on top of other models or in impassable terrain.
    • Shooting Phase - If a Leaping Model Leaps during the Shooting phase, it can move up to 6" this move, and only this move, is measured from the front of the base to the back of the base were it finishes the unit may not run after leaping but may shoot and assault as normal.
    • Assault Phase - If a Leaping Model leaps during the assault phase, it gains the Hammer of Wrath special rule, if it did not already possess it, and all Hammer of Wrath attacks are resolved at +1 Strength and gain the Strikedown special rule.

Options:

    • All models may take one of the following mutations: (WS:10/BS:15/S:10/T:20/W:15/I:15/A:15/Ld:-/Sv:35/Psy:-/Syn:-)
  • May include up to 2 additional Dimacheron - 200 pts./model
  • The Model may take a Mycetic Spore or Tyrannocyte as a Dedicated Transport.

Tyranid Shrike Brood

66 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Tyranid Shrike 5 3 4 4 3 4 3 10 5+ Jump Infantry 3 Tyranid Shrike


Biomorphs:

  • Devourer
  • Scything talons

Special Rules:

  • Shadow in the Warp
  • Synapse Creature
  • Very Bulky

Options:

    • All models may take one of the following mutations: (WS:3/BS:5/S:4/T:7/W:8/I:4/A:4/Ld:-/Sv:6/Psy:-/Syn:-)
  • May include up to six additional Tyranid Shrikes - 22 pts./model
  • Any model may take items from the Basic Bio-weapons, Melee Bio-weapons and Biomorphs lists.
  • For every three Tyranid Shrikes in the brood, one may take items from the Basic Bio-cannons list.
  • All models in the brood may take Flesh hooks ····································· 3 pts/model

Ravener Brood

66 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Ravener 5 3 4 4 3 5 4 6 5+ Beasts 3 Raveners
The Red Terror 6 3 5 5 3 5 5 8 4+ Beast (C)


Biomorphs:

  • Two pairs of Scything talons
  • Prehensile pincer (Red Terror only)

Special Rules:

  • Deep Strike
  • Instinctive Behaviour (Feed)
  • Very Bulky
  • Precise Tunneling: If, when a Ravener Brood deploys via Deep Strike, it scatters on top of impassable terrain or another model (friend or foe), reduce the scatter distance by the minimum required to avoid the obstacle. This does not apply to buildings with transport capacity, despite them usually count as Impassible terrain - Ravener Brood may deliberately Deep Strike on top of the building, and if at least one model in the brood end it's scatter over the building, count them as occupying this building's lowest floor. If that floor is already occupied by the enemy unit, both units become immediately locked in close combat. This does not count as Charge, so no one get bonus attacks for charging, Rage and Counter-Charge special rules.
  • Know No Honor (Red Terror only)
  • Swallow Whole: (Red Terror only) If the Red Terror hits with at least four of its close combat attacks in a single phase (excluding its prehensile pincer attack), you may nominate a single enemy Infantry, Jump Infantry or Jet Pack Infantry model in base contact with the Red Terror and attempt to swallow it whole.
If you choose to do so, no To Wound rolls are made for any of the Red Terror's Attacks (excluding its prehensile pincer attack). Instead, the nominated model must pass a single invulnerable save (if it has one) or be removed from play as a casualty. There is no need to decide beforehand if you will attempt to swallow a model whole; declare after rolling To Hit. Enemy models with either the Very Bulky or Extremely Bulky special rule cannot be nominated as targets to be Swallowed Whole. If no models in the target unit can be nominated, the Red Terror cannot choose to Swallow Whole and must roll To Wound normally.

Options:

    • All models may take one of the following mutations: (WS:3/BS:5/S:4/T:7/W:8/I:4/A:4/Ld:-/Sv:6/Psy:-/Syn:-)
  • Mutations (The Red Terror): (WS:20/BS:25/S:5/T:15/W:15/I:5/A:10/Ld:-/Sv:-/Psy:-/Syn:-)
  • May include up to six additional Raveners - 22 pts./model
  • Any model may take items from the Biomorphs list.
  • Any Ravener may exchange one pair of scything talons for rending claws - 3 pts./model
  • Any Ravener may take one of the following:
- Spinefist ·········································· 2 pts./model
- Devourer ·········································· 4 pts./model
- Deathspitter ··································· 10 pts./model
  • One Ravener Brood in the army may add the Red Terror - 85 pts

Gargoyle Brood

60 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Gargoyle 3 3 3 3 1 4 1 6 6+ Jump Infantry 10 Gargoyles


Biomorphs:

  • Fleshborer
  • Blinding venom

Special Rules:

  • Instinctive Behaviour (Hunt)

Options:

    • All models may take one of the following mutations: (WS:-/BS:1/S:1/T:1/W:-/I:-/A:1/Ld:1/Sv:-/Psy:-/Syn:-)
  • May include up to forty additional Gargoyles - 6 pts/model
  • For every ten Termagants, one may replace itsfleshborer with a strangleweb - 5 pts./model
  • All Gargoyles in the brood may take any of the following biomorphs:
- Wide-spectrum retinas ··· 0.5 pts./model (round up)
- Adrenal glands ································· 2 pts./model
- Toxin sacs ······································· 2 pts./mode

Sky-Slasher Swarm Brood

54 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Sky-Slasher Swarm 2 2 3 3 3 2 4 5 6+ Jump Infantry 3 Sky-Slasher Swarms


Special Rules:

  • Instinctive Behaviour (Feed)
  • Fearless
  • Swarms
  • Consume: During Shooting phase unit with at least three bases with this rule may opt to devour an organic terrain piece (forests, booshes, swamps, etc) it touches. If it choses so, you may move models in a unit to any point wholly within that piece of terrain before removing it from the field. This counts as Run move for all intents and purposes.
  • Surge: In close combat, every model with this special rule can exchange all of its normal Attacks to make a single surge attack, which uses the following profile:
Range S AP Type
- 1 - Melee, Haywire, Jammed!

Jammed!: When performing surge attack, models with this rule must roll to hit in close combat even if they hit automatically. For each to-hit result of 1 or 2, the unit, which performed surge attack, suffers a wound with no saves of any kind allowed. This wound cannot be allocated on the model without Surge special rule.

Options:

    • All models may take one of the following mutations: (WS:2/BS:4/S:4/T:4/W:-/I:2/A:3/Ld:2/Sv:-/Psy:-/Syn:-)
  • May include up to six additional Sky-Slasher Swarms - 18 pts/base
  • The unit may take spinefists ···················· 3 pts/base
  • All Sky-Slasher Swarms in the brood may take any of the following biomorphs:
- Serrated blades ································· 2 pts./base
- Toxin sacs ········································ 4 pts./base
- Adrenal glands ·································· 5 pts./base

Laius Horror

180 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Laius Horror 3 3 6 6 4 4 4 6 4+ Monstrous Creature 1 (Unique)


Biomorphs:

  • Two sets scything talons

Special Rules:

  • Instinctive Behaviour (Feed)
  • Fearless
  • Fleet:
  • From The Inside: Laius Horror always starts the game in reserves. If your army includes the Laius Horror, secretly write one enemy non-vehicle and non-Character model with one wound as a Host. If there is no such model, pick a model with 2 wounds and no Character type. When the Host loses its last Wound or when the Laius Horror enters from reserve, reveal the note to your opponent, replace the Host with a Laius Horror, and then remove Host as casualty. If there is no space to place Laius Horror directly on top of where its host been, move other models in the Host's unit until it could be placed - from this moment Laius Horror count as being locked in close combat with his Host's unit. This does not count as Charge, so no one get bonus attacks for charging, Rage and Counter-Charge special rules.

Options:

    • All models may take one of the following mutations: (WS:10/BS:-/S:10/T:20/W:20/I:10/A:15/Ld:10/Sv:30/Psy:-/Syn:-)
  • May take items from the Thorax Biomorphs and Biomorphs lists

Harpy Brood

130 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Harpy 3 3 5 5 5 5 3 10 4+ Flying Monstrous Creature 1 Harpy


Biomorphs:

  • Twin-linked stranglethorn cannon
  • Scything talons
  • Spore mine cysts with frag mines and toxic mines

Special Rules:

  • Fearless
  • Instinctive Behaviour (Hunt)
  • Sonic Screech: When Harpy Brood charges into combat, enemy models cannot perform Overwatch on it, and all enemy models in the combat suffer -5 to their Initiative (to a minimum of 1) until the end of that Assault phase.
  • Skyfall: Harpy Brood may declare Charge in the same turn it switched from Swooping to Gliding mode. If they does so, they do not suffer Initiative penalty for charging through Difficult terrain, and deal D3 Hammer of Wrath attacks each, instead of one (roll once for entire brood).

Options:

    • All models may take one of the following mutations: (WS:10/BS:15/S:10/T:20/W:15/I:10/A:15/Ld:10/Sv:30/Psy:-/Syn:-)
  • May include up to 2 additional Harpies - 130 pts./model
  • Any model may take items from the Biomorphs list.
  • Any model may replace twin-linked stranglethorn cannon with twin-linked heavy venom cannon - 5 pts.
  • Any model may upgrade it's spore mine cysts to launch acid mines - 5 pts.
  • Any model may take one of the following:
- Stinger salvo ·············································· 10 pts.
- Cluster spines ············································ 15 pts.

Hive Crone Brood

155 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Hive Crone 3 3 5 5 5 5 3 10 4+ Flying Monstrous Creature 1 Hive Crone


Biomorphs:

  • Drool cannon
  • Four tentaclids
  • Scything talons

Special Rules:

  • Fearless
  • Instinctive Behaviour (Feed)
  • Vector Dancer
  • Raking Strike: A Hive Crone’s Vector Strike is resolved at Strength 8.

Options:

    • All models may take one of the following mutations: (WS:10/BS:15/S:10/T:20/W:15/I:10/A:15/Ld:10/Sv:30/Psy:-/Syn:-)
  • May include up to 2 additional Hive Crone - 155 pts./model
  • Any model may take items from the Biomorphs list.
  • Any model may take up to four additional Tentacilids - 4 pts./each
  • Any model may take one of the following:
- Stinger salvo ·············································· 10 pts.
- Cluster spines ············································ 15 pts.

Spore Mine Cluster

15 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Frag Mine - - 1 1 1 1 - 1 - Infantry 3 Frag Mines
Toxin Mine - - 1 1 1 1 - 1 - Infantry
Acid Mine - - 1 1 1 1 - 1 - Infantry
Char Mine - - 1 1 1 1 - 1 - Infantry


Special Rules:

  • Deep Strike
  • Fearless
  • Drifting: Spore Mines move 3" in the Movement phase and, when they Run or charge, move half the distance rolled. Spore Mines are never slowed by difficult terrain, but must take Dangerous Terrain tests as normal.
  • Floating Death: (Frag Mines, Toxin Mines, Acid Mines) Spore Mines do not attack in close combat. Instead, at the Initiative 10 step, the entire cluster detonates! Each type of mines detonates specifically:
  • Frag Mines: Place a large blast markers centered on each Frag Mine, every other unit (friend or foe) under the blast templates suffers a number of hits with Strength 4, AP4 and Ignores Cover special rule equal to the number of its models under the blast templates (calculate for each template separately, so a model, covered bu multiple templates would generate multiple hits).
  • Toxin Mines: Place a blast markers centered on each Toxin Mine, every other unit (friend or foe) under the blast templates suffers a number of hits with Strength 1, AP3, Poisoned (3+) and Ignores Cover special rules equal to the number of its models under the blast templates (calculate for each template separately, so a model, covered by multiple templates would generate multiple hits).
  • Acid Mines: Each unit in close combat with Acid Mines suffers a number of hits with Strength 6, AP3 and Armourbane and Ignores Cover special rules equal to the number of models in base-to-base contact with Acid Mine models.
Once all hits have been resolved, remove all models in the Spore Mine Cluster from play as casualties.
  • Sky Bomb: (Char Mines only) Char Mines benefit from Hard to Hit special rule, and count as Swooping Flying Monstrous Creatures for the purpose of targeting. They can charge Zooming Flyers and Swooping Flying Monstrous Creatures, and cannot charge any other type of units. Unlike other Spore Mines, Char Mines' charge range is not halved per Drifting special rule, though each mine must roll for charge distance separately. For each Char Mine, that successfully charged enemy unit, it immediately suffers automatic hit with Strength 7, AP3 and Armourbane and Ignores Cover special rule. Regardless of the number of successful charges (if any), remove Spore Mine Cluster from play as casualties after they attempt to charge their target.
  • Living Bomb: Spore Mine Clusters are non-scoring, non-denial units. They do not award Victory Points when destroyed, and Wounds suffered by Spore Mines in close combat (including those caused by a Floating Death detonation) are not counted when determining assault results.

Options:

    • All models may take one of the following mutations: (WS:-/BS:-/S:-/T:1/W:-/I:-/A:-/Ld:-/Sv:-/Psy:-/Syn:-)
  • May include up to six additional Frag Mines - 5 pts./model
  • May replace all Frag Mines in the cluster with:
- Toxin mines ················································· free
- Acid mines ····································· 1 pts./model
- Char mines ····································· 3 pts./model

Meiotic Spore Brood

45 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Meiotic Spore - - 1 3 1 1 - 1 - Infantry 3 Meiotic Spores


Special Rules:

  • Fearless
  • Shrouded
  • Outriders of the Swarm: Meiotic Spore Mines must be deployed at the start of the game, just before the first turn but after deployment, using the Deep Strike special rule. They may only be held in reserve in missions that force all other friendly units to begin the game in reserves.
  • Floating Brood Bomb: The Meiotic Spore Brood moves 3+D6" in each of its controlling player's movement phases. When they run, they move only half of the distance rolled. Meiotic Spores are never slowed by difficult terrain but must take Difficult Terrain tests as normal. Meiotic Spores may not declare charges and if charged by any enemy unit, they detonate and are removed from play before any blows are struck or other effects are triggered, causing D6 Str5 AP4 hits on the charging unit per Meiotic Spore in the unit when it is removed from play. If any Meiotic Spore is removed as a casualty due to shooting attacks, then its controlling player may place a new unit of D3+1 Spore Mines anywhere within 6" of the destroyed models. These spore mines form a separate unit that may act normally on the turn following their placement. In addition, whenever the Meiotic Spore brood moves within 6" of an enemy unit, or during any friendly shooting phase, the Meiotic Spore Brood may make one attack using the profile below. Each attack may target a different enemy unit. After these attacks are resolved, all models in the Meiotic Spore Brood are removed as casualties.
    • Bomb
Range S AP Type
6" 5 4 Assault 1, Large Blast, Strikedown, Ignores Cover, Brood Bombs

Brood Bombs: If any template from a Meiotic Spore Bomb scatters so that it misses all enemy units, then the controlling player may immediately place a unit of D3+1 Spore Mines anywhere under the template that is at least 1" away from any other models or impassable terrain. If there is not enough space to place any or all of these spore mines, then those models which cannot be placed are removed from play.
  • Living Bomb: Meiotic Spore Mine Clusters are non-scoring, non-denial units. They do not award Victory Points when destroyed, and Wounds suffered by Spore Mines in close combat (including those caused by a Floating Death detonation) are not counted when determining assault results.

Options:

    • All models may take one of the following mutations: (WS:-/BS:-/S:-/T:5/W:-/I:-/A:-/Ld:-/Sv:-/Psy:-/Syn:-)
  • May include up to six additional Meiotic Spores - 15 pts./model

Heavy support

Carnifex Brood

100 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Carnifex 3 3 9 6 4 2 3 7 3+ Monstrous Creature 1 Carnifex


Biomorphs:

  • Two sets of scything talons

Special Rules:

  • Fearless
  • Instinctive Behaviour (Feed)
  • Living Battering Ram: When this model charges, it inflicts D3 Hammer of Wrath Attacks, rather than just 1.

Options:

    • All models may take one of the following mutations: (WS:10/BS:15/S:5/T:25/W:20/I:10/A:20/Ld:10/Sv:40/Psy:-/Syn:-)
  • May include up to two additional Carnifexes - 100 pts/model
  • Any model may replace any pair of scything talons with any of the following:
- Crushing claws ································ 15 pts./model
- Carapace chitin-rams* ··················· 10 pts./model
- Crushing claw and wrecking ball* ······· 30 pts./model
* Only one of each allowed per model, increase mutation upgrade of T,W,Sv by 10.
  • Any model may take items from the Monstrous Bio-cannons and Biomorphs lists.
  • Any model may take any of the following:
- Spine banks ······································ 5 pts./model
- Bio-plasma ······································ 20 pts./model
  • Any model may take one of the following tail biomorphs:
- Thresher scythe ································ 10 pts/model
- Bone mace ······································· 15 pts/model
  • The unit may take a Tyrannocyte as a Dedicated Transport if it have two or less models.

Biovore Brood

40 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Biovore 3 3 4 4 3 2 2 6 4+ Infantry 1 Biovore


Biomorphs:

  • Spore Mine launcher with frag and toxin mines

Special Rules:

  • Instinctive Behaviour (Hunt)
  • Very Bulky

Options:

    • All models may take one of the following mutations: (WS:-/BS:10/S:-/T:15/W:15/I:-/A:-/Ld:5/Sv:15/Psy:-/Syn:-)
  • May include up to four additional Biovores - 40 pts/model
  • Any model may upgrade it's spore mine launcher to launch acid mines - 5 pts.
  • Any model may upgrade it's spore mine launcher to launch char mines - 15 pts.
  • The unit may take a Tyrannocyte as a Dedicated Transport.

Trygon

190 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Trygon 5 3 6 6 6 4 5 8 3+ Monstrous Creature 1 Trygon


Biomorphs:

  • Bio-electric pulse
  • Two pairs of scything talons.

Special rules:

  • Deep Strike
  • Fearless
  • Fleet
  • Instinctive Behaviour (Feed)
  • Subterranean Assault: If, when a Trygon (or Trygon Prime) deploys via Deep Strike, it scatters on top of impassable terrain or another model (friend or foe), reduce the scatter distance by the minimum required to avoid the obstacle.
After the Trygon (or Trygon Prime) has emerged, mark the position under the creature’s base with a suitable marker – this represents the tunnel left by its emergence. Any friendly Tyranid Infantry unit that arrives from reserve in subsequent turns may emerge from the Trygon’s tunnel instead of arriving from reserve as normal. Only one unit may emerge from each tunnel marker each turn.
If any unit chooses to do so, place the entire unit so that all of its models are wholly within 6" of the centre of the marker and in unit coherency. These models cannot be placed within 1" of enemy models or within impassable terrain; if any models cannot be placed, these excess models are removed as casualties. A unit may not move or charge on the same turn it arrives from a Trygon’s tunnel, but may shoot or Run.

Options:

    • All models may take one of the following mutations: (WS:10/BS:15/S:10/T:20/W:15/I:15/A:15/Ld:10/Sv:35/Psy:-/Syn:-)
  • May include up to 2 additional Trygons - 190 pts./model
  • May take items from the Biomorphs and Thorax Biomorphs lists.
  • May replace one set of scything talons crushing claws - 25 pts.
  • May take one of the following:
- Heavy spinefist ··········································· 10 pts.
- Spine banks ··············································· 10 pts.
  • May take one of the following tail biomorphs:
- Prehensile pincer ········································ 10 pts.
- Toxinspike ·················································· 10 pts.

Mawloc

140 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Mawloc 3 0 6 6 6 4 3 8 3+ Monstrous Creature 1 Mawloc


Special rules:

  • Deep Strike
  • Fearless
  • Fleet
  • Instinctive Behaviour (Feed)
  • Burrow: An unengaged Mawloc can, at any point during its Movement phases from the second game turn onwards, elect to burrow. If it does so, remove it from the table and place it into Ongoing Reserves. A Mawloc cannot Deep Strike and Burrow in the same turn.
  • Terror from the Deep: When arriving from Deep Strike Reserve, a Mawloc can choose to Deep Strike onto a point occupied by another model (friend or foe) – roll for scatter as normal. If a Mawloc Deep Strikes onto a point occupied by another model, do not roll on the Deep Strike Mishap table. Instead, place the large blast marker directly over the spot the Mawloc is deep striking onto. All units except Flyers and Flying Monstrous Creatures beneath the blast marker suffer a number of Strength 6 AP2 hits with the Ignores Cover special rule equal to twice the number of models that unit has underneath the blast marker. If the blast marker is on a multi-level ruin, only models on the lowest level of the ruin count as being under the blast marker. For Wound allocation purposes, assume the attack is coming from the centre of the blast marker. Hits against vehicles are resolved against their side armour.
If, after removing casualties, it is now possible to place the Mawloc on the table on the spot where the blast marker landed, then do so, even if this is within 1" of another model (but not if it would be in base contact with, or occupying the same space as, another model). If it is not possible to place the Mawloc, replace the large blast marker on the spot and resolve another round of damage as detailed above. If, after removing casualties for a second time, it is still not possible to place the Mawloc, then move enemy models that prevent it to be placed away from the Mawloc, until it could be placed normally, unless at least one of these models is a Gargantuan Creature, or a Super heavy Vehicle, in which case it suffers "Delayed" result from the Deep Strike Mishap table.

Options

    • All models may take one of the following mutations: (WS:10/BS:-/S:10/T:20/W:15/I:10/A:15/Ld:10/Sv:35/Psy:-/Syn:-)
  • May take items from the Biomorphs list.
  • May include up to 2 additional Mawlocs - 140 pts./model
  • May take crushing claws ···································· 20 pts.
  • May take one of the following tail biomorphs:
- Prehensile pincer ········································ 10 pts.
- Toxinspike ·················································· 10 pts.

Exocrine Brood

170 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Exocrine 3 3 6 6 5 3 3 7 3+ Monstrous Creature 1 Exocrine


Biomorphs:

  • Scything talons
  • Bio-plasmic cannon

Special rules:

  • Fearless
  • Instinctive Behaviour (Hunt)
  • Symbiotic Targeting: If an Exocrine does not move in its Movement phase, it's ranged weapon count as twin-linked. An Exocrine cannot declare a charge during the same turn that it uses this special rule.

Options:

    • All models may take one of the following mutations: (WS:10/BS:20/S:10/T:20/W:20/I:10/A:10/Ld:10/Sv:35/Psy:-/Syn:-)
  • May take items from the Biomorphs list.
  • May include up to 2 additional Excorcines - 170 pts./model
  • May take the thresher scythe tail biomorph - 10 pts.
  • The unit may take a Tyrannocyte as a Dedicated Transport if it have only one model.

Tyrannofex

175 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Tyrannofex 3 3 6 6 6 2 3 8 2+ Monstrous Creature 1 Tyrannofex


Biomorphs:

  • Acid spray
  • Stinger salvo

Special rules:

  • Fearless
  • Instinctive Behaviour (Hunt)

Options:

    • All models may take one of the following mutations: (WS:10/BS:20/S:10/T:20/W:20/I:10/A:10/Ld:10/Sv:-/Psy:-/Syn:-)
  • May include up to 2 additional Tyranofexs - 175 pts./model
  • May take items from the Thorax Biomorphs and Biomorphs lists.
  • May replace acid spray with one of the following:
- Fleshborer hive ············································· 5 pts.
- Rupture cannon ·········································· 20 pts.
  • The unit may take a Tyrannocyte as a Dedicated Transport if it have only one model.

Toxicrene

160 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Toxicrene 3 3 5 6 5 3 6 8 4+ Monstrous Creature 1 Toxicrene


Biomorphs:

  • Acid blood
  • Choking cloud
  • Two sets of lash whips
  • Toxic miasma

Special rules:

  • Fearless
  • Instinctive Behaviour (Feed)
  • Poisoned(2+)
  • Shrouded
  • Hypertoxic: Any hit, inflicted by Toxicrene, that have Poisoned special rule deal Instant Death on to-wound roll of 6.
  • Entangle: During Shooting phase Toxicrene may choose to Entangle one enemy model within 12" - this counts as a shooting attack that hits automatically (and does counts towards maximum shooting attack number per turn). Entangled models cannot move in any way until the Toxicrene's next shooting phase, and suffer -1 penalty to Ballistic Skill.
  • Overwork: During Movement phase Toxicrene may choose to lose one Wound, to double it's Move range and increase Run and Charge range by D6".

Options:

    • All models may take one of the following mutations: (WS:30/BS:10/S:5/T:20/W:20/I:10/A:20/Ld:10/Sv:30/Psy:-/Syn:-)
  • May include up to 2 additional Toxicrenes - 160 pts./model
  • May take items from the Biomorphs lists.
  • The unit may take a Tyrannocyte as a Dedicated Transport.

Dactylis Brood

Fluff:

Hivemind's standard approach towards siege operations usually include subterranean or aerial distraction strike, followed by the massed frontal assault, lead by heavily armored Carnifexes, meant to soak enemy firepower and ram through the gates or even walls. Though against the most havilyy fortified points of the Imperium and Orks these attacks have proven to be too costly, mainly due to the absurd amount of heavy ordnance they deploy. To counter this, hive mind breed it's own heavy ordnance, in a form of Dactylis.
Based on the simple and easy to to produce Carnifex genus, Dactylis is nothing like its progenitor. Slow and sluggish, it prefers to keep as long distance from its foes as possible, and usually tries to hide and flee if left on its own. Its weapon limbs get transformed into massive plates of ablative armour, almost useless in close combat, but invaluable at protecting it from enemy firepower. Armed with a massive spore launcher biomorph on it's back, Dactyis uses its oversized chem glands to fill both the spores and the weapon's barrel with compressed bio-plasma, and then detonate it to launch the spore with a force, rivaled only by the heavy artillery of humans. Though neither the launching process, nor the chem glands of the Dactylis proven to be stable, the usefulness of this siege beast and the ease with producing it totally compensate these weaknesses.

Modeling notes

A Dactylis should be represented with a Carnifex base body with massive bio-cannon on its back, skin sacs, meant to represent bio-plasmic chem glands, sticking off it's sides or back, and its weapon limbs replaced by the armour plates, covering the front of the model. Final result should look like this

170 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Dactylis 2 3 6 6 4 1 1 7 3+ Monstrous Creature 1 Dactylis


Biomorphs:

  • Bio-plasmic spore launcer
  • Stinger salvo

Special Rules:

  • Fearless
  • Instinctive Behaviour (Lurk)
  • Slow and Purposeful
  • Heavy Launcher: Dactylis can only fire its bio-plasmic spore launcher if it does not move in its Movement phase. It cannot declare a charge during the same turn that it fires its bio-plasmic spore launcher.
  • Siege Plating: Dactylis base should have a clear marker, representing the creature's front facing - all ranged attack, comming at the Dactylis Brood from the front 180° ark of the majority of the models in the Brood lose one point of Strengths and AP (for example, S9 AP2 Lascannon hit as S8 AP3).
  • Bio-Plasmic Leak: When Dactylis loses a wound from the hit, not affected by the Siege Plating rule, roll D6 - on the result of 1 or 2 Dactylis deal Strength 3 AP 2 automatic hit to each model in base contact with it (friend or foe), and loses one extra Wound with no saves of any kind allowed. This extra wounds lost do not trigger this rule.
  • Synaptic Spotters: If the Dactylis Brood is within Synapse range, and any other friendly Codex: Tyranids model that is within Synapse range can draw a line of sight to their target, Dactylis Brood bio-plasmic spore launcher blast template scatters only D6" rather than 2D6, and count target as being within Dactylis line of sight, even if it's not.

Options:

    • All models may take one of the following mutations: (WS:10/BS:20/S:10/T:20/W:20/I:10/A:10/Ld:20/Sv:30/Psy:-/Syn:-)
  • May include up to 2 additional Dactylis - 170 pts./model
  • Any model may take items from the Biomorphs list.

Tyrannocyte

75 pts

WS BS S T W I A Ld Sv Unit Type Composition
Tyrannocyte 2 2 5 5 6 3 3 8 4+ Monstrous Creature 1 Tyrannocyte


Biomorphs:

  • 5 Deathspitters

Special Rules:

  • Deep Strike
  • Fearless
  • Instinctive Fire
  • Drifting Death: The Tyrannocyte cannot Run or charge. They can consolidate but may not make a Sweeping Advance.
  • Transport Spore: The Tyrannocyte may transport models, and count as an open-topped transport vehicle with transport capacity of 20 models, though Monstrous Creatures with 5 or less wounds take 10 space (note that the redundant organs mutation does NOT affect this), and 6 wound (or above) monstrous creatures - 20 space. Passengers must disembark Mycetic Spore the turn it enters from Reserves.
  • Guided Descent: When a Tyrannocyte deploys via Deep Strike, if it scatters on top of impassable terrain or another model (friend or foe), reduce the scatter distance by the minimum required to avoid the obstacle.

Options:

    • All models may take one of the following mutations: (WS:5/BS:10/S:5/T:20/W:10/I:5/A:5/Ld:5/Sv:15/Psy:-/Syn:-)
  • May replace all five deathspitters with:
- Five barbed stranglers ····································· 25 pts.
- Five venom cannons ········································ 25 pts.

Lords of War

Special Rules

Agile: In the Shooting phase models with this rule may choose to:

  • Fire all of its weapons.
  • Fire only one of its weapons and then Run.
  • Fire no weapons and Run twice
  • Fire no weapons, Run once and Charge in the following Assault phase

Weapon Biomorphs

  • Bio-acid Spray
Range S AP Type
Hellstorm 5 3 Assault 1, Blind

  • Bio-Cannon(X)
Range S AP Type
Stream 48" 10 1 Assault 3X*,
Blast 48" 10 1 Assault X*, Large Blast

* Different bio-cannons have different rate of fire, stated in their name on the model profile - for example, bio-cannon(2) is an assault 2 in blast mode, and assault 6 in stream mode.
  • Bio-Lightning Pulse
Range S AP Type
24" 5 5 Assault 24

  • Bio-Plasma Torrent
Range S AP Type
Hellstorm 7 2 Assault 1

  • Spine-Cloud Spray
Range S AP Type
48" 7 4 Assault 6, Skyfire, Twin-linked

Upgrade Biomorphs

  • Destroyer Field: While model with this biomorph is within Synapse range, it can halve the number of its close combat attacks to gain the Destroyer special rule for it's close combat attacks.
  • Cellular Bolster: While model with this biomorph is within Synapse range, it cannot lose more than one wound per each hit taken.
  • Gargantuan Warp Shield: Model with this biomorph have 6+ invulnerable save, which is improved to 4+ if the model is within synapse range.
  • Incendiary Ichor: Wherever a model with this biomorph suffers an unsaved wound in the Fight sub-phase, place a large blast template in a base contact with it. All non-vehicle models under this template (friend or foe) suffer a wound with now armor or cover saves allowed. Vehicle models under that template suffer D3 glancing hist with no cover saves allowed. All wounds, caused for this biomorph count for combat resolution.
  • Psy-Catalyst: While model with this biomorph is within Synapse range, it's Bio-Cannons gain Destroyer special rule in Blast mode.
  • Spore Cloud: Model with this biomorph has the Shrouded special rule. At the initiative step 10 all enemy models in base contact with this model suffer Strength 1 AP- hit with the Poisoned (4+) special rule.
  • Synaptic Regeneration: If at the start of its movement phase a model with this biomorph is within Synapse range, roll a D6 for each Wound he lack to it's maximum Wound characteristic - on each result of 5+ the model regains one Wound.
  • Transport Chamber: Model with this biomorph can transport Codex: Tyranids units and counts as transport vehicle with transport capacity of 10 and the Assault Vehicle special rules for that purpose. This model cannot transport extremely bulky models.
  • Transport Sacs: Model with this biomorph can transport Codex: Tyranids units and counts as transport vehicle with transport capacity of 20 and the Assault Vehicle special rules for that purpose. This model cannot transport extremely bulky models.
  • Transport Hooks: Model with this biomorph can transport Codex: Tyranids units with jump infantry type and counts as transport vehicle with transport capacity of 40 and the Assault Vehicle special rules for that purpose. This model cannot transport extremely bulky models. If this model is hit by a Template or Blast weapon, it's passengers suffer D6 automatic hits with this weapons profile. Passengers may disembark this model at the end of the movement phase even if it's Swooping - in this case nominate one point, over which this model moved in this turn, and place disembarked unit there like it's performing Deep Strike, though they scatter only D6" instead of the usual 2D6". If this model is destroyed while Swooping, disembark all off it's passenger like above, except they scatter 2D6".

Units

The Swarmlord

310 pts.

WS BS S T W I A Ld Sv Unit Type Composition
The Swarmlord 9 4 6 6 4 6 4 10 3+ Monstrous Creature (C) 1 (Unique)


Apex Biomorphs:

  • Bone Sabres:
The Swarmlord has two pairs of Bone Sabres. Each pair counts as a Melee weapon with the following profile:
Range S AP Type
- User 2 Melee, Instant Death, Parry, Blade Fury, Shieldbreaker

Parry: The Swarmlord, while equipped with two sets of Bone Sabres, has a 4+ invulnerable save during Fight subphase of the Assault Phase. If for some reason he loses one of these sets, this invulnerable save is reduced to 5+.
Blade Fury: The Swarmlord, equipped with two sets of Bone Sabres may forgo all of his attacks in close combat to deal an automatic hit to each enemy model in a base contact with it. If for some reason he loses one of these sets, it still may deal hits to all models in a base contact with it, but must roll to hit for each instead of hitting automatically.
Shieldbreaker: Successful invulnerable save against wounds caused by two sets of Bone Sabres must be re-rolled. If for some reason the Swarmlord loses one of these sets, only invulnerable saves with the result of 6 must be re-rolled.

Special Rules:

  • Eternal Warrior
  • Psyker (Mastery Level 3)
  • Know No Honor
  • Shadow in the Warp
  • Synapse Creature
  • Aeons of Experience: The Swarmlord may generate two warlord traits with the option to reroll and choose from the preferred result, from one or different warlord trait charts. Alternatively may choose to generate mind eater and synaptic lynch-pin warlord traits. If your list is battleforged, generate an additional warlord trait.
  • Alien Cunning: Whilst the Swarmlord is alive, you must add 1 to your Reserve Rolls.
  • Psychic Monstrosity: The Swarmlord's synapse range and shadow in the warp range are increased by 6".
  • Swarm Leader: At the beginning of your turn, choose either the Swarmlord’s unit, or one friendly unit from Codex: Tyranids within the Swarmlord's synapse range. Then, choose one of the following special rules: Furious Charge, Monster Hunter, Tank Hunter, or Preferred Enemy. The chosen unit has that special rule until the end of the turn.
  • Suppress Instincts: All Codex:Tyranids units within the Swarmlord's synapse range can voluntarily go to ground, despite being Fearless, unless some other rules prevent them from going to ground. Once per game all Codex:Tyranids units within the Swarmlord's synapse range that has gone to ground may move, shoot and charge normally, while they remain within synapse range.
    • Bullet Screening: Any Termagant, Hormagaunt or Gargoyle Brood within the Swarmlord's synapse range may make Look Out Sir! rolls for any friendly Codex:Tyranids units behind it as if they were part of the targeted unit.

Options:

    • All models may take one of the following mutations: (WS:10/BS:5/S:10/T:20/W:20/I:15/A:20/Ld:-/Sv:30/Psy:30/Syn:40)
  • May take items from the Biomorphs lists.
  • May take any of the following:
- Prehensile pincer ······································· 10 pts.
- Flesh hooks ··············································· 15 pts.
  • The Swarmlord, and it's unit of Tyrant Guard (if it is a brood of three or less) may take a Tyrannocyte as a Dedicated Transport.

Scythed Hierodule

400 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Scythed Hierodule 4 3 10 8 8 3 6 10 3+ Gargantuan Creature 1 Scythed Hierodule


Biomorphs:

  • Two pairs of scything talons
  • Bio-acid spray

Special rules:

  • Agile
  • Reaping: For each model, removed as a causality due to Scythed Hierodule's attacks in close combat, he may immediately perform one additional attack. These additional attacks do generate additional attacks themselves.
  • Stampede: Scythed Hierodule may move, run or charge through enemy units that does not include vehicles, mostrous creatures or gargantuan creatures. This is performed exactly like a tank shock, except tank shocked unit suffers a D6 Strength 10 AP- hits when Scythed Hierodule moves through it. If the unit choose to perform Death or Glory, it instead suffers 2D6 Strength 10 AP- hits, and Death or Glory attack counts as succesful only if it kills the Scythed Hierodule.

Options:

  • May take up to three biomorphs from the following list:
- Transport chamber ······································ 15 pts.
- Cellular bolster ············································ 15 pts.
- Destroyer field ············································· 30 pts.
- Gargantuan warp shield ······························· 40 pts.
- Spore cloud ················································ 40 pts.
- Synaptic regeneration ·································· 45 pts.

Barbed Hierodule

480 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Barbed Hierodule 4 3 10 8 7 3 5 10 3+ Gargantuan Creature 1 Barbed Hierodule


Biomorphs:

  • Scything talons
  • Two bio-cannons(2)

Special rules:

  • Agile

Options:

  • May take up to three biomorphs from the following list:
- Transport chamber ······································ 15 pts.
- Cellular bolster ············································ 15 pts.
- Bio-plasma torrent ······································· 30 pts.
- Gargantuan warp shield ······························· 40 pts.
- Spore cloud ················································ 40 pts.
- Synaptic regeneration ·································· 45 pts.
- Psy-catalyst ··············································· 50 pts.

Harridan

730 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Harridan 4 5 10 8 8 3 4 10 3+ Flying Gargantuan Creature 1 Harridan


Biomorphs:

  • Scything talons
  • Two bio-cannons(2)
  • Transport hooks

Special rules:

  • Skilled Flyer: Harridan may re-roll failed Grounding tests.
  • Predator of the Skies: Harridan's Vector Strike deals D3 hits, or D6 if the target is a Swooping Flying Monstrous Creatures, Swooping Flying Gargantuan Creatures, Zooming Flyers and Zooming Super-heavy Flyers.

Options:

  • May take any biomorph from the following list:
- Cellular bolster ············································ 20 pts.
- Gargantuan warp shield ······························· 50 pts.
- regeneration ·································· 55 pts.
- Psy-catalyst ··············································· 80 pts.

Hierophant

950 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Hierophant 6 4 10 9 10 3 8 10 2+ Gargantuan Creature 1 Hierophant


Biomorphs:

  • Scything talons
  • Lash whips
  • Two bio-cannons(3)
  • Synaptic regeneration
  • Spore cloud
  • Gargantuan warp shield

Special rules:

  • Agile
  • Strider: Hierophant may move, run and charge through enemy units that does not include super-heavy vehicles or gargantuan creatures. All units, over which it moves suffer a number of Strength 1, AP- hits with Poisoned (4+) special rule, equal to the number of models in this unit over which Hierophant's base moved. At the stat of it's movement phase Hierophant may leave close combat its locked in, if there is no enemy gargantuan creatures, flying gargantuan creatures or super-heavy walkers in that combat.

Options:

  • May take up to four biomorphs from the following list:
- Incendiary ichor ··········································· 25 pts.
- Transport sacs ············································ 30 pts.
- Bio-plasma torrent ······································· 30 pts.
- Cellular bolster ············································ 40 pts.
- Spine-cloud spray ······································· 40 pts.
- Destroyer field ············································· 50 pts.
- Psy-catalyst ··············································· 80 pts.

Viragon

Fluff:

First seen as a massive, reaver titan sized Trygon like beast tore into an entire Titan legion on it's own, ripping apart the god machines in a ravenous frenzy to tear a hole through the Adeptus Mechanicus lines and open a path for the forces of Hive Fleet Leviathan to bring about the fall of Megyre. Single mindedly devoted to the task of putting an end to the manufacturing of weapons on Megyre after the Hive Mind determined that the destruction of such a major forgeworld would render countless other worlds easy prey, the creature ignored pain and injury and laid waste to dozens of Titans and Leviathans. It's surprising speed allowing it to rapidly lock itself into combat with the dreadful god machines and rolling cathedrals of the machine cult.

The vaunted shielding that they so relied on proved useless when faced with a foe so close to it, the forty meter tall serpentine monstrosity hacking off massive limbs and ripping into plasma cores while weaving around mighty chainfists and bayonets and pushing past the fire of defensive batteries in it's mad frenzy to rid the world of it's potent defenders. It's wounds sealing themselves as it went from god machine to god machine, systematically destroying them all before throwing itself at the Bastion walls that presented the final obstacles to the planet's destruction by the hive mind.

Pushing past the techno-sorcery and unmatched firepower that only a major forgeworld could bring to bear, the Creature launched itself at the shielded walls and hammered at them relentlessly, slamming it's claws and jaws into the shields and adamantium structure with no regard for the injuries it was suffering. Even as chunks of it's flesh were ripped asunder and it's warp shield collapsed it kept on slamming into the wall. Finally, a hellstorm blast tore out it's heart and ended it's life, but not before it tore down a massive chunk of the wall.

But like other supposedly unique Tyranid organisms, this creature has an odd habit of appearing wherever it would be useful, once again hacking into the largest machines and monsters of it's foes, killing huge Daemons, Squiggoths, Gargants, Titans, and massive tanks all alike in service to the eternal hunger of it's species.

Modeling notes

TBD in full, but what we've seen of it in Conquest looks like a Tyrannofex's head and front two legs, with a Mawloc's tail growing out of its chin

1250 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Viragon 9 3 10 8 8 5 10 10 2+ Gargantuan Creature 1 Viragon


Biomorphs:

  • Two pairs of Scything talons
  • Bio-lightning pulse
  • Destroyer field
  • Synaptic regeneration
  • Gargantuan warp shield

Special rules:

  • Agile
  • Deep Strike
  • Feel No Pain (4+)
  • Fleet
  • Rampage
  • Destroyer Beast: Viragon may activate its destroyer field even if its out of synapse range.
  • Titan Crusher: Viragon may attempt to assault gargantuan creatures, gliding flying gargantuan creatures or super-heavy vehicles in the turn it enters from Reserve.
  • Burrow: An unengaged Viragon can, at any point during its Movement phases from the second game turn onwards, elect to burrow. If it does so, remove it from the table and place it into Ongoing Reserves. A Viragon cannot Deep Strike and Burrow in the same turn.
  • Quake Assault: When arriving from Deep Strike Reserve, a Viragon can choose to Deep Strike onto a point occupied by another model (friend or foe) – roll for scatter as normal. If a Mawloc Deep Strikes onto a point occupied by another model, do not roll on the Deep Strike Mishap table. Instead, place the apocalyptic blast marker directly over the spot the Viragon is deep striking onto. All units except Flyers and Flying Monstrous Creatures beneath the blast marker suffer a number of Strength 10 AP2 hits with the Ignores Cover special rule equal to twice the number of models that unit has underneath the blast marker. If the blast marker is on a multi-level ruin, only models on the lowest level of the ruin count as being under the blast marker. For Wound allocation purposes, assume the attack is coming from the center of the blast marker. Hits against vehicles are resolved against their side armour.
If, after removing casualties, it is now possible to place the Viragon on the table on the spot where the blast marker landed, then do so, even if this is within 1" of another model (but not if it would be in base contact with, or occupying the same space as, another model). If it is not possible to place the Viragon, replace the large blast marker on the spot and resolve another round of damage as detailed above. If, after removing casualties for a second time, it is still not possible to place the Viragon, move enemy models that prevent it to be placed away from the Viragon, until it could be placed normally.
At their next turn after Viragon Deep Strikes, all enemy models within 24" of it treat all terrain (including open ground) as Difficult Terrain.

Options:

  • May take up to three biomorphs from the following list:
- Incendiary ichor ··········································· 25 pts.
- Transport sacs ············································ 30 pts.
- Bio-plasma torrent ······································· 30 pts.
- Cellular bolster ············································ 40 pts.
- Spine-cloud spray ······································· 40 pts.
- Spore cloud ················································ 50 pts.

Dominatrix

2250 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Dominatrix 8 4 10 10 16 4 8 10 2+ Gargantuan Creature (C) 1 Dominatrix


Biomorphs:

  • Two pairs of scything talons
  • Twin-linked bio-cannon(5)
  • Psy-catalyst
  • Synaptic regeneration
  • Destroyer field

Special Rules:

  • Psyker (Mastery Level 4)
  • Feel No Pain
  • Know No Honor
  • Shadow in the Warp
  • Synapse Creature
  • Dominatrix Warp Field: Dominatrix have a 3+ invulnerable save.
  • Synaptic Domination: Dominatrix' synapse range is 36".
  • Source of Power: At the start of her movement phase Dominatrix may choose to halve her synapse range, to activate her destroyer field until the start of her next movement phase, without halving her attacks number.
  • Hive Mind's Nexus: The Dominatrix automatically knows all powers from the Hive Mind's Control and Hive Mind's Wrath disciplines, and pass her psychic tests on 2+. She cannot manifest more than 5 psychic power per turn though.
  • Monstrous Progenitor: The Dominatrix may spawn monstrous creatures at her Movement phase before she has moved, even if she is locked in assault. On the turn she spawns a monstrous creature, she loses her Dominatrix Warp Shield untill the start of her next turn. The new unit must be placed no more than 6" from the Dominatrix and may not be placed in impassable terrain, on top of another model or within 1" of an enemy unit. Every turn she spawns a monstrous creature, roll a die. On a 5+, she may spawn no more for the rest of the game. The model spawned may not move or assault, but may shoot or run in the shooting phase.
The Dominatrix may spawn the following units of your choice, though each time she does this, she loses a number of Wounds, in the brackets with no saves of any kind allowed:
  • D3-1* Crinis (1)
  • D3 Carnifexes with double scything talons, and bio-plasma (1)
  • D3 Carnifexes with crushing claw, wrecking ball, carapace chitin-rams and the Hardened Carapace mutation (+1 Toughness) (2)
  • D3 Carnifexes with double twin-linked devourers with brainleech worms (2)
  • D3-1* Dactylis (2)
  • 1 Ecorcine (1)
  • 1 Tyranofex with Acid Spray and thorax weapon of your choice (2)
  • 1 Tyranofex with Ruptire Cannon and improved vision mutation (2)
* to the minimum of one

Options:

  • May take up to four biomorphs from the following list:
- Incendiary ichor ··········································· 25 pts.
- Transport sacs ············································ 30 pts.
- Bio-plasma torrent ······································· 30 pts.
- Spine-cloud spray ······································· 40 pts.
- Spore cloud ················································ 50 pts.
- Cellular bolster ············································ 60 pts.

Fortifications

Tyranid detachments have access to regular Fortifications (but only to a maximum of one, and even then only if you take a genestealer), as well as ones from the list below. Tyranid primary detachment may take up to two additional fortifications from the list below. Tyranid allied detachment may take up to one additional fortification from the list below. Do note, these fortification slots cannot be filled with non-tyranid fortifications. In addition for every forfification you take one Hive Guard Brood may be taken without occupying Elite slot.

Spawning Pool

50 pts.
Spawning Pool is a Swamp area terrain no more than 7"x7" board. It also can be targeted by weapons with Blast or Template special rules, and counts as a model with T5, W2 and Sv4+ for these purposes. When a Spawning Pool loses its last wound it loses its Ripper Spawner special rule, and becomes a regular Swamp.

  • Ripper Spawner: At the start of each of your Movement phases roll a D3, and add these number of Ripper Swarm bases anywhere within 3" of the Spawning Pool - these bases could be included into already existing Ripper Swarm Broods, if they can be placed in unit a coherency with them, or form a new Ripper Swarm Brood. If any of thise models cannot be placed, because there is no available place or you run out of Ripper Swam bases, remove them as causalities.

Spore Chimneys

100 pts.
Spore Chimneys is a set of three Battlefield Debris pieces no more than 2"x2" board and 5" higheach. Those pieces may be deployed separately. They also can be targeted by ranged weapons or assaulted like, they are a Gun Emplacements with T8, W4 and Sv3+ each. When a Spore Chimney loses ts last wound it loses its Spore Cloud special rule, and becomes a regular Battlefield Debris.

  • Spore Cloud: All models within 6" of a Spore Chimney gain 6+ cover save and may re-roll failed cover save rolls. At the start of any shooting phase all non-Tyranid units within 6" of a Spore Chimney suffer a number of hits with Strength 1, AP5, Poisoned (3+) and Ignores Cover special rules equal to the number of models within 6" of a Spore Chimney, resolved as a shooting attack from the Spore Chimney.

Capillary Towers

100 pts.
Capillary Towers is a set of three Battlefield Debris pieces each no more than 3"x3" board and as high as you want (count as unlimited height). Those pieces may be deployed separately. They also can be targeted by ranged weapons or assaulted like, they are a Gun Emplacements with T9, W6 and Sv2+ each. When a Capillary Tower loses its last wound it loses its Biomass Transponder special rule, and becomes a regular Battlefield Debris, and a Tyranid Player who controls it loses one Victory Point.

  • Biomass Transponder: If you have at least one functioning Capillary Tower on the board, each time one of your units with Instinctive Behavior (Feed) special rule destroys an enemy unit in close combat or force to retreat, give a Feed token to that unit. Units with a Feed token count Capillary Tower as an Objective marker, which grants 3 Victory Points at the end of each of his turns if scored. Each time it grants Victory Points, remove one Feed token from one of the units scoring the Capillary Tower.

Sporocyst

75 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Sporocyst 2 2 5 5 6 3 3 8 4+ Monstrous Creature 1 Sporocyst


Biomorphs: 5 Deathspitters

Special Rules:

  • Fearless
  • Infiltrate
  • Instinctive Fire
  • Immobile Pod: A model with this special rule cannot move. It can never go to ground (voluntarily or otherwise) and cannot consolidate or make a sweeping advance.
  • Psychic Resonator: Any friendly Synapse Creature within 6" of this model adds 6" to its synapse range.
  • Spore Node: A model with this special rule can produce a Spore Mine Cluster with three Spore Mines or one Mucolid Spore in the Shooting phase, in addition to any attacks it makes. Place the Spore Mines wholly within 6" of the model, in unit coherency and not in impassable terrain or within 1" of an enemy model. After they are placed, the Spore Mines are treated as a separate unit for the rest of the battle.

Options:

    • All models may take one of the following mutations: (WS:5/BS:10/S:5/T:20/W:10/I:5/A:5/Ld:5/Sv:15/Psy:-/Syn:-)
  • May replace all five deathspitters with:
- Five barbed stranglers ····································· 25 pts.
- Five venom cannons ········································ 25 pts.

Reference tables

  • Melee Weapons
Range S AP Type
Boneswords - User 3 Melee, Life Drain, Parry
Bonesword and Lash Whip - User 3 Melee, Life Drain, Parry, Constrict
Crushing Claws - +1 2 Melee, Armourbane, Unwieldy, Crusher
Crushing Claw and Wrecking Ball - +1 2 Melee, Armourbane, Unwieldy, Wrecker, Sweep
Lash Whips - User - Melee, Constrict
Rending Claws - User 5 Melee, Diamantine Tips
Scything Talons - User 6 Melee, Slashing Attacks
Sickle Claws - User 2 Melee, Sickle Strike
Grasping Talons - +1 2 Melee, Spine-Maw Strike
Thorax Spine-Maw - +4 1 Melee, Instant Death, Digestion Spine

  • Ranged Weapons
Weapon Range S AP Type
Acid Spray Template 6 4 Assault 1, Torrent, Dissolve
Bio-electric pulse 18" 5 5 Assault 6, Lightning Shock
Bio-electric pulse with containment spines 18" 5 5 Assault 12, Lightning Shock
Bio-Plasma 18" 7 2 Assault 1, Blast, Maw Cannon
Bio-Plasmic Cannon
-Single Shot 36" 7 2 Assault 1, Large Blast
-Barrage 36" 7 2 Assault 3, Blast
-Fusillade 36" 7 2 Assault 6
Cluster Spines 18" 5 - Assault 1, Large Blast
Deathspitter 18" 5 5 Assault 3
Deathspitter with deathscreamer grubs 18" 7 5 Assault 6
Devourer 18" 4 - Assault 3, Neural Agony
Devourer with brainleech worms 18" 6 - Assault 4, Neural Agony
Drool Cannon
-Torrent Template 5 3 Assault 1, Torrent
-Split 18" 6 3 Assault 2, Sticky Ooze
Desiccator larvae Template 1 - Assault 1, Fleshbane, Thorax
Electroshock grubs Template 5 5 Assault 1, Haywire, Thorax
Shreddershard Beetles Template 3 - Assault 1, Rending, Shred, Thorax
Bloodseeker Flies Template 1 - Assault 1, Blind, Thorax
Mindflayer Worms Template 4 - Assault 1, Neural Agony, Thorax
Flamespirt Cannon Template 5 4 Assault 1, Torrent
Fleshborer 12" 4 5 Assault 1
Fleshborer hive 18" 4 5 Assault 20, Rending
Grasping Tongue 12" 6 2 Assault 3, Ignores Cover, Gulp!
Impaler Cannon 24" 8 3 Assault 2, Homing, Ignores Cover
Rupture Cannon 48" 10 2 Assault 2, Chain Reaction
Shock Cannon 24" 5 5 Assault 1, Blast, Homing, Haywire
Spike Rifle 24" 3 5 Assault 1
Spinefist 12" 3 5 Assault X*, Twin-Linked
Heavy Spinefist 12" 5 5 Assault X*, Twin-Linked
Stinger Salvo 18" 5 4 Assault 4
Strangleweb Template 2 6 Assault 1, Pinning, Shred
Barbed Strangler 36" 4 5 Assault 1, Shred, Large Blast, Pinning
Stranglethorn Cannon 36" 6 4 Assault 1, Shred, Large Blast, Pinning
Tentalclid 36" 5 5 Assault 1, Haywire, Pinning, Seeking, Independent Missiles, One use only
Venom Cannon
-Single Shot 36" 7 4 Assault 1, Blast
-Salvo 36" 7 4 Assault 2
Heavy Venom Cannon
-Single Shot 36" 9 3 Assault 1, Blast
-Salvo 36" 9 3 Assault 2


  • Models
Name WS BS S T W I A Ld Sv Unit Type
Hive Tyrant 8 4 6 6 4 5 4 10 3+ Monstrous Creature (C)
Tyrant Guard 3 3 5 6 2 4 2 7 3+ Infantry
Alpha Warrior 5 3 4 4 3 4 3 10 3+ Infantry
Malanthrope 3 3 5 5 4 5 3 10 3+ Infantry (C)
Trygon Prime 6 4 6 6 6 5 5 10 3+ Monstrous Creature (C)
Tervigon 3 3 5 6 6 2 3 10 3+ Monstrous Creature (C)
Tyranid Prime 6 4 5 5 3 5 4 10 3+ Infantry (C)
The Swarmlord 9 4 6 6 4 6 4 10 3+ Monstrous Creature (C)
The Parasite of Mortex 5 3 6 4 3 6 4 10 3+ Jump Infantry (C)
Old One Eye 4 4 10 6 5 2 5 9 2+ Monstrous Creature
Tyranid Warrior 5 3 4 4 3 4 3 10 4+ Infantry
Genestealer 6 2 4 4 1 6 2 10 5+ Infantry
Broodlord 7 2 5 5 3 7 4 10 4+ Infantry (C)
Termagant 3 3 3 3 1 4 1 6 6+ Infantry
Hormagaunt 3 3 3 3 1 5 2 6 6+ Infantry
Ripper Swarm 2 2 3 3 3 2 4 5 6+ Infantry
Tyrannocyte 2 2 6 5 6 3 3 8 4+ Monstrous Creature
Hive Guard 3 3 5 6 2 2 2 7 4+ Infantry
Zoanthrope 3 4 4 4 2 3 1 10 5+ Infantry
Doom of Malan'tai 3 4 4 4 3 3 1 10 4+ Infantry
Venomthrope 3 3 4 4 2 3 1 6 5+ Infantry
Lictor 6 3 6 4 3 6 3 10 5+ Infantry
Deathleaper 9 3 6 4 3 7 4 10 5+ Infantry (C)
Pyrovore 3 3 4 4 3 2 2 6 4+ Beasts
Ymgarl Genestealer 6 2 4 4 1 6 2 10 4+ Infantry
Ymgarl Broodlord 7 2 5 5 3 7 4 10 3+ Infantry (C)
Haruspex 3 3 6 6 5 3 3 7 3+ Monstrous Creature
Crinis 5 3 6 6 4 5 5 7 3+ Monstrous Creature
Dimachaeron 8 3 6 6 6 6 5 10 3+ Monstrous Creature (Leaper)
Tyranid Shrike 5 3 4 4 3 4 3 10 5+ Jump Infantry
Ravener 5 3 4 4 3 5 4 6 5+ Beasts
The Red Terror 6 3 5 5 3 5 5 8 4+ Beast (C)
Gargoyle 3 3 3 3 1 4 1 6 6+ Jump Infantry
Sky-Slasher Swarm 2 2 3 3 3 2 4 5 6+ Jump Infantry
Laius Horror 3 3 6 6 4 4 4 6 4+ Monstrous Creature
Harpy 3 3 5 5 5 5 3 10 4+ Flying Monstrous Creature
Hive Crone 3 3 5 5 5 5 3 10 4+ Flying Monstrous Creature
Frag Mine - - 1 1 1 1 - 1 - Infantry
Toxin Mine - - 1 1 1 1 - 1 - Infantry
Acid Mine - - 1 1 1 1 - 1 - Infantry
Char Mine - - 1 1 1 1 - 1 - Infantry
Carnifex 3 3 9 6 4 2 3 7 3+ Monstrous Creature
Biovore 3 3 4 4 3 2 2 6 4+ Infantry
Trygon 5 3 6 6 6 4 5 8 3+ Monstrous Creature
Mawloc 3 0 6 6 6 4 3 8 3+ Monstrous Creature
Exocrine 3 3 6 6 5 4 3 7 3+ Monstrous Creature
Tyrannofex 3 3 6 6 6 4 3 8 2+ Monstrous Creature


Special Rules

Sticky Ooze: When fired on the front or side armour of Flyers, Weapons with this special rule are AP1 and have the Armourbane special rule. Hits from weapons with this special rule also force -1 penalty to Grounding tests when firing on swooping Flying Monstrous Creatures.
Neural Agony: A unit that received an unsaved wound from one or more weapons with this special rule suffers a -1 Leadership penalty until the end of the phase.
Maw Cannon: Weapons with this special rule do not count towards the maximum number of weapons fired per shooting phase. In close combat Weapons with this special rule grant one additional attack at S7 AP2, resolved at Initiative step 1.
Dissolve: Enemy models suffer -1 penalty to their armour save throws against wounds caused by weapons with this special rule (for example, models with 3+ armour save only save on a 4+, though AP4 still wouldn't penetrate their armour). For each vehicle hit by a weapon with this special rule, roll a D6 before rolling for armour penetration. On a 3+ the vehicle loses one point of armour from all facings for the rest of the game.
Punch Guns get one shot for every Attack on the unmodified characteristic profile of the Tyranid creature firing them. For example, a Termagant (1 Attack) fires 1 shot while a Ravener (3 Attacks) fires 3 shots.