Codex - Tyranids Angry Alien Edition: Difference between revisions

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====BIOLOGICAL RELICS====
====BIOLOGICAL RELICS====
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.:
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 ...''x pts''
:: - The Maw-claws of Thyrax ...''15 pts''
:: - The Miasma Cannon ...''x pts''
:: - The Miasma Cannon ...''25 pts''
:: - The Norn Crown*2 ...''x pts''
:: - The Norn Crown*2 ...''35 pts''
:: - The Ymgarl Factor*2 ...''x pts''
:: - The Ymgarl Factor*2 ...''40 pts''
:: - The Reaper of Obliterax ...''x pts''
:: - The Reaper of Obliterax ...''45 pts''
* *1 One per model. A model cannot have both a stranglethorn cannon and a heavy venom cannon.''
* *1 One per model. A model cannot have both a stranglethorn cannon and a heavy venom cannon.''
* *2 Does not replace the model’s scything talons and so can be taken in addition to any other weapon/upgrade.''
* *2 Does not replace the model’s scything talons and so can be taken in addition to any other weapon/upgrade.''

Revision as of 18:58, 7 January 2017

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TYRANIDS WARGEAR LIST

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 ...15 pts
- Stranglethorn cannon*1 ...10 pts
- Deathspitter with deathscreamer grubs ...15 pts
- Heavy venom cannon*1 ...10 pts

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

All models in a unit 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/model
- Amphibious adaptations ...1/3 pts/model
- Wide-spectrum retinas ...1/3 pts/model
- Enchanced leg muscles ...2/5 pts/model
- Psychic bio-crystals ...2/5 pts/model
- Serrated blades ...2/5 pts/model
- Adamantine tusks ...5 pts/model
- Antidote glands ...-/5 pts/model
- Echolocation ...2/5 pts/model
- Spring coil musculature ...3/10 pts/model
- Toxin sacs ...3/10 pts/model
- Feeding frenzy trigger ...3/15 pts/model
- Acid blood ...5/15 pt/model
- Adrenal glands ...5/15 pts/model
- Regeneration ...10/30 pts/model
- Dopamine injector ...10/30 pts/model
- Four-dimensional thought patterns ...10/30 pts/model

THORAX BIOMORPHS

A model may take up to one of the following:

- Electroshock grubs ...10 pts
- Desiccator larvae ...10 pts
- Shreddershard beetles ...10 pts

BIOLOGICAL RELICS

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 Norn Crown*2 ...35 pts
- The Ymgarl Factor*2 ...40 pts
- The Reaper of Obliterax ...45 pts
  • *1 One per model. A model cannot have both a stranglethorn cannon and a heavy venom cannon.
  • *2 Does not replace the model’s scything talons and so can be taken in addition to any other weapon/upgrade.

THE TYRANID SWARM

HQ

OLD ONE EYE

WS BS S T W I A Ld Sv
Old One Eye 3 2 8 6 4 2 6 7 3+


UNIT TYPE:

Monstrous Creature (Character)

UNIT COMPOSITION:

1 (Unique) ...x pts

WARGEAR:

  • Scything talons
  • Crushing claws
  • Regeneration
  • Thresher scythe

SPECIAL RULES:

  • Instinctive Behaviour (Feed)
  • It Will Not Die
  • Living Battering Ram
  • Rage
  • Synapse

OPTIONS:

  • May take a Tyrannocyte or a Mycetic Spore as a Dedicated Transport.

TYRANID PRIME

WS BS S T W I A Ld Sv
Tyranid Prime 5 3 4 4 3 4 4 8 5+


UNIT TYPE:

Infantry (Character)

UNIT COMPOSITION:

1 Tyranid Prime ...x pts

WARGEAR:

  • Devourer
  • Scything talons

SPECIAL RULES:

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

PSYKER:

This unit must purchase a number of psychic powers equal to its Mastery Level.

OPTIONS:

  • May take one of the following:
- Superior neural connections ...x pts
- Improved vision ...x pts
- Overgrown muscles ...x pts
- Hardened carapace ...x pts
- Redundant organs ...x pts
- Duplicated reflex chains ...x pts
- Explosive muscle action ...x pts
- Armored shell ...x pts
- Synaptic enhancement ...x pts
  • May take items from the Basic Bio-weapons, Basic Bio-cannons, Melee Bio-weapons and Biomorphs lists.
  • May take any of the following special rules:
- Alpha Warrior ...x pts
- Psyker (Mastery Level 1) ...x pts
  • Must take one of the following:
- 3+ Armor Save ...x pts
- Wings ...x pts
- Snake body ...x pts
  • May take Flesh hooks ...x pts
  • The unit must buy a number of psychic powers from the following list equal to its mastery level:
- Catalyst ...x pts/model
- Dominion ...x pts
- Onslaught ...x pts
- Horror ...x pts
- Paroxysm ...x pts/model
- Warp blast ...x pts/model

TYRANT BROOD

WS BS S T W I A Ld Sv
Hive Tyrant 8 4 6 6 3 5 4 10 3+
The Swarmlord 9 4 6 6 4 6 4 10 3+
Tyrant Guard 5 3 5 5 2 4 2 7 3+


UNIT TYPE:

Hive Tyrant and The Swarmlord

Monstrous Creature

Tyrant Guard

Infantry

UNIT COMPOSITION:

1 Hive Tyrant ...x pts

WARGEAR:

Hive Tyrant

  • Two pairs of scything talons

The Swarmlord

  • Two pairs of bone sabres
Range S AP Type
- User 2 Melee, Blade Parry, Instant Death

Blade Parry: The Swarmlord has a 4+ invulnerable save against Wounds caused by Melee weapons. This has no effect against the ranged profile of a melee weapon or attacks like Hammer of Wrath and Stomp attacks.

Tyrant Guard

  • Rending claws
  • Scything talons

WARLORD TRAIT:

  • Synaptic Lynchpin: (The Swarmlord only) Your Warlord's Synapse Range is doubled.

SPECIAL RULES:

Hive Tyrant

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

The Swarmlord

  • Alien Cunning: Whilst the Swarmlord is alive, you must add 1 to your Reserve Rolls.
  • Psyker (Mastery Level 3)
  • Know No Honour
  • Shadow in the Warp
  • Synapse Creature
  • Swarm Leader: At the beginning of your turn, choose either the Swarmlord’s unit, or one friendly unit from Codex: Tyranids within 18" of the Swarmlord. 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.

Tyrant Guard

  • Blind Rampage: If a Hive Tyrant or The Swarmlord is killed whilst part of a unit including one or more models with this special rule, all surviving models with this special rulegain the Furious Charge, Rage and Hatred special rules at the end of that turn, and keep them for the remainder of the battle.
  • Instinctive Behaviour (Feed)
  • Shieldwall: Characters in a unit that contains at least one model with this special rule automatically pass Look Out, Sir rolls.
  • Very Bulky

PSYKER:

Hive Tyrants must purchase a number of psychic powers equal to their Mastery Level. The Swarmlord knows the catalyst, dominion and horror psychic powers from the Powers of the Hive Mind discipline.

OPTIONS:

  • May include up to 5 Tyrant Guard ...x pts/model
  • One Hive Tyrant in your army may be upgraded to The Swarmlord ...x pts
  • The Hive Tyrant may take one of the following:
- Superior neural connections ...x pts
- Improved vision ...x pts
- Overgrown muscles ...x pts
- Hardened carapace ...x pts
- Redundant organs ...x pts
- Duplicated reflex chains ...x pts
- Explosive muscle action ...x pts
- Armored shell ...x pts
- Secondary brain ...x pts
- Synaptic enhancement ...x pts
  • All Tyrant Guard may take one of the following special rules:
- Superior neural connections ...x pts/model
- Improved vision ...x pts/model
- Overgrown muscles ...x pts/model
- Hardened carapace ...x pts/model
- Redundant organs ...x pts/model
- Duplicated reflex chains ...x pts/model
- Explosive muscle action ...x pts/model
- Impulse inhibitors ...x pts/model
- Armored shell ...x pts/model
  • The Hive Tyrant may take items from the Monstrous Bio-cannons, Melee Bio-weapons, Biomorphs, Thorax Biomorphs and Apex Boimorphs lists.
  • Any Tyrant Guard may replace its pair of scything talons with one of the following:
- Crushing claws ...x pts
- Lash whip and bonesword ...x pts/model
  • All Tyrant Guard may take any of the following:
- Toxin sacs ...x pts
- Adrenal glands ...x pts
  • The Hive Tyrant may take one of the following Warlord Traits:
- Intimidating Presence ...x pts

Friendly units within 12" of the Warlord can use his Leadership rather than their own.

- The Dust of a Thousand Worlds ...x pts

Your Warlord, and all friendly units within 12", have the Move Through Cover special rule.

- Target Priority ...x pts

In the Shooting phase, your Warlord and all friendly units within 12" of him reroll To Hit rolls of 1.

- Coordinated Assault ...x pts

In the Assault phase, your Warlord and all friendly units within 12" of him reroll To Hit rolls of 1.

- Tenacity ...x pts

Your Warlord has the Feel No Pain special rule.

  • The Hive Tyrant may take any of the following:
- Prehensile pincer ...x pts
- Flesh hooks ...x pts
- Bio-Plasma ...x pts
  • The Hive Tyrant and all Tyrant Guards may take monstrous wings and the Lord of Winged Horrors special rule ...x pts + y pts/model
  • The Hive Tyrant or The Swarmlord must purchase a number of psychic powers from the following list equal to its mastery level:
- Catalyst ...x pts
- Dominion ...x pts
- Onslaught ...x pts
- Horror ...x pts
- Paroxysm ...x pts
- Warp blast ...x pts
  • May take a Tyrannocyte or a Mycetic Spore as a Dedicated Transport.

TROOPS

GENESTEALER BROOD

WS BS S T W I A Ld Sv
Genestealer 6 2 4 4 1 6 2 10 5+
Broodlord 7 2 5 5 3 7 4 10 4+


UNIT TYPE:

Infantry. The Broodlord is Infantry (Character)

UNIT COMPOSITION:

5 Genestealers ...x pts

WARGEAR:

  • Rending claws

SPECIAL RULES:

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

PSYKER:

Broodlords know the horror psychic power from the powers of the hive mind discipline.

OPTIONS:

  • All models may take one of the following:
- Superior neural connections ...x pts/model
- Improved vision ...x pts/model
- Overgrown muscles ...x pts/model
- Hardened carapace ...x pts/model
- Duplicated reflex chains ...x pts/model
- Explosive muscle action ...x pts/model
- Armored shell ...x pts/model
  • May include up to fifteen additional Genestealers ...x pts/model
  • Entire unit may take Death from the Shadows upgrade ...x pts/model
  • Any model in a brood may take one of the following:
- Scything talons ...x pts
- Rending claws ...x pts
  • All Genestealers in the brood may take any of the following biomorphs:
- Serrated blades ...x pt/model
- Adrenal glands ...x pts/model
- Toxin sacs ...x pts/model
  • May add a Broodlord ...x pts
  • A Broodlord may take items from the Biomorphs list.
  • A Broodlord may take any of the following:
- Flesh hooks ...x pts
- Implant attack ...x pts

HORMAGAUNT BROOD

WS BS S T W I A Ld Sv
Hormagaunt 3 3 3 3 1 5 2 6 6+


UNIT TYPE:

Infantry

UNIT COMPOSITION:

10 Hormagaunts ...x pts

WARGEAR:

  • Scything talons

SPECIAL RULES:

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

OPTIONS:

  • All models may take one of the following:
- Superior neural connections ...x pts/model
- Improved vision ...x pts/model
- Overgrown muscles ...x pts/model
- Hardened carapace ...x pts/model
- Redundant organs ...x pts/model
- Duplicated reflex chains ...x pts/model
- Explosive muscle action ...x pts/model
- Armored shell ...x pts/model
  • May include up to twenty additional Hormagaunts ...x pts/model
  • All Hormagaunts in the brood may take any of the following biomorphs:
- Serrated blades ...x pt/model
- Adrenal glands ...x pts/model
- Toxin sacs ...x pts/model
  • May take a Tyrannocyte or a Mycetic Spore as a Dedicated Transport.

RIPPER SWARM BROOD

WS BS S T W I A Ld Sv
Ripper Swarm 2 2 3 2 4 2 4 5 6+


UNIT TYPE:

Infantry

UNIT COMPOSITION:

3 Ripper Swarms ...x pts

SPECIAL RULES:

  • Deep Strike
  • Eternal Warrior
  • Fearless
  • Instinctive Behaviour (Feed)
  • Stealth
  • Swarms

OPTIONS:

  • All models may take one of the following:
- Superior neural connections ...x pts/model
- Improved vision ...x pts/model
- Overgrown muscles ...x pts/model
- Duplicated reflex chains ...x pts/model
- Explosive muscle action ...x pts/model
- Impulse inhibitors ...x pts/model
- Armored shell ...x pts/model
  • May include up to six additional Ripper Swarms ...x pts/model
  • All models may take spinefists ...x pts/model
  • All Ripper Swarms in the brood may take any of the following biomorphs:
- Serrated blades ...x pts/model
- Toxin sacs ...x pts/model
- Adrenal glands ...x pts/model
- Echolocation ...x pt/model
- Wide-spectrum retinas ...x pts/model

TERMAGANT BROOD

WS BS S T W I A Ld Sv
Termagant 3 3 3 3 1 4 1 6 6+


UNIT TYPE:

Infantry

UNIT COMPOSITION:

10 Termagants ...x pts

WARGEAR:

  • Fleshborer

SPECIAL RULES:

  • Instinctive Behaviour (Lurk)
  • Move Through Cover

OPTIONS:

  • All models may take one of the following:
- Superior neural connections ...x pts/model
- Improved vision ...x pts/model
- Overgrown muscles ...x pts/model
- Duplicated reflex chains ...x pts/model
- Explosive muscle action ...x pts/model
- Impulse inhibitors ...x pts/model
- Armored shell ...x pts/model
  • For every ten Termagants, one may replace its fleshborer with a strangleweb ...x pts/model
  • Any model may replace its fleshborer with one of the following:
- Devourer ...x pts/model
- Spike rifle ...x pts
- Spinefists ...x pts
  • All Termagants in the brood may take any of the following biomorphs:
- Wide-spectrum retinas ...x pts/model
- Adrenal glands ...x pts/model
- Echolocation ...x pt/model
- Toxin sacs ...x pts/model
  • May take a Tyrannocyte or a Mycetic Spore as a Dedicated Transport.

TERVIGON

WS BS S T W I A Ld Sv
Tervigon 3 3 5 6 4 2 3 8 3+


UNIT TYPE:

Monstrous Creature

UNIT COMPOSITION:

1 Tervigon ...x pts

WARGEAR:

  • Stinger salvo
  • Scything talons

SPECIAL RULES:

  • Psyker (Mastery Level 1)
  • Know No Honour
  • Shadow in the Warp
  • Synapse Creature
  • Brood Progenitor: All Broods spawned by the Tervigon within 12" of the Tervigon have the Counter-attack special rule.
  • Spawn: At the start of your Shooting 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. Any models that cannot be placed are lost.
The spawned unit cannot 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. The unit counts as being part of any Detachment or Formation the Tervigon is part of.
If any double is rolled when determining the size of a spawned unit, 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.

PSYKER:

This unit must purchase a number of psychic powers equal to its Mastery Level.

OPTIONS:

  • May take one of the following:
- Superior neural connections ...x pts
- Improved vision ...x pts
- Overgrown muscles ...x pts
- Hardened carapace ...x pts
- Redundant organs ...x pts
- Duplicated reflex chains ...x pts
- Explosive muscle action ...x pts
- Armored shell ...x pts
- Secondary brain ...x pts
- Synaptic enhancement ...x pts
  • May take items from the Biomorphs*, Thorax Biomorphs and Biological Relics lists.
  • May take one of the following special rules:
- Spawn Hormagaunts ...x pts
- Spawn Gargoyles ...x pts
- Spawn Rippers ...x pts
- Spawn Sky-Slashers ...x pts
  • May replace stinger salvo with cluster spines ...x pts
  • May replace scything talons with crushing claws ...x pts
  • Must purchase a number of psychic powers from the following list equal to its mastery level:
- Catalyst ...x pts
- Dominion ...x pts
- Onslaught ...x pts
- Horror ...x pts
- Paroxysm ...x pts
- Warp blast ...x pts
  • May take a Tyrannocyte or a Mycetic Spore as a Dedicated Transport.

TYRANID WARRIOR BROOD

WS BS S T W I A Ld Sv
Tyranid Warrior 5 3 4 4 3 4 3 7 4+


UNIT TYPE:

Infantry

UNIT COMPOSITION:

3 Tyranid Warriors ...x pts

WARGEAR:

  • Devourer
  • Scything talons

SPECIAL RULES:

  • Shadow in the Warp
  • Synapse Creature
  • Very Bulky

PSYKER:

This unit must purchase a number of psychic powers equal to its Mastery Level.

OPTIONS:

  • All models may take one of the following:
- Superior neural connections ...x pts/model
- Improved vision ...x pts/model
- Overgrown muscles ...x pts/model
- Hardened carapace ...x pts/model
- Redundant organs ...x pts/model
- Duplicated reflex chains ...x pts/model
- Explosive muscle action ...x pts/model
- Armored shell ...x pts/model
- Synaptic enhancement ...x pts/model
  • May include up to six additional Tyranid Warriors ...x pts/model
  • Any model may take items from the Basic Bio-weapons, Melee Bio-weapons and Biomorphs lists.
  • For every 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 ...x pts/model
  • May take the Brotherhood of Psykers (Mastery Level 1) special rule ...x pts
  • The unit must buy a number of psychic powers from the following list equal to its mastery level:
- Catalyst ...x pts/model
- Dominion ...x pts
- Onslaught ...x pts
- Horror ...x pts
- Paroxysm ...x pts/model
- Warp blast ...x pts/model
  • May take a Tyrannocyte or a Mycetic Spore as a Dedicated Transport.

ELITES

DEATHLEAPER

WS BS S T W I A Ld Sv
Deathleaper 9 3 6 4 3 7 4 10 5+


UNIT TYPE:

Infantry

UNIT COMPOSITION:

1 (Unique) ...x pts

WARGEAR:

  • Flesh hooks
  • Rending claws
  • Scything talons

SPECIAL RULES:

  • Chameleonic Skin
  • Deep Strike
  • Fear
  • Fleet
  • Hit & Run
  • Infiltrate
  • Instinctive Behaviour (Lurk)
  • "It’s after me!": Nominate an enemy character at the beginning of the game. Whilst Deathleaper is alive, that model’s Leadership is reduced by 3.
  • Move Through Cover
  • Shrouded
  • Precision Strikes
  • Pheromone Trail
  • Very Bulky

HARUSPEX BROOD

WS BS S T W I A Ld Sv
Haruspex 3 3 6 6 5 3 3 7 3+


UNIT TYPE:

Monstrous Creature

UNIT COMPOSITION:

1 Haruspex ...x pts

WARGEAR:

  • Grasping tongue
  • Crushing claws
  • Acid blood

SPECIAL RULES:

  • Fearless
  • Instinctive Behaviour (Feed)
  • Feeder-beast: If a Haruspex inflicts at least one unsaved Wound during a player turn, then at the end of that player turn it recovers a single Wound lost earlier in the battle.
  • Fuel for Rampage: For each unsaved Wound inflicted by a model with this special rule with its regular Attacks it may immediately make one additional Attack. These Attacks do not generate further Attacks. Wounds that inflict Instant Death only generate one bonus Attack.

OPTIONS:

  • All models may take one of the following:
- Superior neural connections ...x pts/model
- Improved vision ...x pts/model
- Overgrown muscles ...x pts/model
- Hardened carapace ...x pts/model
- Redundant organs ...x pts/model
- Duplicated reflex chains ...x pts/model
- Explosive muscle action ...x pts/model
- Impulse inhibitors ...x pts/model
- Armored shell ...x pts/model
  • May include up to 2 additional Haruspexes ...x pts/model
  • May take items from the Biomorphs list.
  • May take a thresher scythe ...x pts
  • May take a Tyrannocyte as a Dedicated Transport.

HIVE GUARD BROOD

WS BS S T W I A Ld Sv
Hive Guard 3 3 5 6 2 2 2 7 4+


UNIT TYPE:

Infantry

UNIT COMPOSITION:

1 Hive Guard ...x pts

WARGEAR:

  • Impaler cannon

SPECIAL RULES:

  • Instinctive Behaviour (Hunt)
  • Very Bulky

OPTIONS:

  • All models may take one of the following:
- Superior neural connections ...x pts/model
- Improved vision ...x pts/model
- Overgrown muscles ...x pts/model
- Hardened carapace ...x pts/model
- Redundant organs ...x pts/model
- Duplicated reflex chains ...x pts/model
- Explosive muscle action ...x pts/model
- Impulse inhibitors ...x pts/model
- Armored shell ...x pts/model
  • May include up to 4 additional Hive Guard ...x pts/model
  • May take items from the Biomorphs list.
  • May take a Tyrannocyte as a Dedicated Transport.

LICTOR BROOD

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


UNIT TYPE:

Infantry

UNIT COMPOSITION:

1 Lictor ...x pts

WARGEAR:

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

SPECIAL RULES:

  • Chameleonic Skin
  • Deep Strike
  • Fear
  • Fleet
  • Hit & Run
  • Infiltrate
  • Instinctive Behaviour (Lurk)
  • Move Through Cover
  • Pheromone Trail
  • Stealth
  • Very Bulky

OPTIONS:

  • All models may take one of the following:
- Superior neural connections ...x pts/model
- Improved vision ...x pts/model
- Overgrown muscles ...x pts/model
- Hardened carapace ...x pts/model
- Redundant organs ...x pts/model
- Duplicated reflex chains ...x pts/model
- Explosive muscle action ...x pts/model
- Armored shell ...x pts/model
  • May include up to 4 additional Lictors ...x pts/model
  • Any model may take items from the Biomorphs list.

MALANTHROPE BROOD

WS BS S T W I A Ld Sv
Malanthrope 3 3 5 5 4 5 3 8 3+


UNIT TYPE:

Infantry

UNIT COMPOSITION:

1 Malanthrope ...x pts

WARGEAR:

  • 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
  • Toxic Miasma

SPECIAL RULES:

  • Fleet
  • Move Through Cover
  • Shadow in the Warp
  • Poisoned (2+)
  • 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.
  • Shrouded
  • Spore Cloud
  • Very Bulky

OPTIONS:

  • May include up to 4 additional Malanthropes ...x pts/model
  • All models may take one of the following:
- Superior neural connections ...x pts/model
- Improved vision ...x pts/model
- Overgrown muscles ...x pts/model
- Hardened carapace ...x pts/model
- Redundant organs ...x pts/model
- Duplicated reflex chains ...x pts/model
- Explosive muscle action ...x pts/model
- Impulse inhibitors ...x pts/model
- Armored shell ...x pts/model

MALECEPTOR

WS BS S T W I A Ld Sv
Maleceptor 3 3 6 6 6 3 3 7 4+


UNIT TYPE:

Monstrous Creature

UNIT COMPOSITION:

1 Maleceptor ...x pts

WARGEAR:

  • Scything talons

SPECIAL RULES:

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

PSYKER:

Maleceptors know the psychic overload psychic power. Maleceptors must purchase a number of additional powers equal to their Mastery Level -1.

  • Psychic Overload

The Psyker can attempt to manifest this psychic power up to 3 times in each of its Psychic phases. Each attempt is resolved separately. However, an enemy unit cannot be selected as the target of Psychic Overload manifested by the same Psyker more than once each Psychic phase.

Warp Charge 1
Psychic Overload is a focussed witchfire power with a range of 24". The target must take a Leadership test on 3D6. Vehicles are treated as having a Leadership of 10. If the test is failed, non-vehicle models suffer D3 Wounds with no armour or cover saves allowed, and vehicle models suffer a single glancing hit with no cover saves allowed.

OPTIONS:

  • All models may take one of the following:
- Superior neural connections ...x pts/model
- Improved vision ...x pts/model
- Overgrown muscles ...x pts/model
- Hardened carapace ...x pts/model
- Redundant organs ...x pts/model
- Duplicated reflex chains ...x pts/model
- Explosive muscle action ...x pts/model
- Impulse inhibitors ...x pts/model
- Armored shell ...x pts/model
  • May include up to 2 additional Maleceptors ...x pts/model
  • May take items from the Biomorphs lists.
  • The unit must buy a number of psychic powers from the following list equal to its mastery level -1:
- Catalyst ...x pts/model
- Dominion ...x pts
- Onslaught ...x pts
- Horror ...x pts
- Paroxysm ...x pts/model
- Warp blast ...x pts/model
  • May take a Tyrannocyte as a Dedicated Transport.

PYROVORE BROOD

WS BS S T W I A Ld Sv
Pyrovore 3 3 4 4 3 2 2 6 4+


UNIT TYPE:

Beasts

UNIT COMPOSITION:

1 Pyrovore ...x pts

WARGEAR:

  • Flamespurt cannon
  • Acid blood
  • Acid maw

SPECIAL RULES:

  • Instinctive Behaviour (Feed)
  • Very Bulky
  • Volatile: If a Pyrovore is slain by a Wound that inflicted Instant Death, every unit within D6" of the slain Pyrovore (excluding the Pyrovore Brood) suffers a Strength 4 AP - hit for each of its models within range (resolve damage as a shooting attack from the Pyrovore, before removing it as a casualty).

OPTIONS:

  • All models may take one of the following:
- Superior neural connections ...x pts/model
- Improved vision ...x pts/model
- Overgrown muscles ...x pts/model
- Hardened carapace ...x pts/model
- Redundant organs ...x pts/model
- Duplicated reflex chains ...x pts/model
- Explosive muscle action ...x pts/model
- Impulse inhibitors ...x pts/model
- Armored shell ...x pts/model
  • May include up to 4 additional Pyrovores ...x pts/model
  • Any model may take items from the Biomorphs list.
  • May take a Tyrannocyte as a Dedicated Transport.

VENOMTHROPE

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


UNIT TYPE:

Infantry

UNIT COMPOSITION:

1 Venomthrope ...x pts

WARGEAR:

  • 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 6" of a Venomthrope counts as being obscured and gain a 5+ Cover save.

OPTIONS:

  • All models may take one of the following:
- Superior neural connections ...x pts/model
- Improved vision ...x pts/model
- Overgrown muscles ...x pts/model
- Hardened carapace ...x pts/model
- Redundant organs ...x pts/model
- Duplicated reflex chains ...x pts/model
- Explosive muscle action ...x pts/model
- Impulse inhibitors ...x pts/model
- Armored shell ...x pts/model
  • May include up to 4 additional Venomthropes ...x pts/model

ZOANTHROPE BROOD

WS BS S T W I A Ld Sv
Zoanthrope 3 4 4 4 2 3 1 7 5+
Neurothrope 3 4 4 4 2 3 1 7 5+


UNIT TYPE:

Infantry

UNIT COMPOSITION:

1 Zoanthrope ...x pts

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: Models with this special rule have a 3+ invulnerable save.

PSYKER:

Zoanthrope Broods know the warp blast psychic power from the powers of the hive mind discipline. As long as the Brood includes a Neurothrope the Brood also knows the Spirit Leech power.

Warp Charge 1
Spirit Leech is a witchfire power with a range of 18" that automatically hits. Roll 3D6 and subtract the target’s Leadership – the target unit suffers a number of Wounds equal to the result. Armour and cover saves cannot be taken against Wounds caused by Spirit Leech. Add 1 dice to your Warp Charge pool for each wound caused by Spirit Leech. These additional dice can only be used by the unit that manifested the Spirit Leech power and can only be used to manifest the Warp Blast power.

OPTIONS:

  • All models may take one of the following:
- Superior neural connections ...x pts/model
- Improved vision ...x pts/model
- Overgrown muscles ...x pts/model
- Hardened carapace ...x pts/model
- Redundant organs ...x pts/model
- Duplicated reflex chains ...x pts/model
- Explosive muscle action ...x pts/model
- Armored shell ...x pts/model
- Secondary brain ...x pts
- Synaptic enhancement ...x pts/model
  • May include up to 4 additional Zoanthropes ...x pts/model
  • May upgrade one Zoanthrope to a Neurothrope if the Brood includes 3 or more Zoanthropes ...x pts
  • May take a Tyrannocyte as a Dedicated Transport.

FAST ATTACK

DIMACHAERON BROOD

WS BS S T W I A Ld Sv
Dimachaeron 8 3 6 6 6 6 5 7 3+


UNIT TYPE:

Jump Monstrous Creature

UNIT COMPOSITION:

1 Dimachaeron ...x pts

WARGEAR:

  • Sickle claws
  • Grasping talons
  • Thorax spine-maw
  • Adrenal glands

SPECIAL RULES:

  • Instinctive Behaviour (Feed)
  • Rampage

OPTIONS:

  • All models may take one of the following:
- Superior neural connections ...x pts/model
- Improved vision ...x pts/model
- Overgrown muscles ...x pts/model
- Hardened carapace ...x pts/model
- Redundant organs ...x pts/model
- Duplicated reflex chains ...x pts/model
- Explosive muscle action ...x pts/model
- Impulse inhibitors ...x pts/model
- Armored shell ...x pts/model
  • May take a Tyrannocyte as a Dedicated Transport.

GARGOYLE BROOD

WS BS S T W I A Ld Sv
Gargoyle 3 3 3 3 1 4 1 6 6+


UNIT TYPE:

Jump Infantry

UNIT COMPOSITION:

10 Gargoyles ...x pts

WARGEAR:

  • Fleshborer
  • Blinding venom

SPECIAL RULES:

  • Instinctive Behaviour (Hunt)

OPTIONS:

  • All models may take one of the following:
- Superior neural connections ...x pts/model
- Improved vision ...x pts/model
- Overgrown muscles ...x pts/model
- Hardened carapace ...x pts/model
- Redundant organs ...x pts/model
- Duplicated reflex chains ...x pts/model
- Explosive muscle action ...x pts/model
- Impulse inhibitors ...x pts/model
- Armored shell ...x pts/model
  • May include up to twenty additional Gargoyles ...x pts/model
  • For every ten Gargoyles, one may replace its fleshborer with a strangleweb ...x pts/model
  • All Gargoyles in the brood may take any of the following biomorphs:
- Echolocation ...x pt/model
- Wide-spectrum retinas ...x pts/model
- Adrenal glands ...x pts/model
- Toxin sacs ...x pts/model

HARPY BROOD

WS BS S T W I A Ld Sv
Harpy 3 3 5 5 5 5 3 10 4+


UNIT TYPE:

Flying Monstrous Creature

UNIT COMPOSITION:

1 Harpy ...x pts

WARGEAR:

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

SPECIAL RULES:

  • Fearless
  • Instinctive Behaviour (Feed)
  • Sonic Screech: When Harpy Brood charges into combat all enemy models in the combat suffer -5 to their Initiative (to a minimum of 1) until the end of that Assault phase.

OPTIONS:

  • All models may take one of the following:
- Superior neural connections ...x pts/model
- Improved vision ...x pts/model
- Overgrown muscles ...x pts/model
- Hardened carapace ...x pts/model
- Redundant organs ...x pts/model
- Duplicated reflex chains ...x pts/model
- Explosive muscle action ...x pts/model
- Armored shell ...x pts/model
  • May include up to 2 additional Harpies ...x 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 ...x pts/model
  • Any model may upgrade it's spore mine cysts to launch acid mines ...x pts/model
  • Any model may take one of the following:
- Stinger salvo ...x pts/model
- Cluster spines ...x pts/model

HIVE CRONE BROOD

WS BS S T W I A Ld Sv
Hive Crone 3 3 5 5 5 5 3 10 4+


UNIT TYPE:

Flying Monstrous Creature

UNIT COMPOSITION:

1 Hive Crone ...x pts

WARGEAR:

  • Drool cannon
  • Four tentaclids
  • Scything talons

SPECIAL RULES:

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

OPTIONS:

  • All models may take one of the following:
- Superior neural connections ...x pts/model
- Improved vision ...x pts/model
- Overgrown muscles ...x pts/model
- Hardened carapace ...x pts/model
- Redundant organs ...x pts/model
- Duplicated reflex chains ...x pts/model
- Explosive muscle action ...x pts/model
- Armored shell ...x pts/model
  • May include up to 2 additional Hive Crone ...x pts/model
  • Any model may take items from the Biomorphs list.
  • Any model may take up to four additional Tentacilids ...x pts/each
  • Any model may take one of the following:
- Stinger salvo ...x pts/model
- Cluster spines ...x pts/model

MEIOTIC SPORE CLUSTER

WS BS S T W I A Ld Sv
Meiotic Spore Mine - - 1 3 3 3 - 3 -


UNIT TYPE:

Infantry

UNIT COMPOSITION:

1 Meiotic Spore Mine ...x pts

SPECIAL RULES:

  • Deep Strike
  • Fearless
  • Shrouded
  • Massive Floating Bomb: Each Meiotic 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 Meiotic Spores also, except that the hits inflicted when a Meiotic Spore explodes are Strength 8 AP3 rather than Strength 4 AP4.
  • Skyblast: Meiotic 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 Meiotic Spore Mines ...x pts/model

RAVENER BROOD

WS BS S T W I A Ld Sv
Ravener 5 3 4 4 3 5 4 6 5+
The Red Terror 6 3 5 5 3 5 5 7 4+


UNIT TYPE:

Infantry. The Red Terror is Infantry (Character)

UNIT COMPOSITION:

3 Raveners ...x pts

WARGEAR:

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

SPECIAL RULES:

  • Deep Strike
  • Instinctive Behaviour (Feed)
  • Know No Honour (Red Terror only)
  • Stealth
  • 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.
  • Very Bulky

OPTIONS:

  • All models may take one of the following:
- Superior neural connections ...x pts/model
- Improved vision ...x pts/model
- Overgrown muscles ...x pts/model
- Hardened carapace ...x pts/model
- Redundant organs ...x pts/model
- Duplicated reflex chains ...x pts/model
- Explosive muscle action ...x pts/model
- Impulse inhibitors ...x pts/model
- Armored shell ...x pts/model
  • May include up to six additional Raveners ...x pts/model
  • Any model may take items from the Biomorphs list.
  • Any Ravener may exchange one pair of scything talons for rending claws ...x pts/model
  • Any Ravener may take one of the following:
- Spinefist ...x pts/model
- Devourer ...x pts/model
- Deathspitter ...x pts/model
  • One Ravener Brood in the army may add the Red Terror ...x pts

SKY-SLASHER SWARM BROOD

WS BS S T W I A Ld Sv
Sky-slasher Swarm 2 2 3 2 4 2 4 5 6+


UNIT TYPE:

Jump Infantry

UNIT COMPOSITION:

3 Sky-slasher Swarms ...x pts

SPECIAL RULES:

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

OPTIONS:

  • All models may take one of the following:
- Superior neural connections ...x pts/model
- Improved vision ...x pts/model
- Overgrown muscles ...x pts/model
- Duplicated reflex chains ...x pts/model
- Explosive muscle action ...x pts/model
- Impulse inhibitors ...x pts/model
- Armored shell ...x pts/model
  • May include up to six additional Sky-slasher Swarms ...x pts/model
  • All models may take spinefists ...x pts/model
  • All Sky-slasher Swarms in the brood may take any of the following biomorphs:
- Serrated blades ...x pts/model
- Toxin sacs ...x pts/model
- Adrenal glands ...x pts/model

SPORE MINE CLUSTER

WS BS S T W I A Ld Sv
Frag Mine - - 1 1 1 1 - 1 -
Toxin Mine - - 1 1 1 1 - 1 -
Acid Mine - - 1 1 1 1 - 1 -
Char Mine - - 1 1 1 1 - 1 -


UNIT TYPE:

Infantry

UNIT COMPOSITION:

3 Frag Mines ...x pts

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:

  • May include up to six additional Frag Mines ...x pts/model
  • May replace all Frag Mines with one of the following for each Frag Mine:
- Toxin mine ...x pts/model
- Acid mine ...x pts/model
- Char mine ...x pts/model

SPOROCYSTS

WS BS S T W I A Ld Sv
Sporocyst 2 2 5 5 6 3 3 5 4+


UNIT TYPE:

Monstrous Creature

UNIT COMPOSITION:

1 Sporocyst ...x pts

WARGEAR:

  • Five 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.
  • Synapse Creature
  • Spore Node: A model with this special rule can produce a Spore Mine Cluster with three Spore Mines or one Meiotic 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:
- Superior neural connections ...x pts/model
- Improved vision ...x pts/model
- Overgrown muscles ...x pts/model
- Hardened carapace ...x pts/model
- Redundant organs ...x pts/model
- Duplicated reflex chains ...x pts/model
- Explosive muscle action ...x pts/model
- Armored shell ...x pts/model
  • May replace all five deathspitters with:
- Five barbed stranglers ...x pts
- Five venom cannons ...x pts

TYRANID SHRIKE BROOD

WS BS S T W I A Ld Sv
Tyranid Shrike 5 3 4 4 3 4 3 7 5+


UNIT TYPE:

Jump Infantry

UNIT COMPOSITION:

3 Tyranid Shrikes ...x pts

WARGEAR:

  • Devourer
  • Scything talons

SPECIAL RULES:

  • Shadow in the Warp
  • Synapse Creature
  • Very Bulky

PSYKER:

This unit must purchase a number of psychic powers equal to its Mastery Level.

OPTIONS:

  • All models may take one of the following:
- Superior neural connections ...x pts/model
- Improved vision ...x pts/model
- Overgrown muscles ...x pts/model
- Hardened carapace ...x pts/model
- Redundant organs ...x pts/model
- Duplicated reflex chains ...x pts/model
- Explosive muscle action ...x pts/model
- Armored shell ...x pts/model
- Synaptic enhancement ...x pts/model
  • May include up to six additional Tyranid Shrikes ...x 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 ...x pts/model
  • May take the Brotherhood of Psykers (Mastery Level 1) special rule ...x pts
  • The unit must buy a number of psychic powers from the following list equal to its mastery level:
- Catalyst ...x pts/model
- Dominion ...x pts
- Onslaught ...x pts
- Horror ...x pts
- Paroxysm ...x pts/model
- Warp blast ...x pts/model

TYRANNOCYTE

WS BS S T W I A Ld Sv
Tyrannocyte 2 2 5 5 6 3 3 8 4+


UNIT TYPE:

Monstrous Creature

UNIT COMPOSITION:

1 Tyrannocyte ...x pts

WARGEAR:

  • Five deathspitters

SPECIAL RULES:

  • Biological Transport (20)
  • Deep Strike
  • Drifting Death: Models with this special rule cannot Run or charge. They can consolidate but may not make a Sweeping Advance.
  • Fearless
  • Guided Descent: Models with this special rule must start the game in Deep Strike reserve and may not be used in missions that do not allow units to Deep Strike. If, when a model with this special rule scatters onto Impassable terrain or another model (friend or foe), reduce the scatter distance by the minimum required to avoid the obstacle. Once a model with this special rule Deep Strikes any unit that is embarked upon it must disembark.
  • Instinctive Fire

OPTIONS:

  • All models may take one of the following:
- Superior neural connections ...x pts/model
- Improved vision ...x pts/model
- Overgrown muscles ...x pts/model
- Hardened carapace ...x pts/model
- Redundant organs ...x pts/model
- Duplicated reflex chains ...x pts/model
- Explosive muscle action ...x pts/model
- Impulse inhibitors ...x pts/model
- Armored shell ...x pts/model
  • May replace all five deathspitters with:
- Five barbed stranglers ...x pts
- Five venom cannons ...x pts

HEAVY SUPPORT

BIOVORE BROOD

WS BS S T W I A Ld Sv
Biovore 3 3 4 4 3 2 2 6 4+


UNIT TYPE:

Infantry

UNIT COMPOSITION:

1 Biovore ...x pts

WARGEAR:

  • Spore Mine launcher with frag and toxin mines

SPECIAL RULES:

  • Instinctive Behaviour (Hunt)
  • Very Bulky

OPTIONS:

  • All models may take one of the following:
- Superior neural connections ...x pts/model
- Improved vision ...x pts/model
- Overgrown muscles ...x pts/model
- Hardened carapace ...x pts/model
- Redundant organs ...x pts/model
- Duplicated reflex chains ...x pts/model
- Explosive muscle action ...x pts/model
- Impulse inhibitors ...x pts/model
- Armored shell ...x pts/model
  • May include up to four additional Biovores ...x pts/model
  • Any model may upgrade it's spore mine launcher to launch acid mines ...x pts
  • Any model may upgrade it's spore mine launcher to launch char mines ...x pts
  • May take a Tyrannocyte as a Dedicated Transport.

CARNIFEX BROOD

WS BS S T W I A Ld Sv
Carnifex 3 3 9 6 4 2 3 7 3+


UNIT TYPE:

Monstrous Creature

UNIT COMPOSITION:

1 Carnifex ...x pts

WARGEAR:

  • 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:
- Superior neural connections ...x pts/model
- Improved vision ...x pts/model
- Overgrown muscles ...x pts/model
- Hardened carapace ...x pts/model
- Redundant organs ...x pts/model
- Duplicated reflex chains ...x pts/model
- Explosive muscle action ...x pts/model
- Impulse inhibitors ...x pts/model
- Armored shell ...x pts/model
  • May include up to two additional Carnifexes ...x pts/model
  • Any model may replace any pair of scything talons with a pair of crushing claws ...x pts/model
  • Any model may replace one pair of scything talons with one of the following:
- Carapace chitin-rams ...x pts/model
- Crushing claw and wrecking ball ...x pts/model
  • Any model may take items from the Monstrous Bio-cannons and Biomorphs lists.
  • Any model may take any of the following:
- Spine banks ...x pts/model
- Bio-plasma ...x pts/model
  • Any model may take one of the following tail biomorphs:
- Thresher scythe ...x pts/model
- Bone mace ...x pts/model
  • May take a Tyrannocyte as a Dedicated Transport.

EXOCRINE BROOD

WS BS S T W I A Ld Sv
Exocrine 3 3 6 6 5 3 3 7 3+


UNIT TYPE:

Monstrous Creature

UNIT COMPOSITION:

1 Exocrine ...x pts

WARGEAR:

  • Scything talons
  • Bio-plasmic cannon

SPECIAL RULES:

  • Fearless
  • Instinctive Behaviour (Hunt)
  • Symbiotic Targeting: If an Exocrine does not move in your Movement phase, it adds +1 to its Ballistic Skill until the end of your turn. An Exocrine cannot declare a charge during the same turn that it uses this special rule.

OPTIONS:

  • May take one of the following:
- Superior neural connections ...x pts/model
- Improved vision ...x pts/model
- Overgrown muscles ...x pts/model
- Hardened carapace ...x pts/model
- Redundant organs ...x pts/model
- Duplicated reflex chains ...x pts/model
- Explosive muscle action ...x pts/model
- Impulse inhibitors ...x pts/model
- Armored shell ...x pts/model
  • May take items from the Biomorphs list.
  • May include up to 2 additional Excorcines ...x pts/model
  • Any model may take the thresher scythe tail biomorph ...x pts/model
  • May take a Tyrannocyte as a Dedicated Transport.

MAWLOC

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


UNIT TYPE:

Monstrous Creature

UNIT COMPOSITION:

1 Mawloc ...x pts

SPECIAL RULES:

  • Burrow: An unengaged Mawloc can, at any point during your Movement phase from the second game turn onwards, elect to burrow. If it does so, remove it from the table and place it into Ongoing Reserves, it will arrive via Deep Strike in your next turn. A Mawloc cannot Deep Strike and Burrow in the same turn.
  • Deep Strike
  • Fearless
  • Fleet
  • Hit & Run
  • Instinctive Behaviour (Feed)
  • Stealth
  • 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 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 still not possible to place the Mawloc, then move enemy models that prevent it to be placed the least amount needed, until the Mawloc can be placed with no enemy models within 1". If at least one of the models that prevent the Mawloc from being placed is a Gargantuan Creature, or a Super heavy Vehicle, it suffers a "Delayed" result on the Deep Strike Mishap table and no models are moved.

OPTIONS:

  • May take one of the following:
- Superior neural connections ...x pts/model
- Improved vision ...x pts/model
- Overgrown muscles ...x pts/model
- Hardened carapace ...x pts/model
- Redundant organs ...x pts/model
- Duplicated reflex chains ...x pts/model
- Explosive muscle action ...x pts/model
- Impulse inhibitors ...x pts/model
- Armored shell ...x pts/model
  • May take items from the Biomorphs list.
  • May include up to 2 additional Mawlocs ...x pts/model
  • May take crushing claws ...x pts
  • May take one of the following tail biomorphs:
- Prehensile pincer ...x pts
- Toxinspike ...x pts

TOXICRENE

WS BS S T W I A Ld Sv
Toxicrene 3 3 5 6 5 3 5 8 4+


UNIT TYPE:

Monstrous Creature

UNIT COMPOSITION:

1 Toxicrene ...x pts

WARGEAR:

  • Acid blood
  • Choking cloud
  • Lash whips
  • Toxic miasma

SPECIAL RULES:

  • Fearless
  • Instinctive Behaviour (Feed)
  • Poisoned (2+)
  • Shrouded
  • Hypertoxic: Any hit inflicted by this model that has the Poisoned special rule (including any hits caused by its choking cloud) gains the Instant Death special rule on a To Wound roll of 6.

OPTIONS:

  • May take one of the following:
- Superior neural connections ...x pts/model
- Improved vision ...x pts/model
- Overgrown muscles ...x pts/model
- Hardened carapace ...x pts/model
- Redundant organs ...x pts/model
- Duplicated reflex chains ...x pts/model
- Explosive muscle action ...x pts/model
- Impulse inhibitors ...x pts/model
- Armored shell ...x pts/model
  • May include up to 2 additional Toxicrenes ...x pts/model
  • May take items from the Biomorphs lists.
  • May take a Tyrannocyte as a Dedicated Transport.

TRYGON

WS BS S T W I A Ld Sv
Trygon 5 3 6 6 6 4 5 8 3+


UNIT TYPE:

Monstrous Creature

UNIT COMPOSITION:

1 Trygon ...x pts

WARGEAR:

  • Bio-electric pulse
  • Two pairs of scything talons

SPECIAL RULES:

  • Deep Strike
  • Fearless
  • Fleet
  • Instinctive Behaviour (Feed)
  • Stealth
  • Subterranean Assault: If this model starts the game in Deep Strike reserve you may nominate a single other friendly unit in Reserves. The nominated unit does not roll for reserves as normal, instead it automatically arrives after this model does. After this model has arrived the nominated unit enters from the edge of this model's base as if arriving from your table edge.

OPTIONS:

  • May take one of the following:
- Superior neural connections ...x pts/model
- Improved vision ...x pts/model
- Overgrown muscles ...x pts/model
- Hardened carapace ...x pts/model
- Redundant organs ...x pts/model
- Duplicated reflex chains ...x pts/model
- Explosive muscle action ...x pts/model
- Impulse inhibitors ...x pts/model
- Armored shell ...x pts/model
  • May take items from the Biomorphs and Thorax Biomorphs lists.
  • May replace one set of scything talons crushing claws ...x pts
  • May take one of the following:
- Heavy spinefist ...x pts
- Spine banks ...x pts
  • May take one of the following tail biomorphs:
- Prehensile pincer ...x pts
- Toxinspike ...x pts

TRYGON PRIME

WS BS S T W I A Ld Sv
Trygon Prime 5 3 6 6 6 4 5 8 3+


UNIT TYPE:

Monstrous Creature

UNIT COMPOSITION:

1 Trygon Prime ...x pts

WARGEAR:

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

SPECIAL RULES:

  • Deep Strike
  • Fleet
  • Shadow in the Warp
  • Stealth
  • Subterranean Assault: If this model starts the game in Deep Strike reserve you may nominate a single other friendly unit in Reserves. The nominated unit does not roll for reserves as normal, instead it automatically arrives after this model does. After this model has arrived the nominated unit enters from the edge of this model's base as if arriving from your table edge.
  • Synapse

PSYKER:

This unit must purchase a number of psychic powers equal to its Mastery Level.

OPTIONS:

  • May take one of the following:
- Superior neural connections ...x pts/model
- Improved vision ...x pts/model
- Overgrown muscles ...x pts/model
- Hardened carapace ...x pts/model
- Redundant organs ...x pts/model
- Duplicated reflex chains ...x pts/model
- Explosive muscle action ...x pts/model
- Armored shell ...x pts/model
- Synaptic enhancement ...x pts
  • May take items from the Biomorphs and Thorax Biomorphs lists.
  • May replace one set of scything talons crushing claws ...x pts
  • May take one of the following:
- Heavy spinefist ...x pts
- Spine banks ...x pts
  • May take one of the following tail biomorphs:
- Prehensile pincer ...x pts
- Toxinspike ...x pts
  • May take the Psyker (Mastery Level 1) special rule ...x pts
  • The unit must buy a number of psychic powers from the following list equal to its mastery level:
- Catalyst ...x pts/model
- Dominion ...x pts
- Onslaught ...x pts
- Horror ...x pts
- Paroxysm ...x pts/model
- Warp blast ...x pts/model

TYRANNOFEX

WS BS S T W I A Ld Sv
Tyrannofex 3 3 6 6 6 2 3 8 2+


UNIT TYPE:

Monstrous Creature

UNIT COMPOSITION:

1 Tyrannofex ...x pts

WARGEAR:

  • Acid spray
  • Stinger salvo

SPECIAL RULES:

  • Fearless
  • Instinctive Behaviour (Hunt)

OPTIONS:

  • May take one of the following:
- Superior neural connections ...x pts/model
- Improved vision ...x pts/model
- Overgrown muscles ...x pts/model
- Hardened carapace ...x pts/model
- Redundant organs ...x pts/model
- Duplicated reflex chains ...x pts/model
- Explosive muscle action ...x pts/model
- Impulse inhibitors ...x pts/model
- Armored shell ...x pts/model
  • May include up to 2 additional Tyranofexs ...x pts/model
  • May take items from the Thorax Biomorphs and Biomorphs lists.
  • May replace acid spray with one of the following:
- Fleshborer hive ...x pts
- Rupture cannon ...x pts
  • May take a Tyrannocyte as a Dedicated Transport.

FORTIFICATIONS

SPAWNING POOL

x 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

x 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

x 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 Behaviour (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.

APPENDIX

ARMY SPECIAL RULES

A Tyranids army uses a number of special rules that are common to several of its units, which are collected here for your convenience. Special rules that are unique to particular units are presented in the relevant unit entry instead. Other, more common rules are simply listed by name – these are all described in full in the Special Rules section of Warhammer 40,000: The Rules.

ALPHA WARRIOR

Tyranid Warriors and Tyranid Shrikes may use this model's Weapon Skill and Ballistic Skill rather than their own.

ARMOURED SHELL

A model with this special rule improves its Armour Save by 1.

BEYOND NUMBER

Whenever the last model of a unit with this special rule is removed from the table you may immediately place a new identical unit to the one which that last remaining model belonged to in Ongoing Reserves. This new unit may enter via Deep Strike or Outflank if it has the appropriate special rule.

CHAMELEONIC SKIN

Units consisting entirely of models with this special rule do not scatter when arriving from Deep Strike Reserve.

DEATH FROM THE SHADOWS

A unit composed entirely of models with this special rule may assault the same turn it Outflanks or Infiltrates.

DUPLICATED REFLEX CHAINS

A model with this special rule adds +1 to its Initiative characteristic.

EXPLOSIVE MUSCLE ACTION

A model with this special rule adds +1 to its Attacks characteristic.

HARDENED CARAPACE

A model with this special rule adds +1 to its Toughness characteristic.

IMPULSE INHIBITORS

A model with this special rule improves its Armour Save by 1.

IMPROVED VISION

A model with this special rule adds +1 to its Ballistic Skill characteristic.

INSTINCTIVE BEHAVIOUR

This special rule is always followed, in brackets, by a type: either Lurk, Hunt or Feed, which corresponds to an effect listed below. At the beggining of each of your turns take a Leadership test for each unit including one or more models with this special rule.

  • Instinctive Behaviour (Lurk):
When a unit including one or more models with this special rule fails its Leadership test at the start of the turn all models with this special rule in the unit immediately Fall Back as if they had failed a Morale test unless it contains a model with the Fearless special rule in which case nothing happens.
When a unit including one or more models with this special rule passes its Leadership test at the start of the turn all models with this special rule in the unit gain the Preferred Enemy special rule until the start of your next turn.
  • Instinctive Behaviour (Hunt):
When a unit including one or more models with this special rule fails its Leadership test at the start of the unit immediately goes to ground unless it contains a model with the Fearless special rule in which case nothing happens.
When a unit including one or more models with this special rule passes its Leadership test at the start of the turn all models with this special rule in the unit gain the Preferred Enemy special rule until the start of your next turn.
  • Instinctive Behaviour (Feed):
When a unit including one or more models with this special rule fails its Leadership test at the start of the turn all models with this special rule in the unit automatically fail all cover saves until the start of your next turn.
When a unit including one or more models with this special rule fails its Leadership test at the start of the turn all models with this special rule in the unit gain the Rage special rule until the start of your next turn.

INSTINCTIVE FIRE

Each weapon this model is armed with 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.

KNOW NO HONOUR

Character models with this rule may not issue or accept challenges, but suffer no penalties for refusing a challenge.

LORD OF WINGED HORRORS

Gargoyle Broods, Meiotic Spore Clusters, Sky-slasher Swarm Broods, Spore Mine Clusters and Tyranid Shrike Broods are Troops choices if your Warlord has this special rule.

OUT OF AMMUNITION

When firing Shooting weapons at a unit containing one or more models with this special rule, To Hit rolls of 6 must be re-rolled. This has no effect on weapons that do not make regular To Hit rolls (such as Template weapons).

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.

SECONDARY BRAIN

A model with this special rule adds +1 to its Mastery Level.

SHADOW IN THE WARP

All enemy models with the Psyker, Psychic Pilot or Brotherhood of Psykers special rules suffer a -3 penalty to their Leadership characteristic whilst they are within 12" of a model with this special rule.

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.

SUPERIOR NEURAL CONNECTIONS

A model with this special rule adds +1 to its Weapon Skill characteristic.

SYNAPSE

Models with this special rule are synapse creatures and unless otherwise noted have a synapse range of 12". Synapse creatures within the synapse range of another synapse creature form a synaptic web with that synapse creature and every other synapse creature in that synapse creature's synaptic web. A model within the synapse range of a synapse creature counts its Leadership as being that of the synapse creature in that synapse creature's synaptic web with the highest Leadership value.

SYNAPTIC ENHANCEMENT

A model with this special rule adds +6" to its Synapse range.

MELEE WEAPONS

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 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.

BONESWORDS AND LASH WHIPS

Range S AP Type
Boneswords - User 3 Melee, Life Drain
Lash Whips - User - Melee, Swiftstrike
Bonesword and Lash Whip - User 3 Melee, Life Drain, Swiftstrike

Life Drain: To Wound rolls of 6 made with a weapon with this special rule gain the Instant Death special rule.
Swiftstrike: Attacks made with a weapon with this special rule is carried out at +3 Inititive.

CRUSHING CLAWS AND WRECKING BALL

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

Wrecker:Models equipped with a set of Crushing Claw and Wrecking Ball have +1 bonus for penetrating building armour and building damage rolls.

RENDING CLAWS

Range S AP Type
- User 5 Melee, Rending

SCYTHING TALONS

Range S AP Type
- User 6 Melee

SICKLE CLAWS

Range S AP Type
- User 2 Melee, Sickle Strike

Sickle Strike: To Wound rolls of 4+ made with a weapon with this special rule have 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 WEAPONS

ACID SPRAY

Range S AP Type
Template 6 4 Assault 1, Torrent

BIO-ELECTRIC 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

BIO-PLASMIC CANNON

Range S AP Type
36" 7 2 Assault 1, Large Blast
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, Fleshbane
Electroshock grubs Template 5 5 Assault 1, Haywire
Shreddershard Beetles Template 3 - Assault 1, Rending, Shred

FLAMESPURT CANNON

Range S AP Type
Template 5 4 Assault 1

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 1, Precision Shots

IMPALE CANNON

Range S AP Type
24" 8 4 Assault 2, Homing, Ignores Cover

Homing: Weapons with this special rule can be fired at targets out of the unit's line of sight.

RUPTURE CANNON

Range S AP Type
48" 10 4 Assault 2

SHOCK CANNON

Range S AP Type
24" 5 5 Assault 1, Blast, Haywire

SPIKE RIFLE

Range S AP Type
24" 3 5 Assault 1

SPINEFIST WEAPONS

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, Seeking, One Use Only

Seeking: This weapon counts as having the Twin-linked special rule when targeted at a Zooming Flyer or a Swooping Flying Monstrous Creature.

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

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+)
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.
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.

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 ADAPTIONS

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

Models with this upgrade have the Feel No Pain (4+) special rule against any attacks with the Poisoned special rule, no matter what version of the special rule the attack has.

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 unit consisting entirely of models armed 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.

IMPLANT ATTACK

If a model has this biomorph, its close combat attacks cause Instant Death on a roll of 6 To Wound.

ECHOLOCATION

A model with this upgrade has the Interceptor special rule.

PSYCHIC BIO-CRYSTALS

A model with this upgrade has the Adamantium Will special Rule.

REGENERATION

Roll a D6 for each wound a model with this Biomorph is missing at the end of each of your turns. On a 6+ this model immediately 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 gains the Deep Strike and Stealth special rules.

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

If all models in the bearer's unit is armed with spring coil musculature the bearer gains the Hit & 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.

FOUR-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 until the end of the 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.

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 changed to 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+)

BIOLOGICAL RELICS

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.

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.

POWERS OF THE HIVE MIND

Powers of the Hive Mind are not generated but are instead selected in the Psykers unit entry. The powers of the Hive Mind do not have a Primaris Power, Tyranid Psykers only know the powers they purchase in their unit entry.

CATALYST

Any Psyker that knows this power has the Eternal Warrior special rule.

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+).

DOMINION

Any Psyker that knows this power adds 6" to its synapse range.

Warp Charge 1
Dominion is a blessing that targets a friendly unit within 12". The target gains the Fearless special rule and automatically passes its Instinctive Behaviour Leadership test.

ONSLAUGHT

Friendly units within Synapse range of any Psyker that knows this power may both Run and then shoot in its Shooting phase. It may not shoot and then Run.

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 both Charge and Run in the same turn.

HORROR

Psykers that know this power gain the Fear special rule. Succesful Fear tests taken against a Psyker that knows this power must be re-rolled.

Warp Charge 1
Horror is a malediction that targets a single enemy within 24”. The target must immediately take a Pinning test with a -2 modifier to its Leadership.

PAROXYSM

Any Psyker that knows this power adds +2 to its Initiative characteristic.

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).

WARP BLAST

Any Psyker that knows this power has a 5+ invulnerable save.

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" 5 3 Assault 1, Blast
Lance 18" 10 2 Assault 1, Lance