<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>http://2d4chan.org/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=2601%3A246%3AC701%3A7E4B%3AD961%3A85A9%3A82D9%3AE4FA</id>
	<title>2d4chan - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://2d4chan.org/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=2601%3A246%3AC701%3A7E4B%3AD961%3A85A9%3A82D9%3AE4FA"/>
	<link rel="alternate" type="text/html" href="http://2d4chan.org/wiki/Special:Contributions/2601:246:C701:7E4B:D961:85A9:82D9:E4FA"/>
	<updated>2026-04-27T04:26:56Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Carnifex&amp;diff=111818</id>
		<title>Carnifex</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Carnifex&amp;diff=111818"/>
		<updated>2017-05-14T03:59:35Z</updated>

		<summary type="html">&lt;p&gt;2601:246:C701:7E4B:D961:85A9:82D9:E4FA: /* Stone Crusher Carnifex */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Carnifex and Gaunts Victorious.jpg|thumb|right|300px|Better to die than be nom&#039;d.]]&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Carnifex&#039;&#039;&#039; is a monstrous [[Tyranid]] creature from the &#039;&#039;[[Warhammer 40,000]]&#039;&#039; game. Carnifexes are hulking beasts that are often used quite literally as battering rams, barging through enemy lines and tossing tanks around like toys. However, the Carnifex is among the most customizable of Tyranid units, allowing for many different varieties to fulfill different roles on the battlefield. They range from the above mentioned battering ram, to a weapons platform for anti-horde duties. &#039;Fexes are notoriously resilient, and can even be upgraded with regeneration - a mutation previously unique to a Carnifex special character known as Old One Eye, but later introduced to the standard Tyranid army list - making them extremely difficult to kill; It&#039;s pretty much a diet Robo-Terrasque. &#039;&#039;40k&#039;&#039; players commonly name specific variations of Carnifex by taking another word that represents the concept and appending &amp;quot;-fex&amp;quot; to the end. For example, the Dakkafex is a [[shooty]] Carnifex based on the [[Ork]] term &amp;quot;[[dakka]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; In Latin, &amp;quot;Carnifex&amp;quot; literally means &amp;quot;butcher,&amp;quot; but is also used for an  &amp;quot;executioner,&amp;quot; a &amp;quot;tallow-renderer,&amp;quot; or, more figuratively, a &amp;quot;murderer&amp;quot; or &amp;quot;villain.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Carnifexes in 5th Edition==&lt;br /&gt;
[[Image: Discofex.jpg|thumb|right|300px| Thanks to [[Robin Cruddace| This failure]], the days of bosses like this are now long past.]]&lt;br /&gt;
In the 5th edition, the Carnifex lost a total of &#039;&#039;eighteen biomorphs and weapon options&#039;&#039;, having been replaced by [[Nerf|more stringent mandatory loadouts]]. The Carnifex has also faced a doubling in base point cost with rather paltry statistical increases - putting it arguably somewhere between 20-30 points too expensive for the overpowering majority of competitive army lists, and 10 or so points above the cost-effectiveness ratio provided by variant &#039;Fexes (such as [[DISTRACTION CARNIFEX]]).&lt;br /&gt;
&lt;br /&gt;
How profoundly [[Rage|infuriating]] this is for Tyranid players writ-large cannot be denied, and is notable for being one of the first times that players openly called foul on [[Games Workshop]]. Beyond any doubt, the Carnifex was &#039;&#039;the&#039;&#039; mainstay big fucking unit of Tyranid players and was the one unit that literally every Tyranid player had in their army list. It was the epitome of ubiquitous; you could mount lots of options on it, and all of them, to some degree or another, were viable - until this edition hit. This is most Likely because Games Workshop wants more money and by making the Fex suck you have to buy, from Games Workshop, the Trygon to stand a chance.&lt;br /&gt;
&lt;br /&gt;
Some of the new biomorph weapons and options were nice, and there was options added to make some of the &#039;Nid swarm a little less vulnerable to being dramatically outgunned, and considerably improved Tyranid psyker units (its command units especially), but in the process, the Carnifex - the one fucking model every &#039;Nid player and their grandmother had at least one of - got toned down dramatically and is now rather inefficient - as well as much more vulnerable to being taken down quickly by certain units with reasonably-effective armor-penetrating weapons (of particular note: [[Imperial Guard|Guardsmen]] with Missile Launchers, Hunter-Killer Missiles, [[Thousand Sons|Rubric Marines]], [[Necrons]], and [[Stormtrooper]]s, since the fucking thing can&#039;t take [[AIDS|Extended Carapace]] anymore. &lt;br /&gt;
&lt;br /&gt;
It enraged players even more that this edition&#039;s weapon changes functionally forced people to buy all-new Carnifexes since the old ones they fielded, such as Sniperfexes (which were armed with Venom Cannons and Barbed Stranglers, to give the Tyranids much-needed fire support and allow them to stun enemy vehicles into submission) were no longer valid, whilst several of the new bioweapons, whilst not bad (people like that the Venom Cannons can score penetrating hits now) are specifically designed to take bites out of the Carnifex&#039;s originally-legendary punch (since the gun now replaces 2 hands). Functionally, the Carnifex is now half as good at ranged support as it was before with only token upgrades in return and the loss of about 33% of the Carnifex&#039;s durability, since it can no longer shrug off a &#039;&#039;lot&#039;&#039; of weapons it used to. The new rules for blast weapons (of which the Heavy Venom Cannon &#039;&#039;is&#039;&#039; one) doesn&#039;t exactly help the Carnifex&#039;s average accuracy, either, which renders its tankbusting potential rather lacking on top of all this.&lt;br /&gt;
&lt;br /&gt;
Extensive debate on /tg/ has been had since the update, arguing whether the new Carnifex is a direct result of corporate evils or the result of gross incompetence or prejudice on the part of Robin Cruddace, the 5th edition codex writer. As of currently, smart money is on the former; it&#039;s widely known that GW is bleeding money due to its fuck-ups, which indicates that this may have something to do with it, especially since Robin Cruddace isn&#039;t exactly the biggest fan of Tyranids. Which sort of makes him a reverse [[Matt Ward]].  &lt;br /&gt;
&lt;br /&gt;
Again, there are a few bright spots. 3rd edition&#039;s Old One Eye is back, even if he does now cost more than a Landraider and is &#039;&#039;barely&#039;&#039; better than a standard Carnifex with no weapons courtesy of Old One Eye&#039;s close-combat only biomorph loadout (his primary advantage is that he recovers wounds of fives or mores instead of just sixes, which isn&#039;t worth it at all.) The new Hive Guard is a great unit for fucking with [[Tau|Communist Dipshits]] that like to use the old [[Fish of Fury]] tactic. Wider support for variant weapons, previously from Chapter approved, are also a plus. It&#039;s a shame that the good stuff gets out-fucked by the bad.&lt;br /&gt;
&lt;br /&gt;
==Carnifexes in 6th Edition==&lt;br /&gt;
In 6th the Carnifex saw a buff with a nice price drop from 160 to 120 points bare. However some of the weapons they can use have seen a nerf, notably Scything Talons and Crushing Claws (Although their point cost also decreased). The Carnifex gets it&#039;s biggest bonuses riding the monstrous creature buffs that came around in 6th, such as the ease of cover save availability and the sweet hammer of wrath attack you can make when you charge into battle and swing with [[D3]] S9 I10 attacks to sucker punch some unlucky guy. Fear is generally useless and should not be relied upon to make much of a difference, however if it does take effect the Carnifex gains a big in combat boost vs. [[METAL BOXES|its natural prey.]]&lt;br /&gt;
&lt;br /&gt;
The Carnifex has gotten better with its tank crushing power, now that they have Armourbane and no longer strike at I1. Walkers like the Dreadnaught and Soul Grinder still strikes before the Carnifex (so equip electroshock grubs and entice them to charge), but they can now deal with Power Fists without suffering a blow from them. Otherwise the carnifex still takes apart vehicles with record efficiency most of the time. Also people field a few less anti-tank weapons in favor of more anti-infantry power due to 6ed move away from mech warfare, not huge but it helps a bit to have one less railgun rammed down your fex&#039;s throat. Oh, and if your Carnifex falls out of synapse range, it haves a 50% chance of eating itself if theres more than one in a Brood! Even by themselves they can&#039;t [[get shit done|get shit done]] because they aren&#039;t allowed to shoot, run, or even assault unless it can charge the closest enemy unit (Even a squad of TH/SS Terminators). It no longer gets Rage unless you roll a 6, even then it still follows the 5th edition Rage, so keep them in Synapse range!&lt;br /&gt;
&lt;br /&gt;
All in all the Carnifex is now a viable choice to field and is now more versitile with the choice to go either Two Twin-linked Brainleech Devourers, a Cannon of your choice with Crushing Claws, or even just stock equipment with Regeneration to act as an escort for a Tyranid Prime. Old One Eye is still a meh choice, slightly better, but lacks the buff other HQ can give to your army while not being a solid enough HQ to contribute its own to the battle in any real way. &lt;br /&gt;
&lt;br /&gt;
(With 6th second force org chart at +2000 point games, you can field a total of 18 fexes, that&#039;s about 72 T6 wounds and up to as many as 126 S9 attacks on the charge (If raging, but that heavily relies on luck) and could go up as high as 180 attacks with crushing claws on Vehicles(very unlikely, but hella scary to think about)!&lt;br /&gt;
&lt;br /&gt;
==Old One Eye==&lt;br /&gt;
[[File:OldOneEye.png|200px|thumb|right|Old One Eye before being re-purposed by the Hive Mind.]]&lt;br /&gt;
Old One Eye is the only unique Carnifex in the entire Tyranid Codex, along with being one of the few unique characters in said codex. He&#039;s known for being ultimately [[fluff]]y but not the slightest bit [[crunch|crunchy]]. He has nothing to back his fluff up. &lt;br /&gt;
&lt;br /&gt;
Old One Eye is a Carnifex that was present when Hive-fleet Behemoth came to fuck the [[Ultramarines|Ultramarines&#039;]] world of Calth. Now, like most Carnifex, his armor was nigh impenetrable. Reaching around the problem, a soldier ignored his armor by aiming a [[plasma]] bolt at his head, searing right through his eye and into his skull. The beast was declared dead. He was quickly forgotten, his corpse freezing up during the winter and left behind after his Hive-fleet was obliterated. &lt;br /&gt;
&lt;br /&gt;
Some time later, some scavengers found the ice block and thawed it out, hoping to get some cash. (Yes, they decided to follow the plot of Jason X, I would say more like the movie the Thing.) However, like a defeated hero who has to do a sequel, he quickly regenerated his wounds, save for his original plasma scorched eye. He fucked their shit up, ravaging Calth along with the Tyranid remnants from the original invasions. Rumors were spread of a terrible, single eyed beast hunting the terrified population, earning the creature the title of &amp;quot;Old One Eye.&amp;quot; You see, despite being cut off from the Hive Mind, skull fucked by a plasma bolt, and frozen, he was still alive. His long stay on an Ultramarines world had earned him a skill that none could counter: Plot armour, rivaling that of the Ultramarines.&lt;br /&gt;
&lt;br /&gt;
The Ultramarines, unable to stop him with regular means, sent in Scout Sergeant Telion, the [[Matt Ward|greatest scout sergeant/sniper in the Imperium]]. Telion hunted OOE down, cornered him near a cliff, and managed to disable him by shooting his ruined eye socket, causing OOE to stumble into a large ravine die yet again. However, since he was plated with the same plot armor of the Ultramarines, he survived and traveled around Calth, ravaging more and more Imperial cities. Now, this wasn&#039;t OOE&#039;s only plot armored moment. OOE has been hit on numerous occasions that would outright killed a regular Carnifex. Rumors abound that the creature was killed dozens of times, only to get back up again like some Necron player who owns cheating amounts of good luck with his Reanimation Protocol rolls.&lt;br /&gt;
&lt;br /&gt;
Nowadays, its frozen body has become a bit of an attraction for a local [[Genestealer|Genestealer Cult]], who [[God-Emperor of Mankind|worship its corpse]] alongside their Patriarch. &lt;br /&gt;
&lt;br /&gt;
Table-top wise, OOE was first introduced in the 3rd edition as one of the two only Special Characters for the Tyranids, who otherwise had no individuals among them. Back then his cost was relatively low (slightly higher than a decent kitted out fex) and came with his unique Crusher Claws. Regeneration was also unique to him, allowing him to AUTOMATICALLY regenerate one wound per turn as well as get back up from being dead on a roll of a 4+ (there was no limit to the number of times he could do this). He was also unique in that he was the only special character that could be taken in an army less than a certain points value (all other characters had a minimum points value to field them. OOE had a Maximum Point value). Needless to say, this was when he reigned supreme since you had something that cost around the price of a dreadnought that can dish out an upwards of 8 attacks on the charge AND ignore wounds. He was removed in 4th edition because it was felt that Tyranids should not have characters within them, as they are a faceless swarm, so OOE&#039;s abilities were given to normal carnifexes. This end up kicking the bucket in 5th edition, where he returned but with a boost to his overall point cost while not regaining his borderline-OP regenerative abilities (He still had the claws tho). In 6th edition OOE is a unique HQ choice who&#039;s more expensive than a regular Carnifex (30pts less than a Land Raider), while not being able to significantly outperform one. In the retarded 5th Edition that is when the Tyranid army went to the shitters, much like the 5th edition [[Necrons|space zombies]] (Check your 6th edition, Necron are now at the top of the heap). So yeah, he&#039;s going about, being [[Dreadknight|one]] [[Jokaero|of]] [[Matt Ward|several]], [[Kaldor Draigo|excellent]] [[Pyrovore|avatars]] of what is wrong with 5th Edition (Cptn. 6th edition here with your morning news, Old one eye; still bad, but &amp;lt;s&amp;gt;a little better&amp;lt;/s&amp;gt; get him into close combat and he&#039;ll SMASH SOME HEADS).&lt;br /&gt;
&lt;br /&gt;
==Stone Crusher Carnifex==&lt;br /&gt;
[[File:StoneCrusherCarnifex.jpg|200px|thumb|right]]&lt;br /&gt;
Even nastier and more &#039;battering ramming&#039; Carnifexes, used as living siege engines.  They have a bevvy of special rules making it even easier for them to knock down buildings (never a big problem for &#039;fexes, but a job&#039;s a job), and reduce incoming fire strength.  They aren&#039;t bad melee &#039;fexes even if your opponent has no buildings, though, and are reliable enough investments to a stompy &#039;nid list.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Jeanstealer]]&lt;br /&gt;
*[[Lolifex]]&lt;br /&gt;
*[[Unyuufex]]&lt;br /&gt;
*[[Tyranid]]&lt;br /&gt;
*[[DISTRACTION CARNIFEX]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[http://wh40k.lexicanum.com/wiki/Carnifex The Carnifex article] on [[Lexicanum]].&lt;br /&gt;
&lt;br /&gt;
{{Tyranids-Creatures}}&lt;br /&gt;
[[Category:Tyranid]][[Category:Warhammer 40,000]]&lt;/div&gt;</summary>
		<author><name>2601:246:C701:7E4B:D961:85A9:82D9:E4FA</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Tyranid_Bio-Weapons&amp;diff=514525</id>
		<title>Tyranid Bio-Weapons</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Tyranid_Bio-Weapons&amp;diff=514525"/>
		<updated>2017-05-14T03:43:28Z</updated>

		<summary type="html">&lt;p&gt;2601:246:C701:7E4B:D961:85A9:82D9:E4FA: /* Rupture Cannon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the [[Grimdark|relentless cheerfulness]] of the [[40k|far future]], the weapons used by the [[Tyranids]] are, just like their armies, home-grown. Instead of using metal, the Tyranids use the growth of symbiotic organs, inseparable from their hosts and are counted together as a single bio-organism. Some of them fire a &amp;quot;dumb&amp;quot; projectile like a spike, whereas other use seeds or even acids and living creatures. The downside to this is that these &#039;&#039;&#039;Tyranid bio-weapons&#039;&#039;&#039; are incapable of the explosive firepower that [[Template:40k-Imperial-Weapons|Imperial]], [[Eldar]] and [[Tau]] guns have. They all trade this disadvantage in for being Assault weapons, meaning they can be fired on the move. Also, the explosive firepower is instead exchanged for more... interesting and strategic effects. Another note is that due to their appearance, Tyranid weapons are some of the most badass and phallic looking in the entirety of 40k.&lt;br /&gt;
&lt;br /&gt;
Many of these weapons can be used by creatures of different sizes, but for the sake of simplicity the weapons have been ordered by the smallest creature that can use them. Small creatures are the equivalent of [[Termagaunt|Gaunts]], Medium are those comparable to [[Tyranid Warrior]]s and [[Biovore]]s, and Large are those akin to [[Hive Tyrant|Tyrants]] and [[Carnifex|Carnifexes]]. Then there are two other categories: the Inbuilt weapons, often part of the upper bodies of the largest organisms, and the Melee weapons for the more [[Choppa|choppy]] inclined creatures.&lt;br /&gt;
&lt;br /&gt;
==Small==&lt;br /&gt;
Small weapons are used by Termagaunts, the working class of any Tyranid army, and [[Gargoyle]]s.&lt;br /&gt;
&lt;br /&gt;
===Devourer===&lt;br /&gt;
The &#039;&#039;&#039;Devourer&#039;&#039;&#039; is simply a lump of flesh that launches a shower of worms onto a target that immediately start to [[Grimdark|burrow into the target, crawl up to its brain and devour it alive]]. This weapon has a nice range and acceptable firepower for a weapon of its size, albeit it doubles your Termagaunts in cost (while tripling their number of ranged attacks per round, a very economical way to increase dakka as long as you protect your Gaunts somehow. As of 6th edition, you can have mixed weapon options now so throw up a wall of spinegants or something). If you take this weapon in large broods, you will be aiming at your enemy&#039;s biggest units to just drown the suckers in dozens of shots.&lt;br /&gt;
&lt;br /&gt;
===Fleshborer===&lt;br /&gt;
The &#039;&#039;&#039;Fleshborer&#039;&#039;&#039; is one of the most iconic Tyranid weapons, a simple design that fires a borer beetle that eats its way through anything it comes across during its flight. Being the basic weapon for Termagaunts, it has the same stats as an ordinary Bolt Pistol. It will still prove to be more than enough to kill anything with toughness of 7 or less and AV10, as long as you have a lot of them. Tyranids being what they are, you will almost always have a lot of them. Range 12, strength 4, AP 5, and it is an assault 1 weapon.&lt;br /&gt;
&lt;br /&gt;
===Spike Rifle===&lt;br /&gt;
The &#039;&#039;&#039;Spike Rifle&#039;&#039;&#039; is a weapon exclusive to Termagaunts. It is, simply put, a harpoon launcher. That&#039;s about it. Statwise it&#039;s less imposing than it&#039;s description: range 18&amp;quot;, S3, AP-, Assault 1. Only use these if you do not want to pump a huge amount of points into Devourers but you do not want half your brood to not be able to fire when the Devilgaunts do.  Otherwise avoid them...because they suck.&lt;br /&gt;
&lt;br /&gt;
===Spinefists===&lt;br /&gt;
A lighter weapon, the &#039;&#039;&#039;Spinefists&#039;&#039;&#039; are used in pairs. They shower the target with a hail of poisoned spikes, the sheer amount of darts fired (as in: twin-linked) ensure that the target is hit. A tube runs from the air sac powering the weapon, through the user&#039;s arm to its lungs. This means that larger creatures get more mileage out of what is essentially the same weapon, proving that even something as simple as a blowgun can be [[Warp|horribly perverted]] by the grim darkness of the far future. Range 12&amp;quot;, S3, AP5, Assault X, Twin-linked (where X is the number of attacks on the wielder&#039;s unmodified profile) The -only- time you want to take Spinefists is if you have to use up a few more points and want to give your Raveners or Rippers a ranged attack before they pile into close combat. On the other hand, the spinegaunt has superior performance against many opponents compared to the termagaunt, they are 12% more efficient against t3, equal against t4, 75% as efficient against t5, and 50% more efficient against t6.&lt;br /&gt;
&lt;br /&gt;
===Strangleweb===&lt;br /&gt;
With this weapon, your Tyranids too can learn [[Meme|how to shot web]]. The effects of the &#039;&#039;&#039;Strangleweb&#039;&#039;&#039; can be described best as a non-cutting variation of the Death Spinner used by the Warp Spiders: instead of slicing through their opponents, it constricts them, and maybe crushes them to death. That&#039;s a pretty big maybe: wounding even basic Guardsmen at 5+ and rolling against Strength instead of Toughness to wound means that this weapon would be best if used against the likes of the [[Death Guard]]... if shooting them wasn&#039;t a stupid idea for a Tyranid player in the first place &#039;&#039;AND&#039;&#039; if you could take more than 1 of them per 10 Gaunts.&lt;br /&gt;
&lt;br /&gt;
==Medium==&lt;br /&gt;
Medium weapons are used by Warriors and organisms based on the -[[Biovore|Vore]] and -[[Tyrant_Guard|Guard]] body archetypes.&lt;br /&gt;
&lt;br /&gt;
===Barbed Strangler===&lt;br /&gt;
Remember that 70&#039;s cult classic Zardoz? [[James_Bond|Sean Connery]] dressed in [[Slaanesh|red gimp getup]] and killing dudes like he&#039;s [[Khârn]], at the behest of a giant floating head that claims that &amp;quot;The gun is good, the penis is evil.&amp;quot; because the penis shoots seeds that create life? Well, the &#039;&#039;&#039;Barbed Strangler&#039;&#039;&#039; chooses to be both. The gun is very basic, [[Brundlepenis|a muscled tube that stores its seeds in a sack at the base, and shoots them with a powerful spasm.]] The seed upon impact greatly expands and sends tendrils to [[rip and tear]] through anything that gets in its way. Using the large blast template, you can cause a lot of damage to a [[Tarpit|blob]] in a single shot.  It also pins but that comes into play very little given that most armies are either largely fearless, ignore pinning anyway, or have LD values good enough to reliably ignore it anyway.&lt;br /&gt;
&lt;br /&gt;
===Deathspitter===&lt;br /&gt;
The traditional weapon of the Warrior, the &#039;&#039;&#039;Deathspitter&#039;&#039;&#039; works by stripping a large maggot off of it&#039;s shell and hurling it at the enemy. Its [[Rip and tear|huge guts]] are highly corrosive and can splatter several enemies at once. Serving as a decent weapon against [[MEQ]]s, the weapon relies on its rate of fire to deal damage.&lt;br /&gt;
&lt;br /&gt;
===Flamespurt Cannon===&lt;br /&gt;
It&#039;s a [[Flamer|Heavy Flamer]]. Smarter than its host, the &#039;&#039;&#039;Flamespurt Cannon&#039;&#039;&#039; serves as a bodyguard while the [[Pyrovore]] &#039;&#039;om nom noms&#039;&#039; the [[Cake|delicious biomass]] and makes it ready for easy digestion. Instead of working together, the weapon and the beast function apart from each other, so both can dedicate themselves fully to their tasks. [[Fail|If they were used, anyway]].&lt;br /&gt;
&lt;br /&gt;
===Impaler Cannon===&lt;br /&gt;
The &#039;&#039;&#039;Impaler Cannon&#039;&#039;&#039; is your answer to anything up to AV 12. This beautiful gun fires a bony spine, steered by a shard-beast at the base of the spine, [[Rip and tear|whose innards are ripped from its body when the spike is fired]]. The spines are launched with enough force to rip through man and machine alike. Though its range is limited you do not have to actually see your target to be able to shoot it, without a significant downside. Oh, and it has a higher rate of fire than the Imperium-equivalent, the Missile Launcher. What&#039;s not to like? This is your go-to weapon for dealing with [[METAL BAWKSES]].&lt;br /&gt;
&lt;br /&gt;
===Shock Cannon===&lt;br /&gt;
Used by Hive Guard, the &#039;&#039;&#039;Shock Cannon&#039;&#039;&#039; shoots out a claw over a considerable distance which latches on to its target and delivers a powerful bio-electric shock, disabling or even destroying a vehicle. Ostensibly, a big fucking meat taser.&lt;br /&gt;
&lt;br /&gt;
===Spore Mine Launcher===&lt;br /&gt;
Created as a result of fights against the Imperial Guard, the Biovore displays this by being the Tyranids&#039; closest thing to an artillery piece and having a massive scrotum befitting a Guardsman&#039;s huge brazen balls. Armed with the &#039;&#039;&#039;Spore Mine Launcher&#039;&#039;&#039;, it can lob Spore Mines a considerable range. Though not as deadly as [[Basilisk|most other artillery weapons]], the Spore Mines are unique in the way that if they don&#039;t land too close to the enemy, you can deploy them onto the battlefield as living mines, serving as an obstacle for your enemy that must be either moved around or shot. Generally more useful in larger point games or [[Apocalypse]].&lt;br /&gt;
&lt;br /&gt;
===Venom Cannon===&lt;br /&gt;
Seen as the primary anti-tank weapon, the &#039;&#039;&#039;Venom Cannon&#039;&#039;&#039; launches a hail of corrosive crystals by way of a biological railgun. Though not as effective as you&#039;d wish, the Venom Cannon can cause quite some hurt on [[Eldar|Aspect Warriors]] and the like. It is ineffective against heavy tanks but okay against transports and open-topped vehicles, though its primary targets should always be medium infantry.  Because you know, a single shot S6 AP4 small blast weapon with only 36 inches of range that you can only have one of per (heinously expensive and surprisingly fragile) warrior brood is clearly the bestest anti-vehicle gun ever.  See Dawn of War II for how they should work and cry bitterly.  You&#039;re best off giving this gun a pass.&lt;br /&gt;
&lt;br /&gt;
==Large==&lt;br /&gt;
Here the most powerful and biggest weapons the Tyranids have are described, used by the biggest and baddest of nasties.&lt;br /&gt;
&lt;br /&gt;
===Acid Spray===&lt;br /&gt;
Yo dawg, I heard you like [[Hellhound]]s so I put a [[Flamer|discharge of digestive fluids]] that works just like a Hellhound&#039;s weapon on your Tyranid MC and upped its cost by 100+ points. That&#039;s pretty much the gist of the &#039;&#039;&#039;Acid Spray&#039;&#039;&#039;. The problem is that you have a lot of weapons with stats like that, so using an expensive MC (though well armored) that attracts fire like there&#039;s no tomorrow is a bad idea.&lt;br /&gt;
&lt;br /&gt;
===Brainleech Worms===&lt;br /&gt;
The biggest of Tyranids have devourers loaded with &#039;&#039;&#039;Brainleech Worms&#039;&#039;&#039; instead, a species larger and even more aggressive and hungry than the regular devourer worms. Range: 18&amp;quot;, S6, AP-, Assault 6. If you&#039;re not using two sets of Twin-Linked Brainleech Devourers on your Flying Hive Tyrant and any Carnifexes you&#039;re fielding, you&#039;re [[fail|doing it wrong]].&lt;br /&gt;
&lt;br /&gt;
===Fleshborer Hive===&lt;br /&gt;
Think the [[Leman_Russ_Battle_Tank|Leman Russ Punisher]], but replace the Punisher gun with a &#039;&#039;&#039;Fleshborer Hive&#039;&#039;&#039;. That&#039;s about it. Because sometimes you have just run out of Troops choices (how one runs out of termagants is another question), and you just need 20 Termagants worth of Fleshborer fire on a tough platform.  Needless to say, this is shit. Also,the fluff states that it must periodically discharge beetles or it makes the Tyrannofex explode. The Hive Mind proves its genius yet again.&lt;br /&gt;
&lt;br /&gt;
===Heavy Venom Cannon===&lt;br /&gt;
The &#039;&#039;&#039;Heavy Venom Cannon&#039;&#039;&#039; is just that: a bigger version of the Venom Cannon able to deal with bigger vehicles, and it would be a lot more reliable if it wasn&#039;t using a Blast template. Can be used against tanks up to [[Land Raider]]s, but lack the firepower to deal reliably with them and lacks the armor penetration to deal with [[MEQ]]s on a consistent basis.  It is slightly better on Carnifexes than it&#039;s littler brother is on Warriors primarily because you can actually field the things in bulk...sort of.   It&#039;s still not particularly good; but it&#039;s passable on a bio-blast brood if you don&#039;t want more dakkafexes for some insane reason.&lt;br /&gt;
&lt;br /&gt;
===Rupture Cannon===&lt;br /&gt;
If you want to stop a tank dead in its tracks, the &#039;&#039;&#039;Rupture Cannon&#039;&#039;&#039; is your friend. Firing two projectiles in a short succession, a tick that covers the enemy in a gooey substance, and a seed that upon impact with the goo dissolves at such speed it implodes with enough force to turn a [[Baneblade]] inside out. That&#039;s what the fluff says, anyway - while it boasts a commanding s10, it strikes at AP 4, so MEQs don&#039;t even notice it.&lt;br /&gt;
&lt;br /&gt;
===Stranglethorn Cannon===&lt;br /&gt;
An upscaled version of the Barbed Strangler, the &#039;&#039;&#039;Stranglethorn Cannon&#039;&#039;&#039; has enough power to deal with even the toughest of foes, and serves as a borderline artillery weapon.  It has the same AP as it&#039;s smaller brother, and the same blast size and pinning rule, but now it has S6 which means it can now pile on hurt better and harass light vehicles.&lt;br /&gt;
&lt;br /&gt;
===Tentaclids===&lt;br /&gt;
Flying under the wings of Hive Crones, the &#039;&#039;&#039;Tentaclids&#039;&#039;&#039; are living seeker missiles who can chase after flying targets and disable them with a powerful bio-electric pulse.&lt;br /&gt;
&lt;br /&gt;
==Inbuilt==&lt;br /&gt;
Certain weapons used by the Tyranids are part of the creatures themselves, instead of being addition to the arms/back.&lt;br /&gt;
&lt;br /&gt;
===Bio-electric Pulse===&lt;br /&gt;
Built into the Trygon, a electrical charge is build up by the creature as it moves, allowing a powerful and [[Dakka|large]] discharge. The Trygon Prime increases the range of this blast, and doubles its rate of fire.&lt;br /&gt;
&lt;br /&gt;
===Bio-[[plasma]]===&lt;br /&gt;
Exclusive to Carnifexes, it is a biological equivalent of a shot from a plasma cannon, and just as deadly. However, since Monstrous Creatures can only fire 2 of their ranged weapons per Shooting Phase, and you should already have two sets of twin-linked brainleech devourers on your &#039;fex, AND it&#039;s only 12-inch range, you&#039;ll never get the chance to use this biomorph and shouldn&#039;t waste the points to begin with.&lt;br /&gt;
&lt;br /&gt;
===Bio-plasmic Cannon===&lt;br /&gt;
Did we say &amp;quot;exclusive to Carnifexes&amp;quot;? Well, it still is, because this is a different version that&#039;s actually good. Mounted on the back of an Exocrine (or the &amp;quot;Giant Plasmavore&amp;quot; as I&#039;ve taken to calling it) it delivers the same S7 AP2 as any other plasma, and can be fired either in Large Blast or Assault 6 modes so you can season to taste. 24-inch range.&lt;br /&gt;
&lt;br /&gt;
===Cluster Spines===&lt;br /&gt;
The largest Tyranids have banks of spines build into their carapaces that they can fire when under stress. These hollow spines explode upon impact, dealing significant damage to anything in the area of impact.&lt;br /&gt;
&lt;br /&gt;
===Drool Cannon===&lt;br /&gt;
The [[Hive Crone]]&#039;s answer to the [[Heldrake]] Baleflamer, except lacking Torrent and a good AP value and pretty much anything good, including its icky name. Template S6 AP4.&lt;br /&gt;
&lt;br /&gt;
===Flesh Hooks===&lt;br /&gt;
Until 5th Edition edition came out, nearly any species of Gaunt, Warrior and more could use these. They are long bony spines with barbed hooks on the end that serve as both harpoons and possible grapnel for climbing. Now they&#039;re Lictor and Warrior/Shrike only (Carnifexes have access to Spine Banks, which are similar), count as Frag Grenades, and can be fired for a surprisingly deadly shot.&lt;br /&gt;
&lt;br /&gt;
===Grasping Tongue===&lt;br /&gt;
Though technically part of an [[Haruspex]]&#039;s body, it can use its long tongue to snag an enemy, pluck it out of its unit and devour it whole.&lt;br /&gt;
&lt;br /&gt;
===Ripper Tentacles===&lt;br /&gt;
Used by Mycetic Spores, these are long-ranged tentacles able to do significant damage to medium-sized blobs thanks to their high rate of fire (strange choice of words when the weapon in question is akin to beating someone over the head with a tentacle)&lt;br /&gt;
&lt;br /&gt;
===Spore Mine Cysts===&lt;br /&gt;
Build into the underside of a Harpy, you can have it drop a Spore Mine onto something it flew over once per game as if it was making a bombing run. The same rules for the Spore Mines as stated above count here as well.&lt;br /&gt;
&lt;br /&gt;
===Stinger Salvo===&lt;br /&gt;
Works comparable to the Cluster Spines, except this is more of a barrage of large solid spikes akin to the spinefists.&lt;br /&gt;
&lt;br /&gt;
===Thorax Swarm===&lt;br /&gt;
Certain Tyranids can issue forth swarms of bugs living in their thoraxes to devour anything in short range. These swarms come in three flavors: Electroshock Grubs who electrocute anything they grab onto for a damaging attack, the Desiccator Larvae who drain the target&#039;s body of all of its moisture, and the Shreddershard Beetles who Rend their way through their targets, exploding in shards of needles.&lt;br /&gt;
&lt;br /&gt;
==Melee==&lt;br /&gt;
Every Tyranid organism has at least rows of sharp teeth and deadly claws, but some go an extra mile.&lt;br /&gt;
&lt;br /&gt;
===Acid Maw===&lt;br /&gt;
To aid them in the digestion of a world&#039;s biomass, Pyrovores drool a highly corrosive acid that can dissolve pretty much anything. The downside is that they need to focus all their energy on making a successful bite attack, diminishing their potential damage output.&lt;br /&gt;
&lt;br /&gt;
===Blinding Venom===&lt;br /&gt;
Unique to Gargoyles, they can spit acid in the eyes of their enemies to blind them and allow for an easy devouring of the target. The poison is quite weak (6+ what the hell?) &amp;lt;s&amp;gt;and it&#039;s best to just go with the regular poison attacks granted by Toxin Sacks.&amp;lt;/s&amp;gt; but it has the blind special rule so it means for every attack the unit being attacked has to pass an initiative test now a unit of gargoyles has a minimum size of 10 models so...&lt;br /&gt;
&lt;br /&gt;
===Bonesword===&lt;br /&gt;
Psychic swords that feed off the life force of their target, they can inflict Instant Death and tear through Space Marines with ease.&lt;br /&gt;
&lt;br /&gt;
====Bonesabre====&lt;br /&gt;
Badass Boneswords used by the [[Swarmlord]], it can use these weapons in a barrage of blades to ward off incoming melee attacks. 4++ in CC only. Also INSTANT DEATH ON ANY SUCCESSFULY CUT.  Not just on sixes. Swarmy may have a place still.&lt;br /&gt;
&lt;br /&gt;
===Crushing Claws===&lt;br /&gt;
Used only by [[Carnifex]]es, [[Tervigon]]s and [[Tyrant Guard]], this massive pair of crab-like claws grants S+1, AP2, Armourbane and Unwieldy. Not very interesting for the Tervigon because its role is really nothing more than sitting on an objective, shitting out as many Gaunts as it can. Carnifexes on the other hand have pretty much lost their utility as linebreakers, you&#039;re better off running them as a dakkafex and letting Trygons do the heavy lifting. They are not very interesting on Hive Guard either, given their prohibitive cost and they make them swing very slow: it is best to use the Rending Claws and have them do the job.&lt;br /&gt;
&lt;br /&gt;
===Lash Whip===&lt;br /&gt;
A classic and the source of many a [[rule 34]], they allow its user to strike much faster than they normally could, getting a blow in before the enemy can. The weapon suffers from not being effective against armored enemies, though. Provided you&#039;re not a venomthrope this is paired with a bone-sword with AP 3 which makes this combo death-incarnate for MEQ&lt;br /&gt;
&lt;br /&gt;
===Rending Claws===&lt;br /&gt;
The iconic claws of Genestealers and the origin of the Rending rule, these claws are both incredibly sharp and hard, allowing you to pick apart even a [[Terminator]] with ease.&lt;br /&gt;
&lt;br /&gt;
===Scything Talons===&lt;br /&gt;
The long, bladed weapons you see on Tyranids of all sizes, they allow a fast barrage of blows onto a target. They can pierce very light armor as found on [[Ork]]s and the like, but tougher armor will likely stop the blows. Overall, the basic Tyranid melee weapon. In 5th Edition they were a lot better because they gave rerolls to failed To Hit rolls (only the ones with one pair, but all of them if you have two pairs), at the slight loss of not being able to penetrate even the lightest of armors.&lt;br /&gt;
&lt;br /&gt;
===Tail Biomorphs===&lt;br /&gt;
Certain large Tyranids do not leave their tails unarmed: they can be armed with a variety of deadly augmentations: maces capable of punching holes in tanks, pincers that can injure the largest monsters, scythes who can cear through armor like it&#039;s nothing or stingers containing highly lethal toxins.&lt;br /&gt;
&lt;br /&gt;
{{Template:Tyranids-Creatures}}&lt;/div&gt;</summary>
		<author><name>2601:246:C701:7E4B:D961:85A9:82D9:E4FA</name></author>
	</entry>
</feed>