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==Melee== Every Tyranid organism has at least rows of sharp teeth and deadly claws, but some go an extra mile. ===Claws and Teeth=== [[File:Claws and Teeth.JPG|200px|right|thumb|Claws and Teeth]] Your most vanilla of close combat Tyranid weapons. The Claws and Teeth are basic Tyranid Biomorphs equipped to even the most simplest of organisms, such as Rippers. These razor-sharp claws and maws of fangs allow them to rip apart enemies. There's nothing spectacular about them, and thus there is nothing interesting about them. On tabletop, Claws and Teeth are the stock CCW for your Rippers and Termies. (And Zoanthropes as well, but really those guys donβt belong in combat in most cases). They do moderate damage against GEQs and fair pretty bad when it comes to MEQs and above, requiring sheer weight of numbers to be even remotely effective. All in all, Claws and Teeth is only used when someone really wants to use up all their attacks or that they are <u>'''''THAT'''''</u> desperate. ===Acid Maw=== [[File:Acid_Maw.JPG|200px|right|thumb|Acid Maw]] To aid them in the digestion of a world'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. Some creatures also have a powerful tongue dripping with corrosive acids that can be used to snare prey and bring them in for consumption and digestion while leaving other limbs free for other tasks. In 8th edition, the Acid Maw is now the primary CCW of the former biggest joke of 40k, the Pyrovore, now with S5 and AP-3 on all (i.e. both) its attacks. Can also be taken by Genestealers. <u>'''DO THIS'''</u>, [[Awesome|they're basically free power swords for every 4 models in a unit.]] There's even an upgrade called the '''Monstrous Acid Maw'''. Which is an option for the Carnifex, with S6 AP-5 and d3 damage. Because you really want to make sure somebody won't get its armor save. Doesn't replace any other melee weapons either, so you can always use the talons if you want more reliable damage. Mutually exclusive with Enhanced Senses, Bio-Plasma, and Tusks. ===Lash Whip=== [[File:LashWhipBit.jpg|200px|right|thumb|Lash Whip]] Tyranids have also learned to Whip it Good! 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. More seriously though, a Lash Whip is a Tyranid Bio-weapon in the form of a living whip with three tentacles of muscle and sinew that writhe of their own accord and strike at their prey, independently of their wielder's actions. A Lash Whip has a small body contained within a bony tube which forms the handle of the whip, and has three tentacles which form the rest of its body. The creature survives by slicing flesh from its victims and consuming them. The weapon suffers from not being effective against armored enemies, though. Provided you're not a venomthrope this is paired with a bone-sword with AP 3 which makes this combo death-incarnate for MEQ. ===Feeder Tendrils=== [[File:Feeder_Tendrils.JPG|150px|right|thumb|Feeder Tendrils]] Basically the Brain Bug from Starship Troopers and the first part of the Cthulhu fan club's uniform. Feeder Tendrils are a special organs of some Tyranid's organisms (Lictors, for example) that able them to drain the dead victim's brain matter, absorbing all of its memories and knowledge. This provide the Tyranids with the information about enemy's strong and weak spots and other reconnaissance data. On 8th Edition tabletop, Feeder Tendrils are no longer considered weapons but as a form of Strategem for some reason. Feeder Tendrils lets you gamble on a 2/3 chance to make a CP profit. Or more specifically, when a Genestealer, Lictor, Venomthrope, or Toxicrene kills a Character in the Fight Phase, it gain D3 CP. At the very least, this is effectively free since gaining 1 CP will still be enough to negate the cost of using the Stratagem in the first place. More often, it'll let you turn opposing characters into an opportunity for bonus CP. ===Rending Claws=== [[File:Rendingclaw.jpg|200px|right|thumb|Rending Claws]] The iconic claws of Genestealers and the origin of the Rending rule, these claws are both incredibly sharp and hard; tipped in extremely dense diamond-hard chitin. Powered by the overdeveloped musculature and steel-like tendons of a Tyranid, rending claws become capable of ripping open Ceramite and thick armor with ease as well as fatally shredding flesh and bone; allowing you to pick apart even a [[Terminator]] with ease. Crunchwise, Rending Claws are a cheap AP-1 weapon, with Rending being replaced with a 6+ on a wound roll giving the attack AP-4. There is also an upgrade called '''Monstrous Rending Claws''', which deal AP-3 D3 Damage, on a 6+ on a wound roll makes the attack AP-6 and a flat 3 damage. Also confers re-rolls to wound, which allow for more 'rending' 6s and is important as the Tyrant generally needs higher numbers to hurt things now than in previous editions. Considering that they are also FREE, the claws should be your go-to melee weapon of choice for the Hive Tyrant. ===Scything Talons=== [[File:ScythingTalon.jpg|200px|right|thumb|Scything Talons]] The long, bladed weapons you see on Tyranids of all sizes. These weapons are long, razor-edged claws resembling fused talons made of Chitin and serrated bone-like substances. Each talon is powered by whipcord muscles to stab, slash, and eviscerate victims with lightning-fast swipes. 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. In 8th Edition, Scything Talons now allow a model to re-roll to hit rolls of 1 when attacking with this weapon (something they used to do back in 5th). In addition, if the model has more than one pair, they can make 1 additional attack with this weapon. It is confirmed via FAQ that multiple sets of talons grant only +1 attack total, not +1 per set; this applies for all sizes of Scything Talons. There is also the '''Monstrous Scything Talons''' (For the big bois), which are found on Tyrants and the Carnifex. Same rules as above but AP-3, 3 Damage. If that's not enough for you, than we have the even bigger '''Massive Scything Talons''' which is only found on Tervigons, Maleceptor, Trygon and Trygon Primes and are AP-3, D6 Damage. ===Bonesword=== [[File:BoneswordBit.jpg|200px|right|thumb|Bonesword]] Psychic swords that feed off the life force of their target, they can inflict Instant Death and tear through Space Marines with ease. A Bonesword is living organism, which has a small brain situated deep within its hilt and has a rudimentary sentience that allows it to gradually [[Dick|grow in length]] and repair any battle damage to itself and maintain a deadly monomolecular edge. However, it is completely slaved to the will of its wielder and is incapable of any independent thought. The weapon is made of chitin and constantly crackles with powerful psychic energy that flows along embedded nerve tendrils to create a psychic field around the blade, effectively creating a biological version of a [[Force weapon|force weapon.]] This energy amplifies in potency when in close proximity to another Bonesword, such as when used in pairs. It is serrated on both edges and was originally a creature's massively elongated horn. [[/d/|The Bonesword can generate a powerful surge of psychic energy when stimulated by its user.]] ===Bone Sabre=== [[File:Bonesabre.JPG|200px|right|thumb|Bonesabre]] Badass Boneswords used by the [[Swarmlord]], it can use these weapons in a barrage of blades to ward off incoming melee attacks. They differ from commonly seen Tyranid Boneswords in that each Sabre has a crystalline growth, not indigenous to the galaxy, at its core that partially protrudes through the blade's serrated surface. The Swarmlord can parry with these sabres at such speed that its foes find it all but impossible to inflict a hit on the creature. Crunchwise, they are 4++ in CC only. Also INSTANT DEATH ON ANY SUCCESSFUL CUT. Not just on sixes. Swarmy may have a place still. ===Sickle Claws=== [[File:Sickle_Claws.JPG|200px|right|thumb|Sickle Claws]] Imagine the Rending Claws from a [[Genestealer]], now extrapolate its size to fit on something the size of a [[Carnifex]]. What do you get? [[Rape|A whole load of pain that's what.]] Sickle Claws are found exclusively only on the [[Dimachaeron]], an elusive Tyranid creature that is competing with the [[Ripper]], [[Mawloc]] and [[Haruspex]] on who is the biggest OMNOMNOM of them all. These giant rape machines could tear open vehicles as easily as Rending Claws could make [[Terminator]]s [[Anal circumference|bend over.]] Crunchwise, on 8th Edition, these are the Dimachaeron's pride and joy, sporting [[Rape|S10 AP-2 and D3 Damage, but to hit roll of 6 pump it up to AP-4 and D6.]] Honestly, you would think that ''these'' things would be better suited for the [[Genestealer Patriarch]] and the [[Broodlord]] right? {{Clear}} ===Tusks=== [[File:Tyranidstusks.jpg|150px|right|thumb|Tusks]] Tusks are a Tyranid Biomorph and like those of an elephant, it is a form of specialised and enlarged tooth that emerges from the organism's lower mandible. Tusks are weapons exclusively found only on the [[Stone Crusher]] [[Carnifex]] for some reason. They are large tusks of adamantium-laced chitin extend from the head of the Tyranid and allows them to initiate a devastating charge, often breaking through ranks of troops by smashing them aside. However, its enlarged tusks puts them in the way of the Carnifex from biting. So there is a trade off. On 9th Edition, Tusks gives the {{W40Kkeyword|Horned Chitin}} keyword, useful on a Stone Crusher Carnifex that aims for the big guys on the board. {{Clear}} ===Grasping Talons=== [[File:Grasping_Talons_Lictor.JPG|200px|right|thumb|Grasping Talons]] The Scything Talons' bigger brother. Grasping Talons are overly enlarged talons found on either the [[Lictor]] or the [[Dimachaeron]] that looks more like a preying mantis claw than anything else. The enlarged talon and muscle mass allows them to puncture through thick flesh (Or multiples) much easier than regular Scything Talons. In the case of the Dimachaeron, it has two of these bad boys per hand, cause fuck you that's why. In 8th Edition, the Grasping Talons are the Lictor's other weapon, these deal 2 Damage and AP-1. Don't go through armour as well, but against multi-wound low-armour models like [[Grotesque]] and [[Nob|Nobz]], they're fantastic. On the Dimachaeron however, since these guys basically have two of them per hand, are S+1 AP2 Talons that, when it rolls one or more 6 to-hit, gives an attack on an unwieldy S+4 AP1 ID claw that can [[Awesome|kill anything smaller than Extremely Bulky]]. <gallery> Grasping_Talons.JPG|Dimachaeron's. </gallery> ===Screamer-Killer Talons=== [[File:SK_Talons.PNG|200px|right|thumb|Screamer-Killer Talons]] An extremely nasty Talons that makes the Grasping Talons look reasonable. The Screamer-Killer Talons as its name implies, is exclusive to only the [[Screamer-Killer]] [[Carnifex]]. Its shape pays homage to the old-school Carnifexes when they look more like crabs than anything else. These giant meat blenders has enough strength to rip apart even [[Terminator Armour]] if the 10th Edition trailer is anything to go by. On the tabletop, the crunch matches the fluff. Absolutely monstrous can openers. WS3+, S10, AP-2, and D3 is already fucking nasty. But include that with the Screamer-Killer being able to inflict ''[[rape|10 fucking attacks]]'' on a turn and this thing would quickly pile on the kills from Terminators to fucking ''Heavy Tanks''. {{Clear}} ===Tail Mace=== [[File:TailMace.jpg|200px|right|thumb|Tail Mace]] The smaller cousin of the larger Scything Tail. The Tail Mace or Bone Mace is a huge lump of flesh on the end of a tail and is used like a wrecking-ball, to demolish heavy vehicles and sweep aside many enemies at once. It is mounted exclusively to the [[Stone Crusher]] [[Carnifex]]. In a affect, it functions similar to the clubbed tails of an [[dinosaur|Ankylosaurus]], and it is designed to break apart heavier armour or fortifications on its back, which, given the role and nature of the Stone Crusher, completely fits its capabilities. In 9th Edition, the Tail Mace is a S+1 AP-2 D2 tail weapon option for the Stone Crusher Carnifex, you only get one attack with this each time so it may not be worth it if not against an almost-dead vehicle or monster. {{Clear}} ===Scything Tail=== [[File:Scything_Tail.JPG|200px|right|thumb|Scything Tail]] A Scything Talon found on a tail. Sometimes known as the '''Tail Scythe''' or '''Thresher Scythe'''. Scything Tails occurs on larger Tyranids, it is effectively the tail of the creature given a scythe edge, often used to sweep through large numbers of lightly armored enemies. They can also tear through armor like it's nothing, be able to morph into maces capable of punching holes in tanks or be equipped with stingers containing highly lethal toxins. In 8th Edition, the Tail Scythe is now known as the Thresher Scythe and it is a S4, AP-1 D1 weapon. Its special ability is that it can make D3 hit rolls for each attack made with this weapon instead of a 1. This makes it complementary to the Wrecker Claws and Bio-Flail combo. ===Crushing Claws=== [[File:Crushing_Claws.JPG|200px|right|thumb|Crushing Claws]] Crushing Claws AKA [[Meme|''CRAB PEOPLE! CRAB PEOPLE!'']] are a Tyranid Bio-weapon of huge crab-like claws found on the largest Tyranid organisms, the only creatures capable of hefting the enormous bulk of the claws, such as Carnifexes. The claws are obscenely strong and powerful enough to destroy multiple opponents in one swoop or easy cut through the toughest vehicle armor. 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're better off running them as a dakkafex and letting Trygons do the heavy lifting. They are not very interesting on Tyrant 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. ===Wrecker Claws=== [[File:Wrecker_Claw.JPG|200px|right|thumb|Wrecker Claws]] Crushing Claws on steroids. Wrecker Claws are immense claws covered in diamond-hard chitin and ultra-dense bone to enable it crush the armor of vehicles with relative ease. These things are nothing more than living power shears and its nature of violently ripping apart even the most heavily armored of foes would strike fear in the hearts of feeble men. In 7th Edition, Stone Crusher Carnifex comes automatic with two Wrecker Claws. They are allowed to re-roll all failed Armour Penetration rolls, as well as add one to the result if against immobile structures and fortifications (on top of the +2 granted by the Wrecker Claws AP1 value) when using their Wrecker Claws. Although the Stone Wrecker Carnifex has less attacks than the Carnifex (two compared to three) any attack that goes through is more than likely going to cause an Explodes! You can swap out one of the Wrecker Claws with a Bio-Flail for maximum FUCK YOU! ===Bio-Flail=== [[File:WreckingBall.jpg|200px|right|thumb|Bio-Flail]] Otherwise known as the '''Wrecking Ball''' or '''Stone Crusher'''. The Stone-Crusher is a Tyranid close combat Biomorph most commonly encountered on the Stone-Crusher Carnifex and is nothing more than a large mass of bone, chitin and flesh. Designed for urban battles, the Stone-Crusher is rammed through a wall using the Carnifex's immense strength then pulled backwards to wrench the entire structure down. In 7th Edition, Stone Crushers turn a Carnifex into a living battering ram. Wrecker Claw and Bio-Flail replaces their ability to re-roll amour penetration on their regular attacks with the ability to cause Instant Death and gain a new rule, Sweep Attack. Sweep Attack allows a model to replace all their attacks with a number of attacks equal to the number of enemy models in base contact with them. This allows a Stone Crusher Carnifex with a Wrecker Claw and Bio-Flail to generate more attacks and stops it being tarpitted as easily, while the trade off is that they may find it harder to destroy vehicles. {{clear}} ===Carapace Chitin-Rams=== [[File:Carapace_Ram.PNG|200px|right|thumb|Carapace Chitin-Rams]] Possibly the heaviest close-combat terrestrial Tyranid bio-weapon to date. Found exclusively only on a [[Stone Crusher]] [[Carnifex]]. The Carapace Chitin-rams allows the charging Stone Crusher to tear trough the armour and defense of its targets, and even more so against buildings, fortifications, armoured vehicles, and other Monstrous Creatures. If you don't know what it looks like, it is that giant, heavy-ass prong-shaped lance that the Stone Crusher carries on its back and shoulders. The two prongs are literally composed of solid bone and chitin, making it a good weapon to punch a whole through anything it charges through. === Feeder Tentacles === [[File:Feeder_Tentacles.JPG|200px|right|thumb|Feeder Tentacles]] Basically a giant version of the Feeder Tendril. Feeder Tentacles are enormous tentacles used by some Tyranid Bio-Ships to feed on planetary atmospheres. They can also be used as weapons against enemy vessels. The tentacles are strong enough to punch through a ship's hull and inject smaller Tyranid organisms into it to run amok, causing enormous damage to the ship's critical systems. In [[Battlefleet Gothic: Armada II]]. These are your boarding crafts. However, unlike the other faction's boarding craft, the Feeder Tentacles is arguably the most powerful as once attached, it is very hard to let go. This allows a continuous stream of Nids to swarm an enemy ship, which would absolutely devastate opposing crew members; often leaving an empty hulk once it is done. This is offset by its shit range, however. [[Tl;dr]], the ultimate OM NOM NOM machine. === Great Claws === [[File:Tyranid_Great_Claws.JPG|200px|right|thumb|Great Claws]] Sometimes known as Massive Claws. Great Claws is the Claws and Teeth of a regular Tyranid organism grown to voidship-sized proportions. The ''other'' ultimate OM NOM NOM machine. All bio-ships with a Great Claw upgrade is a designated battering ram and function similarly to the armoured prow of an [[Imperial Navy]] and [[Ork]] warship. Despite the similarities, the Tyranid Great Claws are definitely the best CQC space weapon in the entire game. This is helped by the fact that it is an actual appendage, meaning that once it latches on to something, it would continue to mulch and crush anything within its massive maw. In [[Battlefleet Gothic: Armada II]], this translates to a [[Awesome|continuous damage dealer]] in contrast to the one-off damage done by an armoured prow. Whilst it has less even ''less'' range, does not permanently latch on to its target and dump an unholy amount of bodies like the Feeder Tentacles, Great Claws do not have a cooldown and it is always 'on'. Moreover, Great Claws deals a metric shit ton of damage to a target's health, completely ignoring any shields present and just chews on it until it goes boom, whereas a ship-turned-drifting hulk done-in by a Feeder Tentacle could always be reoccupied by the enemy if not careful. [[Category: Warhammer 40,000]] [[Category: Xenos]] [[Category: Tyranid]] {{40k-Tyranid-Weapons}} {{40k-GenestealerCults-Weapons}} {{Tyranids-Creatures}}
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