Codex - Tyranids Angry Alien Edition: Difference between revisions

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==WIP==
==Introduction==
====DIMACHAERON BROOD====
Angry codices are an attempt to improve internal and external balance. Check out [[Codex_-_Angry_Editions |the Angry Codex hub]] for the other angry codices and a more detailed description of what exactly the Angry Codices are made to do.
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! WS
! BS
! S
! T
! W
! I
! A
! Ld
! Sv
|-  
| Dimachaeron
| 8
| 3
| 6
| 6
| 6
| 6
| 5
| 7
| 3+
|-
|}
<br style="clear: both; height: 0px;" />
'''UNIT TYPE:'''


'''Monstrous Creature (Leaper)'''
This is a copy and paste of Codex - Tyranids /tg/ edition. I didn't think it would be worth it to do all the legwork with writing down all the profiles of the units in the codex, in addition to that several okay and a couple of great additions were made in Codex - Tyranids /tg/ edition. I have made very, very few edits in this codex which is why it is a '''pre-alpha''' angry dex, or a finished /tg/ dex with some minor revisions. I did not write any of the new rules and many of them will be changed or removed.


'''UNIT COMPOSITION:'''
===Disclaimer===
Games Workshop in no way endorses this codex nor any of the other Angry Codices. No infringement is intended with this work, nor any other of the Angry Codices. The intent of the angry codices is NOT to make GW go out of business, but rather to improve the quality of the hobby, which leads to a happier and larger player base.


'''1 Dimachaeron''' ...''x pts''
===Editing===
Feel free to edit wordings to improve readability. Add anything you like to any of the Angry Codices, except the Angry Necrons, Dark Eldar and Daemons, for these documents you should instead first argue in the discussion page before adding or changing anything. If someone objects to something you have written or changed, you should civilly discuss and prove why your idea is good and how it fits with fluff/is more balanced etc. etc. If no conclusion can be made then the Angry Pirate has the final say, if he does not say anything remove any changes from the official codex. If you don´t agree with an edit the Angry Pirate has made you can write in the talk page of the relevant talk page or in my page by clicking the first blue link. [[User:Angry Pirate|Angry Pirate]] ([[User talk:Angry Pirate|talk]])


'''WARGEAR:'''  
==THE TYRANID SWARM==
*'''Sickle claws'''
===TYRANIDS WARGEAR LIST===
*'''Grasping talons'''
====BASIC BIO-WEAPONS====
*'''Thorax spine-maw'''
A model may replace its devourer with one of the following:
*'''Adrenal glands'''
:: - Scything talons ...''x pts''
:: - Spinefists ...''x pts''
:: - Deathspitter ...''x pts''
 
====BASIC BIO-CANNONS====
A model may replace its devourer with one of the following:
:: - Barbed strangler ...''x pts''
:: - Venom cannon ...''x pts''


'''SPECIAL RULES:'''
====MONSTROUS BIO-CANNONS====
*'''Agile'''
A model may replace any pair of scything talons with one of the following:
*'''Instinctive Behaviour (Feed)'''
:: - Twin-linked deathspitter ...''x pts''
*'''Rampage'''
:: - Twin-linked devourer with brainleech worms ...''x pts''
*'''Monstrous Creature (Leaper)''' Leaper is sub type, and as such does not appear as a category on its own, but only when paired with another unit type. Models with the Leaper sub-type may choose to use their Leaping ability in either the Shooting phase or the Assault phase (they may not use both in the same turn). When not using this ability, the model moves normally for a model of its base type. When using Leaper (whether moving or charging) the model can move over all other models and terrain freely. If the model begins or ends its move in difficult terrain it must take a Dangerous Terrain test. Leaping models cannot end their move on top of other models or in impassable terrain.
:: - Stranglethorn cannon*1 ...''x pts''
**'''Shooting Phase''' - If a Leaping Model Leaps during the Shooting phase, it can move up to 6" this move, and only this move, is measured from the front of the base to the back of the base were it finishes the unit may not run after leaping but may shoot and assault as normal.
:: - Deathspitter with deathscreamer grubs ...''x pts''
**'''Assault Phase''' - If a Leaping Model leaps during the assault phase, it gains the Hammer of Wrath special rule, if it did not already possess it, and all Hammer of Wrath attacks are resolved at +1 Strength and gain the Strikedown special rule.
:: - Heavy venom cannon*1 ...''x pts''


'''OPTIONS:'''
====MELEE BIO-WEAPONS====
**All models may take one of the following mutations: (WS:10/BS:15/S:10/T:20/W:15/I:15/A:15/Ld:-/Sv:35/Psy:-/Syn:-)
A model may replace any pair of scything talons with one of the following:
*May include up to 2 additional Dimacheron ...''x pts/model''
:: - Rending claws ...''x pts''
*The Model may take a Tyrannocyte as a Dedicated Transport.
:: - Lash Whips ...''x pts''
:: - Boneswords ...''x pts''
:: - Lash whip and bonesword ...''x pts''
:: - Crushing claws ...''x pts''


====LAIUS HORROR====
====BIOMORPHS====
{| border="1" cellspacing="0" cellpadding="5" align="left"
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.
! WS
:: - Feeder tendrils ...''x/y pts/model''
! BS
:: - Amphibious adaptations ...''x/y pts/model''
! S
:: - Wide-spectrum retinas ...''x/y pts/model''
! T
:: - Enchanced leg muscles ...''x/y pts/model''
! W
:: - Psychic bio-crystals ...''x/y pts/model''
! I
:: - Serrated blades ...''x/y pts/model''
! A
:: - Adamantine tusks ...''x pts/model''
! Ld
:: - Antidote glands ...''-/x pts/model''
! Sv
:: - Echolocation ...''x/y pts/model''
|-  
:: - Spring coil musculature ...''x/y pts/model''
| Laius Horror
:: - Toxin sacs ...''x/y pts/model''
| 3
:: - Feeding frenzy trigger ...''x/y pts/model''
| 3
:: - Acid blood ...''x/y pt/model''
| 6
:: - Adrenal glands ...''x/y pts/model''
| 6
:: - Regeneration ...''x/y pts/model''
| 4
:: - Dopamine injector ...''x/y pts/model''
| 4
:: - Four-dimensional thought patterns ...''x/y pts/model''
| 4
| 6
| 4+
|-
|}
<br style="clear: both; height: 0px;" />
'''UNIT TYPE:'''


'''Monstrous Creature'''
====THORAX BIOMORPHS====
A model may take up to one of the following:
:: - Electroshock grubs ...''x pts''
:: - Desiccator larvae ...''x pts''
:: - Shreddershard beetles ...''x pts''


'''UNIT COMPOSITION:'''
====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 ...''x pts''
:: - The Miasma Cannon ...''x pts''
:: - The Norn Crown*2 ...''x pts''
:: - The Ymgarl Factor*2 ...''x pts''
:: - The Reaper of Obliterax ...''x 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.''


'''1 (Unique)''' ...''x pts''
===HQ===
 
====OLD ONE EYE====
'''WARGEAR:'''
*'''Two sets scything talons'''
 
'''SPECIAL RULES:'''
*'''Instinctive Behaviour (Feed)'''
*'''Fearless'''
*'''Fleet:'''
*'''From The Inside:''' Laius Horror always starts the game in reserves. If your army includes the Laius Horror, secretly write one enemy non-vehicle and non-Character model with one wound as a Host. If there is no such model, pick a model with 2 wounds and no Character type. When the Host loses its last Wound or when the Laius Horror enters from reserve, reveal the note to your opponent, replace the Host with a Laius Horror, and then remove Host as casualty. If there is no space to place Laius Horror directly on top of where its host been, move other models in the Host's unit until it could be placed - from this moment Laius Horror count as being locked in close combat with his Host's unit. This does not count as Charge, so no one get bonus attacks for charging, Rage and Counter-Charge special rules.
 
'''OPTIONS:'''
**All models may take one of the following mutations: (WS:10/BS:-/S:10/T:20/W:20/I:10/A:15/Ld:10/Sv:30/Psy:-/Syn:-)
*May take items from the '''Thorax Biomorphs''' and '''Biomorphs''' lists
 
====MEIOTIC SPORE BROOD====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 112: Line 89:
! Ld
! Ld
! Sv
! Sv
|-  
|-
| Meiotic Spore
| Old One Eye
| -
| -
| 1
| 3
| 3
| 1
| 2
| 1
| 8
| -
| 6
| 1
| 4
| -
| 2
| Infantry
| 6
| 3 Meiotic Spores
| 7
| 3+
|-
|-
|}
|}
Line 130: Line 105:
'''UNIT TYPE:'''
'''UNIT TYPE:'''


'''Infantry'''
'''Monstrous Creature (Character)'''


'''UNIT COMPOSITION:'''
'''UNIT COMPOSITION:'''


'''3 Meiotic Spore''' ...''x pts''
'''1 (Unique)''' ...''x pts''
 
'''WARGEAR:'''
*'''Scything talons'''
*'''Crushing claws'''
*'''Regeneration'''
*'''Thresher scythe'''


'''SPECIAL RULES:'''
'''SPECIAL RULES:'''
*'''Fearless'''
*'''Instinctive Behaviour (Feed)'''
*'''Shrouded'''
*'''It Will Not Die'''
*'''Outriders of the Swarm:''' Meiotic Spore Mines must be deployed at the start of the game, just before the first turn but after deployment, using the Deep Strike special rule. They may only be held in reserve in missions that force all other friendly units to begin the game in reserves.
*'''Living Battering Ram'''  
*'''Floating Brood Bomb:''' The Meiotic Spore Brood moves 3+D6" in each of its controlling player's movement phases. When they run, they move only half of the distance rolled. Meiotic Spores are never slowed by difficult terrain but must take Dangerous Terrain tests as normal. Meiotic Spores may not declare charges and if charged by any enemy unit, they detonate and are removed from play before any blows are struck or other effects are triggered, causing D6 Str5 AP4 hits on the charging unit per Meiotic Spore in the unit when it is removed from play. If any Meiotic Spore is removed as a casualty due to shooting attacks, then its controlling player may place a new unit of D3+1 Spore Mines anywhere within 6" of the destroyed models. These spore mines form a separate unit that may act normally on the turn following their placement. In addition, whenever the Meiotic Spore brood moves within 6" of an enemy unit, or during any friendly shooting phase, the Meiotic Spore Brood may make one attack using the profile below. Each attack may target a different enemy unit. After these attacks are resolved, all models in the Meiotic Spore Brood are removed as casualties.
*'''Rage'''
**'''Bomb'''
*'''Synapse'''
::{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! S
! AP
! Type
|-
| 6"
| 5
| 4
| Assault 1, Large Blast, Strikedown, Ignores Cover, Brood Bombs
|-
|}<br style="clear: both; height: 0px;" />
::'''Brood Bombs:''' If any template from a Meiotic Spore Bomb scatters so that it misses all enemy units, then the controlling player may immediately place a unit of D3+1 Spore Mines anywhere under the template that is at least 1" away from any other models or impassable terrain. If there is not enough space to place any or all of these spore mines, then those models which cannot be placed are removed from play.
*'''Living Bomb:''' Meiotic Spore Mine Clusters are non-scoring, non-denial units. They do not award Victory Points when destroyed, and Wounds suffered by Spore Mines in close combat (including those caused by a Floating Death detonation) are not counted when determining assault results.


'''OPTIONS:'''
'''OPTIONS:'''
**All models may take one of the following mutations: (WS:-/BS:-/S:-/T:5/W:-/I:-/A:-/Ld:-/Sv:-/Psy:-/Syn:-)
*May take a Tyrannocyte or a Mycetic Spore as a Dedicated Transport.
*May include up to six additional Meiotic Spores ...''x pts/model''


====TOXICRENE====
====TYRANID PRIME====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 173: Line 139:
! Ld
! Ld
! Sv
! Sv
|-
|-  
| Toxicrene
| Tyranid Prime
| 5
| 3
| 3
| 4
| 4
| 3
| 3
| 5
| 4
| 6
| 4
| 5
| 3
| 5
| 8
| 8
| 4+
| 5+
|-
|-
|}
|}
Line 189: Line 155:
'''UNIT TYPE:'''
'''UNIT TYPE:'''


'''Monstrous Creature'''
'''Infantry (Character)'''


'''UNIT COMPOSITION:'''
'''UNIT COMPOSITION:'''


'''1 Toxicrene''' ...''x pts''
'''1 Tyranid Prime''' ...''x pts''


'''WARGEAR:'''  
'''WARGEAR:'''
*'''Acid blood'''
*'''Devourer'''
*'''Choking cloud'''
*'''Scything talons'''
*'''Two sets of lash whips'''
*'''Toxic miasma'''


'''SPECIAL RULES:'''
'''SPECIAL RULES:'''
*'''Fearless'''
*'''Independent Character'''
*'''Instinctive Behaviour (Feed)'''
*'''Know No Honour'''
*'''Poisoned (2+)'''
*'''Shadow in the Warp'''
*'''Shrouded'''
*'''Synapse Creature'''
*'''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.
*'''Very Bulky'''


'''OPTIONS:'''
'''PSYKER:'''  
**All models may take one of the following mutations: (WS:30/BS:10/S:5/T:20/W:20/I:10/A:20/Ld:10/Sv:30/Psy:-/Syn:-)
*May include up to 2 additional Toxicrenes ...''x pts/model''
*May take items from the '''Biomorphs''' lists.
*May take a Tyrannocyte as a Dedicated Transport.


===FORTIFICATIONS===
This unit must purchase a number of psychic powers equal to its Mastery Level.
====SPAWNING POOL====
x pts<br>
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====
'''OPTIONS:'''
x pts<br>
*May take one of the following:
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.
:: - Superior neural connections ...''x pts''
*'''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.
:: - 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''


===CAPILLARY TOWERS====
====TYRANT BROOD====
x pts<br>
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.
 
====SPOROCYSTS====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 243: Line 217:
! Sv
! Sv
|-  
|-  
| Sporocyst
| Hive Tyrant
| 2
| 8
| 2
| 4
| 5
| 6
| 6
| 3
| 5
| 5
| 4
| 10
| 3+
|-
| The Swarmlord
| 9
| 4
| 6
| 6
| 4
| 6
| 6
| 3
| 4
| 3
| 10
| 8
| 3+
| 4+
|-
|-
|}
| Tyrant Guard
<br style="clear: both; height: 0px;" />
| 5
'''UNIT TYPE:'''
| 3
 
| 5
'''Monstrous Creature'''
| 5
 
| 2
'''UNIT COMPOSITION:'''
| 4
| 2
| 7
| 3+
|-
|}
<br style="clear: both; height: 0px;" />
'''UNIT TYPE:'''


'''1 Sporocyst''' ...''x pts''
''Hive Tyrant and The Swarmlord''


'''WARGEAR:'''
'''Monstrous Creature'''
*'''Five deathspitters'''


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


'''OPTIONS:'''
'''Infantry'''
**All models may take one of the following mutations: (WS:5/BS:10/S:5/T:20/W:10/I:5/A:5/Ld:5/Sv:15/Psy:-/Syn:-)
*May replace all five deathspitters with:
:: - Five barbed stranglers ...''x pts''
:: - Five venom cannons ...''x pts''


===SPECIAL RULES===
'''UNIT COMPOSITION:'''
====ALPHA WARRIOR====
Tyranid Warriors and Tyranid Shrikes may use this model's Weapon Skill and Ballistic Skill rather than their own.


====CHAMELEONIC SKIN====
'''1 Hive Tyrant''' ...''x pts''
Units consisting entirely of models with this special rule do not scatter when arriving from Deep Strike Reserve.


====DEATH FROM THE SHADOWS====
'''WARGEAR:'''
A unit composed entirely of models with this special rule may assault the same turn it Outflanks or Infiltrates.


====INSTINCTIVE BEHAVIOUR====
''Hive Tyrant''
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.
*'''Two pairs of scything talons'''
*'''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====
''The Swarmlord''
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.
*'''Two pairs of bone sabres'''
::{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! S
! AP
! Type
|-
| -
| User
| 2
| Melee, Blade Parry, Instant Death
|-
|}<br style="clear: both; height: 0px;" />
::'''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'''


====KNOW NO HONOUR====
'''WARLORD TRAIT:'''
Character models with this rule may not issue or accept challenges, but suffer no penalties for refusing a challenge.


====LORD OF WINGED HORRORS====
*'''Synaptic Lynchpin:''' (The Swarmlord only) Your Warlord's Synapse Range is doubled.  
Gargoyle Broods, Mucolid Spore Clusters, Sky-slasher Swarm Broods, Spore Mine Clusters and Tyranid Shrike Broods are Troops choices if your Warlord has this special rule.


====PHEROMONE TRAIL====
'''SPECIAL RULES:'''
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.


====SHADOW IN THE WARP====
''Hive Tyrant''
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.
*'''Psyker (Mastery Level 2)'''
*'''Know No Honour'''
*'''Shadow in the Warp'''
*'''Synapse Creature'''


====SPAWN HORMAGAUNTS====
''The Swarmlord''
Replace Termagants with Hormagaunts in Spawner, Brood Progenitor and Synaptic Backslash rules.
*'''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.


====SPAWN GARGOYLES====
''Tyrant Guard''
Replace Termagants with Gargoyles in Spawner, Brood Progenitor and Synaptic Backslash rules.
*'''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'''


====SPAWN RIPPERS====
'''PSYKER:'''
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====
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.
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.


====SYNAPSE====
'''OPTIONS:'''
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.  
*May include up to 5 Tyrant Guard ...''x pts/model''
 
*One Hive Tyrant in your army may be upgraded to The Swarmlord ...''x pts''
==WEAPONS AND BIOMORPHS==
*The Hive Tyrant may take one of the following:
===MELEE WEAPONS===
:: - Superior neural connections ...''x pts''
'''Designer’s Note:''' ''Tyranid Melee weapons come as pairs. For game purposes, each pair is treated as a single Melee weapon. This means that Tyranid models must fight with two pairs of any Tyranid Melee weapons to gain a bonus Attack in close combat for fighting with two weapons. For example, a Hormagaunt armed with a single pair of scything talons does not gain a bonus Attack, but a Ravener with two pairs of scything talons, or a Genestealer with a pair of rending claws and a pair of scything talons, does.''
:: - Improved vision ...''x pts''
 
:: - Overgrown muscles ...''x pts''
====BONESWORDS AND LASH WHIPS====
:: - Hardened carapace ...''x pts''
::{| border="1" cellspacing="0" cellpadding="5" align="left"
:: - Redundant organs ...''x pts''
!
:: - Duplicated reflex chains ...''x pts''
! Range
:: - Explosive muscle action ...''x pts''
! S
:: - Armored shell ...''x pts''
! AP
:: - Secondary brain ...''x pts''
! Type
:: - Synaptic enhancement ...''x pts''
|-  
*All Tyrant Guard may take one of the following special rules:
| Boneswords
:: - Superior neural connections ...''x pts/model''
| -
:: - Improved vision ...''x pts/model''
| User
:: - Overgrown muscles ...''x pts/model''
| 3
:: - Hardened carapace ...''x pts/model''
| Melee, Life Drain
:: - Redundant organs ...''x pts/model''
|-
:: - Duplicated reflex chains ...''x pts/model''
| Lash Whips
:: - Explosive muscle action ...''x pts/model''
| -
:: - Impulse inhibitors ...''x pts/model''
| User
:: - 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.
| Melee, Swiftstrike
*Any Tyrant Guard may replace its pair of scything talons with one of the following:
|-
:: - Crushing claws ...''x pts''
| Bonesword and Lash Whip
:: - Lash whip and bonesword ...''x pts/model''
| -
*All Tyrant Guard may take any of the following:
| User
:: - Toxin sacs ...''x pts''
| 3
:: - Adrenal glands ...''x pts''
| Melee, Life Drain, Swiftstrike
*The Hive Tyrant may take one of the following Warlord Traits:
|-
:: - '''Intimidating Presence''' ...''x pts''
|}<br style="clear: both; height: 0px;" />
Friendly units within 12" of the Warlord can use his Leadership rather than their own.
::'''Life Drain:''' To Wound rolls of 6 made with a weapon with this special rule gain the Instant Death special rule.  
:: - '''The Dust of a Thousand Worlds''' ...''x pts''
::'''Swiftstrike:''' Attacks made with a weapon with this special rule is carried out at +3 Inititive.  
Your Warlord, and all friendly units within 12", have the Move Through Cover special rule.
 
:: - '''Target Priority''' ...''x pts''
====CRUSHING CLAWS AND WRECKING BALL====
In the Shooting phase, your Warlord and all friendly units within 12" of him reroll To Hit rolls of 1.
::{| border="1" cellspacing="0" cellpadding="5" align="left"
:: - '''Coordinated Assault''' ...''x pts''
!  
In the Assault phase, your Warlord and all friendly units within 12" of him reroll To Hit rolls of 1.
! Range
:: - '''Tenacity''' ...''x pts''
! S
Your Warlord has the Feel No Pain special rule.
! AP
*The Hive Tyrant may take any of the following:
! Type
:: - 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====
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! WS
! BS
! S
! T
! W
! I
! A
! Ld
! Sv
|-  
|-  
| Crushing Claws
| Genestealer
| -
| 6
| +1
| 2
| 4
| 4
| 1
| 6
| 2
| 2
| Melee, Armourbane, Unwieldy
| 10
| 5+
|-
|-
| Crushing Claw and Wrecking Ball
| Broodlord
| -
| 7
| +1
| 2
| 2
| Melee, Armourbane, Unwieldy, Wrecker
| 5
| 5
| 3
| 7
| 4
| 10
| 4+
|-
|-
|}<br style="clear: both; height: 0px;" />
|}
::'''Wrecker:'''Models equipped with a set of Crushing Claw and Wrecking Ball have +1 bonus for penetrating building armour and building damage rolls.
<br style="clear: both; height: 0px;" />
'''UNIT TYPE:'''
 
'''Infantry'''. The Broodlord is '''Infantry (Character)'''


====RENDING CLAWS====
'''UNIT COMPOSITION:'''
::{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! S
! AP
! Type
|-
| -
| User
| 5
| Melee, Rending
|-
|}<br style="clear: both; height: 0px;" />


====SCYTHING TALONS====
'''5 Genestealers''' ...''x pts''
::{| border="1" cellspacing="0" cellpadding="5" align="left"
 
! Range
'''WARGEAR:'''
! S
*'''Rending claws'''
! AP
! Type
|-
| -
| User
| 6
| Melee
|-
|}<br style="clear: both; height: 0px;" />


====SICKLE CLAWS====
'''SPECIAL RULES:'''
::{| border="1" cellspacing="0" cellpadding="5" align="left"
*'''Bulky''' (Broodlord only)
! Range
*'''Psyker (Mastery Level 1)''' (Broodlord only)
! S
*'''Know No Honour''' (Broodlord only)
! AP
*'''Fleet'''
! Type
*'''Infiltrate'''
|-
*'''Move Through Cover'''  
| -
| User
| 2
| Melee, Sickle Strike
|-
|}<br style="clear: both; height: 0px;" />
::'''Sickle Strike:''' To Wound rolls of 4+ made with a weapon with this special rule have the Instant Death special rule.


====GRASPING TALONS====
'''PSYKER:'''  
::{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! S
! AP
! Type
|-
| -
| +1
| 2
| Melee, Spine-Maw Strike
|-
|}<br style="clear: both; height: 0px;" />
::'''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====
Broodlords know the ''horror'' psychic power from the '''powers of the hive mind''' discipline.  
::{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! S
! AP
! Type
|-
| -
| +4
| 1
| Melee, Instant Death, Digestion Spine
|-
|}<br style="clear: both; height: 0px;" />
::'''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===
'''OPTIONS:'''
====ACID SPRAY====
*All models may take one of the following:
::{| border="1" cellspacing="0" cellpadding="5" align="left"
:: - Superior neural connections ...''x pts/model''
! Range
:: - Improved vision ...''x pts/model''
! S
:: - Overgrown muscles ...''x pts/model''
! AP
:: - Hardened carapace ...''x pts/model''
! Type
:: - Duplicated reflex chains ...''x pts/model''
|-  
:: - Explosive muscle action ...''x pts/model''
| Template
:: - Armored shell ...''x pts/model''
| 6
*May include up to fifteen additional Genestealers ...''x pts/model''
| 4
*Entire unit may take Death from the Shadows upgrade ...''x pts/model''
| Assault 1, Torrent
*Any model in a brood may take one of the following:
|-
:: - Scything talons ...''x pts''
|}<br style="clear: both; height: 0px;" />
:: - 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''


====BIO-ELECTRIC WEAPONS====
====HORMAGAUNT BROOD====
::{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
! Range
! WS
! BS
! S
! S
! AP
! T
! Type
! W
! I
! A
! Ld
! Sv
|-  
|-  
| Bio-electric pulse
| Hormagaunt
| 18"
| 3
| 3
| 3
| 3
| 1
| 5
| 5
| 5
| 2
| Assault 6, Lightning Shock
| 6
|-
| 6+
| Bio-electric pulse with containment spines
| 18"
| 5
| 5
| Assault 12, Lightning Shock
|-
|-
|}<br style="clear: both; height: 0px;" />
|}
::'''Lightning Shock:''' Each time weapon with this special rule rolls a "six" to hit a vehicle, this hit gains Haywire special rule.
<br style="clear: both; height: 0px;" />
'''UNIT TYPE:'''
 
'''Infantry'''


====BIO-PLASMA====
'''UNIT COMPOSITION:'''
::{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! S
! AP
! Type
|-
| 18"
| 7
| 2
| Assault 1, Blast
|}<br style="clear: both; height: 0px;" />


====BIO-PLASMIC CANNON====
'''10 Hormagaunts''' ...''x pts''
::{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! S
! AP
! Type
|-
| 36"
| 7
| 2
| Assault 1, Large Blast
|-
| 36"
| 7
| 2
| Assault 6
|-
|}<br style="clear: both; height: 0px;" />


====CHOKING CLOUD====
'''WARGEAR:'''
::{| border="1" cellspacing="0" cellpadding="5" align="left"
*'''Scything talons'''
! Range
! S
! AP
! Type
|-
| 12"
| 3
| -
| Assault 1, Ignores Cover, Large Blast, Poisoned (2+), Predatory Sentience
|-
|}<br style="clear: both; height: 0px;" />
::'''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====
'''SPECIAL RULES:'''
::{| border="1" cellspacing="0" cellpadding="5" align="left"
*'''Bounding Leap:''' Units entirely composed of models with this special rule Run an additional 3".
! Range
*'''Fleet'''
! S
*'''Instinctive Behaviour (Feed)'''
! AP
*'''Move Through Cover'''
! Type
 
|-  
'''OPTIONS:'''
| 18"
*All models may take one of the following:
| 5
:: - Superior neural connections ...''x pts/model''
| -
:: - Improved vision ...''x pts/model''
| Assault 1, Large Blast
:: - Overgrown muscles ...''x pts/model''
|-  
:: - Hardened carapace ...''x pts/model''
|}<br style="clear: both; height: 0px;" />
:: - 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.


====DEATHSPITTER WEAPONS====
====RIPPER SWARM BROOD====
::{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
! Range
! WS
! BS
! S
! S
! AP
! T
! Type
! W
! I
! A
! Ld
! Sv
|-  
|-  
| Deathspitter
| Ripper Swarm
| 18"
| 2
| 2
| 3
| 2
| 4
| 2
| 4
| 5
| 5
| 5
| 6+
| Assault 3
|-
| Deathspitter with deathscreamer grubs
| 18"
| 7
| 5
| Assault 6
|-
|-
|}<br style="clear: both; height: 0px;" />
|}
<br style="clear: both; height: 0px;" />
'''UNIT TYPE:'''
 
'''Infantry'''
 
'''UNIT COMPOSITION:'''
 
'''3 Ripper Swarms''' ...''x pts''


====DEVOURER WEAPONS====
'''SPECIAL RULES:'''
::{| border="1" cellspacing="0" cellpadding="5" align="left"
*'''Deep Strike'''
!
*'''Eternal Warrior'''
! Range
*'''Fearless'''
! S
*'''Instinctive Behaviour (Feed)'''
! AP
*'''Stealth'''
! Type
*'''Swarms'''
|-
| Devourer
| 18"
| 4
| -
| Assault 3, Neural Agony
|-
| Devourer with brainleech worms
| 18"
| 6
| -
| Assault 4, Neural Agony
|-
|}<br style="clear: both; height: 0px;" />
::'''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====
'''OPTIONS:'''
::{| border="1" cellspacing="0" cellpadding="5" align="left"
*All models may take one of the following:
!
:: - Superior neural connections ...''x pts/model''
! Range
:: - Improved vision ...''x pts/model''
! S
:: - Overgrown muscles ...''x pts/model''
! AP
:: - Duplicated reflex chains ...''x pts/model''
! Type
:: - 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====
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! WS
! BS
! S
! T
! W
! I
! A
! Ld
! Sv
|-  
|-  
| Torrent
| Termagant
| Template
| 3
| 5
| 3
| 3
| 3
| 3
| Assault 1, Torrent
| 1
|-
| 4
| Split
| 1
| 18"
| 6
| 6
| 3
| 6+
| Assault 2, Sticky Ooze
|-
|-
|}<br style="clear: both; height: 0px;" />
|}
::'''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.
<br style="clear: both; height: 0px;" />
'''UNIT TYPE:'''
 
'''Infantry'''
 
'''UNIT COMPOSITION:'''


====THORAX BIOMORPHS====
'''10 Termagants''' ...''x pts''
::{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! 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
|-
|}<br style="clear: both; height: 0px;" />


====FLAMESPURT CANNON====
'''WARGEAR:'''
::{| border="1" cellspacing="0" cellpadding="5" align="left"
*'''Fleshborer'''
! Range
! S
! AP
! Type
|-
| Template
| 5
| 4
| Assault 1
|-
|}<br style="clear: both; height: 0px;" />


====FLESHBORER WEAPONS====
'''SPECIAL RULES:'''
::{| border="1" cellspacing="0" cellpadding="5" align="left"
*'''Instinctive Behaviour (Lurk)'''
!
*'''Move Through Cover'''
! Range
! S
! AP
! Type
|-
| Fleshborer
| 12"
| 4
| 5
| Assault 1
|-
| Fleshborer hive
| 18"
| 4
| 5
| Assault 20, Rending
|-
|}<br style="clear: both; height: 0px;" />


====GRASPING TONGUE====
'''OPTIONS:'''
::{| border="1" cellspacing="0" cellpadding="5" align="left"
*All models may take one of the following:
! Range
:: - 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====
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! WS
! BS
! S
! S
! AP
! T
! Type
! W
! I
! A
! Ld
! Sv
|-  
|-  
| 12"
| Tervigon
| 3
| 3
| 5
| 6
| 6
| 4
| 2
| 2
| Assault 1, Precision Shots
| 3
| 8
| 3+
|-
|-
|}<br style="clear: both; height: 0px;" />
|}
<br style="clear: both; height: 0px;" />
'''UNIT TYPE:'''


====IMPALE CANNON====
'''Monstrous Creature'''
::{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! S
! AP
! Type
|-
| 24"
| 8
| 4
| Assault 2, Homing, Ignores Cover
|-
|}<br style="clear: both; height: 0px;" />
::'''Homing:''' Weapons with this special rule can be fired at targets out of the unit's line of sight.


====RUPTURE CANNON====
'''UNIT COMPOSITION:'''
::{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! S
! AP
! Type
|-
| 48"
| 10
| 4
| Assault 2
|-
|}<br style="clear: both; height: 0px;" />


====SHOCK CANNON====
'''1 Tervigon''' ...''x pts''
::{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! S
! AP
! Type
|-
| 24"
| 5
| 5
| Assault 1, Blast, Haywire
|-
|}<br style="clear: both; height: 0px;" />


====SPIKE RIFLE====
'''WARGEAR:'''
::{| border="1" cellspacing="0" cellpadding="5" align="left"
*'''Stinger salvo'''
! Range
*'''Scything talons'''
! S
! AP
! Type
|-
| 24"
| 3
| 5
| Assault 1
|-
|}<br style="clear: both; height: 0px;" />


====SPINEFIST WEAPONS====
'''SPECIAL RULES:'''
::{| border="1" cellspacing="0" cellpadding="5" align="left"
*'''Psyker (Mastery Level 1)'''
!
*'''Know No Honour'''
! Range
*'''Shadow in the Warp'''
! S
*'''Synapse Creature'''
! AP
*'''Brood Progenitor:''' All Broods spawned by the Tervigon within 12" of the Tervigon have the Counter-attack special rule.
! Type
*'''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.
| Spinefist
: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.
| 12"
*'''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.
| 3
 
| 5
'''PSYKER:'''
| Assault X, Punch Gun, Twin-Linked
|-
| Heavy Spinefist
| 12"
| 5
| 5
| Assault X, Punch Gun, Twin-Linked
|-
|}<br style="clear: both; height: 0px;" />
::'''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====
This unit must purchase a number of psychic powers equal to its Mastery Level.
::{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! S
! AP
! Type
|-
| 18"
| 5
| 4
| Assault 4
|-
|}<br style="clear: both; height: 0px;" />


====STRANGLER WEAPONS====
'''OPTIONS:'''
::{| border="1" cellspacing="0" cellpadding="5" align="left"
*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====
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
! Range
! WS
! BS
! S
! S
! AP
! T
! Type
! W
|-
! I
| Strangleweb
! A
| Template
! Ld
| 2
! Sv
| 6
| Assault 1, Pinning, Shred
|-  
|-  
| Barbed Strangler
| Tyranid Warrior
| 36"
| 5
| 3
| 4
| 4
| 4
| 5
| 3
| Assault 1, Shred, Large Blast, Pinning
|-
| Stranglethorn Cannon
| 36"
| 6
| 4
| 4
| Assault 1, Shred, Large Blast, Pinning
| 3
| 7
| 4+
|-
|-
|}<br style="clear: both; height: 0px;" />
|}
<br style="clear: both; height: 0px;" />
'''UNIT TYPE:'''
 
'''Infantry'''
 
'''UNIT COMPOSITION:'''


====TENTACLIDS====
'''3 Tyranid Warriors''' ...''x pts''
::{| border="1" cellspacing="0" cellpadding="5" align="left"
 
! Range
'''WARGEAR:'''
! S
*'''Devourer'''
! AP
*'''Scything talons'''
! Type
 
|-
'''SPECIAL RULES:'''
| 36"
*'''Shadow in the Warp'''
| 5
*'''Synapse Creature'''
| 5
*'''Very Bulky'''
| Assault 1, Haywire, Seeking, One Use Only
 
|-
'''PSYKER:'''  
|}<br style="clear: both; height: 0px;" />
 
::'''Seeking:''' This weapon counts as having the Twin-linked special rule when targeted at a Zooming Flyer or a Swooping Flying Monstrous Creature.
This unit must purchase a number of psychic powers equal to its Mastery Level.


====VENOM CANNON WEAPONS====
'''OPTIONS:'''
::{| border="1" cellspacing="0" cellpadding="5" align="left"
*All models may take one of the following:
!
:: - Superior neural connections ...''x pts/model''
! Range
:: - Improved vision ...''x pts/model''
! S
:: - Overgrown muscles ...''x pts/model''
! AP
:: - Hardened carapace ...''x pts/model''
! Type
:: - Redundant organs ...''x pts/model''
|-
:: - Duplicated reflex chains ...''x pts/model''
| Venom Cannon (single shot)
:: - Explosive muscle action ...''x pts/model''
| 36"
:: - Armored shell ...''x pts/model''
| 7
:: - Synaptic enhancement ...''x pts/model''
| 4
*May include up to six additional Tyranid Warriors ...''x pts/model''
| Assault 1, Blast
*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====
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! WS
! BS
! S
! T
! W
! I
! A
! Ld
! Sv
|-  
|-  
| Venom Cannon (salvo)
| Deathleaper
| 36"
| 7
| 4
| Assault 2
|-
| Heavy Venom Cannon (single shot)
| 36"
| 9
| 9
| 3
| 3
| Assault 1, Blast
| 6
|-
| 4
| Heavy Venom Cannon (salvo)
| 36"
| 9
| 3
| 3
| Assault 2
| 7
| 4
| 10
| 5+
|-
|-
|}<br style="clear: both; height: 0px;" />
|}
<br style="clear: both; height: 0px;" />
'''UNIT TYPE:'''
 
'''Infantry'''
 
'''UNIT COMPOSITION:'''
 
'''1 (Unique)''' ...''x pts''


====SPORE MINE WEAPONS====
'''WARGEAR:'''
::{| border="1" cellspacing="0" cellpadding="5" align="left"
*'''Flesh hooks'''
!
*'''Rending claws'''
! Range
*'''Scything talons'''
! S
 
! AP
'''SPECIAL RULES:'''
! Type
*'''Chameleonic Skin'''
|-
*'''Deep Strike'''
| Spore Mine Cyst
*'''Fear'''
| -
*'''Fleet'''
| X*
*'''Hit & Run'''
| X*
*'''Infiltrate'''
| Assault 1, Barrage, Spore Burst, Spore Bomb
*'''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====
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! WS
! BS
! S
! T
! W
! I
! A
! Ld
! Sv
|-  
|-  
|-
| Haruspex
| Spore Mine Launcher
| 3
| 48"
| 3
| X*
| 6
| X*
| 6
| Assault 1, Barrage, Spore Burst
| 5
|-
| 3
|}<br style="clear: both; height: 0px;" />
::'''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.
::<nowiki>*</nowiki> Spore Mine weapons can use a wide variety of different mines, which define weapon's Strength, AP and additional rules.
::{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! S
! AP
! Additional rules
|-
| Frag Mine
| 4
| 4
| Large Blast, Frag Bombardment
|-
| Toxin Mines
| 1
| 3
| 3
| Assault 1, Blast, Poisoned (3+)
|-
| Char Mines
| 7
| 7
| 3
| 3+
| Assault 1, Large Blast, Aerial Minefield, Melta*
|-
|-
|}<br style="clear: both; height: 0px;" />
|}
::'''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.
<br style="clear: both; height: 0px;" />
::'''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.
'''UNIT TYPE:'''
::<nowiki>*</nowiki> 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.
 
'''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.


===Upgrade Biomorphs===
'''OPTIONS:'''
====ACID BLOOD====
*All models may take one of the following:
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.
:: - Superior neural connections ...''x pts/model''
====ACID MAW====
:: - Improved vision ...''x pts/model''
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:
:: - Overgrown muscles ...''x pts/model''
:{| border="1" cellspacing="0" cellpadding="5" align="left"
:: - Hardened carapace ...''x pts/model''
! Range
:: - Redundant organs ...''x pts/model''
! S
:: - Duplicated reflex chains ...''x pts/model''
! AP
:: - Explosive muscle action ...''x pts/model''
! Type
:: - Impulse inhibitors ...''x pts/model''
|-
:: - Armored shell ...''x pts/model''
| -
*May include up to 2 additional Haruspexes ...''x pts/model''
| 5
*May take items from the '''Biomorphs''' list.
| 2
*May take a thresher scythe ...''x pts''
| Melee
*May take a Tyrannocyte as a Dedicated Transport.
|-
 
|}<br style="clear: both; height: 0px;" />
====HIVE GUARD BROOD====
====ADAMANTINE TUSKS====
{| border="1" cellspacing="0" cellpadding="5" align="left"
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====
! WS
A model with this biomorph has the Fleet and Furious Charge special rules.
! BS
====AMPHIBIOUS ADAPTIONS====
! S
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.
! T
====ANTIDOTE GLANDS====
! W
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.  
! I
====BLINDING VENOM====
! A
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:
! Ld
:{| border="1" cellspacing="0" cellpadding="5" align="left"
! Sv
! Range
|-  
! S  
| Hive Guard
! AP
| 3
! Type
| 3
|-
| 5
| -
| 6
| 3  
| 2
| -
| 2
| Melee, Poisoned 6+, Blind
| 2
|-
| 7
|}<br style="clear: both; height: 0px;" />
| 4+
====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:
:{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! S
! AP
! Type
|-
|-
| 6"
|}
| User
<br style="clear: both; height: 0px;" />
| -
'''UNIT TYPE:'''
| Assault 2
 
|-
'''Infantry'''
|}<br style="clear: both; height: 0px;" />
 
====FEEDING FRENZY TRIGGER====
'''UNIT COMPOSITION:'''
A model with this upgrade has the Rampage special rule.
 
====IMPLANT ATTACK====
'''1 Hive Guard''' ...''x pts''
If a model has this biomorph, its close combat attacks cause Instant Death on a roll of 6 To Wound.
 
====ECHOLOCATION====
'''WARGEAR:'''
A model with this upgrade has the Interceptor special rule.  
*'''Impaler cannon'''
====PSYCHIC BIO-CRYSTALS====
 
A model with this upgrade has the Adamantium Will special Rule.  
'''SPECIAL RULES:'''
====REGENERATION====
*'''Instinctive Behaviour (Hunt)'''
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.
*'''Very Bulky'''
====SERRATED BLADES====
 
If a model has this biomorph, its close combat attacks have the Shred special rule.
'''OPTIONS:'''
====SNAKE BODY====
*All models may take one of the following:
A model with this upgrade changes it's Unit Type to Beast and gains the Deep Strike special rule.
:: - Superior neural connections ...''x pts/model''
====SPINE BANKS====
:: - Improved vision ...''x pts/model''
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.
:: - Overgrown muscles ...''x pts/model''
====SPRING COIL MUSCULATURE====
:: - Hardened carapace ...''x pts/model''
If all models in the bearer's unit is armed with spring coil musculature the bearer gains the Hit & Run special rule.
:: - Redundant organs ...''x pts/model''
====CARAPACE CHITIN-RAMS====
:: - Duplicated reflex chains ...''x pts/model''
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.  
:: - Explosive muscle action ...''x pts/model''
====FOUR-DIMENSIONAL THOUGHT PATTERNS====
:: - Impulse inhibitors ...''x pts/model''
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.
:: - Armored shell ...''x pts/model''
====TOXIC MIASMA====
*May include up to 4 additional Hive Guard ...''x pts/model''
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.
*May take items from the '''Biomorphs''' list.
====TOXIN SACS====
*May take a Tyrannocyte as a Dedicated Transport.
If a model has this biomorph, its close combat attacks have the Poisoned special rule.
 
====WIDE-SPECTRUM RETINAS====
====LICTOR BROOD====
A model with this upgrade has the Night Vision and Acute Senses special rules.
{| border="1" cellspacing="0" cellpadding="5" align="left"
====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.
! WS
====TAIL BIOMORPHS====
! BS
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.
! S
:{| border="1" cellspacing="0" cellpadding="5" align="left"
! T
!  
! W
! Range
! I
! S  
! A
! AP
! Ld
! Type
! Sv
|-
| Lictor
| 6
| 3
| 6
| 4
| 3
| 6
| 3
| 10
| 5+
| Infantry
| 1 Lictor
|-
|-
| Bone mace
|}
| -
<br style="clear: both; height: 0px;" />
| 8
'''UNIT TYPE:'''
| -
 
| Melee, Unwieldy
'''Infantry'''
|-
 
| Prehensile princer
'''UNIT COMPOSITION:'''
| -
 
| 6
'''1 Lictor''' ...''x pts''
| 5
 
| Melee
'''WARGEAR:'''
|-
*'''Rending claws'''
| Thresher scythe
*'''Scything talons'''
| -
*'''Flesh hooks'''
| 4
*'''Feeder tendrils'''
| 4
| Melee, Rending
|-
| Toxin spike
| -
| 1
| 6
| Melee, Poisoned (2+)
|-
|}<br style="clear: both; height: 0px;" />
===MUTATIONS===
All models in a unit with a Mutations entry in its options may select one of the options at the listed cost, in cases where the cost is - the unit may not select that upgrade.  


*'''(WS) - Superior Neural Connections:''' +1 Weapons Skill
'''SPECIAL RULES:'''
*'''(BS) - Improved Vision:''' +1 Ballistics Skill
*'''Chameleonic Skin'''  
*'''(S) - Overgrown Muscles:''' +1 Strength
*'''Deep Strike'''
*'''(T) - Hardened Carapace:''' +1 Toughness
*'''Fear'''
*'''(W) - Redundant Organs:''' +1 Wounds
*'''Fleet'''
*'''(I) - Duplicated Reflex Chains:''' +1 Initiative
*'''Hit & Run'''
*'''(A) - Explosive Muscle Action:''' +1 Attack
*'''Infiltrate'''
*'''(Ld) - Impulse Inhibitors:''' +1 Leadership
*'''Instinctive Behaviour (Lurk)'''
*'''(Sv) - Armored Shell:''' +1 Armor Save
*'''Move Through Cover'''
*'''(Psy) - Secondary Brain:''' Improves Mastery Level by 1.
*'''Pheromone Trail'''  
*'''(Syn) - Synaptic Enhancement:''' Improves synapse range by 6"
*'''Stealth'''
*'''Very Bulky'''


===BIOLOGICAL RELICS===
'''OPTIONS:'''
====THE MAW-CLAWS OF THYRAX====
*All models may take one of the following:
::{| border="1" cellspacing="0" cellpadding="5" align="left"
:: - Superior neural connections ...''x pts/model''
! Range
:: - Improved vision ...''x pts/model''
! S
:: - Overgrown muscles ...''x pts/model''
! AP
:: - Hardened carapace ...''x pts/model''
! Type
:: - 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====
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! WS
! BS
! S
! T
! W
! I
! A
! Ld
! Sv
|-  
|-  
| -
| Malanthrope
| User
| 3
| 3
| 5
| 5
| 4
| 4
| Melee, Assimilate, Hardened Diamantine Tips
| 5
| 3
| 8
| 3+
|-
|-
|}<br style="clear: both; height: 0px;" />
|}
::'''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.
<br style="clear: both; height: 0px;" />
::'''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.
'''UNIT TYPE:'''
====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.
'''Infantry'''
====THE MIASMA CANNON====
 
::{| border="1" cellspacing="0" cellpadding="5" align="left"
'''UNIT COMPOSITION:'''
!
 
! Range
'''1 Malanthrope''' ...''x pts''
! S
! AP
! Type
|-
| Miasmic Split
| 36"
| 1
| 4
| Assault 1, Large Blast, Poisoned (2+)
|-
| Miasmic Spray
| Template
| 1
| 4
| Assault 1, Torrent, Poisoned (2+)
|-
|}<br style="clear: both; height: 0px;" />
====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====
'''WARGEAR:'''
::{| border="1" cellspacing="0" cellpadding="5" align="left"
*'''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.
! Range
*'''Regeneration'''
! S
*'''Toxic Miasma'''
! AP
! Type
|-
| -
| +2
| 2
| Melee, Life Drain*, Parry*, Constrict*
|-
|}<br style="clear: both; height: 0px;" />
::<nowiki>*</nowiki> 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==
'''SPECIAL RULES:'''
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.
*'''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'''


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.
'''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''


===POWERS OF THE HIVE MIND===
====MALECEPTOR====
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.
{| border="1" cellspacing="0" cellpadding="5" align="left"
====CATALYST====
!
Any Psyker that knows this power has the Eternal Warrior special rule.
! WS
::Warp Charge 1
! BS
::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:
::{| border="1" cellspacing="0" cellpadding="5" align="left"
!  
! Range
! S
! S
! AP
! T
! Type
! W
|-  
! I
| Burst
! A
| 24"
! Ld
| 5
! Sv
|-
| Maleceptor
| 3
| 3
| 6
| 6
| 6
| 3
| 3
| 3
| Assault 1, Blast
| 7
| 4+
|-
|-
| Lance
|}
| 18"
<br style="clear: both; height: 0px;" />
| 10
'''UNIT TYPE:'''
| 2
| Assault 1, Lance
|-
|}<br style="clear: both; height: 0px;" />


==Introduction==
'''Monstrous Creature'''
Angry codices are an attempt to improve internal and external balance. Check out [[Codex_-_Angry_Editions |the Angry Codex hub]] for the other angry codices and a more detailed description of what exactly the Angry Codices are made to do.


This is a copy and paste of Codex - Tyranids /tg/ edition. I didn't think it would be worth it to do all the legwork with writing down all the profiles of the units in the codex, in addition to that several okay and a couple of great additions were made in Codex - Tyranids /tg/ edition. I have made very, very few edits in this codex which is why it is a '''pre-alpha''' angry dex, or a finished /tg/ dex with some minor revisions. I did not write any of the new rules and many of them will be changed or removed.
'''UNIT COMPOSITION:'''


===Disclaimer===
'''1 Maleceptor''' ...''x pts''
Games Workshop in no way endorses this codex nor any of the other Angry Codices. No infringement is intended with this work, nor any other of the Angry Codices. The intent of the angry codices is NOT to make GW go out of business, but rather to improve the quality of the hobby, which leads to a happier and larger player base.


===Editing===
'''WARGEAR:'''
Feel free to edit wordings to improve readability. Add anything you like to any of the Angry Codices, except the Angry Necrons, Dark Eldar and Daemons, for these documents you should instead first argue in the discussion page before adding or changing anything. If someone objects to something you have written or changed, you should civilly discuss and prove why your idea is good and how it fits with fluff/is more balanced etc. etc. If no conclusion can be made then the Angry Pirate has the final say, if he does not say anything remove any changes from the official codex. If you don´t agree with an edit the Angry Pirate has made you can write in the talk page of the relevant talk page or in my page by clicking the first blue link. [[User:Angry Pirate|Angry Pirate]] ([[User talk:Angry Pirate|talk]])
*'''Scything talons'''


==THE TYRANID SWARM==
'''SPECIAL RULES:'''
===TYRANIDS WARGEAR LIST===
*'''Psyker (Mastery Level 2)'''
====BASIC BIO-WEAPONS====
*'''Shadow in the Warp'''
A model may replace its devourer with one of the following:
*'''Synapse Creature'''
:: - Scything talons ...''x pts''
:: - Spinefists ...''x pts''
:: - Deathspitter ...''x pts''


====BASIC BIO-CANNONS====
'''PSYKER:'''  
A model may replace its devourer with one of the following:
:: - Barbed strangler ...''x pts''
:: - Venom cannon ...''x pts''


====MONSTROUS BIO-CANNONS====
Maleceptors know the ''psychic overload'' psychic power. Maleceptors must purchase a number of additional powers equal to their Mastery Level -1.
A model may replace any pair of scything talons with one of the following:
:: - Twin-linked deathspitter ...''x pts''
:: - Twin-linked devourer with brainleech worms ...''x pts''
:: - Stranglethorn cannon*1 ...''x pts''
:: - Deathspitter with deathscreamer grubs ...''x pts''
:: - Heavy venom cannon*1 ...''x pts''


====MELEE BIO-WEAPONS====
*'''Psychic Overload'''
A model may replace any pair of scything talons with one of the following:
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.
:: - Rending claws ...''x pts''
::Warp Charge 1
:: - Lash Whips ...''x pts''
: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.  
:: - Boneswords ...''x pts''
:: - Lash whip and bonesword ...''x pts''
:: - Crushing claws ...''x pts''


====BIOMORPHS====
'''OPTIONS:'''
All models in a unit may take up to one of each of the following:
*All models may take one 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.
:: - Superior neural connections ...''x pts/model''
:: - Feeder tendrils ...''x/y pts/model''
:: - Improved vision ...''x pts/model''
:: - Amphibious adaptations ...''x/y pts/model''
:: - Overgrown muscles ...''x pts/model''
:: - Wide-spectrum retinas ...''x/y pts/model''
:: - Hardened carapace ...''x pts/model''
:: - Enchanced leg muscles ...''x/y pts/model''
:: - Redundant organs ...''x pts/model''
:: - Psychic bio-crystals ...''x/y pts/model''
:: - Duplicated reflex chains ...''x pts/model''
:: - Serrated blades ...''x/y pts/model''
:: - Explosive muscle action ...''x pts/model''
:: - Adamantine tusks ...''x pts/model''
:: - Impulse inhibitors ...''x pts/model''
:: - Antidote glands ...''-/x pts/model''
:: - Armored shell ...''x pts/model''
:: - Echolocation ...''x/y pts/model''
*May include up to 2 additional Maleceptors ...''x pts/model''
:: - Spring coil musculature ...''x/y pts/model''
*May take items from the '''Biomorphs''' lists.
:: - Toxin sacs ...''x/y pts/model''
*The unit must buy a number of psychic powers from the following list equal to its mastery level -1:
:: - Feeding frenzy trigger ...''x/y pts/model''
:: - ''Catalyst'' ...''x pts/model''  
:: - Acid blood ...''x/y pt/model''
:: - ''Dominion'' ...''x pts''
:: - Adrenal glands ...''x/y pts/model''
:: - ''Onslaught'' ...''x pts''
:: - Regeneration ...''x/y pts/model''
:: - ''Horror'' ...''x pts''
:: - Dopamine injector ...''x/y pts/model''
:: - ''Paroxysm'' ...''x pts/model''
:: - Four-dimensional thought patterns ...''x/y pts/model''
:: - ''Warp blast'' ...''x pts/model''
*May take a Tyrannocyte as a Dedicated Transport.


====THORAX BIOMORPHS====
====PYROVORE BROOD====
A model may take up to one of the following:
{| border="1" cellspacing="0" cellpadding="5" align="left"
:: - Electroshock grubs ...''x pts''
:: - Desiccator larvae ...''x pts''
:: - Shreddershard beetles ...''x 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 ...''x pts''
:: - The Miasma Cannon ...''x pts''
:: - The Norn Crown*2 ...''x pts''
:: - The Ymgarl Factor*2 ...''x pts''
:: - The Reaper of Obliterax ...''x 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.''
 
===HQ===
====OLD ONE EYE====
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
! WS
! WS
Line 1,271: Line 1,184:
! Ld
! Ld
! Sv
! Sv
|-
|-  
| Old One Eye
| Pyrovore
| 3
| 3
| 4
| 4
| 3
| 3
| 2
| 2
| 8
| 6
| 4
| 2
| 2
| 6
| 6
| 7
| 4+
| 3+
|-
|-
|}
|}
Line 1,287: Line 1,200:
'''UNIT TYPE:'''
'''UNIT TYPE:'''


'''Monstrous Creature (Character)'''
'''Beasts'''


'''UNIT COMPOSITION:'''
'''UNIT COMPOSITION:'''


'''1 (Unique)''' ...''x pts''
'''1 Pyrovore''' ...''x pts''


'''WARGEAR:'''
'''WARGEAR:'''  
*'''Scything talons'''
*'''Flamespurt cannon'''
*'''Crushing claws'''
*'''Acid blood'''
*'''Regeneration'''
*'''Acid maw'''
*'''Thresher scythe'''


'''SPECIAL RULES:'''
'''SPECIAL RULES:'''
*'''Instinctive Behaviour (Feed)'''
*'''Instinctive Behaviour (Feed)'''
*'''It Will Not Die'''
*'''Very Bulky'''
*'''Living Battering Ram'''
*'''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).
*'''Rage'''
*'''Synapse'''


'''OPTIONS:'''
'''OPTIONS:'''
*May take a Tyrannocyte or a Mycetic Spore as a Dedicated Transport.
*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.


====TYRANID PRIME====
====VENOMTHROPE====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 1,322: Line 1,244:
! Sv
! Sv
|-  
|-  
| Tyranid Prime
| Venomthrope
| 5
| 3
| 3
| 3
| 4
| 4
| 4
| 4
| 2
| 3
| 3
| 4
| 1
| 4
| 6
| 8
| 5+
| 5+
|-
|-
Line 1,337: Line 1,259:
'''UNIT TYPE:'''
'''UNIT TYPE:'''


'''Infantry (Character)'''
'''Infantry'''


'''UNIT COMPOSITION:'''
'''UNIT COMPOSITION:'''


'''1 Tyranid Prime''' ...''x pts''
'''1 Venomthrope''' ...''x pts''


'''WARGEAR:'''
'''WARGEAR:'''  
*'''Devourer'''
*'''Two sets of lash whips'''
*'''Scything talons'''
*'''Toxic miasm'''


'''SPECIAL RULES:'''
'''SPECIAL RULES:'''
*'''Independent Character'''
*'''Instinctive Behaviour (Lurk)'''
*'''Know No Honour'''
*'''Poisoned (2+)'''
*'''Shadow in the Warp'''
*'''Shrouded'''
*'''Synapse Creature'''
*'''Very Bulky'''
*'''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.
'''PSYKER:'''  
 
This unit must purchase a number of psychic powers equal to its Mastery Level.


'''OPTIONS:'''
'''OPTIONS:'''
*May take one of the following:  
*All models may take one of the following:  
:: - Superior neural connections ...''x pts''
:: - Superior neural connections ...''x pts/model''
:: - Improved vision ...''x pts''
:: - Improved vision ...''x pts/model''
:: - Overgrown muscles ...''x pts''
:: - Overgrown muscles ...''x pts/model''
:: - Hardened carapace ...''x pts''
:: - Hardened carapace ...''x pts/model''
:: - Redundant organs ...''x pts''
:: - Redundant organs ...''x pts/model''
:: - Duplicated reflex chains ...''x pts''
:: - Duplicated reflex chains ...''x pts/model''
:: - Explosive muscle action ...''x pts''
:: - Explosive muscle action ...''x pts/model''
:: - Armored shell ...''x pts''
:: - Impulse inhibitors ...''x pts/model''
:: - Synaptic enhancement ...''x pts''
:: - Armored shell ...''x pts/model''
* May take items from the '''Basic Bio-weapons''', '''Basic Bio-cannons''', '''Melee Bio-weapons''' and '''Biomorphs''' lists.
*May include up to 4 additional Venomthropes ...''x pts/model''
*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====
====ZOANTHROPE BROOD====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 1,399: Line 1,302:
! Sv
! Sv
|-  
|-  
| Hive Tyrant
| Zoanthrope
| 8
| 4
| 6
| 6
| 3
| 3
| 5
| 4
| 4
| 10
| 3+
|-
| The Swarmlord
| 9
| 4
| 4
| 6
| 6
| 4
| 4
| 6
| 2
| 4
| 3
| 10
| 1
| 3+
| 7
| 5+
|-
|-
| Tyrant Guard
| Neurothrope
| 5
| 3
| 3
| 5
| 4
| 5
| 4
| 2
| 4
| 4
| 2
| 2
| 3
| 1
| 7
| 7
| 3+
| 5+
|-
|}
|}
<br style="clear: both; height: 0px;" />
<br style="clear: both; height: 0px;" />
'''UNIT TYPE:'''
'''UNIT TYPE:'''
''Hive Tyrant and The Swarmlord''
'''Monstrous Creature'''
''Tyrant Guard''


'''Infantry'''
'''Infantry'''
Line 1,446: Line 1,331:
'''UNIT COMPOSITION:'''
'''UNIT COMPOSITION:'''


'''1 Hive Tyrant''' ...''x pts''
'''1 Zoanthrope''' ...''x pts''


'''WARGEAR:'''  
'''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.


''Hive Tyrant''
'''PSYKER:'''  
*'''Two pairs of scything talons'''


''The Swarmlord''
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.
*'''Two pairs of bone sabres'''
:Warp Charge 1
::{| border="1" cellspacing="0" cellpadding="5" align="left"
:''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.
! Range
! S
! AP
! Type
|-
| -
| User
| 2
| Melee, Blade Parry, Instant Death
|-
|}<br style="clear: both; height: 0px;" />
::'''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:'''
'''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.


*'''Synaptic Lynchpin:''' (The Swarmlord only) Your Warlord's Synapse Range is doubled.
===FAST ATTACK===
====DIMACHAERON BROOD====
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! WS
! BS
! S
! T
! W
! I
! A
! Ld
! Sv
|-
| Dimachaeron
| 8
| 3
| 6
| 6
| 6
| 6
| 5
| 7
| 3+
|-
|}
<br style="clear: both; height: 0px;" />
'''UNIT TYPE:'''


'''SPECIAL RULES:'''
'''Jump Monstrous Creature'''


''Hive Tyrant''
'''UNIT COMPOSITION:'''
*'''Psyker (Mastery Level 2)'''
*'''Know No Honour'''
*'''Shadow in the Warp'''
*'''Synapse Creature'''


''The Swarmlord''
'''1 Dimachaeron''' ...''x pts''
*'''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''
'''WARGEAR:'''
*'''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.
*'''Sickle claws'''
*'''Grasping talons'''
*'''Thorax spine-maw'''
*'''Adrenal glands'''
 
'''SPECIAL RULES:'''
*'''Instinctive Behaviour (Feed)'''
*'''Instinctive Behaviour (Feed)'''
*'''Shieldwall:''' Characters in a unit that contains at least one model with this special rule automatically pass Look Out, Sir rolls.
*'''Rampage'''
*'''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:'''
'''OPTIONS:'''
*May include up to 5 Tyrant Guard ...''x pts/model''
*All models may take one of the following:  
*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''
:: - Superior neural connections ...''x pts/model''
:: - Improved vision ...''x pts/model''
:: - Improved vision ...''x pts/model''
Line 1,526: Line 1,419:
:: - Impulse inhibitors ...''x pts/model''
:: - Impulse inhibitors ...''x pts/model''
:: - Armored shell ...''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.
*May take a Tyrannocyte as a Dedicated Transport.
*Any Tyrant Guard may replace its pair of scything talons with one of the following:
 
:: - Crushing claws ...''x pts''
====GARGOYLE BROOD====
:: - Lash whip and bonesword ...''x pts/model''
{| border="1" cellspacing="0" cellpadding="5" align="left"
*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====
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
! WS
! WS
Line 1,572: Line 1,434:
! Sv
! Sv
|-  
|-  
| Genestealer
| Gargoyle
| 6
| 3
| 2
| 3
| 4
| 3
| 3
| 1
| 4
| 4
| 1
| 1
| 6
| 6
| 2
| 6+
| 10
| 5+
|-
| Broodlord
| 7
| 2
| 5
| 5
| 3
| 7
| 4
| 10
| 4+
|-
|-
|}
|}
Line 1,598: Line 1,449:
'''UNIT TYPE:'''
'''UNIT TYPE:'''


'''Infantry'''. The Broodlord is '''Infantry (Character)'''
'''Jump Infantry'''


'''UNIT COMPOSITION:'''
'''UNIT COMPOSITION:'''


'''5 Genestealers''' ...''x pts''
'''10 Gargoyles''' ...''x pts''


'''WARGEAR:'''  
'''WARGEAR:'''  
*'''Rending claws'''
*'''Fleshborer'''
*'''Blinding venom'''


'''SPECIAL RULES:'''
'''SPECIAL RULES:'''
*'''Bulky''' (Broodlord only)
*'''Instinctive Behaviour (Hunt)'''
*'''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:'''
'''OPTIONS:'''
Line 1,625: Line 1,468:
:: - Overgrown muscles ...''x pts/model''
:: - Overgrown muscles ...''x pts/model''
:: - Hardened carapace ...''x pts/model''
:: - Hardened carapace ...''x pts/model''
:: - Redundant organs ...''x pts/model''
:: - Duplicated reflex chains ...''x pts/model''
:: - Duplicated reflex chains ...''x pts/model''
:: - Explosive muscle action ...''x pts/model''
:: - Explosive muscle action ...''x pts/model''
:: - Impulse inhibitors ...''x pts/model''
:: - Armored shell ...''x pts/model''
:: - Armored shell ...''x pts/model''
*May include up to fifteen additional Genestealers ...''x pts/model''
*May include up to twenty additional Gargoyles ...''x pts/model''
*Entire unit may take Death from the Shadows upgrade ...''x pts/model''
*For every ten Gargoyles, one may replace its fleshborer with a strangleweb ...''x pts/model''
*Any model in a brood may take one of the following:
*All Gargoyles in the brood may take any of the following biomorphs:
:: - Scything talons ...''x pts''
:: - Echolocation ...''x pt/model''
:: - Rending claws ...''x pts''
:: - Wide-spectrum retinas ...''x pts/model''
*All Genestealers in the brood may take any of the following biomorphs:
:: - Serrated blades ...''x pt/model''
:: - Adrenal glands ...''x pts/model''
:: - Adrenal glands ...''x pts/model''
:: - Toxin sacs ...''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====
====HARPY BROOD====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 1,656: Line 1,494:
! Sv
! Sv
|-  
|-  
| Hormagaunt
| Harpy
| 3
| 3
| 3
| 3
| 5
| 5
| 5
| 5
| 3
| 3
| 3
| 10
| 1
| 4+
| 5
| 2
| 6
| 6+
|-
|-
|}
|}
Line 1,671: Line 1,509:
'''UNIT TYPE:'''
'''UNIT TYPE:'''


'''Infantry'''
'''Flying Monstrous Creature'''


'''UNIT COMPOSITION:'''
'''UNIT COMPOSITION:'''


'''10 Hormagaunts''' ...''x pts''
'''1 Harpy''' ...''x pts''


'''WARGEAR:'''  
'''WARGEAR:'''  
*'''Twin-linked stranglethorn cannon'''
*'''Scything talons'''
*'''Scything talons'''
*'''Spore mine cysts with frag mines and toxic mines'''


'''SPECIAL RULES:'''
'''SPECIAL RULES:'''
*'''Bounding Leap:''' Units entirely composed of models with this special rule Run an additional 3".
*'''Fearless'''
*'''Fleet'''
*'''Instinctive Behaviour (Feed)'''
*'''Instinctive Behaviour (Feed)'''
*'''Move Through Cover'''
*'''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:'''
'''OPTIONS:'''
Line 1,696: Line 1,535:
:: - Explosive muscle action ...''x pts/model''
:: - Explosive muscle action ...''x pts/model''
:: - Armored shell ...''x pts/model''
:: - Armored shell ...''x pts/model''
*May include up to twenty additional Hormagaunts ...''x pts/model''
*May include up to 2 additional Harpies ...''x pts/model''
*All Hormagaunts in the brood may take any of the following biomorphs:
*Any model may take items from the '''Biomorphs''' list.
:: - Serrated blades ...''x pt/model''
*Any model may replace twin-linked stranglethorn cannon with twin-linked heavy venom cannon ...''x pts/model''
:: - Adrenal glands ...''x pts/model''
*Any model may upgrade it's spore mine cysts to launch acid mines ...''x pts/model''
:: - Toxin sacs ...''x pts/model''
*Any model may take one of the following:
*May take a Tyrannocyte or a Mycetic Spore as a Dedicated Transport.
:: - Stinger salvo ...''x pts/model''
:: - Cluster spines ...''x pts/model''


====RIPPER SWARM BROOD====
====HIVE CRONE BROOD====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 1,716: Line 1,556:
! Sv
! Sv
|-  
|-  
| Ripper Swarm
| Hive Crone
| 2
| 3
| 2
| 3
| 3
| 2
| 4
| 2
| 4
| 5
| 5
| 6+
| 5
| 5
| 5
| 3
| 10
| 4+
|-
|-
|}
|}
Line 1,731: Line 1,571:
'''UNIT TYPE:'''
'''UNIT TYPE:'''


'''Infantry'''
'''Flying Monstrous Creature'''


'''UNIT COMPOSITION:'''
'''UNIT COMPOSITION:'''


'''3 Ripper Swarms''' ...''x pts''
'''1 Hive Crone''' ...''x pts''
 
'''WARGEAR:'''
*'''Drool cannon'''
*'''Four tentaclids'''
*'''Scything talons'''


'''SPECIAL RULES:'''
'''SPECIAL RULES:'''
*'''Deep Strike'''
*'''Eternal Warrior'''
*'''Fearless'''
*'''Fearless'''
*'''Instinctive Behaviour (Feed)'''
*'''Instinctive Behaviour (Hunt)'''
*'''Stealth'''
*'''Raking Strike:''' A Hive Crone’s Vector Strike is resolved at Strength 8.
*'''Swarms'''


'''OPTIONS:'''
'''OPTIONS:'''
Line 1,750: Line 1,592:
:: - Improved vision ...''x pts/model''
:: - Improved vision ...''x pts/model''
:: - Overgrown muscles ...''x pts/model''
:: - Overgrown muscles ...''x pts/model''
:: - Hardened carapace ...''x pts/model''
:: - Redundant organs ...''x pts/model''
:: - Duplicated reflex chains ...''x pts/model''
:: - Duplicated reflex chains ...''x pts/model''
:: - Explosive muscle action ...''x pts/model''
:: - Explosive muscle action ...''x pts/model''
:: - Impulse inhibitors ...''x pts/model''
:: - Armored shell ...''x pts/model''
:: - Armored shell ...''x pts/model''
*May include up to six additional Ripper Swarms ...''x pts/model''
*May include up to 2 additional Hive Crone ...''x pts/model''
*All models may take spinefists ...''x pts/model''
*Any model may take items from the '''Biomorphs''' list.
*All Ripper Swarms in the brood may take any of the following biomorphs:
*Any model may take up to four additional Tentacilids ...''x pts/each''
:: - Serrated blades ...''x pts/model''
*Any model may take one of the following:
:: - Toxin sacs ...''x pts/model''
:: - Stinger salvo ...''x pts/model''
:: - Adrenal glands ...''x pts/model''
:: - Cluster spines ...''x pts/model''
:: - Echolocation ...''x pt/model''
:: - Wide-spectrum retinas ...''x pts/model''


====TERMAGANT BROOD====
====MEIOTIC SPORE CLUSTER====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 1,776: Line 1,617:
! Sv
! Sv
|-  
|-  
| Termagant
| Meiotic Spore Mine
| -
| -
| 1
| 3
| 3
| 3
| 3
| 3
| 3
| -
| 3
| 3
| 1
| -
| 4
|-
| 1
|}
| 6
| 6+
|-
|}
<br style="clear: both; height: 0px;" />
<br style="clear: both; height: 0px;" />
'''UNIT TYPE:'''
'''UNIT TYPE:'''
Line 1,795: Line 1,636:
'''UNIT COMPOSITION:'''
'''UNIT COMPOSITION:'''


'''10 Termagants''' ...''x pts''
'''1 Meiotic Spore Mine''' ...''x pts''
 
'''WARGEAR:'''
*'''Fleshborer'''


'''SPECIAL RULES:'''
'''SPECIAL RULES:'''
*'''Instinctive Behaviour (Lurk)'''
*'''Deep Strike'''
*'''Move Through Cover'''
*'''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:'''
'''OPTIONS:'''
*All models may take one of the following:
*May include up to two additional Meiotic Spore Mines ...''x pts/model''
:: - 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====
====RAVENER BROOD====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 1,838: Line 1,661:
! Sv
! Sv
|-  
|-  
| Tervigon
| Ravener
| 3
| 5
| 3
| 4
| 4
| 3
| 3
| 5
| 5
| 4
| 6
| 5+
|-
| The Red Terror
| 6
| 6
| 4
| 2
| 3
| 3
| 8
| 5
| 3+
| 5
| 3
| 5
| 5
| 7
| 4+
|-
|-
|}
|}
Line 1,853: Line 1,687:
'''UNIT TYPE:'''
'''UNIT TYPE:'''


'''Monstrous Creature'''
'''Infantry'''. The Red Terror is '''Infantry (Character)'''


'''UNIT COMPOSITION:'''
'''UNIT COMPOSITION:'''


'''1 Tervigon''' ...''x pts''
'''3 Raveners''' ...''x pts''


'''WARGEAR:'''
'''WARGEAR:'''  
*'''Stinger salvo'''
*'''Two pairs of scything talons'''
*'''Scything talons'''
*'''Prehensile pincer (Red Terror only)'''


'''SPECIAL RULES:'''
'''SPECIAL RULES:'''
*'''Psyker (Mastery Level 1)'''
*'''Deep Strike'''
*'''Know No Honour'''
*'''Instinctive Behaviour (Feed)'''
*'''Shadow in the Warp'''
*'''Know No Honour''' (Red Terror only)
*'''Synapse Creature'''
*'''Stealth'''
*'''Brood Progenitor:''' All Broods spawned by the Tervigon within 12" of the Tervigon have the Counter-attack special rule.
*'''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.
*'''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.
: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.
: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.  
*'''Very Bulky'''
: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:'''
'''OPTIONS:'''
*May take one of the following:  
*All models may take one of the following:  
:: - Superior neural connections ...''x pts''
:: - Superior neural connections ...''x pts/model''
:: - Improved vision ...''x pts''
:: - Improved vision ...''x pts/model''
:: - Overgrown muscles ...''x pts''
:: - Overgrown muscles ...''x pts/model''
:: - Hardened carapace ...''x pts''
:: - Hardened carapace ...''x pts/model''
:: - Redundant organs ...''x pts''
:: - Redundant organs ...''x pts/model''
:: - Duplicated reflex chains ...''x pts''
:: - Duplicated reflex chains ...''x pts/model''
:: - Explosive muscle action ...''x pts''
:: - Explosive muscle action ...''x pts/model''
:: - Armored shell ...''x pts''
:: - Impulse inhibitors ...''x pts/model''
:: - Secondary brain ...''x pts''
:: - Armored shell ...''x pts/model''
:: - Synaptic enhancement ...''x pts''
*May include up to six additional Raveners ...''x pts/model''
*May take items from the '''Biomorphs'''*, '''Thorax Biomorphs''' and '''Biological Relics''' lists.
*Any model may take items from the '''Biomorphs''' list.
*May take one of the following special rules:
*Any Ravener may exchange one pair of scything talons for rending claws ...''x pts/model''
:: - Spawn Hormagaunts ...''x pts''
*Any Ravener may take one of the following:
:: - Spawn Gargoyles ...''x pts''
:: - Spinefist ...''x pts/model''
:: - Spawn Rippers ...''x pts''
:: - Devourer ...''x pts/model''
:: - Spawn Sky-Slashers ...''x pts''
:: - Deathspitter ...''x pts/model''
*May replace stinger salvo with cluster spines ...''x pts''
*One Ravener Brood in the army may add the Red Terror ...''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====
====SKY-SLASHER SWARM BROOD====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 1,920: Line 1,739:
! Sv
! Sv
|-  
|-  
| Tyranid Warrior
| Sky-slasher Swarm
| 5
| 2
| 2
| 3
| 3
| 2
| 4
| 4
| 2
| 4
| 4
| 3
| 5
| 4
| 6+
| 3
| 7
| 4+
|-
|-
|}
|}
Line 1,935: Line 1,754:
'''UNIT TYPE:'''
'''UNIT TYPE:'''


'''Infantry'''
'''Jump Infantry'''


'''UNIT COMPOSITION:'''
'''UNIT COMPOSITION:'''


'''3 Tyranid Warriors''' ...''x pts''
'''3 Sky-slasher Swarms''' ...''x pts''


'''WARGEAR:'''
'''SPECIAL RULES:'''
*'''Devourer'''
*'''Eternal Warrior'''
*'''Scything talons'''
*'''Fearless'''
 
*'''Instinctive Behaviour (Feed)'''
'''SPECIAL RULES:'''
*'''Swarms'''
*'''Shadow in the Warp'''
*'''Synapse Creature'''
*'''Very Bulky'''  
 
'''PSYKER:'''  
 
This unit must purchase a number of psychic powers equal to its Mastery Level.


'''OPTIONS:'''
'''OPTIONS:'''
Line 1,959: Line 1,771:
:: - Improved vision ...''x pts/model''
:: - Improved vision ...''x pts/model''
:: - Overgrown muscles ...''x pts/model''
:: - Overgrown muscles ...''x pts/model''
:: - Hardened carapace ...''x pts/model''
:: - Redundant organs ...''x pts/model''
:: - Duplicated reflex chains ...''x pts/model''
:: - Duplicated reflex chains ...''x pts/model''
:: - Explosive muscle action ...''x pts/model''
:: - Explosive muscle action ...''x pts/model''
:: - Impulse inhibitors ...''x pts/model''
:: - Armored shell ...''x pts/model''
:: - Armored shell ...''x pts/model''
:: - Synaptic enhancement ...''x pts/model''
*May include up to six additional Sky-slasher Swarms ...''x pts/model''
*May include up to six additional Tyranid Warriors ...''x pts/model''
*All models may take spinefists ...''x pts/model''
*Any model may take items from the '''Basic Bio-weapons''', '''Melee Bio-weapons''' and '''Biomorphs''' lists.
*All Sky-slasher Swarms in the brood may take any of the following biomorphs:
*For every three Tyranid Warriors in the brood, one may take items from the '''Basic Bio-cannons''' list.
:: - Serrated blades ...''x pts/model''
*All models in the brood may take flesh hooks ...''x pts/model''
:: - Toxin sacs ...''x pts/model''
*May take the Brotherhood of Psykers (Mastery Level 1) special rule ...''x pts''
:: - Adrenal glands ...''x pts/model''
*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===
====SPORE MINE CLUSTER====
====DEATHLEAPER====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 1,993: Line 1,795:
! Sv
! Sv
|-  
|-  
| Deathleaper
| Frag Mine
| 9
| -
| 3
| -
| 6
| 1
| 4
| 1
| 3
| 1
| 7
| 1
| 4
| -
| 10
| 1
| 5+
| -
|-
|-
|}
| Toxin Mine
<br style="clear: both; height: 0px;" />
| -
'''UNIT TYPE:'''
| -
 
| 1
'''Infantry'''
| 1
 
| 1
'''UNIT COMPOSITION:'''
| 1
 
| -
'''1 (Unique)''' ...''x pts''
| 1
| -
|-
| Acid Mine
| -
| -
| 1
| 1
| 1
| 1
| -
| 1
| -
|-
| Char Mine
| -
| -
| 1
| 1
| 1
| 1
| -
| 1
| -
|-
|}
<br style="clear: both; height: 0px;" />
'''UNIT TYPE:'''


'''WARGEAR:'''
'''Infantry'''
*'''Flesh hooks'''
 
*'''Rending claws'''
'''UNIT COMPOSITION:'''
*'''Scything talons'''
 
'''3 Frag Mines''' ...''x pts''


'''SPECIAL RULES:'''
'''SPECIAL RULES:'''
*'''Chameleonic Skin'''
*'''Deep Strike'''
*'''Deep Strike'''
*'''Fear'''
*'''Fearless'''
*'''Fleet'''
*'''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.
*'''Hit & Run'''
*'''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:
*'''Infiltrate'''
::*'''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).
*'''Instinctive Behaviour (Lurk)'''
::*'''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).
*'''"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.
::*'''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.
*'''Move Through Cover'''
:Once all hits have been resolved, remove all models in the Spore Mine Cluster from play as casualties.
*'''Shrouded'''
*'''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.
*'''Precision Strikes'''
*'''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.
*'''Pheromone Trail'''  
 
*'''Very Bulky'''
'''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''


====HARUSPEX BROOD====
====SPOROCYSTS====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 2,047: Line 1,882:
! Sv
! Sv
|-  
|-  
| Haruspex
| Sporocyst
| 2
| 2
| 5
| 5
| 6
| 3
| 3
| 3
| 3
| 6
| 6
| 5
| 5
| 3
| 4+
| 3
| 7
| 3+
|-
|-
|}
|}
Line 2,066: Line 1,901:
'''UNIT COMPOSITION:'''
'''UNIT COMPOSITION:'''


'''1 Haruspex''' ...''x pts''
'''1 Sporocyst''' ...''x pts''


'''WARGEAR:'''  
'''WARGEAR:'''  
*'''Grasping tongue'''
*'''Five deathspitters'''
*'''Crushing claws'''
*'''Acid blood'''


'''SPECIAL RULES:'''
'''SPECIAL RULES:'''
*'''Fearless'''
*'''Fearless'''
*'''Instinctive Behaviour (Feed)'''
*'''Infiltrate'''
*'''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.
*'''Instinctive Fire'''
*'''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.
*'''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:'''
'''OPTIONS:'''
Line 2,088: Line 1,923:
:: - Duplicated reflex chains ...''x pts/model''
:: - Duplicated reflex chains ...''x pts/model''
:: - Explosive muscle action ...''x pts/model''
:: - Explosive muscle action ...''x pts/model''
:: - Impulse inhibitors ...''x pts/model''
:: - Armored shell ...''x pts/model''
:: - Armored shell ...''x pts/model''
*May include up to 2 additional Haruspexes ...''x pts/model''
*May replace all five deathspitters with:
*May take items from the '''Biomorphs''' list.
:: - Five barbed stranglers ...''x pts''
*May take a thresher scythe ...''x pts''
:: - Five venom cannons ...''x pts''
*May take a Tyrannocyte as a Dedicated Transport.


====HIVE GUARD BROOD====
====TYRANID SHRIKE BROOD====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 2,108: Line 1,941:
! Sv
! Sv
|-  
|-  
| Hive Guard
| Tyranid Shrike
| 5
| 3
| 4
| 4
| 3
| 3
| 4
| 3
| 3
| 5
| 6
| 2
| 2
| 2
| 7
| 7
| 4+
| 5+
|-
|-
|}
|}
Line 2,123: Line 1,956:
'''UNIT TYPE:'''
'''UNIT TYPE:'''


'''Infantry'''
'''Jump Infantry'''


'''UNIT COMPOSITION:'''
'''UNIT COMPOSITION:'''


'''1 Hive Guard''' ...''x pts''
'''3 Tyranid Shrikes''' ...''x pts''


'''WARGEAR:'''  
'''WARGEAR:'''  
*'''Impaler cannon'''
*'''Devourer'''
*'''Scything talons'''


'''SPECIAL RULES:'''
'''SPECIAL RULES:'''
*'''Instinctive Behaviour (Hunt)'''
*'''Shadow in the Warp'''
*'''Very Bulky'''
*'''Synapse Creature'''
*'''Very Bulky'''  
 
'''PSYKER:'''
 
This unit must purchase a number of psychic powers equal to its Mastery Level.


'''OPTIONS:'''
'''OPTIONS:'''
Line 2,145: Line 1,984:
:: - Duplicated reflex chains ...''x pts/model''
:: - Duplicated reflex chains ...''x pts/model''
:: - Explosive muscle action ...''x pts/model''
:: - Explosive muscle action ...''x pts/model''
:: - Impulse inhibitors ...''x pts/model''
:: - Armored shell ...''x pts/model''
:: - Armored shell ...''x pts/model''
*May include up to 4 additional Hive Guard ...''x pts/model''
:: - Synaptic enhancement ...''x pts/model''
*May take items from the '''Biomorphs''' list.
*May include up to six additional Tyranid Shrikes ...''x pts/model''
*May take a Tyrannocyte as a Dedicated Transport.
*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''


====LICTOR BROOD====
====TYRANNOCYTE====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 2,164: Line 2,012:
! Sv
! Sv
|-  
|-  
| Lictor
| Tyrannocyte
| 6
| 2
| 3
| 2
| 5
| 5
| 6
| 6
| 4
| 3
| 3
| 6
| 3
| 3
| 10
| 8
| 5+
| 4+
| Infantry
| 1 Lictor
|-
|-
|}
|}
Line 2,181: Line 2,027:
'''UNIT TYPE:'''
'''UNIT TYPE:'''


'''Infantry'''
'''Monstrous Creature'''


'''UNIT COMPOSITION:'''
'''UNIT COMPOSITION:'''


'''1 Lictor''' ...''x pts''
'''1 Tyrannocyte''' ...''x pts''


'''WARGEAR:'''  
'''WARGEAR:'''  
*'''Rending claws'''
*'''Five deathspitters'''
*'''Scything talons'''
*'''Flesh hooks'''
*'''Feeder tendrils'''


'''SPECIAL RULES:'''
'''SPECIAL RULES:'''
*'''Chameleonic Skin'''  
*'''Biological Transport (20)'''  
*'''Deep Strike'''
*'''Deep Strike'''
*'''Fear'''
*'''Drifting Death:''' Models with this special rule cannot Run or charge. They can consolidate but may not make a Sweeping Advance.
*'''Fleet'''
*'''Fearless'''
*'''Hit & Run'''
*'''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.
*'''Infiltrate'''
*'''Instinctive Fire'''  
*'''Instinctive Behaviour (Lurk)'''
*'''Move Through Cover'''
*'''Pheromone Trail'''
*'''Stealth'''
*'''Very Bulky'''


'''OPTIONS:'''
'''OPTIONS:'''
Line 2,215: Line 2,053:
:: - Duplicated reflex chains ...''x pts/model''
:: - Duplicated reflex chains ...''x pts/model''
:: - Explosive muscle action ...''x pts/model''
:: - Explosive muscle action ...''x pts/model''
:: - Impulse inhibitors ...''x pts/model''
:: - Armored shell ...''x pts/model''
:: - Armored shell ...''x pts/model''
*May include up to 4 additional Lictors ...''x pts/model''
*May replace all five deathspitters with:
*Any model may take items from the '''Biomorphs''' list.
:: - Five barbed stranglers ...''x pts''
:: - Five venom cannons ...''x pts''


====MALANTHROPE BROOD====
===HEAVY SUPPORT===
====BIOVORE BROOD====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 2,232: Line 2,073:
! Sv
! Sv
|-  
|-  
| Malanthrope
| Biovore
| 3
| 3
| 3
| 3
| 5
| 5
| 4
| 4
| 5
| 4
| 3
| 3
| 8
| 2
| 3+
| 2
| 6
| 4+
|-
|-
|}
|}
Line 2,251: Line 2,092:
'''UNIT COMPOSITION:'''
'''UNIT COMPOSITION:'''


'''1 Malanthrope''' ...''x pts''
'''1 Biovore''' ...''x pts''


'''WARGEAR:'''  
'''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.
*'''Spore Mine launcher with frag and toxin mines'''
*'''Regeneration'''
*'''Toxic Miasma'''


'''SPECIAL RULES:'''
'''SPECIAL RULES:'''
*'''Fleet'''
*'''Instinctive Behaviour (Hunt)'''
*'''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'''
*'''Very Bulky'''


'''OPTIONS:'''
'''OPTIONS:'''
*May include up to 4 additional Malanthropes ...''x pts/model''
*All models may take one of the following:  
*All models may take one of the following:  
:: - Superior neural connections ...''x pts/model''
:: - Superior neural connections ...''x pts/model''
Line 2,280: Line 2,112:
:: - Impulse inhibitors ...''x pts/model''
:: - Impulse inhibitors ...''x pts/model''
:: - Armored shell ...''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.


====MALECEPTOR====
====CARNIFEX BROOD====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 2,293: Line 2,129:
! Ld
! Ld
! Sv
! Sv
|-
|-  
| Maleceptor
| Carnifex
| 3
| 3
| 3
| 3
| 9
| 6
| 6
| 6
| 4
| 6
| 2
| 3
| 3
| 3
| 7
| 7
| 4+
| 3+
|-
|-
|}
|}
Line 2,313: Line 2,149:
'''UNIT COMPOSITION:'''
'''UNIT COMPOSITION:'''


'''1 Maleceptor''' ...''x pts''
'''1 Carnifex''' ...''x pts''


'''WARGEAR:'''  
'''WARGEAR:'''  
*'''Scything talons'''
*'''Two sets of scything talons'''


'''SPECIAL RULES:'''
'''SPECIAL RULES:'''
*'''Psyker (Mastery Level 2)'''
*'''Fearless'''
*'''Shadow in the Warp'''
*'''Instinctive Behaviour (Feed)'''
*'''Synapse Creature'''
*'''Living Battering Ram:''' When this model charges, it inflicts D3 Hammer of Wrath Attacks, rather than just 1.
 
'''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:'''
'''OPTIONS:'''
Line 2,343: Line 2,170:
:: - Impulse inhibitors ...''x pts/model''
:: - Impulse inhibitors ...''x pts/model''
:: - Armored shell ...''x pts/model''
:: - Armored shell ...''x pts/model''
*May include up to 2 additional Maleceptors ...''x pts/model''
*May include up to two additional Carnifexes ...''x pts/model''
*May take items from the '''Biomorphs''' lists.
*Any model may replace any pair of scything talons with a pair of crushing claws ...''x pts/model''
*The unit must buy a number of psychic powers from the following list equal to its mastery level -1:
*Any model may replace one pair of scything talons with one of the following:
:: - ''Catalyst'' ...''x pts/model''  
:: - Carapace chitin-rams ...''x pts/model''
:: - ''Dominion'' ...''x pts''
:: - Crushing claw and wrecking ball ...''x pts/model''
:: - ''Onslaught'' ...''x pts''
*Any model may take items from the '''Monstrous Bio-cannons''' and '''Biomorphs''' lists.
:: - ''Horror'' ...''x pts''
*Any model may take any of the following:
:: - ''Paroxysm'' ...''x pts/model''
:: - Spine banks ...''x pts/model''
:: - ''Warp blast'' ...''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.
*May take a Tyrannocyte as a Dedicated Transport.


====PYROVORE BROOD====
====EXOCRINE BROOD====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 2,366: Line 2,196:
! Ld
! Ld
! Sv
! Sv
|-  
|-
| Pyrovore
| Exocrine
| 3
| 3
| 3
| 6
| 6
| 5
| 3
| 3
| 4
| 4
| 3
| 3
| 2
| 7
| 2
| 3+
| 6
| 4+
|-
|-
|}
|}
Line 2,382: Line 2,212:
'''UNIT TYPE:'''
'''UNIT TYPE:'''


'''Beasts'''
'''Monstrous Creature'''


'''UNIT COMPOSITION:'''
'''UNIT COMPOSITION:'''


'''1 Pyrovore''' ...''x pts''
'''1 Exocrine''' ...''x pts''


'''WARGEAR:'''  
'''WARGEAR:'''  
*'''Flamespurt cannon'''
*'''Scything talons'''
*'''Acid blood'''
*'''Bio-plasmic cannon'''
*'''Acid maw'''


'''SPECIAL RULES:'''
'''SPECIAL RULES:'''
*'''Instinctive Behaviour (Feed)'''
*'''Fearless'''
*'''Very Bulky'''
*'''Instinctive Behaviour (Hunt)'''
*'''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).
*'''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:'''
'''OPTIONS:'''
*All models may take one of the following:  
*May take one of the following:  
:: - Superior neural connections ...''x pts/model''
:: - Superior neural connections ...''x pts/model''
:: - Improved vision ...''x pts/model''
:: - Improved vision ...''x pts/model''
Line 2,409: Line 2,238:
:: - Impulse inhibitors ...''x pts/model''
:: - Impulse inhibitors ...''x pts/model''
:: - Armored shell ...''x pts/model''
:: - Armored shell ...''x pts/model''
*May include up to 4 additional Pyrovores ...''x pts/model''
*May take items from the '''Biomorphs''' list.
*Any 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.
*May take a Tyrannocyte as a Dedicated Transport.


====VENOMTHROPE====
====MAWLOC====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
! WS
! WS
! BS
! BS
! S
! S
! T
! T
! W
! W
! I
! I
! A
! A
! Ld
! Ld
! Sv
! Sv
|-  
|-
| Venomthrope
| Mawloc
| 3
| 3
| 3
| 0
| 4
| 6
| 6
| 6
| 4
| 4
| 2
| 3
| 3
| 1
| 8
| 6
| 3+
| 5+
|-
|-
|}
|}
<br style="clear: both; height: 0px;" />
<br style="clear: both; height: 0px;" />
'''UNIT TYPE:'''
'''UNIT TYPE:'''


'''Infantry'''
'''Monstrous Creature'''


'''UNIT COMPOSITION:'''
'''UNIT COMPOSITION:'''


'''1 Venomthrope''' ...''x pts''
'''1 Mawloc''' ...''x pts''
 
'''WARGEAR:'''
*'''Two sets of lash whips'''
*'''Toxic miasm'''


'''SPECIAL RULES:'''
'''SPECIAL RULES:'''
*'''Instinctive Behaviour (Lurk)'''
*'''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.
*'''Poisoned (2+)'''
*'''Deep Strike'''
*'''Shrouded'''
*'''Fearless'''
*'''Very Bulky'''
*'''Fleet'''
*'''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.
*'''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:'''
'''OPTIONS:'''
*All models may take one of the following:  
*May take one of the following:  
:: - Superior neural connections ...''x pts/model''
:: - Superior neural connections ...''x pts/model''
:: - Improved vision ...''x pts/model''
:: - Improved vision ...''x pts/model''
Line 2,468: Line 2,298:
:: - Explosive muscle action ...''x pts/model''
:: - Explosive muscle action ...''x pts/model''
:: - Impulse inhibitors ...''x pts/model''
:: - Impulse inhibitors ...''x pts/model''
:: - Armored shell ...''x pts/model''
:: - Armored shell ...''x pts/model''
*May include up to 4 additional Venomthropes ...''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''


====ZOANTHROPE BROOD====
====TOXICRENE====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 2,483: Line 2,318:
! Ld
! Ld
! Sv
! Sv
|-  
|-
| Zoanthrope
| Toxicrene
| 3
| 3
| 3
| 4
| 5
| 4
| 6
| 4
| 5
| 2
| 3
| 3
| 1
| 5
| 7
| 8
| 5+
| 4+
|-
|-
| Neurothrope
| 3
| 4
| 4
| 4
| 2
| 3
| 1
| 7
| 5+
|}
|}
<br style="clear: both; height: 0px;" />
<br style="clear: both; height: 0px;" />
'''UNIT TYPE:'''
'''UNIT TYPE:'''


'''Infantry'''
'''Monstrous Creature'''


'''UNIT COMPOSITION:'''
'''UNIT COMPOSITION:'''


'''1 Zoanthrope''' ...''x pts''
'''1 Toxicrene''' ...''x pts''
 
'''WARGEAR:'''
*'''Acid blood'''
*'''Choking cloud'''
*'''Lash whips'''
*'''Toxic miasma'''


'''SPECIAL RULES:'''
'''SPECIAL RULES:'''
*'''Brotherhood of Psykers (Mastery level 1+number of models in unit)'''
*'''Fearless'''
*'''Shadow in the Warp'''
*'''Instinctive Behaviour (Feed)'''
*'''Synapse Creature'''
*'''Poisoned (2+)'''
*'''Very Bulky'''
*'''Shrouded'''
*'''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.
*'''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.  
*'''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:'''
'''OPTIONS:'''
*All models may take one of the following:  
*May take one of the following:  
:: - Superior neural connections ...''x pts/model''
:: - Superior neural connections ...''x pts/model''
:: - Improved vision ...''x pts/model''
:: - Improved vision ...''x pts/model''
Line 2,538: Line 2,362:
:: - Duplicated reflex chains ...''x pts/model''
:: - Duplicated reflex chains ...''x pts/model''
:: - Explosive muscle action ...''x pts/model''
:: - Explosive muscle action ...''x pts/model''
:: - Impulse inhibitors ...''x pts/model''
:: - Armored shell ...''x pts/model''
:: - Armored shell ...''x pts/model''
:: - Secondary brain ...''x pts''
*May include up to 2 additional Toxicrenes ...''x pts/model''
:: - Synaptic enhancement ...''x pts/model''
*May take items from the '''Biomorphs''' lists.
*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.
*May take a Tyrannocyte as a Dedicated Transport.


===FAST ATTACK===
====TRYGON====
====GARGOYLE BROOD====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 2,558: Line 2,380:
! Ld
! Ld
! Sv
! Sv
|-  
|-
| Gargoyle
| Trygon
| 5
| 3
| 3
| 3
| 6
| 3
| 6
| 3
| 6
| 1
| 4
| 4
| 1
| 5
| 6
| 8
| 6+
| 3+
|-
|-
|}
|}
Line 2,574: Line 2,396:
'''UNIT TYPE:'''
'''UNIT TYPE:'''


'''Jump Infantry'''
'''Monstrous Creature'''


'''UNIT COMPOSITION:'''
'''UNIT COMPOSITION:'''


'''10 Gargoyles''' ...''x pts''
'''1 Trygon''' ...''x pts''


'''WARGEAR:'''  
'''WARGEAR:'''  
*'''Fleshborer'''
*'''Bio-electric pulse'''
*'''Blinding venom'''
*'''Two pairs of scything talons'''


'''SPECIAL RULES:'''
'''SPECIAL RULES:'''
*'''Instinctive Behaviour (Hunt)'''
*'''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:'''
'''OPTIONS:'''
*All models may take one of the following:  
*May take one of the following:  
:: - Superior neural connections ...''x pts/model''
:: - Superior neural connections ...''x pts/model''
:: - Improved vision ...''x pts/model''
:: - Improved vision ...''x pts/model''
Line 2,598: Line 2,425:
:: - Impulse inhibitors ...''x pts/model''
:: - Impulse inhibitors ...''x pts/model''
:: - Armored shell ...''x pts/model''
:: - Armored shell ...''x pts/model''
*May include up to twenty additional Gargoyles ...''x pts/model''
*May take items from the '''Biomorphs''' and '''Thorax Biomorphs''' lists.
*For every ten Gargoyles, one may replace its fleshborer with a strangleweb ...''x pts/model''
*May replace one set of scything talons crushing claws ...''x pts''
*All Gargoyles in the brood may take any of the following biomorphs:
*May take one of the following:
:: - Echolocation ...''x pt/model''
:: - Heavy spinefist ...''x pts''
:: - Wide-spectrum retinas ...''x pts/model''
:: - Spine banks ...''x pts''
:: - Adrenal glands ...''x pts/model''
*May take one of the following tail biomorphs:
:: - Toxin sacs ...''x pts/model''
:: - Prehensile pincer ...''x pts''
:: - Toxinspike ...''x pts''


====HARPY BROOD====
====TRYGON PRIME====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 2,618: Line 2,446:
! Ld
! Ld
! Sv
! Sv
|-  
|-
| Harpy
| Trygon Prime
| 3
| 5
| 3
| 3
| 6
| 6
| 6
| 4
| 5
| 5
| 5
| 8
| 5
| 3+
| 5
| 3
| 10
| 4+
|-
|-
|}
|}
Line 2,634: Line 2,462:
'''UNIT TYPE:'''
'''UNIT TYPE:'''


'''Flying Monstrous Creature'''
'''Monstrous Creature'''


'''UNIT COMPOSITION:'''
'''UNIT COMPOSITION:'''


'''1 Harpy''' ...''x pts''
'''1 Trygon Prime''' ...''x pts''


'''WARGEAR:'''  
'''WARGEAR:'''  
*'''Twin-linked stranglethorn cannon'''
*'''Bio-electric pulse with containment spines'''
*'''Scything talons'''
*'''Two pairs of scything talons'''
*'''Spore mine cysts with frag mines and toxic mines'''


'''SPECIAL RULES:'''
'''SPECIAL RULES:'''
*'''Fearless'''
*'''Deep Strike'''
*'''Instinctive Behaviour (Feed)'''
*'''Fleet'''
*'''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.
*'''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:'''
'''OPTIONS:'''
*All models may take one of the following:  
*May take one of the following:  
:: - Superior neural connections ...''x pts/model''
:: - Superior neural connections ...''x pts/model''
:: - Improved vision ...''x pts/model''
:: - Improved vision ...''x pts/model''
Line 2,660: Line 2,494:
:: - Explosive muscle action ...''x pts/model''
:: - Explosive muscle action ...''x pts/model''
:: - Armored shell ...''x pts/model''
:: - Armored shell ...''x pts/model''
*May include up to 2 additional Harpies ...''x pts/model''
:: - Synaptic enhancement ...''x pts''
*Any model may take items from the '''Biomorphs''' list.
*May take items from the '''Biomorphs''' and '''Thorax Biomorphs''' lists.
*Any model may replace twin-linked stranglethorn cannon with twin-linked heavy venom cannon ...''x pts/model''
*May replace one set of scything talons crushing claws ...''x pts''
*Any model may upgrade it's spore mine cysts to launch acid mines ...''x pts/model''
*May take one of the following:
*Any model may take one of the following:
:: - Heavy spinefist ...''x pts''
:: - Stinger salvo ...''x pts/model''
:: - Spine banks ...''x pts''
:: - Cluster spines ...''x pts/model''
*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''


====HIVE CRONE BROOD====
====TYRANNOFEX====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 2,680: Line 2,524:
! Ld
! Ld
! Sv
! Sv
|-  
|-
| Hive Crone
| Tyrannofex
| 3
| 3
| 3
| 3
| 5
| 6
| 5
| 6
| 5
| 6
| 5
| 2
| 3
| 3
| 10
| 8
| 4+
| 2+
|-
|-
|}
|}
Line 2,696: Line 2,540:
'''UNIT TYPE:'''
'''UNIT TYPE:'''


'''Flying Monstrous Creature'''
'''Monstrous Creature'''


'''UNIT COMPOSITION:'''
'''UNIT COMPOSITION:'''


'''1 Hive Crone''' ...''x pts''
'''1 Tyrannofex''' ...''x pts''


'''WARGEAR:'''  
'''WARGEAR:'''  
*'''Drool cannon'''
*'''Acid spray'''
*'''Four tentaclids'''
*'''Stinger salvo'''
*'''Scything talons'''


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


'''OPTIONS:'''
'''OPTIONS:'''
*All models may take one of the following:  
*May take one of the following:  
:: - Superior neural connections ...''x pts/model''
:: - Superior neural connections ...''x pts/model''
:: - Improved vision ...''x pts/model''
:: - Improved vision ...''x pts/model''
Line 2,721: Line 2,563:
:: - Duplicated reflex chains ...''x pts/model''
:: - Duplicated reflex chains ...''x pts/model''
:: - Explosive muscle action ...''x pts/model''
:: - Explosive muscle action ...''x pts/model''
:: - Impulse inhibitors ...''x pts/model''
:: - Armored shell ...''x pts/model''
:: - Armored shell ...''x pts/model''
*May include up to 2 additional Hive Crone ...''x pts/model''
*May include up to 2 additional Tyranofexs ...''x pts/model''
*Any model may take items from the '''Biomorphs''' list.
*May take items from the '''Thorax Biomorphs''' and '''Biomorphs''' lists.
*Any model may take up to four additional Tentacilids ...''x pts/each''
*May replace acid spray with one of the following:  
*Any model may take one of the following:
:: - Fleshborer hive ...''x pts''
:: - Stinger salvo ...''x pts/model''
:: - Rupture cannon ...''x pts''
:: - Cluster spines ...''x pts/model''
*May take a Tyrannocyte as a Dedicated Transport.


====MUCOLID SPORE CLUSTER====
===FORTIFICATIONS===
{| border="1" cellspacing="0" cellpadding="5" align="left"
====SPAWNING POOL====
!
x pts
! WS
! BS
! S
! T
! W
! I
! A
! Ld
! Sv
|-
| Mucolid Spore Mine
| -
| -
| 1
| 3
| 3
| 3
| -
| 3
| -
|-
|}
<br style="clear: both; height: 0px;" />
'''UNIT TYPE:'''


'''Infantry'''
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.


'''UNIT COMPOSITION:'''
====SPORE CHIMNEYS====
x pts


'''1 Mucolid Spore Mine''' ...''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.


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


'''OPTIONS:'''
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.
*May include up to two additional Mucolid Spore Mines ...''x pts/model''
*'''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.
 
====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.


====RAVENER BROOD====
====INSTINCTIVE BEHAVIOUR====
{| border="1" cellspacing="0" cellpadding="5" align="left"
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):'''
! WS
::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.
! BS
::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.
! S
*'''Instinctive Behaviour (Hunt):'''
! T
::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.
! W
::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.
! I
*'''Instinctive Behaviour (Feed):'''  
! A
::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.
! Ld
::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.
! Sv
|-
| Ravener
| 5
| 3
| 4
| 4
| 3
| 5
| 4
| 6
| 5+
|-
| The Red Terror
| 6
| 3
| 5
| 5
| 3
| 5
| 5
| 7
| 4+
|-
|}
<br style="clear: both; height: 0px;" />
'''UNIT TYPE:'''


'''Infantry'''. The Red Terror is '''Infantry (Character)'''
====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.


'''UNIT COMPOSITION:'''
====KNOW NO HONOUR====
Character models with this rule may not issue or accept challenges, but suffer no penalties for refusing a challenge.


'''3 Raveners''' ...''x pts''
====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.


'''WARGEAR:'''
====PHEROMONE TRAIL====
*'''Two pairs of scything talons'''
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.
*'''Prehensile pincer (Red Terror only)'''
 
====SECONDARY BRAIN====
A model with this special rule adds +1 to its Mastery Level.


'''SPECIAL RULES:'''
====SHADOW IN THE WARP====
*'''Deep Strike'''
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.
*'''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:'''
====SPAWN HORMAGAUNTS====
*All models may take one of the following:
Replace Termagants with Hormagaunts in Spawner, Brood Progenitor and Synaptic Backslash 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''
*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====
====SPAWN GARGOYLES====
{| border="1" cellspacing="0" cellpadding="5" align="left"
Replace Termagants with Gargoyles in Spawner, Brood Progenitor and Synaptic Backslash rules.
!
! WS
! BS
! S
! T
! W
! I
! A
! Ld
! Sv
|-
| Sky-slasher Swarm
| 2
| 2
| 3
| 2
| 4
| 2
| 4
| 5
| 6+
|-
|}
<br style="clear: both; height: 0px;" />
'''UNIT TYPE:'''


'''Jump Infantry'''
====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.


'''UNIT COMPOSITION:'''
====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.


'''3 Sky-slasher Swarms''' ...''x pts''


'''SPECIAL RULES:'''
====SUPERIOR NEURAL CONNECTIONS====
*'''Eternal Warrior'''
A model with this special rule adds +1 to its Weapon Skill characteristic.
*'''Fearless'''
*'''Instinctive Behaviour (Feed)'''
*'''Swarms'''


'''OPTIONS:'''
====SYNAPSE====
*All models may take one of the following:
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.  
:: - Superior neural connections ...''x pts/model''
 
:: - Improved vision ...''x pts/model''
====SYNAPTIC ENHANCEMENT====
:: - Overgrown muscles ...''x pts/model''
A model with this special rule adds +6" to its Synapse range.  
:: - Duplicated reflex chains ...''x pts/model''
 
:: - Explosive muscle action ...''x pts/model''
===MELEE WEAPONS===
:: - Impulse inhibitors ...''x pts/model''
'''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.''
:: - 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====
====BONESWORDS AND LASH WHIPS====
{| border="1" cellspacing="0" cellpadding="5" align="left"
::{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!  
! WS
! Range
! BS
! S
! S
! T
! AP
! W
! Type
! I
! A
! Ld
! Sv
|-  
|-  
| Frag Mine
| Boneswords
| -
| -
| 1
| 1
| 1
| 1
| -
| 1
| -
| -
| User
| 3
| Melee, Life Drain
|-
|-
| Toxin Mine
| Lash Whips
| -
| -
| User
| -
| -
| 1
| Melee, Swiftstrike
| 1
| 1
| 1
| -
| 1
| -
|-
|-
| Acid Mine
| Bonesword and Lash Whip
| -
| -
| 1
| 1
| 1
| 1
| -
| 1
| -
| -
| User
| 3
| Melee, Life Drain, Swiftstrike
|-
|-
| Char Mine
|}<br style="clear: both; height: 0px;" />
::'''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====
::{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! Range
! S
! AP
! Type
|-
| Crushing Claws
| -
| -
| +1
| 2
| Melee, Armourbane, Unwieldy
|-
| Crushing Claw and Wrecking Ball
| -
| -
| 1
| +1
| 1
| 2
| 1
| Melee, Armourbane, Unwieldy, Wrecker
| 1
|-
| -
|}<br style="clear: both; height: 0px;" />
| 1
::'''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====
::{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! S
! AP
! Type
|-  
| -
| -
| User
| 5
| Melee, Rending
|-
|-
|}
|}<br style="clear: both; height: 0px;" />
<br style="clear: both; height: 0px;" />
'''UNIT TYPE:'''


'''Infantry'''
====SCYTHING TALONS====
::{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! S
! AP
! Type
|-
| -
| User
| 6
| Melee
|-
|}<br style="clear: both; height: 0px;" />


'''UNIT COMPOSITION:'''
====SICKLE CLAWS====
::{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! S
! AP
! Type
|-
| -
| User
| 2
| Melee, Sickle Strike
|-
|}<br style="clear: both; height: 0px;" />
::'''Sickle Strike:''' To Wound rolls of 4+ made with a weapon with this special rule have the Instant Death special rule.


'''3 Frag Mines''' ...''x pts''
====GRASPING TALONS====
 
::{| border="1" cellspacing="0" cellpadding="5" align="left"
'''SPECIAL RULES:'''
! Range
*'''Deep Strike'''
! S
*'''Fearless'''
! AP
*'''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.
! Type
*'''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).
| +1
::*'''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.
| 2
:Once all hits have been resolved, remove all models in the Spore Mine Cluster from play as casualties.
| Melee, Spine-Maw Strike
*'''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.
|}<br style="clear: both; height: 0px;" />
::'''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)


'''OPTIONS:'''
====THORAX SPINE-MAW====
::{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! S
! AP
! Type
|-
| -
| +4
| 1
| Melee, Instant Death, Digestion Spine
|-
|}<br style="clear: both; height: 0px;" />
::'''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


*May include up to six additional Frag Mines ...''x pts/model''
===RANGED WEAPONS===
*May replace all Frag Mines with one of the following for each Frag Mine:
====ACID SPRAY====
:: - Toxin mine ...''x pts/model''
::{| border="1" cellspacing="0" cellpadding="5" align="left"
:: - Acid mine ...''x pts/model''
! Range
:: - Char mine ...''x pts/model''
 
====TYRANID SHRIKE BROOD====
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! WS
! BS
! S
! S
! T
! AP
! W
! Type
! I
! A
! Ld
! Sv
|-  
|-  
| Tyranid Shrike
| Template
| 5
| 6
| 3
| 4
| 4
| 4
| Assault 1, Torrent
| 3
| 4
| 3
| 7
| 5+
|-
|-
|}
|}<br style="clear: both; height: 0px;" />
<br style="clear: both; height: 0px;" />
'''UNIT TYPE:'''


'''Jump Infantry'''
====BIO-ELECTRIC WEAPONS====
 
::{| border="1" cellspacing="0" cellpadding="5" align="left"
'''UNIT COMPOSITION:'''
!
! 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
|-
|}<br style="clear: both; height: 0px;" />
::'''Lightning Shock:''' Each time weapon with this special rule rolls a "six" to hit a vehicle, this hit gains Haywire special rule.


'''3 Tyranid Shrikes''' ...''x pts''
====BIO-PLASMA====
::{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! S
! AP
! Type
|-
| 18"
| 7
| 2
| Assault 1, Blast
|}<br style="clear: both; height: 0px;" />


'''WARGEAR:'''
====BIO-PLASMIC CANNON====
*'''Devourer'''
::{| border="1" cellspacing="0" cellpadding="5" align="left"
*'''Scything talons'''
! Range
 
! S
'''SPECIAL RULES:'''
! AP
*'''Shadow in the Warp'''
! Type
*'''Synapse Creature'''
|-
*'''Very Bulky'''
| 36"
| 7
| 2
| Assault 1, Large Blast
|-
| 36"
| 7
| 2
| Assault 6
|-
|}<br style="clear: both; height: 0px;" />


'''PSYKER:'''  
====CHOKING CLOUD====
::{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! S
! AP
! Type
|-
| 12"
| 3
| -
| Assault 1, Ignores Cover, Large Blast, Poisoned (2+), Predatory Sentience
|-
|}<br style="clear: both; height: 0px;" />
::'''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.


This unit must purchase a number of psychic powers equal to its Mastery Level.
====CLUSTER SPINES====
 
::{| border="1" cellspacing="0" cellpadding="5" align="left"
'''OPTIONS:'''
! Range
*All models may take one of the following:  
! S
:: - Superior neural connections ...''x pts/model''
! AP
:: - Improved vision ...''x pts/model''
! Type
:: - Overgrown muscles ...''x pts/model''
|-  
:: - Hardened carapace ...''x pts/model''
| 18"
:: - Redundant organs ...''x pts/model''
| 5
:: - Duplicated reflex chains ...''x pts/model''
| -
:: - Explosive muscle action ...''x pts/model''
| Assault 1, Large Blast
:: - Armored shell ...''x pts/model''
|-  
:: - Synaptic enhancement ...''x pts/model''
|}<br style="clear: both; height: 0px;" />
*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====
====DEATHSPITTER WEAPONS====
{| border="1" cellspacing="0" cellpadding="5" align="left"
::{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
! WS
! Range
! BS
! S
! S
! T
! AP
! W
! Type
! I
! A
! Ld
! Sv
|-  
|-  
| Tyrannocyte
| Deathspitter
| 2
| 18"
| 2
| 5
| 5
| 5
| Assault 3
|-
| Deathspitter with deathscreamer grubs
| 18"
| 7
| 5
| 5
| 6
| Assault 6
| 3
| 3
| 8
| 4+
|-
|-
|}
|}<br style="clear: both; height: 0px;" />
<br style="clear: both; height: 0px;" />
'''UNIT TYPE:'''


'''Monstrous Creature'''
====DEVOURER WEAPONS====
 
::{| border="1" cellspacing="0" cellpadding="5" align="left"
'''UNIT COMPOSITION:'''
!
 
! Range
'''1 Tyrannocyte''' ...''x pts''
! S
! AP
! Type
|-
| Devourer
| 18"
| 4
| -
| Assault 3, Neural Agony
|-
| Devourer with brainleech worms
| 18"
| 6
| -
| Assault 4, Neural Agony
|-
|}<br style="clear: both; height: 0px;" />
::'''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.


'''WARGEAR:'''
====DROOL CANNON====
*'''Five deathspitters'''
::{| border="1" cellspacing="0" cellpadding="5" align="left"
 
!
'''SPECIAL RULES:'''
! Range
*'''Biological Transport (20)'''
! S
*'''Deep Strike'''
! AP
*'''Drifting Death:''' Models with this special rule cannot Run or charge. They can consolidate but may not make a Sweeping Advance.
! Type
*'''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.
| Torrent
*'''Instinctive Fire'''
| Template
 
| 5
'''OPTIONS:'''
| 3
*All models may take one of the following:
| Assault 1, Torrent
:: - Superior neural connections ...''x pts/model''
|-  
:: - Improved vision ...''x pts/model''
| Split
:: - Overgrown muscles ...''x pts/model''
| 18"
:: - Hardened carapace ...''x pts/model''
| 6
:: - Redundant organs ...''x pts/model''
| 3
:: - Duplicated reflex chains ...''x pts/model''
| Assault 2, Sticky Ooze
:: - Explosive muscle action ...''x pts/model''
|-
:: - Impulse inhibitors ...''x pts/model''
|}<br style="clear: both; height: 0px;" />
:: - Armored shell ...''x pts/model''
::'''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.
*May replace all five deathspitters with:
:: - Five barbed stranglers ...''x pts''
:: - Five venom cannons ...''x pts''


===HEAVY SUPPORT===
====THORAX BIOMORPHS====
====BIOVORE BROOD====
::{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
! WS
! Range
! BS
! S
! S
! T
! AP
! W
! Type
! I
|-
! A
| Desiccator larvae
! Ld
| Template
! Sv
| 1
| -
| Assault 1, Fleshbane
|-
| Electroshock grubs
| Template
| 5
| 5
| Assault 1, Haywire
|-  
|-  
| Biovore
| Shreddershard Beetles
| Template
| 3
| 3
| 3
| -
| 4
| Assault 1, Rending, Shred
| 4
| 3
| 2
| 2
| 6
| 4+
|-
|-
|}
|}<br style="clear: both; height: 0px;" />
<br style="clear: both; height: 0px;" />
'''UNIT TYPE:'''


'''Infantry'''
====FLAMESPURT CANNON====
 
::{| border="1" cellspacing="0" cellpadding="5" align="left"
'''UNIT COMPOSITION:'''
! Range
 
! S
'''1 Biovore''' ...''x pts''
! AP
! Type
|-
| Template
| 5
| 4
| Assault 1
|-
|}<br style="clear: both; height: 0px;" />


'''WARGEAR:'''
====FLESHBORER WEAPONS====
*'''Spore Mine launcher with frag and toxin mines'''
::{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! Range
! S
! AP
! Type
|-
| Fleshborer
| 12"
| 4
| 5
| Assault 1
|-
| Fleshborer hive
| 18"
| 4
| 5
| Assault 20, Rending
|-
|}<br style="clear: both; height: 0px;" />


'''SPECIAL RULES:'''
====GRASPING TONGUE====
*'''Instinctive Behaviour (Hunt)'''
::{| border="1" cellspacing="0" cellpadding="5" align="left"
*'''Very Bulky'''
! Range
 
'''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====
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! WS
! BS
! S
! S
! T
! AP
! W
! Type
! I
! A
! Ld
! Sv
|-  
|-  
| Carnifex
| 12"
| 3
| 3
| 9
| 6
| 6
| 4
| 2
| 2
| 3
| Assault 1, Precision Shots
| 7
|-
| 3+
|}<br style="clear: both; height: 0px;" />
 
====IMPALE CANNON====
::{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! S
! AP
! Type
|-
| 24"
| 8
| 4
| Assault 2, Homing, Ignores Cover
|-
|-
|}
|}<br style="clear: both; height: 0px;" />
<br style="clear: both; height: 0px;" />
::'''Homing:''' Weapons with this special rule can be fired at targets out of the unit's line of sight.
'''UNIT TYPE:'''


'''Monstrous Creature'''
====RUPTURE CANNON====
::{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! S
! AP
! Type
|-
| 48"
| 10
| 4
| Assault 2
|-
|}<br style="clear: both; height: 0px;" />


'''UNIT COMPOSITION:'''
====SHOCK CANNON====
 
::{| border="1" cellspacing="0" cellpadding="5" align="left"
'''1 Carnifex''' ...''x pts''
! Range
! S
! AP
! Type
|-
| 24"
| 5
| 5
| Assault 1, Blast, Haywire
|-
|}<br style="clear: both; height: 0px;" />


'''WARGEAR:'''
====SPIKE RIFLE====
*'''Two sets of scything talons'''
::{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! S
! AP
! Type
|-
| 24"
| 3
| 5
| Assault 1
|-
|}<br style="clear: both; height: 0px;" />


'''SPECIAL RULES:'''
====SPINEFIST WEAPONS====
*'''Fearless'''
::{| border="1" cellspacing="0" cellpadding="5" align="left"
*'''Instinctive Behaviour (Feed)'''
!
*'''Living Battering Ram:''' When this model charges, it inflicts D3 Hammer of Wrath Attacks, rather than just 1.
! Range
 
! S
'''OPTIONS:'''
! AP
*All models may take one of the following:
! Type
:: - Superior neural connections ...''x pts/model''
|-  
:: - Improved vision ...''x pts/model''
| Spinefist
:: - Overgrown muscles ...''x pts/model''
| 12"
:: - Hardened carapace ...''x pts/model''
| 3
:: - Redundant organs ...''x pts/model''
| 5
:: - Duplicated reflex chains ...''x pts/model''
| Assault X, Punch Gun, Twin-Linked
:: - Explosive muscle action ...''x pts/model''
|-
:: - Impulse inhibitors ...''x pts/model''
| Heavy Spinefist
:: - Armored shell ...''x pts/model''
| 12"
*May include up to two additional Carnifexes ...''x pts/model''
| 5
*Any model may replace any pair of scything talons with a pair of crushing claws ...''x pts/model''
| 5
*Any model may replace one pair of scything talons with one of the following:
| Assault X, Punch Gun, Twin-Linked
:: - Carapace chitin-rams ...''x pts/model''
|-
:: - Crushing claw and wrecking ball ...''x pts/model''
|}<br style="clear: both; height: 0px;" />
*Any model may take items from the '''Monstrous Bio-cannons''' and '''Biomorphs''' lists.
::'''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.
*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====
====STINGER SALVO====
{| border="1" cellspacing="0" cellpadding="5" align="left"
::{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! Range
! WS
! BS
! S
! S
! T
! AP
! W
! Type
! I
|-  
! A
| 18"
! Ld
! Sv
|-
| Exocrine
| 3
| 3
| 6
| 6
| 5
| 5
| 3
| 4
| 3
| Assault 4
| 7
| 3+
|-
|-
|}
|}<br style="clear: both; height: 0px;" />
<br style="clear: both; height: 0px;" />
'''UNIT TYPE:'''


'''Monstrous Creature'''
====STRANGLER WEAPONS====
::{| border="1" cellspacing="0" cellpadding="5" align="left"
|-
!
! 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
|-
|}<br style="clear: both; height: 0px;" />


'''UNIT COMPOSITION:'''
====TENTACLIDS====
::{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! S
! AP
! Type
|-
| 36"
| 5
| 5
| Assault 1, Haywire, Seeking, One Use Only
|-
|}<br style="clear: both; height: 0px;" />
::'''Seeking:''' This weapon counts as having the Twin-linked special rule when targeted at a Zooming Flyer or a Swooping Flying Monstrous Creature.


'''1 Exocrine''' ...''x pts''
====VENOM CANNON WEAPONS====
 
::{| border="1" cellspacing="0" cellpadding="5" align="left"
'''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====
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
! WS
! Range
! BS
! S
! S
! AP
! T
! Type
! W
|-
! I
| Venom Cannon (single shot)
! A
| 36"
! Ld
| 7
! Sv
| 4
| Assault 1, Blast
|-
| Venom Cannon (salvo)
| 36"
| 7
| 4
| Assault 2
|-
|-
| Mawloc
| Heavy Venom Cannon (single shot)
| 36"
| 9
| 3
| 3
| 0
| Assault 1, Blast
| 6
|-
| 6
| Heavy Venom Cannon (salvo)
| 6
| 36"
| 4
| 9
| 3
| 3
| 8
| Assault 2
| 3+
|-
|-
|}
|}<br style="clear: both; height: 0px;" />
<br style="clear: both; height: 0px;" />
'''UNIT TYPE:'''


'''Monstrous Creature'''
====SPORE MINE WEAPONS====
 
::{| border="1" cellspacing="0" cellpadding="5" align="left"
'''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''
 
====TRYGON====
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
! WS
! Range
! BS
! S
! S
! T
! AP
! W
! Type
! I
|-
! A
| Spore Mine Cyst
! Ld
| -
! Sv
| X*
|-
| X*
| Trygon
| Assault 1, Barrage, Spore Burst, Spore Bomb
| 5
|-
| 3
|-
| 6
| Spore Mine Launcher
| 6
| 48"
| 6
| X*
| 4
| X*
| 5
| Assault 1, Barrage, Spore Burst
| 8
|-
| 3+
|}<br style="clear: both; height: 0px;" />
|-
::'''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.
<br style="clear: both; height: 0px;" />
::<nowiki>*</nowiki> Spore Mine weapons can use a wide variety of different mines, which define weapon's Strength, AP and additional rules.
'''UNIT TYPE:'''
::{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! 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*
|-
|}<br style="clear: both; height: 0px;" />
::'''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.
::<nowiki>*</nowiki> 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.


'''Monstrous Creature'''
===BIOMORPHS===
 
====ACID BLOOD====
'''UNIT COMPOSITION:'''
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====
'''1 Trygon''' ...''x pts''
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:
 
:{| border="1" cellspacing="0" cellpadding="5" align="left"
'''WARGEAR:'''
! Range
*'''Bio-electric pulse'''
! S
*'''Two pairs of scything talons'''
! AP
 
! Type
'''SPECIAL RULES:'''
|-
*'''Deep Strike'''
| -
*'''Fearless'''
| 5
*'''Fleet'''
| 2
*'''Instinctive Behaviour (Feed)'''
| Melee
*'''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.  
|}<br style="clear: both; height: 0px;" />
 
====ADAMANTINE TUSKS====
'''OPTIONS:'''
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.
*May take one of the following:  
====ADRENAL GLANDS====
:: - Superior neural connections ...''x pts/model''
A model with this biomorph has the Fleet and Furious Charge special rules.
:: - Improved vision ...''x pts/model''
====AMPHIBIOUS ADAPTIONS====
:: - Overgrown muscles ...''x pts/model''
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.
:: - Hardened carapace ...''x pts/model''
====ANTIDOTE GLANDS====
:: - Redundant organs ...''x pts/model''
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.  
:: - Duplicated reflex chains ...''x pts/model''
====BLINDING VENOM====
:: - Explosive muscle action ...''x pts/model''
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:
:: - Impulse inhibitors ...''x pts/model''
:{| border="1" cellspacing="0" cellpadding="5" align="left"
:: - Armored shell ...''x pts/model''
! Range
*May take items from the '''Biomorphs''' and '''Thorax Biomorphs''' lists.
! S  
*May replace one set of scything talons crushing claws ...''x pts''
! AP
*May take one of the following:
! Type
:: - 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====
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! WS
! BS
! S
! T
! W
! I
! A
! Ld
! Sv
|-
|-
| Trygon Prime
| -
| 5
| 3
| 3
| -
| 6
| Melee, Poisoned 6+, Blind
| 6
|-
| 6
|}<br style="clear: both; height: 0px;" />
| 4
====DOPAMINE INJECTOR====
| 5
A model with this biomorph has the Feel No Pain special rule.
| 8
====ENHANCED LEG MUSCLES====
| 3+
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:
:{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! S
! AP
! Type
|-
|-
|}
| 6"
<br style="clear: both; height: 0px;" />
| User
'''UNIT TYPE:'''
| -
 
| Assault 2
'''Monstrous Creature'''
|-
 
|}<br style="clear: both; height: 0px;" />
'''UNIT COMPOSITION:'''
====FEEDING FRENZY TRIGGER====
 
A model with this upgrade has the Rampage special rule.
'''1 Trygon Prime''' ...''x pts''
====IMPLANT ATTACK====
 
If a model has this biomorph, its close combat attacks cause Instant Death on a roll of 6 To Wound.
'''WARGEAR:'''
====ECHOLOCATION====
*'''Bio-electric pulse with containment spines'''
A model with this upgrade has the Interceptor special rule.  
*'''Two pairs of scything talons'''
====PSYCHIC BIO-CRYSTALS====
 
A model with this upgrade has the Adamantium Will special Rule.
'''SPECIAL RULES:'''
====REGENERATION====
*'''Deep Strike'''
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.
*'''Fleet'''
====SERRATED BLADES====
*'''Shadow in the Warp'''
If a model has this biomorph, its close combat attacks have the Shred special rule.
*'''Stealth'''
====SNAKE BODY====
*'''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.  
A model with this upgrade changes it's Unit Type to Beast and gains the Deep Strike special rule.
*'''Synapse'''
====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.
'''PSYKER:'''
====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.
This unit must purchase a number of psychic powers equal to its Mastery Level.
====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.  
'''OPTIONS:'''
====FOUR-DIMENSIONAL THOUGHT PATTERNS====
*May take one of the following:
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.
:: - Superior neural connections ...''x pts/model''
====TOXIC MIASMA====
:: - Improved vision ...''x pts/model''
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.
:: - Overgrown muscles ...''x pts/model''
====TOXIN SACS====
:: - Hardened carapace ...''x pts/model''
If a model has this biomorph, its close combat attacks have the Poisoned special rule.
:: - Redundant organs ...''x pts/model''
====WIDE-SPECTRUM RETINAS====
:: - Duplicated reflex chains ...''x pts/model''
A model with this upgrade has the Night Vision and Acute Senses special rules.
:: - Explosive muscle action ...''x pts/model''
====WINGS====
:: - Armored shell ...''x pts/model''
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.
:: - Synaptic enhancement ...''x pts''
====TAIL BIOMORPHS====
*May take items from the '''Biomorphs''' and '''Thorax Biomorphs''' lists.
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.
*May replace one set of scything talons crushing claws ...''x pts''
:{| border="1" cellspacing="0" cellpadding="5" align="left"
*May take one of the following:
!  
:: - Heavy spinefist ...''x pts''
! Range
:: - Spine banks ...''x pts''
! S  
*May take one of the following tail biomorphs:
! AP
:: - Prehensile pincer ...''x pts''
! Type
:: - 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====
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! WS
! BS
! S
! T
! W
! I
! A
! Ld
! Sv
|-
|-
| Tyrannofex
| Bone mace
| 3
| -
| 3
| 8
| 6
| -
| 6
| Melee, Unwieldy
| 6
| 2
| 3
| 8
| 2+
|-
|-
|}
| Prehensile princer
<br style="clear: both; height: 0px;" />
| -
'''UNIT TYPE:'''
| 6
 
| 5
'''Monstrous Creature'''
| Melee
|-
| Thresher scythe
| -
| 4
| 4
| Melee, Rending
|-
| Toxin spike
| -
| 1
| 6
| Melee, Poisoned (2+)
|-
|}<br style="clear: both; height: 0px;" />


'''UNIT COMPOSITION:'''
===BIOLOGICAL RELICS===
 
====THE MAW-CLAWS OF THYRAX====
'''1 Tyrannofex''' ...''x pts''
::{| border="1" cellspacing="0" cellpadding="5" align="left"
 
! Range
'''WARGEAR:'''  
! S
*'''Acid spray'''
! AP
*'''Stinger salvo'''
! Type
 
|-
'''SPECIAL RULES:'''
| -
*'''Fearless'''
| User
*'''Instinctive Behaviour (Hunt)'''
| 4
 
| Melee, Assimilate, Hardened Diamantine Tips
'''OPTIONS:'''
|-
*May take one of the following:  
|}<br style="clear: both; height: 0px;" />
:: - Superior neural connections ...''x pts/model''
::'''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.
:: - Improved vision ...''x pts/model''
::'''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.
:: - Overgrown muscles ...''x pts/model''
====THE NORN CROWN====
:: - Hardened carapace ...''x pts/model''
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.
:: - Redundant organs ...''x pts/model''
====THE MIASMA CANNON====
:: - Duplicated reflex chains ...''x pts/model''
::{| border="1" cellspacing="0" cellpadding="5" align="left"
:: - Explosive muscle action ...''x pts/model''
!
:: - Impulse inhibitors ...''x pts/model''
! Range
:: - Armored shell ...''x pts/model''
! S
*May include up to 2 additional Tyranofexs ...''x pts/model''
! AP
*May take items from the '''Thorax Biomorphs''' and '''Biomorphs''' lists.
! Type
*May replace acid spray with one of the following:  
|-
:: - Fleshborer hive ...''x pts''
| Miasmic Split
:: - Rupture cannon ...''x pts''
| 36"
*May take a Tyrannocyte as a Dedicated Transport.
| 1
| 4
| Assault 1, Large Blast, Poisoned (2+)
|-
| Miasmic Spray
| Template
| 1
| 4
| Assault 1, Torrent, Poisoned (2+)
|-
|}<br style="clear: both; height: 0px;" />
====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====
::{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! S
! AP
! Type
|-
| -
| +2
| 2
| Melee, Life Drain*, Parry*, Constrict*
|-
|}<br style="clear: both; height: 0px;" />
::<nowiki>*</nowiki> 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:
::{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! Range
! S
! AP
! Type
|-
| Burst
| 24"
| 5
| 3
| Assault 1, Blast
|-
| Lance
| 18"
| 10
| 2
| Assault 1, Lance
|-
|}<br style="clear: both; height: 0px;" />


[[Category: Angry Codices]]
[[Category: Angry Codices]]

Revision as of 13:55, 14 December 2016

Introduction

Angry codices are an attempt to improve internal and external balance. Check out the Angry Codex hub for the other angry codices and a more detailed description of what exactly the Angry Codices are made to do.

This is a copy and paste of Codex - Tyranids /tg/ edition. I didn't think it would be worth it to do all the legwork with writing down all the profiles of the units in the codex, in addition to that several okay and a couple of great additions were made in Codex - Tyranids /tg/ edition. I have made very, very few edits in this codex which is why it is a pre-alpha angry dex, or a finished /tg/ dex with some minor revisions. I did not write any of the new rules and many of them will be changed or removed.

Disclaimer

Games Workshop in no way endorses this codex nor any of the other Angry Codices. No infringement is intended with this work, nor any other of the Angry Codices. The intent of the angry codices is NOT to make GW go out of business, but rather to improve the quality of the hobby, which leads to a happier and larger player base.

Editing

Feel free to edit wordings to improve readability. Add anything you like to any of the Angry Codices, except the Angry Necrons, Dark Eldar and Daemons, for these documents you should instead first argue in the discussion page before adding or changing anything. If someone objects to something you have written or changed, you should civilly discuss and prove why your idea is good and how it fits with fluff/is more balanced etc. etc. If no conclusion can be made then the Angry Pirate has the final say, if he does not say anything remove any changes from the official codex. If you don´t agree with an edit the Angry Pirate has made you can write in the talk page of the relevant talk page or in my page by clicking the first blue link. Angry Pirate (talk)

THE TYRANID SWARM

TYRANIDS WARGEAR LIST

BASIC BIO-WEAPONS

A model may replace its devourer with one of the following:

- Scything talons ...x pts
- Spinefists ...x pts
- Deathspitter ...x pts

BASIC BIO-CANNONS

A model may replace its devourer with one of the following:

- Barbed strangler ...x pts
- Venom cannon ...x pts

MONSTROUS BIO-CANNONS

A model may replace any pair of scything talons with one of the following:

- Twin-linked deathspitter ...x pts
- Twin-linked devourer with brainleech worms ...x pts
- Stranglethorn cannon*1 ...x pts
- Deathspitter with deathscreamer grubs ...x pts
- Heavy venom cannon*1 ...x pts

MELEE BIO-WEAPONS

A model may replace any pair of scything talons with one of the following:

- Rending claws ...x pts
- Lash Whips ...x pts
- Boneswords ...x pts
- Lash whip and bonesword ...x pts
- Crushing claws ...x 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 ...x/y pts/model
- Amphibious adaptations ...x/y pts/model
- Wide-spectrum retinas ...x/y pts/model
- Enchanced leg muscles ...x/y pts/model
- Psychic bio-crystals ...x/y pts/model
- Serrated blades ...x/y pts/model
- Adamantine tusks ...x pts/model
- Antidote glands ...-/x pts/model
- Echolocation ...x/y pts/model
- Spring coil musculature ...x/y pts/model
- Toxin sacs ...x/y pts/model
- Feeding frenzy trigger ...x/y pts/model
- Acid blood ...x/y pt/model
- Adrenal glands ...x/y pts/model
- Regeneration ...x/y pts/model
- Dopamine injector ...x/y pts/model
- Four-dimensional thought patterns ...x/y pts/model

THORAX BIOMORPHS

A model may take up to one of the following:

- Electroshock grubs ...x pts
- Desiccator larvae ...x pts
- Shreddershard beetles ...x 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 ...x pts
- The Miasma Cannon ...x pts
- The Norn Crown*2 ...x pts
- The Ymgarl Factor*2 ...x pts
- The Reaper of Obliterax ...x 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.

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.

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.

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 changes it's Unit Type to Beast and gains the Deep Strike special rule.

SPINE BANKS

Spine Banks count as assault grenades as described in Warhammer 40 000 rulebook, except each model in a unit can fire them in their shooting phase.

SPRING COIL MUSCULATURE

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