Codex - Tyranids Angry Alien Edition: Difference between revisions

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


'''1 Trygon Prime''' ...''230 pts''
'''1 Trygon Prime''' ...''x pts''


'''WARGEAR:'''
'''WARGEAR:'''
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**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:-)
**All models may take one of the following mutations: (WS:10/BS:15/S:10/T:20/W:15/I:15/A:15/Ld:-/Sv:35/Psy:-/Syn:-)
*May take items from the '''Biomorphs''', '''Thorax Biomorphs''' and '''Biological Relics''' lists.
*May take items from the '''Biomorphs''', '''Thorax Biomorphs''' and '''Biological Relics''' lists.
*May replace one set of scything talons with crushing claws ...''30 pts''
*May replace one set of scything talons with crushing claws ...''x pts''
* May take any of the following upgrades:
*May take any of the following upgrades:
:: - Lurker ...''15 pts''
:: - Lurker ...''x pts''
:: - Psyker (Mastery Level 1) ...''40 pts''
:: - Psyker (Mastery Level 1) ...''x pts''
* May take one of the following:
*May take one of the following:
:: - Heavy spinefist ...''10 pts''
:: - Heavy spinefist ...''x pts''
:: - Spine banks ...''10 pts''
:: - Spine banks ...''x pts''
*May take one of the following tail biomorphs:
*May take one of the following tail biomorphs:
:: - Prehensile pincer ...''10 pts''
:: - Prehensile pincer ...''x pts''
:: - Toxinspike ...''10 pts''
:: - Toxinspike ...''x pts''


====TYRANID PRIME====
====THE PARASITE OF MORTREX====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
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! Sv
! Sv
|-  
|-  
| Tyranid Prime
| The Parasite of Mortex
| 5
| 5
| 3
| 3
| 4
| 6
| 4
| 4
| 3
| 3
| 4
| 6
| 4
| 4
| 10
| 10
| 5+
| 3+
|-
|-
|}
|}
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'''UNIT TYPE:'''
'''UNIT TYPE:'''


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


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


'''1 Tyranid Prime''' ...''55 pts''
'''1 (Unique)''' ...''x pts''


'''WARGEAR:'''
'''WARGEAR:'''
*'''Devourer'''
*'''Two sets of rending claws'''
*'''Scything talons'''
*'''Implant attack'''


'''SPECIAL RULES:'''
'''SPECIAL RULES:'''
*'''Hit and Run'''
*'''Independent Character'''
*'''Independent Character'''
*'''Know No Honour'''
*'''Know No Honour'''
*'''Shadow in the Warp'''
*'''Shadow in the Warp'''
*'''Synapse Creature'''
*'''Synapse Creature'''
*'''Very Bulky'''
*'''Host Organism:''' Rippers count The Parasite of Mortex as having 24" synapse range.
Upgrades
*'''Implant Parasite:''' Each model, removed as a casualty because of wounds inflicted in melee by the Parasite of Mortex must roll a Toughness test before being removed. For each test failed, roll a D6. At the end of the Assault phase place a Ripper Swarm Brood or add the Ripper bases to the Ripper Swarm Brood The Parasite is attached to with a number of models equal to the combined result of these D6. All models must be within 6” of the unit with this rule. Ripper Swarms placed this way never count as kill points. Any bases that cannot be place because of impassable terrain, enemy within 1” or because you have run out of models are lost.
*'''Brood Leader:''' During the Psychic phase Tyranid Prime may spend one Warp Charge from the pool (even if it is not a psyker) to bestow its Weapon Skill and Ballistic Skill to all models in its unit until the start of his next Psychic phase or until it get removed as a casualty, unless their own would be higher for any reason. It doesn't need to spend a Warp Charge to grant this effect to Tyranid Warriors or Shrikes.
*'''The Sarge is Acting Strangely:''' Any enemy Infantry, Cavalry, Beasts or Bike unit, with or without Jet or Jump type, that arrives via Outflanking may harbor a squad member infested with Ripper parasites. At the end of their movement phase, one model in each of these units (owning players choice) must take a toughness test. If the test is failed that model is instantly removed as a casualty and the Tyranid player may place a Ripper swarm unit of D6 bases anywhere within 6" of the victim. If the victim was inside a transport then it is assumed they staggered out before dying; place the Ripper bases within 6" of one of the access points. Any bases that cannot be placed because of enemies within 1", impassable terrain or running out of models are lost. Rippers created in this way do not count as a Kill Point.
 
'''Upgrade:'''
*Implant Sky-Slashers: Replace Rippers with Sky-Slashers in the Implant Parasite, Host Organism and The Sarge is Acting Strangely special rules.


'''OPTIONS:'''
'''OPTIONS:'''
**All models may take one of the following mutations: (WS:20/BS:25/S:5/T:15/W:15/I:5/A:10/Ld:-/Sv:20/Psy:20/Syn:20)
**All models may take one of the following mutations: (WS:5/BS:-/S:10/T:15/W:15/I:5/A:10/Ld:-/Sv:20/Psy:-/Syn:20)
* May take items from the '''Basic Bio-weapons''', '''Basic Bio-cannons''', '''Melee Bio-weapons''' and '''Biomorphs''' lists.
*May take items from the '''Biomorphs''' lists.
* May take the Brood Leader upgrade ...''20 pts''
*May take flesh hooks ...''x pts''
* May be upgraded to Tyranid Prime Apex Strain ...''30 pts''
*May take the Implant Sky-Slashers upgrade ...''x pts''
* May be upgraded to Psyker (Mastery Level 1) ...''25 pts''
* May take two per HQ slot.
* Must take one of the following:
:: - +1 to armor save ...''free''
:: - Wings  ...''free''
:: - Snake body  ...''free''
* May take Flesh hooks  ...''5 pts''


====THE PARASITE OF MORTREX====
====MUCOLID SPORE CLUSTER====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
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! Sv
! Sv
|-  
|-  
| The Parasite of Mortex
| Mucolid Spore Mine
| 5
| -
| -
| 1
| 3
| 3
| 6
| 4
| 3
| 3
| 6
| 3
| 4
| -
| 10
| 3
| 3+
| -
|-
|-
|}
|}
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'''UNIT TYPE:'''
'''UNIT TYPE:'''


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


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


'''1 (Unique)''' ...''160 pts''
'''1 Mucolid Spore Mine''' ...''x pts''
 
'''WARGEAR:'''
*'''Two sets of rending claws'''
*'''Implant attack'''


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


'''OPTIONS:'''
'''OPTIONS:'''
**All models may take one of the following mutations: (WS:5/BS:-/S:10/T:15/W:15/I:5/A:10/Ld:-/Sv:20/Psy:-/Syn:20)
*May include up to two additional Mucolid Spore Mines ...''x pts/model''
*May take items from the '''Biomorphs''' lists.
**All models may take one of the following mutations: (WS:-/BS:-/S:-/T:5/W:5/I:-/A:-/Ld:-/Sv:-/Psy:-/Syn:-)
* May take flesh hooks ...''15 pts''
* May take the Implant Sky-Slashers upgrade ...''35 pts''


====DEATHLEAPER====
===ELITES===
====MALANTHROPE BROOD====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
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! Sv
! Sv
|-  
|-  
| Deathleaper
| Malanthrope
| 9
| 3
| 3
| 3
| 6
| 5
| 5
| 4
| 4
| 5
| 3
| 3
| 7
| 4
| 10
| 10
| 5+
| 3+
|-
|-
|}
|}
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'''UNIT TYPE:'''
'''UNIT TYPE:'''


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


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


'''1 (Unique)''' ...''140 pts''
'''1 Malanthrope''' ...''x pts''


'''WARGEAR:'''
'''WARGEAR:'''  
*'''Flesh hooks'''
*'''Toxic Miasma'''
*'''Feeder tendrils'''
*'''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.
*'''Implant attack'''
*'''Sinister Talons:'''
::Deathleaper has two pairs of Sinister Talons. Each pair counts as a Melee weapon with the following profile:
::{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! S
! AP
! Type
|-
| -
| User
| 5
| Melee, Diamantine Tips*, Slashing Attacks*, Shred.
|-
|}<br style="clear: both; height: 0px;" />
::<nowiki>*</nowiki> Each set of Sinister Talons count as both a pair of rending claws and a pair of scything talons for the purpose of these rules.


'''SPECIAL RULES:'''
'''SPECIAL RULES:'''
*'''Deep Strike'''
*'''Fear'''
*'''Fleet'''
*'''Fleet'''
*'''Hit & Run'''
*'''Move Through Cover'''
*'''Know No Honour'''
*'''Poisoned (2+)'''
*'''Infiltrate'''
*'''Shadow in the Warp'''
*'''Instinctive Behaviour (Lurk)'''
*'''Move Through Cover'''
*'''Shrouded'''
*'''Shrouded'''
*'''Spore Cloud'''
*'''It Will Not Die'''
*'''Very Bulky'''
*'''Very Bulky'''
*'''Precision Strikes'''
*'''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.
*'''Chameleonic Skin:''' See Lictor entry.
*'''Pheromone Trail:''' See Lictor entry.
*'''"Deathleap:''' Deathleaper do not roll for Charge range - instead it's Charge range is always 12".
*'''"It’s after me!":''' Nominate an enemy character at the beginning of the game and roll a D3. Whilst Deathleaper is alive, that model’s Leadership is reduced by the result.
*'''"It's too fast!":''' During assault phase Deathleaper has a 4+ invulnerable save.
*'''"Where is it?":''' Enemy models can only fire Snap Shots when targeting Deathleaper.
*'''"Where are my guards?":''' Look Out Sir! rolls may not be made against attacks from Deathleaper.


'''OPTIONS:'''
'''OPTIONS:'''
**All models may take one of the following mutations: (WS:5/BS:10/S:5/T:15/W:15/I:5/A:10/Ld:-/Sv:15/Psy:-/Syn:-)
*May include up to 4 additional Malanthropes ...''x pts/model''
*May take items from the '''Biomorphs''' list.
**All models may take one of the following mutations: (WS:5/BS:-/S:5/T:10/W:15/I:5/A:10/Ld:-/Sv:25/Psy:-/Syn:35)


===TROOPS===
====HIVE GUARD BROOD====
====TYRANID WARRIOR BROOD====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 286: Line 246:
! Sv
! Sv
|-  
|-  
| Tyranid Warrior
| Hive Guard
| 5
| 3
| 3
| 4
| 4
| 3
| 3
| 4
| 5
| 3
| 6
| 10
| 2
| 2
| 2
| 7
| 4+
| 4+
| Infantry
| 1 Hive Guard
|-
|-
|}
|}
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'''UNIT COMPOSITION:'''
'''UNIT COMPOSITION:'''


'''3 Tyranid Warriors''' ...''66 pts''
'''1 Hive Guard''' ...''x pts''


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


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


'''PSYKER:'''  
'''OPTIONS:'''
**All models may take one of the following mutations: (WS:-/BS:5/S:5/T:15/W:15/I:3/A:5/Ld:5/Sv:20/Psy:-/Syn:-)
*May include up to 4 additional Hive Guard ...''x pts/model''
*Any model may take items from the '''Biomorphs''' list.
*Any model may replace its impaler cannon with a shockcannon ...''x pts''
*May take a Tyrannocyte or a Mycetic Spore as a Dedicated Transport.


This unit must purchase a number of psychic powers equal to its Mastery Level.
====ZOANTHROPE BROOD====
 
'''OPTIONS:'''
**All models may take one of the following mutations: (WS:3/BS:5/S:4/T:7/W:8/I:4/A:4/Ld:-/Sv:6/Psy:-/Syn:-)
*May include up to six additional Tyranid Warriors ...''22 pts/model''
*Any model may take items from the '''Basic Bio-weapons''', '''Melee Bio-weapons''' and '''Biomorphs''' lists.
*For very three Tyranid Warriors in the brood, one may take items from the '''Basic Bio-cannons''' list.
*All models in the brood may take Flesh hooks  ...''3 pts/model''
*The unit may take Brotherhood of Psykers special rule ...''35 pts''
catalyst (Eternal Warrior), dominion (synapse range), onslaught (friendlies may run and shoot), horror (re-roll fear tests), paroxysm (+2 I), warp blast (5+ invul)
*The unit must buy a number of psychic powers from the following list equal to its mastery level:
:: - ''Catalyst'' ...''15 pts/model''
:: - ''Dominion'' ...''10 pts''
:: - ''Onslaught'' ...''10 pts''
:: - ''Horror'' ...''0 pts''
:: - ''Paroxysm'' ...''10 pts/model''
:: - ''Warp blast'' ...''10 pts/model''
*The unit may take a Tyrannocyte as a Dedicated Transport if it numbers six or fewer models.
====GENESTEALER BROOD====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
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! Sv
! Sv
|-  
|-  
| Genestealer
| Zoanthrope
| 6
| 3
| 2
| 4
| 4
| 4
| 4
| 4
| 2
| 3
| 1
| 1
| 6
| 2
| 10
| 10
| 5+
| 5+
|-
|-
| Broodlord
| Neurothrope
| 7
| 2
| 5
| 5
| 3
| 3
| 7
| 4
| 4
| 4
| 4
| 2
| 3
| 1
| 10
| 10
| 4+
| 5+
|-
|}
|}
<br style="clear: both; height: 0px;" />
<br style="clear: both; height: 0px;" />
'''UNIT TYPE:'''
'''UNIT TYPE:'''


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


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


'''5 Genestealers''' ...''66 pts''
'''1 Zoanthrope''' ...''x pts''
 
'''WARGEAR:'''
*'''Rending claws'''


'''SPECIAL RULES:'''
'''SPECIAL RULES:'''
*'''Bulky''' (Broodlord only)
*'''Brotherhood of Psykers (Mastery level 1+number of models in unit)'''
*'''Psyker (Mastery Level 1)''' (Broodlord only)
*'''Shadow in the Warp'''
*'''Know No Honour''' (Broodlord only)
*'''Synapse Creature'''
*'''Fleet'''
*'''Very Bulky'''
*'''Infiltrate'''
*'''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. 
*'''Move Through Cover'''
*'''Warp Field:''' Zoanthropes have a 3+ invulnerable save.
 
'''Upgrades:'''
*'''Death From the Shadows:''' The Genestealer brood with this upgrade may assault the same turn it Outflanks or Infiltrates, if it's not accompanied by an Independent Character or a Warrior Alpha.  


'''PSYKER:'''  
'''PSYKER:'''  


Broodlords know the ''horror'' psychic power from the '''powers of the hive mind''' discipline.  
Zoanthrope Broods know the ''warp blast'' psychic power from the '''powers of the hive mind''' discipline.


'''OPTIONS:'''
'''OPTIONS:'''
**All models may take one of the following mutations: (WS:1/BS:-/S:3/T:4/W:-/I:1/A:2/Ld:-/Sv:5/Psy:-/Syn:-)
**All models may take one of the following mutations: (WS:5/BS:10/S:5/T:15/W:15/I:5/A:10/Ld:-/Sv:-/Psy:35*/Syn:-)
:: - Mutations (Broodlord): (WS:5/BS:-/S:10/T:20/W:10/I:5/A:5/Ld:-/Sv:20/Psy:20/Syn:-)
::<nowiki>*</nowiki >The price is for entire brood, instead of per model as usual.
*May include up to fifteen additional Genestealers ...''11 pts/model''
*May include up to 4 additional Zoanthropes ...''x pts/model''
* Entire unit may take Death from the Shadows upgrade ...''5 pts/model''
**A brood of three or more may upgrade one model into a Neurothrope for x pts, the Neurothope gains the additional power of Spirit Leech (this does not take up one of the known powers), a Warp Charge 1 Witchfire with a range of 18" that targets one unit and forces it to roll a leadership test on a 3d6, inflicting one unsaveable wound for each increment they fail byFor each wound inflicted by spirit leech, the neurothrope adds an additional warp charge dice to the controlling player's pool that can only be rolled to either deny or to cast warp blast.
* Any model in a brood may take one of the following:
*May take a Tyrannocyte or a Mycetic Spore as a Dedicated Transport.
:: - Scything talons ...''2 pts''
:: - Rending claws ...''5 pts''
* All Genestealers in the brood may take any of the following biomorphs:
:: - Serrated blades ...''1 pt/model''
:: - Adrenal glands ...''2 pts/model''
:: - Toxin sacs ...''3 pts/model''
*May add a Broodlord ...''60 pts''
*A Broodlord may take items from the '''Biomorphs''' list.
*A Broodlord may take any of the following:
:: - Flesh hooks  ...''5 pts''
:: - Implant attack  ...''10 pts''


====TERMAGANT BROOD====
====DOOM OF MALAN'TAI====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 430: Line 360:
! Sv
! Sv
|-  
|-  
| Termagant
| Doom of Malan'tai
| 3
| 3
| 3
| 4
| 4
| 4
| 3
| 3
| 3
| 3
| 1
| 1
| 4
| 10
| 1
| 4+
| 6
| 6+
| Infantry
| 10 Termagants
|-
|-
|}
|}
Line 451: Line 379:
'''UNIT COMPOSITION:'''
'''UNIT COMPOSITION:'''


'''10 Termagants''' ...''40 pts''
'''1 (Unique)''' ...''x pts''


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


'''SPECIAL RULES:'''
The Doom of Malan'tai knows the ''psychic scream'' and ''warp blast'' psychic powers from the '''powers of the hive mind''' discipline.
*'''Instinctive Behaviour (Lurk)'''
*'''Move Through Cover'''


'''OPTIONS:'''
'''OPTIONS:'''
**All models may take one of the following mutations: (WS:-/BS:1/S:1/T:1/W:-/I:-/A:1/Ld:1/Sv:-/Psy:-/Syn:-)
**All models may take one of the following mutations: (WS:5/BS:10/S:5/T:50/W:15/I:5/A:10/Ld:-/Sv:-/Psy:-/Syn:-)
*May include up to forty additional Termagants ...''4 pts/model''
*May take a Tyrannocyte or a Mycetic Spore as a Dedicated Transport.
*For every ten Termagants, one may replace its fleshborer with a strangleweb ...''5 pts/model''
*Any model may replace its fleshborer with one of the following:
:: - Spinefists ...''free''
:: - Spike rifle ...''free''
:: - Devourer ...''4 pts/model''
* All Termagants in the brood may take any of the following biomorphs:
:: - Pressure detection sensors ...''1 pt/model''
:: - Adrenal glands ...''2 pts/model''
:: - Toxin sacs ...''2 pts/model''
*The unit may take a Tyrannocyte as a Dedicated Transport if it numbers twenty or fewer models.


====HORMAGAUNT BROOD====
====VENOMTHROPE====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 487: Line 412:
! Sv
! Sv
|-  
|-  
| Hormagaunt
| Venomthrope
| 3
| 3
| 3
| 3
| 3
| 4
| 4
| 2
| 3
| 3
| 1
| 1
| 5
| 2
| 6
| 6
| 6+
| 5+
|-
|-
|}
|}
Line 506: Line 431:
'''UNIT COMPOSITION:'''
'''UNIT COMPOSITION:'''


'''10 Hormagaunts''' ...''40 pts''
'''1 Venomthrope''' ...''x pts''


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


'''SPECIAL RULES:'''
'''SPECIAL RULES:'''
*'''Instinctive Behaviour (Feed)'''
*'''Instinctive Behaviour (Lurk)'''
*'''Move Through Cover'''
*'''Poisoned (2+)'''
*'''Bounding Leap:''' Units entirely composed of models with this special rule Run an additional 3" (this will normally be D6+3").
*'''Shrouded'''
*'''Very Bulky'''
*'''Spore Cloud:''' All friendly units from Codex: Tyranids that are within 12" of a Venomthrope gains a 5+ Cover save.


'''OPTIONS:'''
'''OPTIONS:'''
**All models may take one of the following mutations: (WS:1/BS:-/S:1/T:2/W:-/I:1/A:1/Ld:1/Sv:-/Psy:-/Syn:-)
**All models may take one of the following mutations: (WS:5/BS:10/S:5/T:15/W:15/I:5/A:10/Ld:5/Sv:-/Psy:-/Syn:-)
*May include up to forty additional Hormagaunts ...''4 pts/model''
*May include up to 4 additional Venomthropes ...''x pts/model''
* All Hormagaunts in the brood may take any of the following biomorphs:
 
:: - Serrated blades ...''1 pt/model''
====LICTOR BROOD====
:: - Adrenal glands ...''2 pts/model''
:: - Toxin sacs ...''2 pts/model''
*The unit may take a Tyrannocyte as a Dedicated Transport if it numbers twenty or fewer models.
====RIPPER SWARM BROOD====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 537: Line 461:
! Sv
! Sv
|-  
|-  
| Ripper Swarm
| Lictor
| 2
| 6
| 2
| 3
| 3
| 6
| 4
| 3
| 3
| 6
| 3
| 3
| 2
| 10
| 4
| 5+
| 5
| Infantry
| 6+
| 1 Lictor
|-
|-
|}
|}
Line 552: Line 478:
'''UNIT TYPE:'''
'''UNIT TYPE:'''


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


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


'''3 Ripper Swarms''' ...''27 pts''
'''1 Lictor''' ...''x pts''
 
'''WARGEAR:'''
*'''Rending claws'''
*'''Scything talons'''
*'''Flesh hooks'''
*'''Feeder tendrils'''


'''SPECIAL RULES:'''
'''SPECIAL RULES:'''
*'''Instinctive Behaviour (Feed)'''
*'''Deep Strike'''
*'''Fearless'''
*'''Fear'''
*'''Swarms'''
*'''Fleet'''
*'''Eternal Warrior'''
*'''Hit & Run'''
*'''Infiltrate'''
*'''Instinctive Behaviour (Lurk)'''
*'''Move Through Cover'''
*'''Stealth'''
*'''Very Bulky'''
*'''Precision strikes'''
*'''Chameleonic Skin'''  
*'''Pheromone Trail'''  


'''OPTIONS:'''
'''OPTIONS:'''
**All models may take one of the following mutations: (WS:2/BS:4/S:4/T:4/W:-/I:2/A:3/Ld:2/Sv:-/Psy:-/Syn:-)
**All models may take one of the following mutations: (WS:5/BS:10/S:5/T:15/W:15/I:5/A:10/Ld:-/Sv:-/Psy:-/Syn:-)
*May include up to six additional Ripper Swarms ...''9 pts/base''
*May include up to 4 additional Lictors ...''x pts/model''
*The unit may take spinefists ...''3 pts/base''
*Any model may take items from the '''Biomorphs''' list.
* All Ripper Swarms in the brood may take any of the following biomorphs:
*Entire unit may replace Stealth special rule with Shrouded special rule ...''x pts/model''
:: - Serrated blades ...''3 pts/base''
<br>
:: - Toxin sacs ...''4 pts/base''
:: - Adrenal glands ...''6 pts/base''


====MUCOLID SPORE CLUSTER====
====PYROVORE BROOD====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 586: Line 524:
! Sv
! Sv
|-  
|-  
| Mucolid Spore Mine
| Pyrovore
| -
| -
| 1
| 3
| 3
| 3
| 3
| 4
| 4
| 3
| 3
| -
| 2
| 3
| 2
| -
| 6
| 4+
| Beasts
| 1 Pyrovore
|-
|-
|}
|}
Line 601: Line 541:
'''UNIT TYPE:'''
'''UNIT TYPE:'''


'''Infantry'''
'''Beasts'''


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


'''1 Mucolid Spore Mine''' ...''15 pts''
'''1 Pyrovore''' ...''x pts''
 
'''WARGEAR:'''
*'''Flamespurt cannon'''
*'''Acid blood'''
*'''Acid maw'''


'''SPECIAL RULES:'''
'''SPECIAL RULES:'''
*'''Deep Strike'''
*'''Instinctive Behaviour (Feed)'''
*'''Fearless'''
*'''Very Bulky'''
*'''Shrouded'''
*'''Volatile:''' If a Pyrovore is slain by a wound that inflicted Instant Death, every unit within D6" of the slain Pyrovore (excluding Pyrovore Brood itself) suffers a Strength 4 AP- hit for each of its models within range (resolve damage as a shooting attack from the Pyrovore, before removing it as a casualty).
*'''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:'''
'''OPTIONS:'''
*May include up to two additional Mucolid Spore Mines ...''15 pts/model''
**All models may take one of the following mutations: (WS:-/BS:-/S:-/T:15/W:15/I:5/A:5/Ld:5/Sv:15/Psy:-/Syn:-)
**All models may take one of the following mutations: (WS:-/BS:-/S:-/T:5/W:5/I:-/A:-/Ld:-/Sv:-/Psy:-/Syn:-)
*May include up to 4 additional Pyrovores ...''x pts/model''
*Any model may take items from the '''Biomorphs''' list.
*May take a Tyrannocyte or a Mycetic Spore as a Dedicated Transport.


===ELITES===
====MALECEPTOR====
====MALANTHROPE BROOD====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 631: Line 575:
! Ld
! Ld
! Sv
! Sv
|-  
|-
| Malanthrope
| Maleceptor
| 3
| 3
| 3
| 3
| 5
| 6
| 5
| 6
| 4
| 6
| 5
| 3
| 3
| 3
| 10
| 10
| 3+
| 4+
|-
|-
|}
|}
Line 647: Line 591:
'''UNIT TYPE:'''
'''UNIT TYPE:'''


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


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


'''1 Malanthrope''' ...''85 pts''
'''1 Maleceptor''' ...''x pts''


'''WARGEAR:'''  
'''WARGEAR:'''  
*'''Toxic Miasma'''
*'''Scything talons'''
*'''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.


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


'''OPTIONS:'''
Maleceptors know the ''psychic overload'' psychic power. Maleceptors must purchase a number of additional powers equal to their Mastery Level -1. 
*May include up to 4 additional Malanthropes ...''85 pts/model''
**All models may take one of the following mutations: (WS:5/BS:-/S:5/T:10/W:15/I:5/A:10/Ld:-/Sv:25/Psy:-/Syn:35)


====HIVE GUARD BROOD====
*'''Psychic Overload'''
{| border="1" cellspacing="0" cellpadding="5" align="left"
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
! WS
: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.
! BS
 
! S
Options:
**All models may take one of the following mutations: (WS:10/BS:30/S:10/T:20/W:20/I:10/A:10/Ld:10/Sv:30/Psy:25/Syn:20)
*May include up to 2 additional Maleceptors ...''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 or a Mycetic Spore as a Dedicated Transport.
 
====HARUSPEX====
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! WS
! BS
! S
! T
! T
! W
! W
Line 685: Line 640:
! Sv
! Sv
|-  
|-  
| Hive Guard
| Haruspex
| 3
| 3
| 3
| 3
| 6
| 6
| 5
| 5
| 6
| 3
| 2
| 3
| 2
| 2
| 7
| 7
| 4+
| 3+
| Infantry
| 1 Hive Guard
|-
|-
|}
|}
Line 702: Line 655:
'''UNIT TYPE:'''
'''UNIT TYPE:'''


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


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


'''1 Hive Guard''' ...''55 pts''
'''1 Haruspex''' ...''x pts''


'''WARGEAR:'''  
'''WARGEAR:'''  
*'''Impaler cannon'''
*'''Grasping tongue'''
*'''Crushing claws'''
*'''Acid blood'''


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


'''OPTIONS:'''
'''OPTIONS:'''
**All models may take one of the following mutations: (WS:-/BS:5/S:5/T:15/W:15/I:3/A:5/Ld:5/Sv:20/Psy:-/Syn:-)
**All models may take one of the following mutations: (WS:10/BS:15/S:10/T:20/W:20/I:10/A:15/Ld:10/Sv:30/Psy:-/Syn:-)
*May include up to 4 additional Hive Guard ...''55 pts/model''
*May include up to 2 additional Haruspex ...''x pts/model''
*Any model may take items from the '''Biomorphs''' list.
*May take items from the '''Biomorphs''' list.
*Any model may replace its impaler cannon with a shockcannon ...''free''
*May take a thresher scythe ...''x pts''
*The unit may take a Tyrannocyte as a Dedicated Transport.
*May take a Tyrannocyte or a Mycetic Spore as a Dedicated Transport.


====ZOANTHROPE BROOD====
===FAST ATTACK===
====DIMACHAERON BROOD====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 736: Line 694:
! Sv
! Sv
|-  
|-  
| Zoanthrope
| Dimachaeron
| 8
| 3
| 3
| 4
| 6
| 4
| 6
| 4
| 6
| 2
| 6
| 3
| 5
| 1
| 10
| 10
| 5+
| 3+
|-
|-
| Neurothrope
|}
| 3
<br style="clear: both; height: 0px;" />
| 4
'''UNIT TYPE:'''
| 4
| 4
| 2
| 3
| 1
| 10
| 5+
|}
<br style="clear: both; height: 0px;" />
'''UNIT TYPE:'''


'''Infantry'''
'''Monstrous Creature (Leaper)'''


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


'''1 Zoanthrope''' ...''50 pts''
'''1 Dimachaeron''' ...''x pts''
 
'''WARGEAR:'''
*'''Sickle claws'''
*'''Grasping talons'''
*'''Thorax spine-maw'''
*'''Adrenal glands'''


'''SPECIAL RULES:'''
'''SPECIAL RULES:'''
*'''Brotherhood of Psykers (Mastery level 1+number of models in unit)'''
*'''Agile'''
*'''Shadow in the Warp'''
*'''Instinctive Behaviour (Feed)'''
*'''Synapse Creature'''
*'''Rampage'''
*'''Very Bulky'''
*'''Monstrous Creature (Leaper)''' Leaper is sub type, and as such does not appear as a catagory on its own, but only when paired with another unit type. Models with the Leaper sub-type may choose to use their Leaping ability in either the Shooting phase or the Assault phase (they may not use both in the same turn). When not using this ability, the model moves normally for a model of its base type. When using Leaper (whether moving or charging) the model can move over all other models and terrain freely. If the model begins or ends its move in difficult terrain it must take a Dangerous Terrain test. Leaping models cannot end their move on top of other models or in impassable terrain.
*'''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. 
**'''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.
*'''Warp Field:''' Zoanthropes have a 3+ invulnerable save.
**'''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.
 
'''PSYKER:'''  
 
Zoanthrope Broods know the ''warp blast'' psychic power from the '''powers of the hive mind''' discipline.


'''OPTIONS:'''
'''OPTIONS:'''
**All models may take one of the following mutations: (WS:5/BS:10/S:5/T:15/W:15/I:5/A:10/Ld:-/Sv:-/Psy:35*/Syn:-)
**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:-)
::<nowiki>*</nowiki >The price is for entire brood, instead of per model as usual.
*May include up to 2 additional Dimacheron ...''x pts/model''
*May include up to 4 additional Zoanthropes ...''50 pts/model''
*The Model may take a Tyrannocyte or a Mycetic Spore as a Dedicated Transport.
**A brood of three or more may upgrade one model into a Neurothrope for 25 pts, the Neurothope gains the additional power of Spirit Leech (this does not take up one of the known powers), a Warp Charge 1 Witchfire with a range of 18" that targets one unit and forces it to roll a leadership test on a 3d6, inflicting one unsaveable wound for each increment they fail by.  For each wound inflicted by spirit leech, the neurothrope adds an additional warp charge dice to the controlling player's pool that can only be rolled to either deny or to cast warp blast.
*The unit may take a Tyrannocyte as a Dedicated Transport.


====DOOM OF MALAN'TAI====
====TYRANID SHRIKE BROOD====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 799: Line 747:
! Sv
! Sv
|-  
|-  
| Doom of Malan'tai
| Tyranid Shrike
| 5
| 3
| 3
| 4
| 4
| 4
| 4
| 3
| 4
| 4
| 3
| 3
| 3
| 1
| 10
| 10
| 4+
| 5+
|-
|-
|}
|}
Line 814: Line 762:
'''UNIT TYPE:'''
'''UNIT TYPE:'''


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


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


'''1 (Unique)''' ...''210 pts''
'''3 Tyranid Shrikes''' ...''x pts''
 
'''WARGEAR:'''
*'''Devourer'''
*'''Scything talons'''


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


'''OPTIONS:'''
'''OPTIONS:'''
**All models may take one of the following mutations: (WS:5/BS:10/S:5/T:50/W:15/I:5/A:10/Ld:-/Sv:-/Psy:-/Syn:-)
**All models may take one of the following mutations: (WS:3/BS:5/S:4/T:7/W:8/I:4/A:4/Ld:-/Sv:6/Psy:-/Syn:-)
*May take a Tyrannocyte as a Dedicated Transport.
*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''


====VENOMTHROPE====
====RAVENER BROOD====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 851: Line 797:
! Sv
! Sv
|-  
|-  
| Venomthrope
| Ravener
| 3
| 5
| 3
| 3
| 4
| 4
| 4
| 4
| 2
| 3
| 3
| 1
| 5
| 4
| 6
| 6
| 5+
| 5+
|-
| The Red Terror
| 6
| 3
| 5
| 5
| 3
| 5
| 5
| 8
| 4+
|-
|-
|}
|}
Line 866: Line 823:
'''UNIT TYPE:'''
'''UNIT TYPE:'''


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


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


'''1 Venomthrope''' ...''40 pts''
'''3 Raveners''' ...''x pts''


'''WARGEAR:'''  
'''WARGEAR:'''  
*'''Two sets of lash whips'''
*'''Two pairs of scything talons'''
*'''Toxic miasm'''
*'''Prehensile pincer (Red Terror only)'''


'''SPECIAL RULES:'''
'''SPECIAL RULES:'''
*'''Instinctive Behaviour (Lurk)'''
*'''Deep Strike'''
*'''Poisoned (2+)'''
*'''Instinctive Behaviour (Feed)'''
*'''Shrouded'''
*'''Very Bulky'''
*'''Very Bulky'''
*'''Spore Cloud:''' All friendly units from Codex: Tyranids that are within 12" of a Venomthrope gains a 5+ Cover save.
*'''Precise Tunneling:''' If, when a Ravener Brood deploys via Deep Strike, it scatters on top of impassable terrain or another model (friend or foe), reduce the scatter distance by the minimum required to avoid the obstacle. This does not apply to buildings with transport capacity, despite them usually count as Impassible terrain - Ravener Brood may deliberately Deep Strike on top of the building, and if at least one model in the brood end it's scatter over the building, count them as occupying this building's lowest floor. If that floor is already occupied by the enemy unit, both units become immediately locked in close combat. This does not count as Charge, so no one get bonus attacks for charging, Rage and Counter-Charge special rules.
*'''Know No Honour''' (Red Terror only)
*'''Swallow Whole:''' (Red Terror only) If the Red Terror hits with at least four of its close combat attacks in a single phase (excluding its prehensile pincer attack), you may nominate a single enemy Infantry, Jump Infantry or Jet Pack Infantry model in base contact with the Red Terror and attempt to swallow it whole.
:If you choose to do so, no To Wound rolls are made for any of the Red Terror's Attacks (excluding its prehensile pincer attack). Instead, the nominated model must pass a single invulnerable save (if it has one) or be removed from play as a casualty. There is no need to decide beforehand if you will attempt to swallow a model whole; declare after rolling To Hit. Enemy models with either the Very Bulky or Extremely Bulky special rule cannot be nominated as targets to be Swallowed Whole. If no models in the target unit can be nominated, the Red Terror cannot choose to Swallow Whole and must roll To Wound normally.


'''OPTIONS:'''
'''OPTIONS:'''
**All models may take one of the following mutations: (WS:5/BS:10/S:5/T:15/W:15/I:5/A:10/Ld:5/Sv:-/Psy:-/Syn:-)
**All models may take one of the following mutations: (WS:3/BS:5/S:4/T:7/W:8/I:4/A:4/Ld:-/Sv:6/Psy:-/Syn:-)
*May include up to 4 additional Venomthropes ...''40 pts/model''
*Mutations (The Red Terror): (WS:20/BS:25/S:5/T:15/W:15/I:5/A:10/Ld:-/Sv:-/Psy:-/Syn:-)
*May include up to six additional Raveners ...''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''


====LICTOR BROOD====
====GARGOYLE BROOD====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 900: Line 867:
! Sv
! Sv
|-  
|-  
| Lictor
| Gargoyle
| 6
| 3
| 3
| 3
| 3
| 3
| 6
| 1
| 4
| 4
| 3
| 1
| 6
| 6
| 3
| 6+
| 10
| 5+
| Infantry
| 1 Lictor
|-
|-
|}
|}
Line 917: Line 882:
'''UNIT TYPE:'''
'''UNIT TYPE:'''


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


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


'''1 Lictor''' ...''50 pts''
'''10 Gargoyles''' ...''x pts''


'''WARGEAR:'''  
'''WARGEAR:'''  
*'''Rending claws'''
*'''Fleshborer'''
*'''Scything talons'''
*'''Blinding venom'''
*'''Flesh hooks'''
*'''Feeder tendrils'''


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


'''OPTIONS:'''
'''OPTIONS:'''
**All models may take one of the following mutations: (WS:5/BS:10/S:5/T:15/W:15/I:5/A:10/Ld:-/Sv:-/Psy:-/Syn:-)
**All models may take one of the following mutations: (WS:-/BS:1/S:1/T:1/W:-/I:-/A:1/Ld:1/Sv:-/Psy:-/Syn:-)
*May include up to 4 additional Lictors ...''50 pts/model''
*May include up to twenty additional Gargoyles ...''x pts/model''
*Any model may take items from the '''Biomorphs''' list.
*For every ten Gargoyles, one may replace its fleshborer with a strangleweb ...''x pts/model''
* Entire unit may replace Stealth special rule with Shrouded special rule ...''15 pts/model''
*All Gargoyles in the brood may take any of the following biomorphs:
<br>
:: - Wide-spectrum retinas ...''x pts/model''
:: - Adrenal glands ...''x pts/model''
:: - Toxin sacs ...''x pts/model''


====PYROVORE BROOD====
====SKY-SLASHER SWARM BROOD====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 963: Line 917:
! Sv
! Sv
|-  
|-  
| Pyrovore
| Sky-Slasher Swarm
| 2
| 2
| 3
| 3
| 3
| 3
| 4
| 4
| 3
| 3
| 2
| 2
| 2
| 4
| 6
| 5
| 4+
| 6+
| Beasts
| 1 Pyrovore
|-
|-
|}
|}
Line 980: Line 932:
'''UNIT TYPE:'''
'''UNIT TYPE:'''


'''Beasts'''
'''Jump Infantry'''


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


'''1 Pyrovore''' ...''40 pts''
'''3 Sky-slasher Swarms''' ...''x pts''
 
'''WARGEAR:'''
*'''Flamespurt cannon'''
*'''Acid blood'''
*'''Acid maw'''


'''SPECIAL RULES:'''
'''SPECIAL RULES:'''
*'''Instinctive Behaviour (Feed)'''
*'''Instinctive Behaviour (Feed)'''
*'''Very Bulky'''
*'''Fearless'''
*'''Volatile:''' If a Pyrovore is slain by a wound that inflicted Instant Death, every unit within D6" of the slain Pyrovore (excluding Pyrovore Brood itself) suffers a Strength 4 AP- hit for each of its models within range (resolve damage as a shooting attack from the Pyrovore, before removing it as a casualty).
*'''Swarms'''
 
*'''Consume:''' During Shooting phase unit with at least three bases with this rule may opt to devour an organic terrain piece (forests, booshes, swamps, etc) it touches. If it choses so, you may move models in a unit to any point wholly within that piece of terrain before removing it from the field. This counts as Run move for all intents and purposes.
'''OPTIONS:'''
*'''Surge:''' In close combat, every model with this special rule can exchange all of its normal Attacks to make a single surge attack, which uses the following profile:
**All models may take one of the following mutations: (WS:-/BS:-/S:-/T:15/W:15/I:5/A:5/Ld:5/Sv:15/Psy:-/Syn:-)
:{| border="1" cellspacing="0" cellpadding="5" align="left"
*May include up to 4 additional Pyrovores ...''40 pts/model''
! Range
*Any model may take items from the '''Biomorphs''' list.
! S
*The unit may take a Tyrannocyte as a Dedicated Transport.
! AP  
====YMGARL GENESTEALER BROOD====
! Type
|-
| -
| 1
| -
| Melee, Haywire, Jammed!
|-
|}<br style="clear: both; height: 0px;" />
::'''Jammed!:''' When performing surge attack, models with this rule must roll to hit in close combat even if they hit automatically. For each to-hit result of 1 or 2, the unit, which performed surge attack, suffers a wound with no saves of any kind allowed. This wound cannot be allocated on the model without Surge special rule.
 
'''OPTIONS:'''
**All models may take one of the following mutations: (WS:2/BS:4/S:4/T:4/W:-/I:2/A:3/Ld:2/Sv:-/Psy:-/Syn:-)
*May include up to six additional Sky-Slasher Swarms ...''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''
 
====LAIUS HORROR====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 1,014: Line 980:
! Sv
! Sv
|-  
|-  
| Ymgarl Genestealer
| Laius Horror
| 3
| 3
| 6
| 6
| 2
| 6
| 4
| 4
| 4
| 4
| 4
| 1
| 6
| 6
| 2
| 10
| 4+
| 4+
|-
| Ymgarl Broodlord
| 7
| 2
| 5
| 5
| 3
| 7
| 4
| 10
| 3+
|-
|-
|}
|}
Line 1,040: Line 995:
'''UNIT TYPE:'''
'''UNIT TYPE:'''


'''Infantry'''. The Ymgarl Broodlord is '''Infantry (Character)'''
'''Monstrous Creature'''


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


'''5 Ymgarl Genestealers''' ...''90 pts''
'''1 (Unique)''' ...''x pts''


'''WARGEAR:'''  
'''WARGEAR:'''  
*'''Rending claws'''
*'''Two sets scything talons'''
*'''Feeder tendrils'''


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


'''PSYKER:'''  
'''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


Ymgarl Broodlords know the ''horror'' psychic power from the '''powers of the hive mind''' discipline.
====HARPY BROOD====
 
'''OPTIONS:'''
**All models may take one of the following mutations: (WS:1/BS:-/S:3/T:4/W:-/I:1/A:2/Ld:-/Sv:7/Psy:-/Syn:-)
**Mutations (Broodlord): (WS:5/BS:-/S:10/T:20/W:10/I:5/A:5/Ld:-/Sv:20/Psy:20/Syn:-)
*May include up to ten additional Ymgarl Genestealers ...''18 pts/model''
* Any model in a brood may take one of the following:
:: - Scything talons ...''2 pts''
:: - Rending claws  ...''5 pts''
* All Ymgarl Genestealers in the brood may take any of the following biomorphs:
:: - Serrated blades ...''1 pts/model''
:: - Adrenal glands ...''2 pts/model''
:: - Toxin sacs ...''3 pts/model''
*May add an Ymgarl Broodlord ...''60 pts''
*A Ymgarl Broodlord may take items from the '''Biomorphs''' list.
*A Ymgarl Broodlord may take any of the following:
:: - Flesh hooks  ...''5 pts''
:: - Implant attack  ...''10 pts''
====MALECEPTOR====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 1,095: Line 1,026:
! Ld
! Ld
! Sv
! Sv
|-
|-  
| Maleceptor
| Harpy
| 3
| 3
| 3
| 3
| 6
| 5
| 6
| 5
| 6
| 5
| 3
| 5
| 3
| 3
| 10
| 10
Line 1,111: Line 1,042:
'''UNIT TYPE:'''
'''UNIT TYPE:'''


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


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


'''1 Maleceptor''' ...''180 pts''
'''1 Harpy''' ...''x pts''


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


'''SPECIAL RULES:'''
'''SPECIAL RULES:'''
*'''Psyker (Mastery Level 2)'''
*'''Fearless'''
*'''Shadow in the Warp'''
*'''Instinctive Behaviour (Hunt)'''
*'''Synapse Creature'''
*'''Sonic Screech:''' When Harpy Brood charges into combat, enemy models cannot perform Overwatch on it, and all enemy models in the combat suffer -5 to their Initiative (to a minimum of 1) until the end of that Assault phase.
*'''Skyfall:''' Harpy Brood may declare Charge in the same turn it switched from Swooping to Gliding mode. If they does so, they do not suffer Initiative penalty for charging through Difficult terrain, and deal D3 Hammer of Wrath attacks each, instead of one (roll once for entire brood).


'''PSYKER:'''  
'''OPTIONS:'''
**All models may take one of the following mutations: (WS:10/BS:15/S:10/T:20/W:15/I:10/A:15/Ld:10/Sv:30/Psy:-/Syn:-)
*May include up to 2 additional Harpies ...''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''


Maleceptors know the ''psychic overload'' psychic power. Maleceptors must purchase a number of additional powers equal to their Mastery Level -1. 
====HIVE CRONE BROOD====
 
*'''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 mutations: (WS:10/BS:30/S:10/T:20/W:20/I:10/A:10/Ld:10/Sv:30/Psy:25/Syn:20)
*May include up to 2 additional Maleceptors ...''180 pts/model''
*May take items from the '''Biomorphs''' lists.
*The unit must buy a number of psychic powers from the following list equal to its mastery level -1:
:: - ''Catalyst'' ...''5 pts/model''
:: - ''Dominion'' ...''10 pts''
:: - ''Onslaught'' ...''10 pts''
:: - ''Horror'' ...''0 pts''
:: - ''Paroxysm'' ...''5 pts/model''
:: - ''Warp blast'' ...''15 pts/model''
*The unit may take a Tyrannocyte as a Dedicated Transport if it numbers only one model.
 
====HARUSPEX====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 1,161: Line 1,082:
! Sv
! Sv
|-  
|-  
| Haruspex
| Hive Crone
| 3
| 3
| 3
| 3
| 6
| 5
| 6
| 5
| 5
| 5
| 5
| 3
| 3
| 3
| 10
| 7
| 4+
| 3+
|-
|-
|}
|}
Line 1,176: Line 1,097:
'''UNIT TYPE:'''
'''UNIT TYPE:'''


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


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


'''1 Haruspex''' ...''160 pts''
'''1 Hive Crone''' ...''x pts''


'''WARGEAR:'''  
'''WARGEAR:'''  
*'''Grasping tongue'''
*'''Drool cannon'''
*'''Crushing claws'''
*'''Four tentaclids'''
*'''Acid blood'''
*'''Scything talons'''


'''SPECIAL RULES:'''
'''SPECIAL RULES:'''
*'''Fearless'''
*'''Fearless'''
*'''Instinctive Behaviour (Feed)'''
*'''Instinctive Behaviour (Feed)'''
*'''Feeder-beast:''' If a Haruspex inflicts at least one unsaved Wound in the Assault phase or Shooting Phase, then at the end of that phase it recovers a single Wound lost earlier in the battle.
*'''Vector Dancer'''
*'''Fuel for Rampage:''' For each model removed as a casualty due to Haruspex attacks (both ranged and melee), it gain one Food token at the end of the phase, to the maximum of six - you may track them by simply putting the D6 with appropriate number near the Haruspex model. At the start of the Movement phase a Haruspex may spend up to three Food tokens to gain +2" bonus to it's maximum movement distance for each token spent. At the start of the Fight subphase of Assault phase Haruspex may spend any number of Food tokens to gain +1 bonus Attack for each token spent.  At the start of the movement phase, a Haruspex may spend any number of Food tokens to recover one wound per food token spent.
*'''Raking Strike:''' A Hive Crone’s Vector Strike is resolved at Strength 8.
*'''Savage:''' In close combat Haruspex can exchange all of its normal Attacks to make a Savage attack, resolved at it's normal initiative. When doing so, place a Blast template for each 3 Attacks Haruspex has (including any bonus Attacks) in a base contact with Haruspex base, placed in a way that they don't cover any friendly models. For each enemy model covered by any of these templates, enemy unit suffer an automatic hit with Strength 6, AP3 and Ignores Cover special rule. Do note that models covered by multiple Savage blasts do not suffer multiple hits.


'''OPTIONS:'''
'''OPTIONS:'''
**All models may take one of the following mutations: (WS:10/BS:15/S:10/T:20/W:20/I:10/A:15/Ld:10/Sv:30/Psy:-/Syn:-)
**All models may take one of the following mutations: (WS:10/BS:15/S:10/T:20/W:15/I:10/A:15/Ld:10/Sv:30/Psy:-/Syn:-)
*May include up to 2 additional Haruspex ...''160 pts/model''
*May include up to 2 additional Hive Crone ...''x pts/model''
*May take items from the '''Biomorphs''' list.
*Any model may take items from the '''Biomorphs''' list.
*May take a thresher scythe ...''10 pts''
*Any model may take up to four additional Tentacilids ...''x pts/each''
*May take a Tyrannocyte as a Dedicated Transport.
*Any model may take one of the following:
:: - Stinger salvo ...''x pts/model''
:: - Cluster spines ...''x pts/model''


===FAST ATTACK===
====SPORE MINE CLUSTER====
====DIMACHAERON BROOD====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 1,215: Line 1,136:
! Sv
! Sv
|-  
|-  
| Dimachaeron
| Frag Mine
| 8
| -
| 3
| -
| 6
| 1
| 6
| 1
| 6
| 1
| 6
| 1
| 5
| -
| 10
| 1
| 3+
| -
|-
| Toxin Mine
| -
| -
| 1
| 1
| 1
| 1
| -
| 1
| -
|-
| Acid Mine
| -
| -
| 1
| 1
| 1
| 1
| -
| 1
| -
|-
| Char Mine
| -
| -
| 1
| 1
| 1
| 1
| -
| 1
| -
|-
|-
|}
|}
Line 1,230: Line 1,184:
'''UNIT TYPE:'''
'''UNIT TYPE:'''


'''Monstrous Creature (Leaper)'''
'''Infantry'''


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


'''1 Dimachaeron''' ...''200 pts''
'''3 Frag Mines''' ...''x pts''
 
'''WARGEAR:'''
*'''Sickle claws'''
*'''Grasping talons'''
*'''Thorax spine-maw'''
*'''Adrenal glands'''


'''SPECIAL RULES:'''
'''SPECIAL RULES:'''
*'''Agile'''
*'''Deep Strike'''
*'''Instinctive Behaviour (Feed)'''
*'''Fearless'''
*'''Rampage'''
*'''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.
*'''Monstrous Creature (Leaper)''' Leaper is sub type, and as such does not appear as a catagory on its own, but only when paired with another unit type. Models with the Leaper sub-type may choose to use their Leaping ability in either the Shooting phase or the Assault phase (they may not use both in the same turn). When not using this ability, the model moves normally for a model of its base type. When using Leaper (whether moving or charging) the model can move over all other models and terrain freely. If the model begins or ends its move in difficult terrain it must take a Dangerous Terrain test. Leaping models cannot end their move on top of other models or in impassable terrain.
*'''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:
**'''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.
::*'''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).
**'''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.
::*'''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:'''
'''OPTIONS:'''
**All models may take one of the following mutations: (WS:10/BS:15/S:10/T:20/W:15/I:15/A:15/Ld:-/Sv:35/Psy:-/Syn:-)
**All models may take one of the following mutations: (WS:-/BS:-/S:-/T:1/W:-/I:-/A:-/Ld:-/Sv:-/Psy:-/Syn:-)
*May include up to 2 additional Dimacheron ...''200 pts/model''
*May include up to six additional Frag Mines ...''x pts/model''
*The Model may take a Mycetic Spore or Tyrannocyte as a Dedicated Transport.
*May replace all Frag Mines in the cluster with:
:: - Toxin mines ...''x pts''
:: - Acid mines ...''x pts/model''
:: - Char mines ...''x pts/model''


====TYRANID SHRIKE BROOD====
====MEIOTIC SPORE BROOD====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 1,268: Line 1,223:
! Sv
! Sv
|-  
|-  
| Tyranid Shrike
| Meiotic Spore
| 5
| -
| -
| 1
| 3
| 3
| 4
| 1
| 4
| 1
| 3
| -
| 4
| 1
| 3
| -
| 10
| Infantry
| 5+
| 3 Meiotic Spores
|-
|-
|}
|}
Line 1,283: Line 1,240:
'''UNIT TYPE:'''
'''UNIT TYPE:'''


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


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


'''3 Tyranid Shrikes''' ...''66 pts''
'''3 Meiotic Spore''' ...''x pts''
 
'''WARGEAR:'''
*'''Devourer'''
*'''Scything talons'''


'''SPECIAL RULES:'''
'''SPECIAL RULES:'''
*'''Shadow in the Warp'''
*'''Fearless'''
*'''Synapse Creature'''
*'''Shrouded'''
*'''Very Bulky'''  
*'''Outriders of the Swarm:''' Meiotic Spore Mines must be deployed at the start of the game, just before the first turn but after deployment, using the Deep Strike special rule. They may only be held in reserve in missions that force all other friendly units to begin the game in reserves.
 
*'''Floating Brood Bomb:''' The Meiotic Spore Brood moves 3+D6" in each of its controlling player's movement phases. When they run, they move only half of the distance rolled. Meiotic Spores are never slowed by difficult terrain but must take 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.
'''OPTIONS:'''
**'''Bomb'''
**All models may take one of the following mutations: (WS:3/BS:5/S:4/T:7/W:8/I:4/A:4/Ld:-/Sv:6/Psy:-/Syn:-)
::{| border="1" cellspacing="0" cellpadding="5" align="left"
*May include up to six additional Tyranid Shrikes ...''22 pts/model''
! Range
*Any model may take items from the '''Basic Bio-weapons''', '''Melee Bio-weapons''' and '''Biomorphs''' lists.
! S
*For every three Tyranid Shrikes in the brood, one may take items from the '''Basic Bio-cannons''' list.
! AP
* All models in the brood may take Flesh hooks  ...''3 pts/model''
! Type
 
|-
====RAVENER BROOD====
| 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:'''
**All models may take one of the following mutations: (WS:-/BS:-/S:-/T:5/W:-/I:-/A:-/Ld:-/Sv:-/Psy:-/Syn:-)
*May include up to six additional Meiotic Spores ...''x pts/model''
 
===HEAVY SUPPORT===
====CARNIFEX BROOD====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 1,318: Line 1,285:
! Sv
! Sv
|-  
|-  
| Ravener
| Carnifex
| 5
| 3
| 3
| 3
| 9
| 6
| 4
| 4
| 4
| 2
| 3
| 3
| 5
| 7
| 4
| 3+
| 6
| 5+
|-
|-
| The Red Terror
|}
| 6
<br style="clear: both; height: 0px;" />
| 3
| 5
| 5
| 3
| 5
| 5
| 8
| 4+
|-
|}
<br style="clear: both; height: 0px;" />
'''UNIT TYPE:'''
'''UNIT TYPE:'''


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


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


'''3 Raveners''' ...''66 pts''
'''1 Carnifex''' ...''x pts''


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


'''SPECIAL RULES:'''
'''SPECIAL RULES:'''
*'''Deep Strike'''
*'''Fearless'''
*'''Instinctive Behaviour (Feed)'''
*'''Instinctive Behaviour (Feed)'''
*'''Very Bulky'''
*'''Living Battering Ram:''' When this model charges, it inflicts D3 Hammer of Wrath Attacks, rather than just 1.
*'''Precise Tunneling:''' If, when a Ravener Brood deploys via Deep Strike, it scatters on top of impassable terrain or another model (friend or foe), reduce the scatter distance by the minimum required to avoid the obstacle. This does not apply to buildings with transport capacity, despite them usually count as Impassible terrain - Ravener Brood may deliberately Deep Strike on top of the building, and if at least one model in the brood end it's scatter over the building, count them as occupying this building's lowest floor. If that floor is already occupied by the enemy unit, both units become immediately locked in close combat. This does not count as Charge, so no one get bonus attacks for charging, Rage and Counter-Charge special rules.
*'''Know No Honour''' (Red Terror only)
*'''Swallow Whole:''' (Red Terror only) If the Red Terror hits with at least four of its close combat attacks in a single phase (excluding its prehensile pincer attack), you may nominate a single enemy Infantry, Jump Infantry or Jet Pack Infantry model in base contact with the Red Terror and attempt to swallow it whole.
:If you choose to do so, no To Wound rolls are made for any of the Red Terror's Attacks (excluding its prehensile pincer attack). Instead, the nominated model must pass a single invulnerable save (if it has one) or be removed from play as a casualty. There is no need to decide beforehand if you will attempt to swallow a model whole; declare after rolling To Hit. Enemy models with either the Very Bulky or Extremely Bulky special rule cannot be nominated as targets to be Swallowed Whole. If no models in the target unit can be nominated, the Red Terror cannot choose to Swallow Whole and must roll To Wound normally.


'''OPTIONS:'''
'''OPTIONS:'''
**All models may take one of the following mutations: (WS:3/BS:5/S:4/T:7/W:8/I:4/A:4/Ld:-/Sv:6/Psy:-/Syn:-)
**All models may take one of the following mutations: (WS:10/BS:15/S:5/T:25/W:20/I:10/A:20/Ld:10/Sv:40/Psy:-/Syn:-)
*Mutations (The Red Terror): (WS:20/BS:25/S:5/T:15/W:15/I:5/A:10/Ld:-/Sv:-/Psy:-/Syn:-)
*May include up to two additional Carnifexes ...''x pts/model''
*May include up to six additional Raveners ...''22 pts/model''
*Any model may replace any pair of scything talons with any of the following:  
*Any model may take items from the '''Biomorphs''' list.
:: - Crushing claws ...''x pts/model''
*Any Ravener may exchange one pair of scything talons for rending claws ...''3 pts/model''
:: - Carapace chitin-rams*1 ...''x pts/model''
*Any Ravener may take one of the following:
:: - Crushing claw and wrecking ball*1 ...''x pts/model''
:: - Spinefist ...''2 pts/model''
:::<nowiki>*</nowiki> Only one of each allowed per model, increase mutation cost of T,W,Sv by 10.
:: - Devourer ...''4 pts/model''
*Any model may take items from the '''Monstrous Bio-cannons''' and '''Biomorphs''' lists.
:: - Deathspitter ...''10 pts/model''
*Any model may take any of the following:
*One Ravener Brood in the army may add the Red Terror ...''85 pts''
:: - 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 or a Mycetic Spore as a Dedicated Transport.


====GARGOYLE BROOD====
====BIOVORE BROOD====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 1,388: Line 1,344:
! Sv
! Sv
|-  
|-  
| Gargoyle
| Biovore
| 3
| 3
| 3
| 3
| 4
| 4
| 3
| 3
| 3
| 2
| 1
| 2
| 4
| 1
| 6
| 6
| 6+
| 4+
|-
|-
|}
|}
Line 1,403: Line 1,359:
'''UNIT TYPE:'''
'''UNIT TYPE:'''


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


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


'''10 Gargoyles''' ...''60 pts''
'''1 Biovore''' ...''x pts''


'''WARGEAR:'''  
'''WARGEAR:'''  
*'''Fleshborer'''
*'''Spore Mine launcher with frag and toxin mines'''
*'''Blinding venom'''


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


'''OPTIONS:'''
'''OPTIONS:'''
**All models may take one of the following mutations: (WS:-/BS:1/S:1/T:1/W:-/I:-/A:1/Ld:1/Sv:-/Psy:-/Syn:-)
**All models may take one of the following mutations: (WS:-/BS:10/S:-/T:15/W:15/I:-/A:-/Ld:5/Sv:15/Psy:-/Syn:-)
*May include up to forty additional Gargoyles ...''6 pts/model''
*May include up to four additional Biovores ...''x pts/model''
*For every ten Gargoyles, one may replace its fleshborer with a strangleweb ...''5 pts/model''
*Any model may upgrade it's spore mine launcher to launch acid mines ...''x pts''
* All Gargoyles in the brood may take any of the following biomorphs:
*Any model may upgrade it's spore mine launcher to launch char mines ...''x pts''
:: - Wide-spectrum retinas ...''0.5 pts/model''
*May take a Tyrannocyte or a Mycetic Spore as a Dedicated Transport.
:: - Adrenal glands ...''2 pts/model''
:: - Toxin sacs ...''2 pts/model''


====SKY-SLASHER SWARM BROOD====
====TRYGON====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 1,437: Line 1,391:
! Ld
! Ld
! Sv
! Sv
|-  
|-
| Sky-Slasher Swarm
| Trygon
| 2
| 5
| 2
| 3
| 3
| 3
| 6
| 3
| 6
| 2
| 6
| 4
| 4
| 5
| 5
| 6+
| 8
| 3+
|-
|-
|}
|}
Line 1,453: Line 1,407:
'''UNIT TYPE:'''
'''UNIT TYPE:'''


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


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


'''3 Sky-slasher Swarms''' ...''54 pts''
'''1 Trygon''' ...''x pts''
 
'''WARGEAR:'''
*'''Bio-electric pulse'''
*'''Two pairs of scything talons'''


'''SPECIAL RULES:'''
'''SPECIAL RULES:'''
*'''Deep Strike'''
*'''Fearless'''
*'''Fleet'''
*'''Instinctive Behaviour (Feed)'''
*'''Instinctive Behaviour (Feed)'''
*'''Fearless'''
*'''Subterranean Assault:''' If, when a Trygon (or Trygon Prime) deploys via Deep Strike, it scatters on top of impassable terrain or another model (friend or foe), reduce the scatter distance by the minimum required to avoid the obstacle.
*'''Swarms'''
:After the Trygon (or Trygon Prime) has emerged, mark the position under the creature’s base with a suitable marker – this represents the tunnel left by its emergence. Any friendly Tyranid Infantry unit that arrives from reserve in subsequent turns may emerge from the Trygon’s tunnel instead of arriving from reserve as normal. Only one unit may emerge from each tunnel marker each turn.
*'''Consume:''' During Shooting phase unit with at least three bases with this rule may opt to devour an organic terrain piece (forests, booshes, swamps, etc) it touches. If it choses so, you may move models in a unit to any point wholly within that piece of terrain before removing it from the field. This counts as Run move for all intents and purposes.
:If any unit chooses to do so, place the entire unit so that all of its models are wholly within 6" of the centre of the marker and in unit coherency. These models cannot be placed within 1" of enemy models or within impassable terrain; if any models cannot be placed, these excess models are removed as casualties. A unit may not move or charge on the same turn it arrives from a Trygon’s tunnel, but may shoot or Run.
*'''Surge:''' In close combat, every model with this special rule can exchange all of its normal Attacks to make a single surge attack, which uses the following profile:
:{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! S
! AP
! Type
|- 
| -
| 1
| -
| Melee, Haywire, Jammed!
|-
|}<br style="clear: both; height: 0px;" />
::'''Jammed!:''' When performing surge attack, models with this rule must roll to hit in close combat even if they hit automatically. For each to-hit result of 1 or 2, the unit, which performed surge attack, suffers a wound with no saves of any kind allowed. This wound cannot be allocated on the model without Surge special rule.


'''OPTIONS:'''
Options:
**All models may take one of the following mutations: (WS:2/BS:4/S:4/T:4/W:-/I:2/A:3/Ld:2/Sv:-/Psy:-/Syn:-)
**All models may take one of the following mutations: (WS:10/BS:15/S:10/T:20/W:15/I:15/A:15/Ld:10/Sv:35/Psy:-/Syn:-)
*May include up to six additional Sky-Slasher Swarms ...''18 pts/model''
*May include up to 2 additional Trygons ...''x pts/model''
*The unit may take spinefists ...''3 pts/model''
*May take items from the '''Biomorphs''' and '''Thorax Biomorphs''' lists.
*All Sky-Slasher Swarms in the brood may take any of the following biomorphs:
*May replace one set of scything talons crushing claws ...''x pts''
:: - Serrated blades ...''2 pts/base''
*May take one of the following:
:: - Toxin sacs ...''4 pts/base''
:: - Heavy spinefist ...''x pts''
:: - Adrenal glands ...''5 pts/base''
:: - Spine banks ...''x pts''
*May take one of the following tail biomorphs:
:: - Prehensile pincer ...''x pts''
:: - Toxinspike ...''x pts''


====LAIUS HORROR====
====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
|-  
|-
| Laius Horror
| Mawloc
| 3
| 3
| 3
| 0
| 6
| 6
| 6
| 6
| 6
| 4
| 4
| 4
| 3
| 4
| 8
| 6
| 3+
| 4+
|-
|-
|}
|}
<br style="clear: both; height: 0px;" />
<br style="clear: both; height: 0px;" />
'''UNIT TYPE:'''
'''UNIT TYPE:'''


Line 1,520: Line 1,470:
'''UNIT COMPOSITION:'''
'''UNIT COMPOSITION:'''


'''1 (Unique)''' ...''180 pts''
'''1 Mawloc''' ...''x pts''
 
'''WARGEAR:'''
*'''Two sets scything talons'''


'''SPECIAL RULES:'''
'''SPECIAL RULES:'''
*'''Instinctive Behaviour (Feed)'''
*'''Deep Strike'''
*'''Fearless'''
*'''Fearless'''
*'''Fleet:'''
*'''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.
*'''Instinctive Behaviour (Feed)'''
*'''Burrow:''' An unengaged Mawloc can, at any point during its Movement phases from the second game turn onwards, elect to burrow. If it does so, remove it from the table and place it into Ongoing Reserves. A Mawloc cannot Deep Strike and Burrow in the same turn.
*'''Terror from the Deep:''' When arriving from Deep Strike Reserve, a Mawloc can choose to Deep Strike onto a point occupied by another model (friend or foe) – roll for scatter as normal. If a Mawloc Deep Strikes onto a point occupied by another model, do not roll on the Deep Strike Mishap table. Instead, place the large blast marker directly over the spot the Mawloc is deep striking onto. All units except Flyers and Flying Monstrous Creatures beneath the blast marker suffer a number of Strength 6 AP2 hits with the Ignores Cover special rule equal to twice the number of models that unit has underneath the blast marker. If the blast marker is on a multi-level ruin, only models on the lowest level of the ruin count as being under the blast marker. For Wound allocation purposes, assume the attack is coming from the centre of the blast marker. Hits against vehicles are resolved against their side armour.
:If, after removing casualties, it is now possible to place the Mawloc on the table on the spot where the blast marker landed, then do so, even if this is within 1" of another model (but not if it would be in base contact with, or occupying the same space as, another model). If it is not possible to place the Mawloc, replace the large blast marker on the spot and resolve another round of damage as detailed above. If, after removing casualties for a second time, it is still not possible to place the Mawloc, then move enemy models that prevent it to be placed away from the Mawloc, until it could be placed normally, unless at least one of these models is a Gargantuan Creature, or a Super heavy Vehicle, in which case it suffers "Delayed" result from the Deep Strike Mishap table.
Options
**All models may take one of the following mutations: (WS:10/BS:-/S:10/T:20/W:15/I:10/A:15/Ld:10/Sv:35/Psy:-/Syn:-)
*May take items from the '''Biomorphs''' list.
*May include up to 2 additional Mawlocs ...''x pts/model''
*May take crushing claws ...''x pts''
*May take one of the following tail biomorphs:
:: - Prehensile pincer ...''x pts''
:: - Toxinspike ...''x pts''


'''OPTIONS:'''
====EXOCRINE BROOD====
**All models may take one of the following mutations: (WS:10/BS:-/S:10/T:20/W:20/I:10/A:15/Ld:10/Sv:30/Psy:-/Syn:-)
*May take items from the '''Thorax Biomorphs''' and '''Biomorphs''' lists
 
====HARPY BROOD====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 1,547: Line 1,504:
! Ld
! Ld
! Sv
! Sv
|-  
|-
| Harpy
| Exocrine
| 3
| 3
| 3
| 3
| 6
| 6
| 5
| 5
| 5
| 5
| 5
| 3
| 3
| 10
| 3
| 4+
| 7
| 3+
|-
|-
|}
|}
Line 1,563: Line 1,520:
'''UNIT TYPE:'''
'''UNIT TYPE:'''


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


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


'''1 Harpy''' ...''130 pts''
'''1 Exocrine''' ...''x pts''


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


'''SPECIAL RULES:'''
'''SPECIAL RULES:'''
*'''Fearless'''
*'''Fearless'''
*'''Instinctive Behaviour (Hunt)'''
*'''Instinctive Behaviour (Hunt)'''
*'''Sonic Screech:''' When Harpy Brood charges into combat, enemy models cannot perform Overwatch on it, and all enemy models in the combat suffer -5 to their Initiative (to a minimum of 1) until the end of that Assault phase.
*'''Symbiotic Targeting:''' If an Exocrine does not move in its Movement phase, it's ranged weapon count as twin-linked. An Exocrine cannot declare a charge during the same turn that it uses this special rule.
*'''Skyfall:''' Harpy Brood may declare Charge in the same turn it switched from Swooping to Gliding mode. If they does so, they do not suffer Initiative penalty for charging through Difficult terrain, and deal D3 Hammer of Wrath attacks each, instead of one (roll once for entire brood).


'''OPTIONS:'''
Options:
**All models may take one of the following mutations: (WS:10/BS:15/S:10/T:20/W:15/I:10/A:15/Ld:10/Sv:30/Psy:-/Syn:-)
**All models may take one of the following mutations: (WS:10/BS:20/S:10/T:20/W:20/I:10/A:10/Ld:10/Sv:35/Psy:-/Syn:-)
*May include up to 2 additional Harpies ...''130 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 replace twin-linked stranglethorn cannon with twin-linked heavy venom cannon ...''5 pts/model''
*Any model may take the thresher scythe tail biomorph ...''x pts/model''
*Any model may upgrade it's spore mine cysts to launch acid mines ...''5 pts/model''
*May take a Tyrannocyte or a Mycetic Spore as a Dedicated Transport.
*Any model may take one of the following:
:: - Stinger salvo ...''10 pts/model''
:: - Cluster spines ...''15 pts/model''


====HIVE CRONE BROOD====
====TYRANNOFEX====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 1,602: Line 1,554:
! 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 1,618: Line 1,570:
'''UNIT TYPE:'''
'''UNIT TYPE:'''


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


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


'''1 Hive Crone''' ...''155 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 (Feed)'''
*'''Instinctive Behaviour (Hunt)'''
*'''Vector Dancer'''
*'''Raking Strike:''' A Hive Crone’s Vector Strike is resolved at Strength 8.


'''OPTIONS:'''
Options:
**All models may take one of the following mutations: (WS:10/BS:15/S:10/T:20/W:15/I:10/A:15/Ld:10/Sv:30/Psy:-/Syn:-)
**All models may take one of the following mutations: (WS:10/BS:20/S:10/T:20/W:20/I:10/A:10/Ld:10/Sv:-/Psy:-/Syn:-)
*May include up to 2 additional Hive Crone ...''155 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 ...''4 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 ...''10 pts/model''
:: - Rupture cannon ...''x pts''
:: - Cluster spines ...''15 pts/model''
*May take a Tyrannocyte or a Mycetic Spore as a Dedicated Transport.


====SPORE MINE CLUSTER====
====TOXICRENE====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 1,656: Line 1,605:
! Ld
! Ld
! Sv
! Sv
|-
| Frag Mine
| -
| -
| 1
| 1
| 1
| 1
| -
| 1
| -
|-
|-
| Toxin Mine
| Toxicrene
| -
| 3
| -
| 3
| 1
| 5
| 1
| 6
| 1
| 5
| 1
| 3
| -
| 5
| 1
| 8
| -
| 4+
|-
| Acid Mine
| -
| -
| 1
| 1
| 1
| 1
| -
| 1
| -
|-
| Char Mine
| -
| -
| 1
| 1
| 1
| 1
| -
| 1
| -
|-
|-
|}
|}
Line 1,705: Line 1,621:
'''UNIT TYPE:'''
'''UNIT TYPE:'''


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


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


'''3 Frag Mines''' ...''15 pts''
'''1 Toxicrene''' ...''x pts''
 
'''WARGEAR:'''
*'''Acid blood'''
*'''Choking cloud'''
*'''Two sets of lash whips'''
*'''Toxic miasma'''


'''SPECIAL RULES:'''
'''SPECIAL RULES:'''
*'''Deep Strike'''
*'''Fearless'''
*'''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.
*'''Instinctive Behaviour (Feed)'''
*'''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:
*'''Poisoned (2+)'''
::*'''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).
*'''Shrouded'''
::*'''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).
*'''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.  
::*'''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:'''
Options:
**All models may take one of the following mutations: (WS:-/BS:-/S:-/T:1/W:-/I:-/A:-/Ld:-/Sv:-/Psy:-/Syn:-)
**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 six additional Frag Mines ...''5 pts/model''
*May include up to 2 additional Toxicrenes ...''x pts/model''
*May replace all Frag Mines in the cluster with:
*May take items from the '''Biomorphs''' lists.
:: - Toxin mines ...''free''
*May take a Tyrannocyte or a Mycetic Spore as a Dedicated Transport.
:: - Acid mines ...''1 pts/model''
:: - Char mines ...''3 pts/model''


====MEIOTIC SPORE BROOD====
====TYRANNOCYTE====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 1,744: Line 1,659:
! Sv
! Sv
|-  
|-  
| Meiotic Spore
| Tyrannocyte
| -
| 2
| -
| 2
| 1
| 5
| 5
| 6
| 3
| 3
| 1
| 3
| 1
| 8
| -
| 4+
| 1
| -
| Infantry
| 3 Meiotic Spores
|-
|-
|}
|}
Line 1,761: Line 1,674:
'''UNIT TYPE:'''
'''UNIT TYPE:'''


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


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


'''3 Meiotic Spore''' ...''45 pts''
'''1 Tyrannocyte''' ...''x pts''
 
'''WARGEAR:'''
*'''Five deathspitters'''


'''SPECIAL RULES:'''
'''SPECIAL RULES:'''
*'''Deep Strike'''
*'''Fearless'''
*'''Fearless'''
*'''Shrouded'''
*'''Instinctive Fire'''  
*'''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.
*'''Drifting Death:''' The Tyrannocyte cannot Run or charge. They can consolidate but may not make a Sweeping Advance.
*'''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.
*'''Transport Spore:''' The Tyrannocyte may transport models, and count as an open-topped transport vehicle with transport capacity of 20 models, though Monstrous Creatures with 5 or less wounds take 10 space (note that the redundant organs mutation does NOT affect this), and 6 wound (or above) monstrous creatures - 20 space. Passengers must disembark Mycetic Spore the turn it enters from Reserves.
**'''Bomb'''
*'''Guided Descent:''' When a Tyrannocyte deploys via Deep Strike, if it scatters on top of impassable terrain or another model (friend or foe), reduce the scatter distance by the minimum required to avoid the obstacle.
::{| border="1" cellspacing="0" cellpadding="5" align="left"
 
! Range
'''OPTIONS:'''
! S
**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:-)
! AP
*May replace all five deathspitters with:
! Type
:: - Five barbed stranglers ...''x pts''
|-  
:: - Five venom cannons ...''x pts''
| 6"
 
| 5
===FORTIFICATIONS===
| 4
====SPAWNING POOL====
| Assault 1, Large Blast, Strikedown, Ignores Cover, Brood Bombs
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.
|}<br style="clear: both; height: 0px;" />
*'''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.
::'''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.
====SPORE CHIMNEYS====
x pts<br>
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.


'''OPTIONS:'''
===CAPILLARY TOWERS====
**All models may take one of the following mutations: (WS:-/BS:-/S:-/T:5/W:-/I:-/A:-/Ld:-/Sv:-/Psy:-/Syn:-)
x pts<br>
*May include up to six additional Meiotic Spores ...''15 pts/model''
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.


===HEAVY SUPPORT===
====SPOROCYSTS====
====CARNIFEX BROOD====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 1,806: Line 1,726:
! Sv
! Sv
|-  
|-  
| Carnifex
| Sporocyst
| 2
| 2
| 5
| 5
| 6
| 3
| 3
| 3
| 3
| 9
| 8
| 6
| 4+
| 4
|-
| 2
| 3
| 7
| 3+
|-
|}
|}
<br style="clear: both; height: 0px;" />
<br style="clear: both; height: 0px;" />
Line 1,825: Line 1,745:
'''UNIT COMPOSITION:'''
'''UNIT COMPOSITION:'''


'''1 Carnifex''' ...''100 pts''
'''1 Sporocyst''' ...''x pts''


'''WARGEAR:'''  
'''WARGEAR:'''  
*'''Two sets of scything talons'''
*'''Five deathspitters'''


'''SPECIAL RULES:'''
'''SPECIAL RULES:'''
*'''Fearless'''
*'''Fearless'''
*'''Instinctive Behaviour (Feed)'''
*'''Infiltrate'''
*'''Living Battering Ram:''' When this model charges, it inflicts D3 Hammer of Wrath Attacks, rather than just 1.
*'''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:'''
'''OPTIONS:'''
**All models may take one of the following mutations: (WS:10/BS:15/S:5/T:25/W:20/I:10/A:20/Ld:10/Sv:40/Psy:-/Syn:-)
**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 include up to two additional Carnifexes ...''100 pts/model''
*May replace all five deathspitters with:
*Any model may replace any pair of scything talons with any of the following:  
:: - Five barbed stranglers ...''x pts''
:: - Crushing claws ...''15 pts/model''
:: - Five venom cannons ...''x pts''
:: - Carapace chitin-rams* ...''10 pts/model''
 
:: - Crushing claw and wrecking ball* ...''30 pts/model''
===SPECIAL RULES===
:::<nowiki>*</nowiki> Only one of each allowed per model, increase mutation cost of T,W,Sv by 10.
====ALPHA WARRIOR====
*Any model may take items from the '''Monstrous Bio-cannons''' and '''Biomorphs''' lists.
Tyranid Warriors and Tyranid Shrikes may use this model's Weapon Skill and Ballistic Skill rather than their own.
*Any model may take any of the following:
 
:: - Spine banks ...''5 pts/model''
====CHAMELEONIC SKIN====
:: - Bio-plasma ...''20 pts/model''
Units consisting entirely of models with this special rule do not scatter when arriving from Deep Strike Reserve.
*Any model may take one of the following tail biomorphs:
 
:: - Thresher scythe ...''10 pts/model''
====DEATH FROM THE SHADOWS====
:: - Bone mace ...''15 pts/model''
A unit composed entirely of models with this special rule may assault the same turn it Outflanks or Infiltrates.  
*The unit may take a Tyrannocyte as a Dedicated Transport if it have two or less models.


====BIOVORE 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
|-
| Biovore
| 3
| 3
| 4
| 4
| 3
| 2
| 2
| 6
| 4+
|-
|}
<br style="clear: both; height: 0px;" />
'''UNIT TYPE:'''


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


'''1 Biovore''' ...''40 pts''
====LORD OF WINGED HORRORS====
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.


'''WARGEAR:'''
====PHEROMONE TRAIL====
*'''Spore Mine launcher with frag and toxin mines'''
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.


'''SPECIAL RULES:'''
====SHADOW IN THE WARP====
*'''Instinctive Behaviour (Hunt)'''
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. 
*'''Very Bulky'''


'''OPTIONS:'''
====SPAWN HORMAGAUNTS====
**All models may take one of the following mutations: (WS:-/BS:10/S:-/T:15/W:15/I:-/A:-/Ld:5/Sv:15/Psy:-/Syn:-)
Replace Termagants with Hormagaunts in Spawner, Brood Progenitor and Synaptic Backslash rules.
*May include up to four additional Biovores ...''40 pts/model''
*Any model may upgrade it's spore mine launcher to launch acid mines ...''5 pts''
*Any model may upgrade it's spore mine launcher to launch char mines ...''15 pts''
*The unit may take a Tyrannocyte as a Dedicated Transport.


====TRYGON====
====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
|-
| Trygon
| 5
| 3
| 6
| 6
| 6
| 4
| 5
| 8
| 3+
|-
|}
<br style="clear: both; height: 0px;" />
'''UNIT TYPE:'''


'''Monstrous Creature'''
====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.


'''1 Trygon''' ...''190 pts''
====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.  


'''WARGEAR:'''  
==WEAPONS AND BIOMORPHS==
*'''Bio-electric pulse'''
===MELEE WEAPONS===
*'''Two pairs of scything talons'''
'''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.''


'''SPECIAL RULES:'''
====BONESWORDS AND LASH WHIPS====
*'''Deep Strike'''
::{| border="1" cellspacing="0" cellpadding="5" align="left"
*'''Fearless'''
!  
*'''Fleet'''
! Range
*'''Instinctive Behaviour (Feed)'''
! S
*'''Subterranean Assault:''' If, when a Trygon (or Trygon Prime) deploys via Deep Strike, it scatters on top of impassable terrain or another model (friend or foe), reduce the scatter distance by the minimum required to avoid the obstacle.
! AP
:After the Trygon (or Trygon Prime) has emerged, mark the position under the creature’s base with a suitable marker – this represents the tunnel left by its emergence. Any friendly Tyranid Infantry unit that arrives from reserve in subsequent turns may emerge from the Trygon’s tunnel instead of arriving from reserve as normal. Only one unit may emerge from each tunnel marker each turn.
! Type
:If any unit chooses to do so, place the entire unit so that all of its models are wholly within 6" of the centre of the marker and in unit coherency. These models cannot be placed within 1" of enemy models or within impassable terrain; if any models cannot be placed, these excess models are removed as casualties. A unit may not move or charge on the same turn it arrives from a Trygon’s tunnel, but may shoot or Run.
|-
 
| Boneswords
Options:
| -
**All models may take one of the following mutations: (WS:10/BS:15/S:10/T:20/W:15/I:15/A:15/Ld:10/Sv:35/Psy:-/Syn:-)
| User
*May include up to 2 additional Trygons ...''190 pts/model''
| 3
*May take items from the '''Biomorphs''' and '''Thorax Biomorphs''' lists.
| Melee, Life Drain
*May replace one set of scything talons crushing claws ...''25 pts''
|-
*May take one of the following:
| Lash Whips
:: - Heavy spinefist ...''10 pts''
| -
:: - Spine banks ...''10 pts''
| User
*May take one of the following tail biomorphs:
| -
:: - Prehensile pincer ...''10 pts''
| Melee, Swiftstrike
:: - Toxinspike ...''10 pts''
 
====MAWLOC====
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! WS
! BS
! S
! T
! W
! I
! A
! Ld
! Sv
|-
|-
| Mawloc
| Bonesword and Lash Whip
| -
| User
| 3
| 3
| 0
| Melee, Life Drain, Swiftstrike
| 6
| 6
| 6
| 4
| 3
| 8
| 3+
|-
|-
|}
|}<br style="clear: both; height: 0px;" />
<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.
'''UNIT TYPE:'''
::'''Swiftstrike:''' Attacks made with a weapon with this special rule is carried out at +3 Inititive.


'''Monstrous Creature'''
====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
| 2
| Melee, Armourbane, Unwieldy, Wrecker
|-
|}<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.


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


'''1 Mawloc''' ...''140 pts''
====SCYTHING TALONS====
::{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! S
! AP
! Type
|-
| -
| User
| 6
| Melee
|-
|}<br style="clear: both; height: 0px;" />


'''SPECIAL RULES:'''
====SICKLE CLAWS====
*'''Deep Strike'''
::{| border="1" cellspacing="0" cellpadding="5" align="left"
*'''Fearless'''
! Range
*'''Fleet'''
*'''Instinctive Behaviour (Feed)'''
*'''Burrow:''' An unengaged Mawloc can, at any point during its Movement phases from the second game turn onwards, elect to burrow. If it does so, remove it from the table and place it into Ongoing Reserves. A Mawloc cannot Deep Strike and Burrow in the same turn.
*'''Terror from the Deep:''' When arriving from Deep Strike Reserve, a Mawloc can choose to Deep Strike onto a point occupied by another model (friend or foe) – roll for scatter as normal. If a Mawloc Deep Strikes onto a point occupied by another model, do not roll on the Deep Strike Mishap table. Instead, place the large blast marker directly over the spot the Mawloc is deep striking onto. All units except Flyers and Flying Monstrous Creatures beneath the blast marker suffer a number of Strength 6 AP2 hits with the Ignores Cover special rule equal to twice the number of models that unit has underneath the blast marker. If the blast marker is on a multi-level ruin, only models on the lowest level of the ruin count as being under the blast marker. For Wound allocation purposes, assume the attack is coming from the centre of the blast marker. Hits against vehicles are resolved against their side armour.
:If, after removing casualties, it is now possible to place the Mawloc on the table on the spot where the blast marker landed, then do so, even if this is within 1" of another model (but not if it would be in base contact with, or occupying the same space as, another model). If it is not possible to place the Mawloc, replace the large blast marker on the spot and resolve another round of damage as detailed above. If, after removing casualties for a second time, it is still not possible to place the Mawloc, then move enemy models that prevent it to be placed away from the Mawloc, until it could be placed normally, unless at least one of these models is a Gargantuan Creature, or a Super heavy Vehicle, in which case it suffers "Delayed" result from the Deep Strike Mishap table.
Options
**All models may take one of the following mutations: (WS:10/BS:-/S:10/T:20/W:15/I:10/A:15/Ld:10/Sv:35/Psy:-/Syn:-)
*May take items from the '''Biomorphs''' list.
*May include up to 2 additional Mawlocs ...''140 pts/model''
*May take crushing claws ...''20 pts''
*May take one of the following tail biomorphs:
:: - Prehensile pincer ...''10 pts''
:: - Toxinspike ...''10 pts''
 
====EXOCRINE BROOD====
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! WS
! BS
! S
! S
! T
! AP
! W
! Type
! I
|-
! A
| -
! Ld
| User
! Sv
| 2
| Melee, Sickle Strike
|-
|-
| Exocrine
|}<br style="clear: both; height: 0px;" />
| 3
::'''Sickle Strike:''' To Wound rolls of 4+ made with a weapon with this special rule have the Instant Death special rule.
| 3
| 6
| 6
| 5
| 3
| 3
| 7
| 3+
|-
|}
<br style="clear: both; height: 0px;" />
'''UNIT TYPE:'''


'''Monstrous Creature'''
====GRASPING TALONS====
 
::{| border="1" cellspacing="0" cellpadding="5" align="left"
'''UNIT COMPOSITION:'''
! 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)


'''1 Exocrine''' ...''170 pts''
====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


'''WARGEAR:'''
===RANGED WEAPONS===
*'''Scything talons'''
====ACID SPRAY====
*'''Bio-plasmic cannon'''
::{| border="1" cellspacing="0" cellpadding="5" align="left"
 
! Range
'''SPECIAL RULES:'''
*'''Fearless'''
*'''Instinctive Behaviour (Hunt)'''
*'''Symbiotic Targeting:''' If an Exocrine does not move in its Movement phase, it's ranged weapon count as twin-linked. An Exocrine cannot declare a charge during the same turn that it uses this special rule.
 
Options:
**All models may take one of the following mutations: (WS:10/BS:20/S:10/T:20/W:20/I:10/A:10/Ld:10/Sv:35/Psy:-/Syn:-)
*May take items from the '''Biomorphs''' list.
*May include up to 2 additional Excorcines ...''170 pts/model''
*Any model may take the thresher scythe tail biomorph ...''10 pts/model''
*The unit may take a Tyrannocyte as a Dedicated Transport if it have only one model.
 
====TYRANNOFEX====
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! WS
! BS
! S
! S
! T
! AP
! W
! Type
! I
|-  
! A
| Template
! Ld
! Sv
|-
| Tyrannofex
| 3
| 3
| 6
| 6
| 6
| 4
| 6
| Assault 1, Torrent
| 2
| 3
| 8
| 2+
|-
|-
|}
|}<br style="clear: both; height: 0px;" />
<br style="clear: both; height: 0px;" />
'''UNIT TYPE:'''


'''Monstrous Creature'''
====BIO-ELECTRIC WEAPONS====
 
::{| border="1" cellspacing="0" cellpadding="5" align="left"
'''UNIT COMPOSITION:'''
 
'''1 Tyrannofex''' ...''175 pts''
 
'''WARGEAR:'''
*'''Acid spray'''
*'''Stinger salvo'''
 
'''SPECIAL RULES:'''
*'''Fearless'''
*'''Instinctive Behaviour (Hunt)'''
 
Options:
**All models may take one of the following mutations: (WS:10/BS:20/S:10/T:20/W:20/I:10/A:10/Ld:10/Sv:-/Psy:-/Syn:-)
*May include up to 2 additional Tyranofexs ...''175 pts/model''
*May take items from the '''Thorax Biomorphs''' and '''Biomorphs''' lists.
*May replace acid spray with one of the following:
:: - Fleshborer hive ...''5 pts''
:: - Rupture cannon ...''20 pts''
*The unit may take a Tyrannocyte as a Dedicated Transport if it have only one model.
 
====TOXICRENE====
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
! WS
! Range
! BS
! S
! S
! T
! AP
! W
! Type
! I
|-  
! A
| Bio-electric pulse
! Ld
| 18"
! Sv
|-
| Toxicrene
| 3
| 3
| 5
| 5
| 6
| 5
| 5
| 3
| Assault 6, Lightning Shock
|-
| Bio-electric pulse with containment spines
| 18"
| 5
| 5
| 5
| 8
| Assault 12, Lightning Shock
| 4+
|-
|-
|}
|}<br style="clear: both; height: 0px;" />
<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.
'''UNIT TYPE:'''


'''Monstrous Creature'''
====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;" />


'''UNIT COMPOSITION:'''
====BIO-PLASMIC CANNON====
 
::{| border="1" cellspacing="0" cellpadding="5" align="left"
'''1 Toxicrene''' ...''160 pts''
! Range
 
! S
'''WARGEAR:'''
! AP
*'''Acid blood'''
! Type
*'''Choking cloud'''
*'''Two sets of 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:
**All models may take one of the following mutations: (WS:30/BS:10/S:5/T:20/W:20/I:10/A:20/Ld:10/Sv:30/Psy:-/Syn:-)
*May include up to 2 additional Toxicrenes ...''160 pts/model''
*May take items from the '''Biomorphs''' lists.
*The unit may take a Tyrannocyte as a Dedicated Transport.
 
====TYRANNOCYTE====
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! WS
! BS
! S
! T
! W
! I
! A
! Ld
! Sv
|-  
|-  
| Tyrannocyte
| 36"
| 7
| 2
| 2
| Assault 1, Large Blast
|-
| 36"
| 7
| 2
| 2
| 5
| Assault 6
| 5
| 6
| 3
| 3
| 8
| 4+
|-
|-
|}
|}<br style="clear: both; height: 0px;" />
<br style="clear: both; height: 0px;" />
'''UNIT TYPE:'''


'''Monstrous Creature'''
====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.


'''UNIT COMPOSITION:'''
====CLUSTER SPINES====
 
::{| border="1" cellspacing="0" cellpadding="5" align="left"
'''1 Tyrannocyte''' ...''75 pts''
! Range
 
! S
'''WARGEAR:'''
! AP
*'''Five deathspitters'''
! Type
|-
| 18"
| 5
| -
| Assault 1, Large Blast
|-
|}<br style="clear: both; height: 0px;" />


'''SPECIAL RULES:'''
====DEATHSPITTER WEAPONS====
*'''Deep Strike'''
::{| border="1" cellspacing="0" cellpadding="5" align="left"
*'''Fearless'''
!
*'''Instinctive Fire'''
! Range
*'''Drifting Death:''' The Tyrannocyte cannot Run or charge. They can consolidate but may not make a Sweeping Advance.
! S
*'''Transport Spore:''' The Tyrannocyte may transport models, and count as an open-topped transport vehicle with transport capacity of 20 models, though Monstrous Creatures with 5 or less wounds take 10 space (note that the redundant organs mutation does NOT affect this), and 6 wound (or above) monstrous creatures - 20 space. Passengers must disembark Mycetic Spore the turn it enters from Reserves.
! AP
*'''Guided Descent:''' When a Tyrannocyte deploys via Deep Strike, if it scatters on top of impassable terrain or another model (friend or foe), reduce the scatter distance by the minimum required to avoid the obstacle.
! Type
|-
| Deathspitter
| 18"
| 5
| 5
| Assault 3
|-  
| Deathspitter with deathscreamer grubs
| 18"
| 7
| 5
| Assault 6
|-
|}<br style="clear: both; height: 0px;" />


'''OPTIONS:'''
====DEVOURER WEAPONS====
**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:-)
::{| border="1" cellspacing="0" cellpadding="5" align="left"
*May replace all five deathspitters with:
:: - Five barbed stranglers ...''25 pts''
:: - Five venom cannons ...''25 pts''
 
===FORTIFICATIONS===
====SPAWNING POOL====
50 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====
100 pts<br>
Spore Chimneys is a set of three Battlefield Debris pieces no more than 2"x2" board and 5" higheach. Those pieces may be deployed separately. They also can be targeted by ranged weapons or assaulted like, they are a Gun Emplacements with T8, W4 and Sv3+ each. When a Spore Chimney loses ts last wound it loses its Spore Cloud special rule, and becomes a regular Battlefield Debris.
*'''Spore Cloud:''' All models within 6" of a Spore Chimney gain 6+ cover save and may re-roll failed cover save rolls. At the start of any shooting phase all non-Tyranid units within 6" of a Spore Chimney suffer a number of hits with Strength 1, AP5, Poisoned (3+) and Ignores Cover special rules equal to the number of models within 6" of a Spore Chimney, resolved as a shooting attack from the Spore Chimney.
 
===CAPILLARY TOWERS====
100 pts<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"
!
!
! WS
! Range
! BS
! S
! S
! T
! AP
! W
! Type
! I
! A
! Ld
! Sv
|-  
|-  
| Sporocyst
| Devourer
| 2
| 18"
| 2
| 4
| 5
| -
| 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====
::{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! Range
! S
! AP
! Type
|-
| Torrent
| Template
| 5
| 5
| 3
| Assault 1, Torrent
|-
| Split
| 18"
| 6
| 6
| 3
| 3
| 3
| Assault 2, Sticky Ooze
| 8
| 4+
|-
|-
|}
|}<br style="clear: both; height: 0px;" />
<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.
'''UNIT TYPE:'''


'''Monstrous Creature'''
====THORAX BIOMORPHS====
::{| 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;" />


'''UNIT COMPOSITION:'''
====FLAMESPURT CANNON====
 
::{| border="1" cellspacing="0" cellpadding="5" align="left"
'''1 Sporocyst''' ...''75 pts''
! Range
 
! S
'''WARGEAR:'''
! AP
*'''Five deathspitters'''
! Type
|-
| Template
| 5
| 4
| Assault 1
|-
|}<br style="clear: both; height: 0px;" />


'''SPECIAL RULES:'''
====FLESHBORER WEAPONS====
*'''Fearless'''
::{| border="1" cellspacing="0" cellpadding="5" align="left"
*'''Infiltrate'''
!
*'''Instinctive Fire'''
! Range
*'''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.
! S
*'''Psychic Resonator:''' Any friendly Synapse Creature within 6" of this model adds 6" to its synapse range.
! AP
*'''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.
! Type
|-
| Fleshborer
| 12"
| 4
| 5
| Assault 1
|-
| Fleshborer hive
| 18"
| 4
| 5
| Assault 20, Rending
|-
|}<br style="clear: both; height: 0px;" />


'''OPTIONS:'''
====GRASPING TONGUE====
**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:-)
::{| border="1" cellspacing="0" cellpadding="5" align="left"
*May replace all five deathspitters with:
! Range
:: - Five barbed stranglers ...''25 pts''
! S
:: - Five venom cannons ...''25 pts''
! AP
! Type
|-  
| 12"
| 6
| 2
| Assault 1, Precision Shots
|-
|}<br style="clear: both; height: 0px;" />


==SPECIAL RULES==
====IMPALE CANNON====
====KNOW NO HONOUR====
::{| border="1" cellspacing="0" cellpadding="5" align="left"
Character models with this rule may not issue or accept challenges, but suffer no penalties for refusing a challenge.
! 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.


====INSTINCTIVE BEHAVIOUR====
====RUPTURE CANNON====
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.
::{| border="1" cellspacing="0" cellpadding="5" align="left"
*'''Instinctive Behaviour (Lurk):'''
! Range
::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.
 
====SHADOW IN THE WARP====
All enemy models with the Psyker, Psychic Pilot or Brotherhood of Psykers special rules suffer a -2 penalty to their Leadership characteristic whilst they are within 12" of a model with this special rule. Enemy Psykers within 12" of a model with this speciall rule must pass a Leadership test at the start of each of their psychic phases or add no dice to the Warp Charge pool that phase. Friendly models within 12" of a model with this special rule have the Adamantium Will 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.
 
====SYNAPSE====
Friendly models within 12" of a model with this special rule treat their Leadership characteristic as being the same as this model's Leadership characteristic unless it would normally be higher. If a model with this special rule is within 12" of another model with this special rule that has a higher leadership value than they do, the model transmits the higher Leadership value rather than their own. A unit with this special rule may choose to deactiate this special rule at the end of your opponent's turn and instead focus on a single friendly unit within 12", if they do the unit that is focussed on may use this model's Leadership characteristic and gains the Fearless special rule and it may re-roll any Leadership tests it is required to make. These effects last until the end of your oppoonent's next turn.
====LORD OF THE SKIES====
Gargoyle Broods are Troops choices if your Warlord has this special rule.
 
==WEAPONS AND BIOMORPHS==
===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 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.''
 
====BONESWORDS AND LASH WHIPS====
::{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! Range
! S
! S
! AP
! AP
! Type
! Type
|-  
|-  
| Boneswords
| 48"
| -
| 10
| User
| 4
| 3
| Assault 2
| Melee, Life Drain
|-
| Lash Whips
| -
| User
| -
| Melee, Swiftstrike
|-
| Bonesword and Lash Whip
| -
| User
| 3
| Melee, Life Drain, Swiftstrike
|-
|-
|}<br style="clear: both; height: 0px;" />
|}<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====
====SHOCK CANNON====
::{| border="1" cellspacing="0" cellpadding="5" align="left"
::{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! Range
! Range
! S
! S
Line 2,367: Line 2,227:
! Type
! Type
|-  
|-  
| Crushing Claws
| 24"
| -
| 5
| +1
| 5
| 2
| Assault 1, Blast, Haywire
| Melee, Armourbane, Unwieldy
|-
|-
| Crushing Claw and Wrecking Ball
|}<br style="clear: both; height: 0px;" />
| -
 
| +1
====SPIKE RIFLE====
| 2
| Melee, Armourbane, Unwieldy, Wrecker
|-
|}<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.
 
====RENDING CLAWS====
::{| border="1" cellspacing="0" cellpadding="5" align="left"
::{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! Range
Line 2,389: Line 2,241:
! Type
! Type
|-  
|-  
| -
| 24"
| User
| 3
| 5
| 5
| Melee, Rending
| Assault 1
|-
|-
|}<br style="clear: both; height: 0px;" />
|}<br style="clear: both; height: 0px;" />


====SCYTHING TALONS====
====SPINEFIST WEAPONS====
::{| border="1" cellspacing="0" cellpadding="5" align="left"
::{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! Range
! Range
! S
! S
Line 2,403: Line 2,256:
! Type
! Type
|-  
|-  
| -
| Spinefist
| User
| 12"
| 6
| 3
| Melee
| 5
| Assault X, Punch Gun, Twin-Linked
|-
| Heavy Spinefist
| 12"
| 5
| 5
| Assault X, Punch Gun, Twin-Linked
|-
|-
|}<br style="clear: both; height: 0px;" />
|}<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.


====SICKLE CLAWS====
====STINGER SALVO====
::{| border="1" cellspacing="0" cellpadding="5" align="left"
::{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! Range
Line 2,417: Line 2,278:
! Type
! Type
|-  
|-  
| -
| 18"
| User
| 5
| 2
| 4
| Melee, Sickle Strike
| Assault 4
|-
|-
|}<br style="clear: both; height: 0px;" />
|}<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====
====STRANGLER WEAPONS====
::{| border="1" cellspacing="0" cellpadding="5" align="left"
::{| border="1" cellspacing="0" cellpadding="5" align="left"
|-
!
! Range
! Range
! S
! S
! AP
! AP
! Type
! Type
|-
| Strangleweb
| Template
| 2
| 6
| Assault 1, Pinning, Shred
|-  
|-  
| -
| Barbed Strangler
| +1
| 36"
| 2
| 4
| Melee, Spine-Maw Strike
| 5
| Assault 1, Shred, Large Blast, Pinning
|-  
| Stranglethorn Cannon
| 36"
| 6
| 4
| Assault 1, Shred, Large Blast, Pinning
|-
|-
|}<br style="clear: both; height: 0px;" />
|}<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====
====TENTACLIDS====
::{| border="1" cellspacing="0" cellpadding="5" align="left"
::{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! Range
Line 2,447: Line 2,321:
! Type
! Type
|-  
|-  
| -
| 36"
| +4
| 5
| 1
| 5
| Melee, Instant Death, Digestion Spine
| Assault 1, Haywire, Seeking, One Use Only
|-
|-
|}<br style="clear: both; height: 0px;" />
|}<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
::'''Seeking:''' This weapon counts as having the Twin-linked special rule when targeted at a Zooming Flyer or a Swooping Flying Monstrous Creature.


===RANGED WEAPONS===
====VENOM CANNON WEAPONS====
====ACID SPRAY====
::{| border="1" cellspacing="0" cellpadding="5" align="left"
::{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! Range
! Range
! S
! S
Line 2,463: Line 2,337:
! Type
! Type
|-  
|-  
| Template
| Venom Cannon (single shot)
| 6
| 36"
| 7
| 4
| Assault 1, Blast
|-
| Venom Cannon (salvo)
| 36"
| 7
| 4
| 4
| Assault 1, Torrent
| Assault 2
|-
|-
|}<br style="clear: both; height: 0px;" />
| Heavy Venom Cannon (single shot)
 
| 36"
====BIO-ELECTRIC WEAPONS====
| 9
::{| border="1" cellspacing="0" cellpadding="5" align="left"
| 3
!
| Assault 1, Blast
! Range
! S
! AP
! Type
|-  
|-  
| Bio-electric pulse
| Heavy Venom Cannon (salvo)
| 18"
| 36"
| 5
| 9
| 5
| 3
| Assault 6, Lightning Shock
| Assault 2
|-
| Bio-electric pulse with containment spines
| 18"
| 5
| 5
| Assault 12, Lightning Shock
|-
|-
|}<br style="clear: both; height: 0px;" />
|}<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.


====BIO-PLASMA====
====SPORE MINE WEAPONS====
::{| border="1" cellspacing="0" cellpadding="5" align="left"
::{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! Range
! Range
! S
! S
Line 2,500: Line 2,371:
! Type
! Type
|-  
|-  
| 18"
| Spore Mine Cyst
| 7
| -
| 2
| X*
| Assault 1, Blast
| X*
|}<br style="clear: both; height: 0px;" />
| Assault 1, Barrage, Spore Burst, Spore Bomb
 
|-
====BIO-PLASMIC CANNON====
|-
| Spore Mine Launcher
| 48"
| X*
| X*
| Assault 1, Barrage, Spore Burst
|-
|}<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"
::{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
!
! S
! S
! AP
! AP
! Type
! Additional rules
|-  
|-  
| 36"
| Frag Mine
| 7
| 4
| 2
| 4
| Assault 1, Large Blast
| Large Blast, Frag Bombardment
|-  
|-  
| 36"
| Toxin Mines
| 1
| 3
| Assault 1, Blast, Poisoned (3+)
|-
| Char Mines
| 7
| 7
| 2
| 3
| Assault 6
| Assault 1, Large Blast, Aerial Minefield, Melta*
|-
|-
|}<br style="clear: both; height: 0px;" />
|}<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.


====CHOKING CLOUD====
===Upgrade Biomorphs===
::{| border="1" cellspacing="0" cellpadding="5" align="left"
====ACID BLOOD====
! Range
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.
! S
====ACID MAW====
! AP
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:
! Type
:{| border="1" cellspacing="0" cellpadding="5" align="left"
|-  
! Range  
| 12"
! S  
| 3
! AP  
! Type  
|-
| -
| -
| Assault 1, Ignores Cover, Large Blast, Poisoned (2+), Predatory Sentience
| 5
|-  
| 2  
| Melee
|-
|}<br style="clear: both; height: 0px;" />
|}<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.
====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.
====CLUSTER SPINES====
====ADRENAL GLANDS====
::{| border="1" cellspacing="0" cellpadding="5" align="left"
A model with this biomorph has the Fleet and Furious Charge special rules.
! Range
====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.
! AP
====ANTIDOTE GLANDS====
! Type
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====
| 18"
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:
| 5
:{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range  
! S  
! AP  
! Type  
|-
| -
| -
| Assault 1, Large Blast
| 3
|-  
| -
| Melee, Poisoned 6+, Blind
|-
|}<br style="clear: both; height: 0px;" />
|}<br style="clear: both; height: 0px;" />
 
====DOPAMINE INJECTOR====
====DEATHSPITTER WEAPONS====
A model with this biomorph has the Feel No Pain special rule.
::{| border="1" cellspacing="0" cellpadding="5" align="left"
====ENHANCED LEG MUSCLES====
!
A unit consisting entirely of models armed with this upgrade has the Crusader special rule.
! Range
====FEEDER TENDRILS====
! S
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.
! AP
====FLESH HOOKS====
! Type
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"
| Deathspitter
! Range  
| 18"
! S  
| 5
! AP  
| 5
! Type  
| Assault 3
|-
|-  
| 6"
| Deathspitter with deathscreamer grubs
| User
| 18"
| -  
| 7
| Assault 2
| 5
| Assault 6
|-
|-
|}<br style="clear: both; height: 0px;" />
|}<br style="clear: both; height: 0px;" />
 
====FEEDING FRENZY TRIGGER====
====DEVOURER WEAPONS====
A model with this upgrade has the Rampage special rule.
::{| border="1" cellspacing="0" cellpadding="5" align="left"
====IMPLANT ATTACK====
!
If a model has this biomorph, its close combat attacks cause Instant Death on a roll of 6 To Wound.
! Range
====ECHOLOCATION====
! S
A model with this upgrade has the Interceptor special rule.
! AP
====PSYCHIC BIO-CRYSTALS====
! Type
A model with this upgrade has the Adamantium Will special Rule.
|-
====REGENERATION====
| Devourer
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. 
| 18"
====SERRATED BLADES====
| 4
If a model has this biomorph, its close combat attacks have the Shred special rule.
| -
====SNAKE BODY====
| Assault 3, Neural Agony
A model with this upgrade changes it's Unit Type to Beast and gains the Deep Strike special rule.
|-
====SPINE BANKS====
| Devourer with brainleech worms
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.
| 18"
====SPRING COIL MUSCULATURE====
| 6
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====
| Assault 4, Neural Agony
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====
|}<br style="clear: both; height: 0px;" />
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.
::'''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.
====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.
====DROOL CANNON====
====TOXIN SACS====
::{| border="1" cellspacing="0" cellpadding="5" align="left"
If a model has this biomorph, its close combat attacks have the Poisoned special rule.
!
====WIDE-SPECTRUM RETINAS====
! Range
A model with this upgrade has the Night Vision and Acute Senses special rules.
! S
====WINGS====
! AP
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.
! 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.
| Torrent
:{| border="1" cellspacing="0" cellpadding="5" align="left"
| Template
!  
| 5
! Range  
| 3
! S  
| Assault 1, Torrent
! AP  
|-  
! Type  
| Split
|-
| 18"
| Bone mace
| 6
| -
| 3
| 8
| Assault 2, Sticky Ooze
| -
| Melee, Unwieldy
|- 
| Prehensile princer
| -
| 6
| 5  
| Melee
|- 
| Thresher scythe
| -
| 4
| 4
| Melee, Rending
|-
| Toxin spike
| -
| 1
| 6
| Melee, Poisoned (2+)
|-
|-
|}<br style="clear: both; height: 0px;" />
|}<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.
===MUTATIONS===
All models in a unit with a Mutations entry in its options may select one of the options at the listed cost, in cases where the cost is - the unit may not select that upgrade.
 
*'''(WS) - Superior Neural Connections:''' +1 Weapons Skill
*'''(BS) - Improved Vision:''' +1 Ballistics Skill
*'''(S) - Overgrown Muscles:''' +1 Strength
*'''(T) - Hardened Carapace:''' +1 Toughness
*'''(W) - Redundant Organs:''' +1 Wounds
*'''(I) - Duplicated Reflex Chains:''' +1 Initiative
*'''(A) - Explosive Muscle Action:''' +1 Attack
*'''(Ld) - Fear Inhibitors:''' +1 Leadership
*'''(Sv) - Armored Shell:''' +1 Armor Save
*'''(Psy) - Secondary Brain:''' Improves Mastery Level by 1.
*'''(Syn) - Synaptic Enhancement:''' Improves synapse range by 6"


====THORAX BIOMORPHS====
===BIOLOGICAL RELICS===
====THE MAW-CLAWS OF THYRAX====
::{| border="1" cellspacing="0" cellpadding="5" align="left"
::{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! Range
! Range
! S
! S
Line 2,630: Line 2,560:
! Type
! Type
|-  
|-  
| Desiccator larvae
| -
| Template
| User
| 1
| 4
| -
| Melee, Assimilate, Hardened Diamantine Tips
| 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;" />
|}<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.
====FLAMESPURT CANNON====
::'''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====
::{| border="1" cellspacing="0" cellpadding="5" align="left"
::{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! Range
! Range
! S
! S
! AP
! AP
! Type
! Type
|-
| Miasmic Split
| 36"
| 1
| 4
| Assault 1, Large Blast, Poisoned (2+)
|-
|-
| Miasmic Spray
| Template
| Template
| 5
| 1
| 4
| 4
| Assault 1
| Assault 1, Torrent, Poisoned (2+)
|-
|}<br style="clear: both; height: 0px;" />
 
====FLESHBORER WEAPONS====
::{| 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;" />
|}<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.


====GRASPING TONGUE====
====THE REAPER OF OBLITERAX====
::{| border="1" cellspacing="0" cellpadding="5" align="left"
::{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! Range
Line 2,693: Line 2,604:
! Type
! Type
|-  
|-  
| 12"
| -
| 6
| +2
| 2
| 2
| Assault 1, Precision Shots
| Melee, Life Drain*, Parry*, Constrict*
|-
|-
|}<br style="clear: both; height: 0px;" />
|}<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.


====IMPALE CANNON====
===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"
::{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! Range
! Range
! S
! S
Line 2,707: Line 2,650:
! Type
! Type
|-  
|-  
| Burst
| 24"
| 24"
| 8
| 5
| 4
| 3
| Assault 2, Homing, Ignores Cover
| Assault 1, Blast
|-
|-
|}<br style="clear: both; height: 0px;" />
| Lance
::'''Homing:''' Weapons with this special rule can be fired at targets out of the unit's line of sight.
| 18"
 
====RUPTURE CANNON====
::{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! S
! AP
! Type
|-
| 48"
| 10
| 10
| 4
| 2
| Assault 2
| Assault 1, Lance
|-
|-
|}<br style="clear: both; height: 0px;" />
|}<br style="clear: both; height: 0px;" />


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


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


====SPINEFIST WEAPONS====
===Disclaimer===
::{| border="1" cellspacing="0" cellpadding="5" align="left"
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.
!
! 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
|-
|}<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====
===Editing===
::{| border="1" cellspacing="0" cellpadding="5" align="left"
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]])
! Range
 
! S
==THE TYRANID SWARM==
! AP
===TYRANIDS WARGEAR LIST===
! Type
====BASIC BIO-WEAPONS====
|-  
A model may replace its devourer with one of the following:
| 18"
:: - Scything talons ...''x pts''
| 5
:: - Spinefists ...''x pts''
| 4
:: - Deathspitter ...''x pts''
| Assault 4
 
|-
====BASIC BIO-CANNONS====
|}<br style="clear: both; height: 0px;" />
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''


====STRANGLER WEAPONS====
====MELEE BIO-WEAPONS====
::{| border="1" cellspacing="0" cellpadding="5" align="left"
A model may replace any pair of scything talons with one of the following:
|-
:: - Rending claws ...''x pts''
!
:: - Lash Whips ...''x pts''
! Range
:: - Boneswords ...''x pts''
! S
:: - Lash whip and bonesword ...''x pts''
! AP
:: - Crushing claws ...''x pts''
! Type
 
|-
====BIOMORPHS====
| Strangleweb
All models in a unit may take up to one of each of the following:
| Template
::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====
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! WS
! BS
! S
! T
! W
! I
! A
! Ld
! Sv
|-
| Old One Eye
| 3
| 2
| 2
| 8
| 6
| 6
| Assault 1, Pinning, Shred
|-
| Barbed Strangler
| 36"
| 4
| 4
| 5
| 2
| Assault 1, Shred, Large Blast, Pinning
| 6
|-
| 7
| Stranglethorn Cannon
| 3+
| 36"
| 6
| 4
| Assault 1, Shred, Large Blast, Pinning
|-
|-
|}<br style="clear: both; height: 0px;" />
|}
<br style="clear: both; height: 0px;" />
'''UNIT TYPE:'''
 
'''Monstrous Creature (Character)'''
 
'''UNIT COMPOSITION:'''


====TENTACLIDS====
'''1 (Unique)''' ...''x pts''
::{| 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.


====VENOM CANNON WEAPONS====
'''WARGEAR:'''
::{| border="1" cellspacing="0" cellpadding="5" align="left"
*'''Scything talons'''
!
*'''Crushing claws'''
! Range
*'''Regeneration'''
! S
*'''Thresher scythe'''
! AP
 
! Type
'''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====
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! WS
! BS
! S
! T
! W
! I
! A
! Ld
! Sv
|-  
|-  
| Venom Cannon (single shot)
| Tyranid Prime
| 36"
| 5
| 7
| 3
| 4
| 4
| 3
| 4
| 4
| Assault 1, Blast
|-
| Venom Cannon (salvo)
| 36"
| 7
| 4
| 4
| Assault 2
| 8
| 5+
|-
|-
| Heavy Venom Cannon (single shot)
|}
| 36"
<br style="clear: both; height: 0px;" />
| 9
'''UNIT TYPE:'''
| 3
 
| Assault 1, Blast
'''Infantry (Character)'''
|-
 
| Heavy Venom Cannon (salvo)
'''UNIT COMPOSITION:'''
| 36"
 
| 9
'''1 Tyranid Prime''' ...''x pts''
| 3
| Assault 2
|-
|}<br style="clear: both; height: 0px;" />


====SPORE MINE WEAPONS====
'''WARGEAR:'''
::{| border="1" cellspacing="0" cellpadding="5" align="left"
*'''Devourer'''
!
*'''Scything talons'''
! Range
 
! S
'''SPECIAL RULES:'''
! AP
*'''Independent Character'''
! Type
*'''Know No Honour'''
*'''Shadow in the Warp'''
*'''Synapse Creature'''
*'''Very Bulky'''
 
'''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''
 
====TYRANT BROOD====
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! WS
! BS
! S
! T
! W
! I
! A
! Ld
! Sv
|-  
|-  
| Spore Mine Cyst
| Hive Tyrant
| -
| 8
| X*
| X*
| Assault 1, Barrage, Spore Burst, Spore Bomb
|-
|-
| Spore Mine Launcher
| 48"
| X*
| X*
| Assault 1, Barrage, Spore Burst
|-
|}<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
| 6
| 6
| 3
| 5
| 4
| 4
| Large Blast, Frag Bombardment
| 10
|-
| 3+
| Toxin Mines
| 1
| 3
| Assault 1, Blast, Poisoned (3+)
|-
|-
| Char Mines
| The Swarmlord
| 9
| 4
| 6
| 6
| 4
| 6
| 4
| 10
| 3+
|-
| Tyrant Guard
| 5
| 3
| 5
| 5
| 2
| 4
| 2
| 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.
 
''Hive Tyrant and The Swarmlord''
 
'''Monstrous Creature'''


===Upgrade Biomorphs===
''Tyrant Guard''
====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.
'''Infantry'''
====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:
'''UNIT COMPOSITION:'''
:{| border="1" cellspacing="0" cellpadding="5" align="left"
 
! Range  
'''1 Hive Tyrant''' ...''x pts''
! S  
 
! AP  
'''WARGEAR:'''
! Type  
 
|-
''Hive Tyrant''
*'''Two pairs of scything talons'''
 
''The Swarmlord''
*'''Two pairs of bone sabres'''
::{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! S
! AP
! Type
|-  
| -
| -
| 5
| User
| 2  
| 2
| Melee
| Melee, Blade Parry, Instant Death
|-
|-
|}<br style="clear: both; height: 0px;" />
|}<br style="clear: both; height: 0px;" />
====ADAMANTINE TUSKS====
::'''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.  
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.
''Tyrant Guard''
====ADRENAL GLANDS====
*'''Rending claws'''
A model with this biomorph has the Fleet and Furious Charge special rules.
*'''Scything talons'''
====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.
'''WARLORD TRAIT:'''
====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.
*'''Synaptic Lynchpin:''' (The Swarmlord only) Your Warlord's Synapse Range is doubled.  
====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:
'''SPECIAL RULES:'''
:{| border="1" cellspacing="0" cellpadding="5" align="left"
 
! Range
''Hive Tyrant''
! S
*'''Psyker (Mastery Level 2)'''
! AP
*'''Know No Honour'''
! Type
*'''Shadow in the Warp'''
|- 
*'''Synapse Creature'''
| -
 
| 3
''The Swarmlord''
| -
*'''Alien Cunning:''' Whilst the Swarmlord is alive, you must add 1 to your Reserve Rolls.
| Melee, Poisoned 6+, Blind
*'''Psyker (Mastery Level 3)'''
|-
*'''Know No Honour'''
|}<br style="clear: both; height: 0px;" />
*'''Shadow in the Warp'''
====DOPAMINE INJECTOR====
*'''Synapse Creature'''
A model with this biomorph has the Feel No Pain special rule.
*'''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.
====ENHANCED LEG MUSCLES====
 
A unit consisting entirely of models armed with this upgrade has the Crusader special rule.
''Tyrant Guard''
====FEEDER TENDRILS====
*'''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.
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.
*'''Instinctive Behaviour (Feed)'''
====FLESH HOOKS====
*'''Shieldwall:''' Characters in a unit that contains at least one model with this special rule automatically pass Look Out, Sir rolls.
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:
*'''Very Bulky'''
:{| border="1" cellspacing="0" cellpadding="5" align="left"
 
! Range
'''PSYKER:'''
! S
 
! AP
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.
! Type
 
|-
'''OPTIONS:'''
| 6"
*May include up to 5 Tyrant Guard ...''x pts/model''
| User
*One Hive Tyrant in your army may be upgraded to The Swarmlord ...''x pts''
| -  
*The Hive Tyrant may take one of the following:
| Assault 2
:: - Superior neural connections ...''x pts''
|-
:: - Improved vision ...''x pts''
|}<br style="clear: both; height: 0px;" />
:: - Overgrown muscles ...''x pts''
====FEEDING FRENZY TRIGGER====
:: - Hardened carapace ...''x pts''
A model with this upgrade has the Rampage special rule.
:: - Redundant organs ...''x pts''
====IMPLANT ATTACK====
:: - Duplicated reflex chains ...''x pts''
If a model has this biomorph, its close combat attacks cause Instant Death on a roll of 6 To Wound.
:: - Explosive muscle action ...''x pts''
====ECHOLOCATION====
:: - Armored shell ...''x pts''
A model with this upgrade has the Interceptor special rule.  
:: - Secondary brain ...''x pts''
====PSYCHIC BIO-CRYSTALS====
:: - Synaptic enhancement ...''x pts''
A model with this upgrade has the Adamantium Will special Rule.  
*All Tyrant Guard may take one of the following special rules:
====REGENERATION====
:: - Superior neural connections ...''x pts/model''
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.
:: - Improved vision ...''x pts/model''
====SERRATED BLADES====
:: - Overgrown muscles ...''x pts/model''
If a model has this biomorph, its close combat attacks have the Shred special rule.
:: - Hardened carapace ...''x pts/model''
====SNAKE BODY====
:: - Redundant organs ...''x pts/model''
A model with this upgrade changes it's Unit Type to Beast and gains the Deep Strike special rule.
:: - Duplicated reflex chains ...''x pts/model''
====SPINE BANKS====
:: - Explosive muscle action ...''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.
:: - Fear inhibitors ...''x pts/model''
====SPRING COIL MUSCULATURE====
:: - Armored shell ...''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.
*The Hive Tyrant may take items from the '''Monstrous Bio-cannons''', '''Melee Bio-weapons''', '''Biomorphs''', '''Thorax Biomorphs''' and '''Apex Boimorphs''' lists.
====CARAPACE CHITIN-RAMS====
*Any Tyrant Guard may replace its pair of scything talons with one of the following:
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.  
:: - Crushing claws ...''x pts''
====FOUR-DIMENSIONAL THOUGHT PATTERNS====
:: - Lash whip and bonesword ...''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.
*All Tyrant Guard may take any of the following:
====TOXIC MIASMA====
:: - Toxin sacs ...''x pts''
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.
:: - Adrenal glands ...''x pts''
====TOXIN SACS====
*The Hive Tyrant may take one of the following Warlord Traits:
If a model has this biomorph, its close combat attacks have the Poisoned special rule.
:: - '''Intimidating Presence''' ...''x pts''
====WARP SHIELD PROJECTOR====
Friendly units within 12" of the Warlord can use his Leadership rather than their own.
A model with this upgrade has a 5+ invulnerable save, while it's within synapse range.
:: - '''The Dust of a Thousand Worlds''' ...''x pts''
====WIDE-SPECTRUM RETINAS====
Your Warlord, and all friendly units within 12", have the Move Through Cover special rule.
A model with this upgrade has the Night Vision and Acute Senses special rules.
:: - '''Target Priority''' ...''x pts''
====WINGS====
In the Shooting phase, your Warlord and all friendly units within 12" of him reroll To Hit rolls of 1.
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.
:: - '''Coordinated Assault''' ...''x pts''
====TAIL BIOMORPHS====
In the Assault phase, your Warlord and all friendly units within 12" of him reroll To Hit rolls of 1.
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.
:: - '''Tenacity''' ...''x pts''
:{| border="1" cellspacing="0" cellpadding="5" align="left"
Your Warlord has the Feel No Pain special rule.
!
*The Hive Tyrant may take any of the following:
! Range
:: - Prehensile pincer ...''x pts''
! S
:: - Flesh hooks ...''x pts''
! AP
:: - Bio-Plasma ...''x pts''
! Type
*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:
| Bone mace
:: - ''Catalyst'' ...''x pts''
| -
:: - ''Dominion'' ...''x pts''
| 8
:: - ''Onslaught'' ...''x pts''
| -  
:: - ''Horror'' ...''x pts''
| Melee, Unwieldy
:: - ''Paroxysm'' ...''x pts''
|-
:: - ''Warp blast'' ...''x pts''
| Prehensile princer
*May take a Tyrannocyte or a Mycetic Spore as a Dedicated Transport.
| -
| 6
| 5
| Melee
|- 
| Thresher scythe
| -
| 4
| 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
===TROOPS===
*'''(BS) - Improved Vision:''' +1 Ballistics Skill
====GENESTEALER BROOD====
*'''(S) - Overgrown Muscles:''' +1 Strength
{| border="1" cellspacing="0" cellpadding="5" align="left"
*'''(T) - Hardened Carapace:''' +1 Toughness
!
*'''(W) - Redundant Organs:''' +1 Wounds
! WS
*'''(I) - Duplicated Reflex Chains:''' +1 Initiative
! BS
*'''(A) - Explosive Muscle Action:''' +1 Attack
*'''(Ld) - Fear Inhibitors:''' +1 Leadership
*'''(Sv) - Armored Shell:''' +1 Armor Save
*'''(Psy) - Secondary Brain:''' Improves Mastery Level by 1.
*'''(Syn) - Synaptic Enhancement:''' Improves synapse range by 6"
 
===BIOLOGICAL RELICS===
====THE MAW-CLAWS OF THYRAX====
::{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! S
! S
! AP
! T
! Type
! W
! I
! A
! Ld
! Sv
|-  
|-  
| -
| Genestealer
| User
| 6
| 2
| 4
| 4
| 4
| Melee, Assimilate, Hardened Diamantine Tips
| 1
|-
| 6
|}<br style="clear: both; height: 0px;" />
| 2
::'''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.
| 10
::'''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.
| 5+
====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====
::{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! Range
! S
! AP
! Type
|-
| Miasmic Split
| 36"
| 1
| 4
| Assault 1, Large Blast, Poisoned (2+)
|-
|-
| Miasmic Spray
| Broodlord
| Template
| 7
| 1
| 2
| 5
| 5
| 3
| 7
| 4
| 4
| Assault 1, Torrent, Poisoned (2+)
| 10
| 4+
|-
|-
|}<br style="clear: both; height: 0px;" />
|}
====THE YMGARL FACTOR====
<br style="clear: both; height: 0px;" />
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.
'''UNIT TYPE:'''
:: - '''Slashing Claws:''' The model has +D3 Strength.
 
:: - '''Tentacled Limbs:''' The model has +D3 Attack.
'''Infantry'''. The Broodlord is '''Infantry (Character)'''
:: - '''Muscle Carapace:''' The model has +D3-1 Toughnes.


====THE REAPER OF OBLITERAX====
'''UNIT COMPOSITION:'''
::{| 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==
'''5 Genestealers''' ...''x pts''
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.
'''WARGEAR:'''
*'''Rending claws'''


===POWERS OF THE HIVE MIND===
'''SPECIAL RULES:'''
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.  
*'''Bulky''' (Broodlord only)
====CATALYST====
*'''Psyker (Mastery Level 1)''' (Broodlord only)
Any Psyker that knows this power has the Eternal Warrior special rule.
*'''Know No Honour''' (Broodlord only)
::Warp Charge 1
*'''Fleet'''
::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+).
*'''Infiltrate'''
====DOMINION====
*'''Move Through Cover'''
Any Psyker that knows this power adds 6" to its synapse range.  
 
::Warp Charge 1
'''PSYKER:'''
::Dominion is a '''blessing''' that targets a friendly unit within 12". The target gains the Fearless special rule.
 
====ONSLAUGHT====
Broodlords know the ''horror'' psychic power from the '''powers of the hive mind''' discipline.  
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
'''OPTIONS:'''
::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.
*All models may take one of the following:
====HORROR====
:: - Superior neural connections ...''x pts/model''
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.  
:: - Improved vision ...''x pts/model''
::Warp Charge 1
:: - Overgrown muscles ...''x pts/model''
::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.
:: - Hardened carapace ...''x pts/model''
====PAROXYSM====
:: - Duplicated reflex chains ...''x pts/model''
Any Psyker that knows this power adds +2 to its Initiative characteristic.  
:: - Explosive muscle action ...''x pts/model''
::Warp Charge 1
:: - Armored shell ...''x pts/model''
::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).
*May include up to fifteen additional Genestealers ...''x pts/model''
====WARP BLAST====
*Entire unit may take Death from the Shadows upgrade ...''x pts/model''
Any Psyker that knows this power has a 5+ invulnerable save.
*Any model in a brood may take one of the following:
::Warp Charge 2
:: - Scything talons ...''x pts''
::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:
:: - Rending claws  ...''x pts''
::{| border="1" cellspacing="0" cellpadding="5" align="left"
*All Genestealers in the brood may take any of the following biomorphs:
!  
:: - Serrated blades ...''x pt/model''
! Range
:: - Adrenal glands ...''x pts/model''
! S
:: - Toxin sacs ...''x pts/model''
! AP
*May add a Broodlord ...''x pts''
! Type
*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====
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! WS
! BS
! S
! T
! W
! I
! A
! Ld
! Sv
|-  
|-  
| Burst
| Hormagaunt
| 24"
| 3
| 3
| 3
| 3
| 1
| 5
| 5
| 3
| Assault 1, Blast
|-
| Lance
| 18"
| 10
| 2
| 2
| Assault 1, Lance
| 6
| 6+
|-
|-
|}<br style="clear: both; height: 0px;" />
|}
<br style="clear: both; height: 0px;" />
'''UNIT TYPE:'''


==Introduction==
'''Infantry'''
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===
'''10 Hormagaunts''' ...''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===
*'''Bounding Leap:''' Units entirely composed of models with this special rule Run an additional 3".
====BASIC BIO-WEAPONS====
*'''Fleet'''
A model may replace its devourer with one of the following:
*'''Instinctive Behaviour (Feed)'''
:: - Scything talons ...''free''
*'''Move Through Cover'''
:: - Spinefists ...''free''
:: - Deathspitter ...''5 pts''


====BASIC BIO-CANNONS====
'''OPTIONS:'''
A model may replace its devourer with one of the following:
*All models may take one of the following:
:: - Barbed strangler ...''10 pts''
:: - Superior neural connections ...''x pts/model''
:: - Venom cannon ...''10 pts''
:: - 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.


====MONSTROUS BIO-CANNONS====
====RIPPER SWARM BROOD====
A model may replace any pair of scything talons with one of the following:
{| border="1" cellspacing="0" cellpadding="5" align="left"
:: - Twin-linked deathspitter ...''5 pts''
!
:: - Twin-linked devourer with brainleech worms ...''10 pts''
! WS
:: - Stranglethorn cannon*1 ...''15 pts''
! BS
:: - Deathspitter with deathscreamer grubs ...''20 pts''
! S
:: - Heavy venom cannon*1 ...''25 pts''
! T
 
! W
====MELEE BIO-WEAPONS====
! I
A model may replace any pair of scything talons with one of the following:
:: - Rending claws ...''5 pts''
:: - Lash Whips ...''5 pts''
:: - Boneswords ...''15 pts''
:: - Lash whip and bonesword ...''20 pts''
:: - Crushing claws ...''20 pts''
 
====BIOMORPHS====
A model may take up to one of each of the following:
::Where the biomorph has two points costs listed, the second is for a monstrous creatures, and the first is for other types of models.
:: - Feeder tendrils ...''1/3 pts''
:: - Amphibious adaptations ...''1/3 pts''
:: - Wide-spectrum retinas ...''1/3 pts''
:: - Enchanced leg muscles ...''5/5 pts''
:: - Psychic bio-crystals ...''2/5 pts''
:: - Serrated blades ...''2/5 pts''
:: - Adamantine tusks ...''5 pts''
:: - Antidote glands ...''-/10 pts''
:: - Echolocation ...''4/8 pts'
:: - Spring coil musculature ...''10/10 pts''
:: - Toxin sacs ...''3/10 pts''
:: - Feeding frenzy trigger ...''10/30 pts''
:: - Acid blood ...''5/15 pt''
:: - Adrenal glands ...''5/15 pts''
:: - Warp shield projector ...''5/20 pts''
:: - Regeneration ...''2/15 pts''
:: - Dopamine injector ...''10/45 pts''
:: - Four-dimensional thought patterns ...''10/30 pts''
 
====THORAX BIOMORPHS====
A model may take up to one of the following:
:: - Electroshock grubs ...''10 pts''
:: - Desiccator larvae ...''10 pts''
:: - Shreddershard beetles ...''10 pts''
 
====BIOLOGICAL RELICS====
A model may replace any pair of scything talons with one of the following. Only one of each Apex Biomorph may be taken per army.:
:: - The Maw-claws of Thyrax ...''15 pts''
:: - The Miasma Cannon ...''25 pts''
:: - The Norn Crown*2 ...''40 pts''
:: - The Ymgarl Factor*2 ...''40 pts''
:: - The Reaper of Obliterax ...''45 pts''
:::<nowiki>*1</nowiki>''One per model. A model cannot have both a stranglethorn cannon and a heavy venom cannon.''
:::<nowiki>*2</nowiki>''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
! BS
! S
! T
! W
! I
! A
! A
! Ld
! Ld
! Sv
! Sv
|-
|-  
| Old One Eye
| Ripper Swarm
| 2
| 2
| 3
| 3
| 2
| 2
| 8
| 6
| 4
| 4
| 2
| 2
| 6
| 4
| 8
| 5
| 3+
| 6+
|-
|-
|}
|}
Line 3,282: Line 3,203:
'''UNIT TYPE:'''
'''UNIT TYPE:'''


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


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


'''1 (Unique)''' ...''x pts''
'''3 Ripper Swarms''' ...''x pts''


'''WARGEAR:'''
'''SPECIAL RULES:'''
*'''Scything talons'''
*'''Deep Strike'''
*'''Crushing claws'''
*'''Eternal Warrior'''
*'''Regeneration'''
*'''Fearless'''
*'''Thresher scythe'''
 
'''SPECIAL RULES:'''
*'''Instinctive Behaviour (Feed)'''
*'''Instinctive Behaviour (Feed)'''
*'''It Will Not Die'''
*'''Swarms'''
*'''Living Battering Ram'''
*'''Rage'''
*'''Synapse'''   


'''OPTIONS:'''
'''OPTIONS:'''
*May take a Tyrannocyte 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''
:: - Duplicated reflex chains ...''x pts/model''
:: - Explosive muscle action ...''x pts/model''
:: - Fear 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''


====TYRANT BROOD====
====TERMAGANT BROOD====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 3,317: Line 3,245:
! Sv
! Sv
|-  
|-  
| Hive Tyrant
| Termagant
| 8
| 3
| 3
| 3
| 3
| 1
| 4
| 4
| 1
| 6
| 6
| 6
| 6+
| 4
| 5
| 4
| 10
| 3+
|-
|-
| The Swarmlord
|}
| 9
<br style="clear: both; height: 0px;" />
| 4
'''UNIT TYPE:'''
| 6
| 6
| 5
| 6
| 4
| 10
| 3+
|-
| Tyrant Guard
| 5
| 3
| 5
| 6
| 2
| 4
| 2
| 7
| 3+
|-
|}
<br style="clear: both; height: 0px;" />
'''UNIT TYPE:'''
 
''Hive Tyrant and The Swarmlord''
 
'''Monstrous Creature'''
 
''Tyrant Guard''


'''Infantry'''
'''Infantry'''
Line 3,364: Line 3,264:
'''UNIT COMPOSITION:'''
'''UNIT COMPOSITION:'''


'''1 Hive Tyrant''' ...''x pts''
'''10 Termagants''' ...''x pts''


'''WARGEAR:'''  
'''WARGEAR:'''  
*'''Fleshborer'''


''Hive Tyrant''
'''SPECIAL RULES:'''
*'''Two pairs of scything talons'''
*'''Instinctive Behaviour (Lurk)'''
*'''Move Through Cover'''


''The Swarmlord''
'''OPTIONS:'''
*'''Two pairs of bone sabres'''
*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''
:: - Overgrown muscles ...''x pts/model''
:: - Duplicated reflex chains ...''x pts/model''
:: - Explosive muscle action ...''x pts/model''
:: - Fear 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:
:: - 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
|-  
|-  
| -
| Tervigon
| User
| 3
| 3
| 5
| 6
| 4
| 2
| 2
| Melee, Blade Parry, Instant Death
| 3
| 8
| 3+
|-
|-
|}<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.
<br style="clear: both; height: 0px;" />
''Tyrant Guard''
'''UNIT TYPE:'''
*'''Rending claws'''
*'''Scything talons'''


'''WARLORD TRAIT:'''
'''Monstrous Creature'''


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


'''SPECIAL RULES:'''
'''1 Tervigon''' ...''x pts''


''Hive Tyrant''
'''WARGEAR:'''
*'''Psyker (Mastery Level 2)'''
*'''Stinger salvo'''
*'''Know No Honour'''
*'''Scything talons'''
*'''Shadow in the Warp'''
*'''Synapse Creature'''


''The Swarmlord''
'''SPECIAL RULES:'''
*'''Alien Cunning:''' Whilst the Swarmlord is alive, you must add 1 to your Reserve Rolls.
*'''Psyker (Mastery Level 1)'''
*'''Psyker (Mastery Level 3)'''
*'''Know No Honour'''
*'''Know No Honour'''
*'''Shadow in the Warp'''
*'''Shadow in the Warp'''
*'''Synapse Creature'''
*'''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.
*'''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.
''Tyrant Guard''
: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.
*'''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.
: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.
*'''Instinctive Behaviour (Feed)'''
*'''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.
*'''Shieldwall:''' Characters in a unit that contains at least one model with this special rule automatically pass Look Out, Sir rolls.
*'''Very Bulky'''


'''PSYKER:'''
'''PSYKER:'''


Hive Tyrants and The Swarmlord must purchase a number of psychic powers equal to their Mastery Level.
This unit must purchase a number of psychic powers equal to its Mastery Level.


'''OPTIONS:'''
'''OPTIONS:'''
*May include up to 5 Tyrant Guard ...''x pts/model''
*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 special rules:  
:: - Superior neural connections ...''x pts''
:: - Superior neural connections ...''x pts''
:: - Improved vision ...''x pts''
:: - Improved vision ...''x pts''
Line 3,431: Line 3,355:
:: - Duplicated reflex chains ...''x pts''
:: - Duplicated reflex chains ...''x pts''
:: - Explosive muscle action ...''x pts''
:: - Explosive muscle action ...''x pts''
:: - Fear inhibitors ...''x pts''
:: - Armored shell ...''x pts''
:: - Armored shell ...''x pts''
:: - Secondary brain ...''x pts''
:: - Secondary brain ...''x pts''
:: - Synaptic enhancement ...''x pts''
:: - Synaptic enhancement ...''x pts''
*All Tyrant Guard may take one of the following special rules:
*May take items from the '''Biomorphs'''*, '''Thorax Biomorphs''' and '''Biological Relics''' lists.
:: - Superior neural connections ...''x pts''
*May take one of the following special rules:
:: - Improved vision ...''x pts''
:: - Spawn Hormagaunts ...''x pts''
:: - Overgrown muscles ...''x pts''
:: - Spawn Gargoyles ...''x pts''
:: - Hardened carapace ...''x pts''
:: - Spawn Rippers ...''x pts''
:: - Redundant organs ...''x pts''
:: - Spawn Sky-Slashers ...''x pts''
:: - Duplicated reflex chains ...''x pts''
*May replace stinger salvo with cluster spines ...''x pts''
:: - Explosive muscle action ...''x pts''
*May replace scything talons with crushing claws ...''x pts''
:: - Fear inhibitors ...''x pts''
*Must purchase a number of psychic powers from the following list equal to its mastery level:
:: - Armored shell ...''x pts''
:: - Secondary brain ...''x pts''
:: - Synaptic enhancement ...''x pts''
*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 ...''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''  
:: - ''Catalyst'' ...''x pts''  
:: - ''Dominion'' ...''x pts''
:: - ''Dominion'' ...''x pts''
Line 3,479: Line 3,375:
*May take a Tyrannocyte or a Mycetic Spore as a Dedicated Transport.
*May take a Tyrannocyte or a Mycetic Spore as a Dedicated Transport.


===TROOPS===
====TYRANID WARRIOR BROOD====
====TERVIGON====
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
Line 3,493: Line 3,388:
! Sv
! Sv
|-  
|-  
| Tervigon
| Tyranid Warrior
| 5
| 3
| 3
| 4
| 4
| 3
| 3
| 5
| 6
| 4
| 4
| 2
| 3
| 3
| 8
| 7
| 3+
| 4+
|-
|-
|}
|}
Line 3,508: Line 3,403:
'''UNIT TYPE:'''
'''UNIT TYPE:'''


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


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


'''1 Tervigon''' ...''x pts''
'''3 Tyranid Warriors''' ...''x pts''


'''WARGEAR:'''
'''WARGEAR:'''
*'''Stinger salvo'''
*'''Devourer'''
*'''Scything talons'''
*'''Scything talons'''


'''SPECIAL RULES:'''
'''SPECIAL RULES:'''
*'''Psyker (Mastery Level 1)'''
*'''Know No Honour'''
*'''Shadow in the Warp'''
*'''Shadow in the Warp'''
*'''Synapse Creature'''
*'''Synapse Creature'''
*'''Brood Progenitor:''' All Broods spawned by the Tervigon within 12" of the Tervigon have the Counter-attack special rule.
*'''Very Bulky'''  
*'''Spawn Termagants:''' 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:'''
'''PSYKER:'''  


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


'''OPTIONS:'''
'''OPTIONS:'''
*May take one of the following special rules:  
*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''
:: - Fear inhibitors ...''x pts''
:: - Armored shell ...''x pts/model''
:: - Armored shell ...''x pts''
:: - Synaptic enhancement ...''x pts/model''
:: - Secondary brain ...''x pts''
*May include up to six additional Tyranid Warriors ...''x pts/model''
:: - Synaptic enhancement ...''x pts''
*Any model may take items from the '''Basic Bio-weapons''', '''Melee Bio-weapons''' and '''Biomorphs''' lists.
*May take items from the '''Biomorphs'''*, '''Thorax Biomorphs''' and '''Biological Relics''' lists.
*For every three Tyranid Warriors in the brood, one may take items from the '''Basic Bio-cannons''' list.
*May take one of the following special rules:
*All models in the brood may take flesh hooks  ...''x pts/model''
:: - Spawn Hormagaunts ...''20 pts''
*May take the Brotherhood of Psykers (Mastery Level 1) special rule ...''x pts''
:: - Spawn Gargoyles ...''40 pts''
*The unit must buy a number of psychic powers from the following list equal to its mastery level:
:: - Spawn Rippers ...''60 pts''
:: - ''Catalyst'' ...''x pts/model''  
:: - Spawn Sky-Slashers ...''80 pts''
:: - ''Dominion'' ...''x pts''
*May replace stinger salvo with cluster spines ...''5 pts''
:: - ''Onslaught'' ...''x pts''
*May replace scything talons with crushing claws ...''15 pts''
:: - ''Horror'' ...''x pts''
*May take a Tyrannocyte or a Mycetic Spore as a Dedicated Transport.
:: - ''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
|-
| Deathleaper
| 9
| 3
| 6
| 4
| 3
| 7
| 4
| 10
| 5+
|-
|}
<br style="clear: both; height: 0px;" />
'''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'''


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

Revision as of 13:25, 9 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)

WIP

TRYGON PRIME

WS BS S T W I A Ld Sv
Trygon Prime 6 4 6 6 6 5 5 10 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
  • Know No Honour
  • Shadow in the Warp
  • Synapse Creature
  • Serpent Lord: If your primary detachment includes at least one Trygon Prime, Raveners can be taken as Troops choices.
  • Subterranean Assault: If, when a Trygon (or Trygon Prime) deploys via Deep Strike, it scatters on top of impassable terrain or another model (friend or foe), reduce the scatter distance by the minimum required to avoid the obstacle.
After the Trygon (or Trygon Prime) has emerged, mark the position under the creature’s base with a suitable marker – this represents the tunnel left by its emergence. Any friendly Tyranid Infantry unit that arrives from reserve in subsequent turns may emerge from the Trygon’s tunnel instead of arriving from reserve as normal. Only one unit may emerge from each tunnel marker each turn.
If any unit chooses to do so, place the entire unit so that all of its models are wholly within 6" of the centre of the marker and in unit coherency. These models cannot be placed within 1" of enemy models or within impassable terrain; if any models cannot be placed, these excess models are removed as casualties. A unit may not move or charge on the same turn it arrives from a Trygon’s tunnel, but may shoot or Run.

Upgrades:

  • Lurker: Trygon Prime with this upgrade automatically enters from Reserve on the first turn.

Options:

    • All models may take one of the following mutations: (WS:10/BS:15/S:10/T:20/W:15/I:15/A:15/Ld:-/Sv:35/Psy:-/Syn:-)
  • May take items from the Biomorphs, Thorax Biomorphs and Biological Relics lists.
  • May replace one set of scything talons with crushing claws ...x pts
  • May take any of the following upgrades:
- Lurker ...x pts
- Psyker (Mastery Level 1) ...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

THE PARASITE OF MORTREX

WS BS S T W I A Ld Sv
The Parasite of Mortex 5 3 6 4 3 6 4 10 3+


UNIT TYPE:

Jump Infantry (Character)

UNIT COMPOSITION:

1 (Unique) ...x pts

WARGEAR:

  • Two sets of rending claws
  • Implant attack

SPECIAL RULES:

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

Upgrade:

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

OPTIONS:

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

MUCOLID SPORE CLUSTER

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


UNIT TYPE:

Infantry

UNIT COMPOSITION:

1 Mucolid Spore Mine ...x pts

SPECIAL RULES:

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

OPTIONS:

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

ELITES

MALANTHROPE BROOD

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


UNIT TYPE:

Infantry

UNIT COMPOSITION:

1 Malanthrope ...x pts

WARGEAR:

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

SPECIAL RULES:

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

OPTIONS:

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

HIVE GUARD BROOD

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


UNIT TYPE:

Infantry

UNIT COMPOSITION:

1 Hive Guard ...x pts

WARGEAR:

  • Impaler cannon

SPECIAL RULES:

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

OPTIONS:

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

ZOANTHROPE BROOD

WS BS S T W I A Ld Sv
Zoanthrope 3 4 4 4 2 3 1 10 5+
Neurothrope 3 4 4 4 2 3 1 10 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: Zoanthropes have a 3+ invulnerable save.

PSYKER:

Zoanthrope Broods know the warp blast psychic power from the powers of the hive mind discipline.

OPTIONS:

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

DOOM OF MALAN'TAI

WS BS S T W I A Ld Sv
Doom of Malan'tai 3 4 4 4 3 3 1 10 4+


UNIT TYPE:

Infantry

UNIT COMPOSITION:

1 (Unique) ...x pts

SPECIAL RULES:

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

PSYKER:

The Doom of Malan'tai knows the psychic scream and warp blast psychic powers from the powers of the hive mind discipline.

OPTIONS:

    • All models may take one of the following mutations: (WS:5/BS:10/S:5/T:50/W:15/I:5/A:10/Ld:-/Sv:-/Psy:-/Syn:-)
  • May take a Tyrannocyte or a Mycetic Spore 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 12" of a Venomthrope gains a 5+ Cover save.

OPTIONS:

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

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:

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

OPTIONS:

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


PYROVORE BROOD

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


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 Pyrovore Brood itself) 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 mutations: (WS:-/BS:-/S:-/T:15/W:15/I:5/A:5/Ld:5/Sv:15/Psy:-/Syn:-)
  • May include up to 4 additional Pyrovores ...x pts/model
  • Any model may take items from the Biomorphs list.
  • May take a Tyrannocyte or a Mycetic Spore as a Dedicated Transport.

MALECEPTOR

WS BS S T W I A Ld Sv
Maleceptor 3 3 6 6 6 3 3 10 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 mutations: (WS:10/BS:30/S:10/T:20/W:20/I:10/A:10/Ld:10/Sv:30/Psy:25/Syn:20)
  • May include up to 2 additional Maleceptors ...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 or a Mycetic Spore as a Dedicated Transport.

HARUSPEX

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

OPTIONS:

    • All models may take one of the following mutations: (WS:10/BS:15/S:10/T:20/W:20/I:10/A:15/Ld:10/Sv:30/Psy:-/Syn:-)
  • May include up to 2 additional Haruspex ...x pts/model
  • May take items from the Biomorphs list.
  • May take a thresher scythe ...x pts
  • May take a Tyrannocyte or a Mycetic Spore 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 10 3+


UNIT TYPE:

Monstrous Creature (Leaper)

UNIT COMPOSITION:

1 Dimachaeron ...x pts

WARGEAR:

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

SPECIAL RULES:

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

OPTIONS:

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

TYRANID SHRIKE BROOD

WS BS S T W I A Ld Sv
Tyranid Shrike 5 3 4 4 3 4 3 10 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

OPTIONS:

    • All models may take one of the following mutations: (WS:3/BS:5/S:4/T:7/W:8/I:4/A:4/Ld:-/Sv:6/Psy:-/Syn:-)
  • May include up to six additional Tyranid Shrikes ...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

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 8 4+


UNIT TYPE:

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

OPTIONS:

    • All models may take one of the following mutations: (WS:3/BS:5/S:4/T:7/W:8/I:4/A:4/Ld:-/Sv:6/Psy:-/Syn:-)
  • Mutations (The Red Terror): (WS:20/BS:25/S:5/T:15/W:15/I:5/A:10/Ld:-/Sv:-/Psy:-/Syn:-)
  • May include up to six additional Raveners ...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

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 mutations: (WS:-/BS:1/S:1/T:1/W:-/I:-/A:1/Ld:1/Sv:-/Psy:-/Syn:-)
  • 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:
- Wide-spectrum retinas ...x pts/model
- Adrenal glands ...x pts/model
- Toxin sacs ...x pts/model

SKY-SLASHER SWARM BROOD

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


UNIT TYPE:

Jump Infantry

UNIT COMPOSITION:

3 Sky-slasher Swarms ...x pts

SPECIAL RULES:

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

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

OPTIONS:

    • All models may take one of the following mutations: (WS:2/BS:4/S:4/T:4/W:-/I:2/A:3/Ld:2/Sv:-/Psy:-/Syn:-)
  • May include up to six additional Sky-Slasher Swarms ...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

LAIUS HORROR

WS BS S T W I A Ld Sv
Laius Horror 3 3 6 6 4 4 4 6 4+


UNIT TYPE:

Monstrous Creature

UNIT COMPOSITION:

1 (Unique) ...x pts

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

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

OPTIONS:

    • All models may take one of the following mutations: (WS:10/BS:15/S:10/T:20/W:15/I:10/A:15/Ld:10/Sv:30/Psy:-/Syn:-)
  • May include up to 2 additional Harpies ...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 (Feed)
  • Vector Dancer
  • Raking Strike: A Hive Crone’s Vector Strike is resolved at Strength 8.

OPTIONS:

    • All models may take one of the following mutations: (WS:10/BS:15/S:10/T:20/W:15/I:10/A:15/Ld:10/Sv:30/Psy:-/Syn:-)
  • May include up to 2 additional Hive Crone ...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

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:

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

MEIOTIC SPORE BROOD

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


UNIT TYPE:

Infantry

UNIT COMPOSITION:

3 Meiotic Spore ...x pts

SPECIAL RULES:

  • Fearless
  • Shrouded
  • Outriders of the Swarm: Meiotic Spore Mines must be deployed at the start of the game, just before the first turn but after deployment, using the Deep Strike special rule. They may only be held in reserve in missions that force all other friendly units to begin the game in reserves.
  • Floating Brood Bomb: The Meiotic Spore Brood moves 3+D6" in each of its controlling player's movement phases. When they run, they move only half of the distance rolled. Meiotic Spores are never slowed by difficult terrain but must take 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.
    • Bomb
Range S AP Type
6" 5 4 Assault 1, Large Blast, Strikedown, Ignores Cover, Brood Bombs

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

OPTIONS:

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

HEAVY SUPPORT

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 mutations: (WS:10/BS:15/S:5/T:25/W:20/I:10/A:20/Ld:10/Sv:40/Psy:-/Syn:-)
  • May include up to two additional Carnifexes ...x pts/model
  • Any model may replace any pair of scything talons with any of the following:
- Crushing claws ...x pts/model
- Carapace chitin-rams*1 ...x pts/model
- Crushing claw and wrecking ball*1 ...x pts/model
* Only one of each allowed per model, increase mutation cost of T,W,Sv by 10.
  • Any model may take items from the Monstrous Bio-cannons and Biomorphs lists.
  • Any model may take any of the following:
- Spine banks ...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 or a Mycetic Spore as a Dedicated Transport.

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 mutations: (WS:-/BS:10/S:-/T:15/W:15/I:-/A:-/Ld:5/Sv:15/Psy:-/Syn:-)
  • 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 or a Mycetic Spore 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)
  • Subterranean Assault: If, when a Trygon (or Trygon Prime) deploys via Deep Strike, it scatters on top of impassable terrain or another model (friend or foe), reduce the scatter distance by the minimum required to avoid the obstacle.
After the Trygon (or Trygon Prime) has emerged, mark the position under the creature’s base with a suitable marker – this represents the tunnel left by its emergence. Any friendly Tyranid Infantry unit that arrives from reserve in subsequent turns may emerge from the Trygon’s tunnel instead of arriving from reserve as normal. Only one unit may emerge from each tunnel marker each turn.
If any unit chooses to do so, place the entire unit so that all of its models are wholly within 6" of the centre of the marker and in unit coherency. These models cannot be placed within 1" of enemy models or within impassable terrain; if any models cannot be placed, these excess models are removed as casualties. A unit may not move or charge on the same turn it arrives from a Trygon’s tunnel, but may shoot or Run.

Options:

    • All models may take one of the following mutations: (WS:10/BS:15/S:10/T:20/W:15/I:15/A:15/Ld:10/Sv:35/Psy:-/Syn:-)
  • May include up to 2 additional Trygons ...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

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:

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

Options

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

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 its Movement phase, it's ranged weapon count as twin-linked. An Exocrine cannot declare a charge during the same turn that it uses this special rule.

Options:

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

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:

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

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
  • Two sets of 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:

    • 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 or a Mycetic Spore as a Dedicated Transport.

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:

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

OPTIONS:

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

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.

SPOROCYSTS

WS BS S T W I A Ld Sv
Sporocyst 2 2 5 5 6 3 3 8 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.
  • Psychic Resonator: Any friendly Synapse Creature within 6" of this model adds 6" to its synapse range.
  • Spore Node: A model with this special rule can produce a Spore Mine Cluster with three Spore Mines or one Mucolid Spore in the Shooting phase, in addition to any attacks it makes. Place the Spore Mines wholly within 6" of the model, in unit coherency and not in impassable terrain or within 1" of an enemy model. After they are placed, the Spore Mines are treated as a separate unit for the rest of the battle.

OPTIONS:

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

SPECIAL RULES

ALPHA WARRIOR

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

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.

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, 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

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

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.

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.

WEAPONS AND BIOMORPHS

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 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.

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.

Upgrade Biomorphs

ACID BLOOD

For each unsaved Wound a model with this biomorph suffers in close combat, the enemy unit that inflicted the Wound must take an Initiative test at the end of the current Initiative step. For each test that is failed, the unit that inflicted the Wound immediately suffers a Strength 5 AP2 hit with the Ignores Cover special rule.

ACID MAW

In close combat, a model with this biomorph can make a single additional acid maw attack, resolved at Initiative step 1 with the following profile:

Range S AP Type
- 5 2 Melee

ADAMANTINE TUSKS

A model with this upgrade gain Hammer of Wrath special rule. If it already has Hammer of Wrath special rule, it's Hammer of Wrath attacks gain a +1 Strength bonus.

ADRENAL GLANDS

A model with this biomorph has the Fleet and Furious Charge special rules.

AMPHIBIOUS 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+)

MUTATIONS

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

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

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

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

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

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
- Fear 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)
  • 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
- Fear 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

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
- Fear 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:
- 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