Codex - Tyranids: /tg/'s 8th Edition: Difference between revisions

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===Custom Adaptations===
===Custom Adaptations===
Instead of picking one of the Hive Fleets above, you can instead create your own one. When you make your own Hive Fleet, pick two of the following adaptations, all units from that Hive Fleet benefit from them for the rest of the battle.
If your chosen Hive Fleet does not have an associated Hive Fleet Adaptation in Codex - Tyranids: /tg/'s 8th Edition, you can create its Hive Fleet Adaptation by selecting two different rules from the following list:
*'''Adaptive Exoskeleton''' Units with this trait add 1 to their save rolls but may not advance.
 
*'''Bestial Nature''' Units with this trait add 1 to their attack characteristic and hit rolls in a turn in which they charged, were charged or performed a heroic intervention. However, if the previous condition is not fulfilled this unit subtracts 1 from its hit rolls in the fight phase.
*'''Adaptive Exoskeleton''' ''The gaunt-derived creatures produced by some hive fleets secrete a waxy, resinous material that hardens into a slick layer of protection, deflecting or absorbing hits.''
*'''Bio-metallic Cysts:''' Improve the AP of all ''Scything Talons Weapons'' held by units with this adaptation by 1.
::Units with this adaptation add 1 to their armour save rolls but may not Advance.
*'''Biosphere Consumption:''' Roll a die each time a {{W40kKeyword|Monster}} unit with this adaptation that is within an organic piece of terrain loses a wound; on a 5+ that wound is not lost.
 
*'''Cranial Channeling:''' Once per turn, every {{W40kKeyword|Psyker}} unit with this adaptation may re-roll the result of a psychic test.
*'''Bestial Nature''' ''The monstrous organisms of this hive fleet embody a savage ferocity. When wounded near unto death, they lash out in animalistic fury, making taking them down a suicidal prospect.''
*'''Feeding Frenzy''' When a unit with this trait charged, was charged or performs a heroic intervention and kills/deals X damage it regains X damage/lost models at the end of the fight phase.  
::Units with this adaptation add 1 to their attack characteristic and hit rolls in a turn in which they charged, were charged or performed a heroic intervention. However, if the previous conditions are not fulfilled, this unit subtracts 1 from its hit rolls in the Fight phase.
*'''Horrors from Beyond:''' Enemy units have to subtract 1 from their Leadership characteristic if within 12" of a {{W40kKeyword|Monster}} with this adaptation and have to subtract 1 from their hit rolls.
 
*'''Hypermetabolic Acceleration'''
*'''Bio-metallic Cysts:''' ''Incubated within the bladed limbs of this hive fleet’s weapon-beasts are colonies of cysts whose bio-metallic edges can slice through armour.''
*'''Membranous Mobility:''' A unit that can {{W40kKeyword|Fly}} with this adaptation can Advance in a turn in which it Falls Back.
::Improve the Armour Penetration characteristic of all ''Scything Talons Weapons'' that models with this adaptation are equipped with by 1 (e.g. AP 0 becomes AP -1).
*'''Methamorphic Regrowth:''' {{W40kKeyword|Infantry}} units with this trait regain 1 previously lost wound at the start of each of your turns, while {{W40kKeyword|Monsters}} regain D3 previously lost wounds instead.  
 
*'''Morphic Sinews'''
*'''Biosphere Consumption:''' ''Parasitising upon the prey world itself, this hive fleet’s monstrosities delve osmotic tendrils into its biomass. Embedding themselves like a tumour and fuelling their metabolic resilience, they are nigh impossible to remove.''
*'''Pack Hunters:''' As long as a unit with this trait is within 9” of another unit with this trait it adds 1 to its movement distances and hit rolls during the Fight phase.
::Roll a die each time a {{W40kKeyword|Monster}} unit with this adaptation that is within an organic piece of terrain loses a wound; on a 5+ that wound is not lost.
*'''Prey-sight'''  
 
*'''Senses of the Outer Dark:''' When a model with this adaptation would lose a wound to Overwatch fire, roll a D6. On a 4+, that wound isn’t lost. In addition, models with this adaptation don't suffer penalties to their hit rolls as a result of special rules such as ''Night Fighting'' or ''Dawn Raid''.
*'''Cranial Channeling:''' ''The craniums of this hive fleet’s psyker-beasts contain a clutch of symbiotic larvae whose entire life-cycle revolves around the channelling of the Hive Mind. With an instinctive impulse, the carrier will absorb one of these creatures into their swollen brain matter, thus becoming a more efficient and fluid extension of the hive fleet’s will.''
*'''Shrewd Predators:''' Units with this adaptation can re-roll all charge rolls and hit rolls in melee if they charged an enemy unit that is outside of their line of sight.
::Once per turn, every {{W40kKeyword|Psyker}} unit with this adaptation may re-roll the result of one Psychic test.
*'''Sporemist Spines:''' When enemies make a melee attack against a unit with this adaptation, subtract 1 from the hit roll.
 
*'''Synaptic Augmentation:''' When an enemy unit declares a charge against a {{W40kKeyword|<Hive Fleet>}} {{W40kKeyword|psyker}} unit with this adaptation, a unit of the same {{W40kKeyword|<Hive Fleet>}} that is within 6" of it may fire Overwatch as if they were also targeted. A unit that does so cannot fire Overwatch again in this turn. When doing so, the unit may re-roll all hit rolls.
*'''Feeding Frenzy''' ''With dormant glands that suddenly burst into life, and reinforced, adaptive cartilage powering headlong leaps, the swarms of this hive fleet feed their urge to close with their prey as quickly as possible.''
::At the end of the Fight phase, in a turn in which it charged, was charged or performed a heroic intervention, a unit with this adaptation regains a number of previously lost wounds equal to the number of wounds it inflicted.
 
*'''Horrors from Beyond:''' ''Whether due to some sickening aura of the Hive Mind or simply their terrifying size and predatory hunger, this hive fleet’s larger organisms are so monstrous that few are the heroic or insane who can stand before them and not be paralyzed by fear.''
::Enemy units have to subtract 1 from their Leadership characteristic if within 12" of a {{W40kKeyword|Monster}} unit with this adaptation and have to subtract 1 from their hit rolls.
 
*'''Hypermetabolic Acceleration:''' ''This hive fleet bio-engineers its horrors with multiple stimm-releasing glands. Surges of extragalactic chemicals drive them to frenzied rushes across the prey worlds.''
::When a unit with this adaptation Advances, you can re-roll the Advance roll.
 
*'''Membranous Mobility:''' ''This hive fleet’s skyswarm bioforms evince an unusually complex web of membranous tissue, allowing them to weave and jink with such astounding flexibility that lets them spread out like gusts of wind.''
::A unit with this adaptation that can {{W40kKeyword|Fly}} can Advance in a turn in which it Falls Back.
 
*'''Methamorphic Regrowth:''' ''Within the flesh of its limitless broods, this hive fleet has adapted strange conglomerate organs and pathogen-hunting spores that can rapidly reknit any damage.''
::{{W40kKeyword|Infantry}} models with this trait regain 1 previously lost wound at the start of each of your turns, while {{W40kKeyword|Monsters}} regain D3 previously lost wounds instead.  
 
*'''Morphic Sinews:''' ''Stabilised with fibrous cords of sinew and internal wells of viscous fluid, this hive fleet’s largest weapon symbiotes instinctively adjust to their host beast’s hulking advances.''
::{{W40kKeyword|Monster}} models with this adaptation do not suffer the penalty for moving and firing Heavy weapons, nor for Advancing and firing Assault weapons.
 
*'''Pack Hunters:''' ''Submerging their prey in waves of talons and fangs, this hive fleet’s creatures use their weight of numbers to punch and tear their way through once-stout defences.''
::As long as a unit with this adaptation is within 9” of another unit with this adaptation, it adds 1 to its movement distances and hit rolls during the Fight phase.
 
*'''Prey-sight:''' ''Some hive fleets’ horrifying colossi close with the enemy while straining their multiple alien senses, the prey’s every movement and position noted. When it comes, the strike is inescapable.''
::If a {{W40kKeyword|Monster}} unit with this adaptation makes a charge move, is charged or performs a Heroic Intervention, then until the end of the turn, when resolving an attack made with a melee weapon by a model in that unit, add 1 to the hit roll.
 
*'''Senses of the Outer Dark:''' ''Developed beyond the galaxy, this hive fleet’s organisms’ preternatural senses are triggered by surges of aggression as they close with the enemy. The prey’s fearful defensive fire is dodged with blinding speed.''
::When a model with this adaptation would lose a wound to Overwatch fire, roll a D6. On a 4+, that wound isn’t lost. In addition, models with this adaptation don't suffer penalties to their hit rolls as a result of special rules such as ''Night Fighting'' or ''Dawn Raid''.
 
*'''Shrewd Predators:''' ''This hive fleet’s synaptic coordination is so overwhelming that it compels its organisms to override their baser instincts, unnervingly moving in unexpected directions – all the while closing the snare on their prey.''
::Units with this adaptation can re-roll all charge rolls and hit rolls in melee if they charged an enemy unit that is outside of their line of sight.
 
*'''Sporemist Spines:''' ''Ejected with a muscular spasm from between carapace plates, these clouds of microscopic living spores create a dense and thick mist upon the battlefield, allowing this hive fleet’s broods to get closer without worrying too much of enemy fire.''
::When enemies make a melee attack against a unit with this adaptation, subtract 1 from the hit roll.
 
*'''Synaptic Augmentation:''' ''This hive fleet has refined its conduits to the lesser organisms, allowing for subtle control and augmentation of their instincts. So directed, they are far more deadly.''
::When an enemy unit declares a charge against a {{W40kKeyword|<Hive Fleet>}} {{W40kKeyword|psyker}} unit with this adaptation, a unit of the same {{W40kKeyword|<Hive Fleet>}} that is within 6" of it may fire Overwatch as if they were also targeted. A unit that does so cannot fire Overwatch again in this turn. When doing so, the unit may re-roll all hit rolls.


==Adaptive Physiologies==
==Adaptive Physiologies==
Instead of giving a Warlord Trait to your Warlord, you can opt to select one unit from your army (that is not a unique character) and give them one of the following rules. One unit can only be chosen once.
If a Tyranids {{W40kKeyword|CHARACTER}} is your Warlord, rather than determining a Warlord Trait for that model, you can instead select an Adaptive Physiology for one {{W40kKeyword|Tyranids}} unit from your army. To do so, before the battle begins, select one {{W40kKeyword|Tyranids}} {{W40kKeyword|Infantry}} unit or one {{W40kKeyword|Tyranids}}{{W40kKeyword|Monster}} model from your army (other than any unique character), and select an Adaptive Physiology from the corresponding list below. That Adaptive Physiology applies to the selected model or unit until the end of the battle. Write down any Adaptive Physiologies your models have on your army roster.
 
===Infantry===
'''-Abhorrent Pheromones:''' ''The brood releases a complex chemical signature in the press of fighting that provokes fear responses in their prey. Confused and panicking, the enemy are easily torn down.''
::Subtract 2 from the Leadership characteristic of models in enemy units whilst their unit is within 3" of this unit.
 
'''-Adrenal Webs:''' ''With battlefield knowledge gained from devouring the fleeter races of the galaxy, this brood’s glandular stimuli drives them forwards at an unprecedented speed, allowing none to escape.''
::When this unit consolidates, it can move up to 2D6” instead of 3".
 
'''-Dynamic Camouflage:''' ''Chromatospores in this brood’s skin and carapace adapt at a frightening pace, seamlessly blending their alien forms into their surroundings.''
::When resolving an attack made with a ranged weapon against a model from this unit that is receiving the benefit of cover, add 2 to the saving throw instead of 1.
 
'''-Enhanced Resistance:''' ''The subcutaneous fibroid membranes of these bioforms are capable of absorbing even armour-piercing shots and blows.''
::When resolving an attack made against this unit with a weapon that has an Armour Penetration characteristic of -1 or -2, that weapon has an Armour Penetration characteristic of 0 for that attack.
 
'''-Unnatural Reactions:''' ''This brood uses unique alien senses and its connection to the Hive Mind to react instantly to prey attacking other Tyranids nearby.''
::This unit can perform Heroic Interventions as if it were a {{W40kKeyword|CHARACTER}}. In addition, this unit can perform a Heroic Intervention if there are any enemy units within 6" of them instead of 3", and when doing so can move up to 6" instead of 3".
 
===Monster===
'''-Accelerated Digestion:''' ''The ravenous hunger of this monstrous creature is complemented by a dizzying array of consumption sacs and ferociously powerful digestive acids, fuelling its alien vitality with every screaming morsel of prey.''
::In the Fight phase, when an enemy model is destroyed as a result of an attack made by this model, this model regains up to 1 lost wound.
 
'''-Dermic Symbiosis:''' ''This bio-horror’s carapace is actually a symbiotic organism, capable of psychically repelling the fiercest attacks of the prey and boosting the metabolism of its host creature.''
::This model has a 5+ invulnerable save. In addition, if this model has a damage table it is considered to have double the number of wounds remaining for the purposes of determining what row to use on that damage table.
 
'''-Murderous Size:''' ''Whether enormous osseous blades, writhing lashes or oversized fangs, this colossus’ means of rending apart its prey have grown far beyond those of its kind. Fuelled by the bearer’s instinctive ability to slay, each hideous blow and crushing bite delivered by these bio-weapons hasten the prey world’s demise.''
::Before the battle, select one melee weapon that this model is equipped with. Until the end of the battle, add 1 to the Strength and Damage characteristics of that weapon, and improve the Armour Penetration characteristic of that weapon by 1(e.g. AP 0 becomes AP -1).


*'''Infantry:'''
'''-Synaptic Enhancement:''' ''Adaptations to this organism’s cerebral architecture have enhanced its connection to the Hive Mind. Through this towering and deadly creature, the horrific control and influence of the Tyranid race is spread ever further.''
::'''-Abhorrent Pheromones:''' Units within 3" of this unit suffer a -2 to their Leadership characteristic.
::This model gains the ''Shadow in the Warp'' and ''Synapse'' special rules, and gains the {{W40kKeyword|SYNAPSE}} keyword.
::'''-Adrenal Webs:''' When this unit consolidates, it can move up to 2D6”.
::'''-Dynamic Camouflage:''' When this unit is in cover, it gets +2 to its saving throws instead of +1 against ranged attacks.
::'''-Enhanced Resistance:''' When resolving an attack made against the unit with AP -1 or -2, that weapon has AP 0 for the attack.
::'''-Unnatural Reactions:''' This unit can Heroically Intervene as if it were a character, and it can move up to 6” when doing so.


*'''Monster:'''
'''-Voracious ammunitions:''' ''Either host to nests of ever-hungry bio-ammunition or unique organs generating a constant stream of biochemical substances, this xenos brute’s far-reaching touch continues to sear and consume long after it has moved on to other prey.''
::'''-Accelerated Digestion:''' At the end of the Fight phase, this model regains a number of previously lost wounds equal to the number of models it slew in melee that turn.
::At the end of your Shooting phase, all enemy unit that had one or more models destroyed this phase as a result of an attack made by this model suffer D3 mortal wounds.
::'''-Dermic Symbiosis:''' The model gets a 5+ invulnerable save and is considered to have double the number of wounds left for determining what profile row to use on its damage table.
::'''-Murderous Size:''' Before the battle, pick a melee weapon this model is equipped with. It gets +1 Strength, +1 Damage, and +1 to its AP.
::'''-Synaptic Enhancement:''' This model gains Shadow in the Warp and Synapse and gains the {{W40kKeyword|SYNAPSE}} keyword.
::'''-Voracious ammunitions:''' At the end of the Shooting phase, all enemy units that lost at least a model to this unit's attack suffer D3 mortal wounds.


==Stratagems==
==Stratagems==
===Universal===
===Universal===
*'''Abominal Mutations (2 CP):''' ''Twisted, turned, the Hive Mind can mutate her subjects to clusters of chitin and muscles if so the circumstances require.''
::Use this Stratagem before the battle. Select one unit from your army that already has a Mutation, you can immediately purchase another mutation for that model.
*'''Adrenaline Surge (3 CP):''' ''Tyranids will not cease their butchery until every living thing in their path has been torn to bloody shreds.''
*'''Adrenaline Surge (3 CP):''' ''Tyranids will not cease their butchery until every living thing in their path has been torn to bloody shreds.''
::Use this Stratagem at the end of the Fight phase. Select a {{W40kKeyword|Tyranids}} unit from your army – that unit can immediately fight again.
::Use this Stratagem at the end of the Fight phase. Select a {{W40kKeyword|Tyranids}} unit from your army – that unit can immediately fight again.


*'''Aggressive Adaptation (1 CP)'''
*'''Aggressive Adaptation (1 CP):''' ''Biomorphic resin sharpens at the touch of enemy blood.''
 
::Use this Stratagem in the Fight phase, when an enemy unit is destroyed as a result of an attack made by a {{W40kKeyword|<HIVE FLEET>}} model from your army. Until the end of the battle, improve the Armour Penetration characteristic of melee weapons that models in that model’s unit are equipped with by 1 (e.g. AP 0 becomes AP -1). Each unit can only be affected by this Stratagem once per battle.


*'''Bounty of the Hive Fleet (1 CP/3 CP):''' ''Each hive fleet can create a number of powerful bio-artefacts and unique weapon symbiotes, to be grafted to its synapse beasts if its supremacy is threatened.''
*'''Bounty of the Hive Fleet (1 CP/3 CP):''' ''Each hive fleet can create a number of powerful bio-artefacts and unique weapon symbiotes, to be grafted to its synapse beasts if its supremacy is threatened.''
::Use this Stratagem before the battle. Your army can have one extra Bio-artefact for 1 CP, or two extra Bio-artefacts for 3 CPs. All of the Bio-artefacts that you include must be different and be given to different {{W40kKeyword|Tyranids}} {{W40kKeyword|Characters}}. You can only use this Stratagem once per battle.
::Use this Stratagem before the battle. Your army can have one extra Bio-artefact for 1 CP, or two extra Bio-artefacts for 3 CPs. All of the Bio-artefacts that you include must be different and be given to different {{W40kKeyword|Tyranids}} {{W40kKeyword|Characters}}. You can only use this Stratagem once per battle.


*'''Buried Threats (1 CP):''' ''
*'''Buried Threats (1 CP):''' ''Burrowing feeder organisms can surge just beneath the surface, their advance shrouded in sprays of earth.''
 
::Use this Stratagem in your Movement phase, when a {{W40kKeyword|RIPPERS}} unit from your army is set up on the battlefield using the Burrowers ability. For as long as that unit remains stationary, when resolving an attack made with a ranged weapon against that unit, subtract 1 from the hit roll.


*'''Call the Brood (2 CP):''' ''Bounding from the dark corners of the battlefield come hulking figures with razor claws and ravenous eyes.''
*'''Call the Brood (2 CP):''' ''Bounding from the dark corners of the battlefield come hulking figures with razor claws and ravenous eyes.''
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*'''Caustic Blood (1 CP):''' ''Even the act of slaying a Tyranid can prove fatal, as its corpse spews corrosive ichor capable of eating through power armour.''
*'''Caustic Blood (1 CP):''' ''Even the act of slaying a Tyranid can prove fatal, as its corpse spews corrosive ichor capable of eating through power armour.''
::Use this Stratagem at the start of a Fight phase. Select a {{W40kKeyword|Tyranids}} unit from your army. Roll a dice whenever a model in that unit is destroyed in this phase. For each roll of 6, the enemy unit that inflicted the final wound on that model suffers a mortal wound after all of their attacks have been resolved.
::Use this Stratagem at the start of a Fight phase. Select a {{W40kKeyword|Tyranids}} unit from your army. Roll a dice whenever a model in that unit is destroyed in this phase. For each roll of 6, the enemy unit that inflicted the final wound on that model suffers a mortal wound after all of their attacks have been resolved.
*'''Conglomerated Adaptations (4 CP):'''
::Use this Stratagem before the battle. Select one detachment from your army that is using Custom Adaptations; select one more Custom Adaptation for that Detachment.


*'''Death Frenzy (2 CP):''' ''Tyranids care nothing for self-preservation, and will fight on even when riven with mortal wounds.''
*'''Death Frenzy (2 CP):''' ''Tyranids care nothing for self-preservation, and will fight on even when riven with mortal wounds.''
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::Use this Stratagem after deployment but before the first battle round begins. Choose a piece of terrain (other than a Fortification). Units fully within or on this piece of terrain do not gain any bonus to their saving throws for being in cover. In addition, roll a die for each unit fully within that piece of terrain; on a 6 that unit suffers 1 mortal wound.
::Use this Stratagem after deployment but before the first battle round begins. Choose a piece of terrain (other than a Fortification). Units fully within or on this piece of terrain do not gain any bonus to their saving throws for being in cover. In addition, roll a die for each unit fully within that piece of terrain; on a 6 that unit suffers 1 mortal wound.


*'''Encephalic Diffusion (2 CP)'''
*'''Encephalic Diffusion (2 CP):''' ''Glistening brain-arrays pulse with diffusive energies.''
 
::Use this Stratagem at the start of the turn. Select one {{W40kKeyword|Maleceptor}} model from your army. Until the end of that turn, when resolving an attack made with a ranged weapon against a friendly unit within 6" of that model, subtract 1 from that weapon’s Strength characteristic to a minimum of 1, for that attack.


*'''Feeder Tendrils (1 CP):''' ''Feeder tendrils drain the victim’s skull, siphoning vital knowledge and memories with every scrap of brain matter.''
*'''Feeder Tendrils (1 CP):''' ''Feeder tendrils drain the victim’s skull, siphoning vital knowledge and memories with every scrap of brain matter.''
::Use this Stratagem when a model equipped with Feeder Tendrils from your army kills a {{W40kKeyword|Character}} in the Fight phase. Gain D3 Command Points.
::Use this Stratagem when a model equipped with Feeder Tendrils from your army kills a {{W40kKeyword|Character}} in the Fight phase. Gain D3 Command Points.


*'''Feral Instincts (1 CP):'''
*'''Feeding the Hunger:''' ''The Haruspex’s instinctive need to consume is insatiable.''
::Use this Stratagem during the Fight phase. Pick a {{W40kKeyword|infantry}} unit, for the rest of the phase add 1 to its melee weapons' AP.
::Use this Stratagem in the Fight phase, when a {{W40kKeyword|Haruspex}} unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made by that model, you can re-roll the hit roll.


*'''Grasping Tendrils (1 CP):'''
*'''Feral Instincts (1 CP):''' ''Talons are unconsciously directed at throats and eyes.''
::Use this Stratagem in the opponent’s Movement phase, when an enemy unit without a minimum move characteristic is within 1” of either a {{W40kKeyword|Velenthrope}}, {{W40kKeyword|Malanthrope}} or {{W40kKeyword|Toxicrene}} unit and attempts to fall back. Roll a D6 and add1 if the unit is an Infantry unit. On a 3+, it can’t fall back this turn.
::Use this Stratagem in the Fight phase. Select one {{W40kKeyword|Infantry}} unit from your army. Until the end of that phase, improve the Armour Penetration characteristic of melee weapons models in that unit are equipped with by 1 (e.g. AP 0 becomes AP -1).
 
*'''Grasping Tendrils (1 CP):''' ''None escape the deadly reach of these toxic appendages.''
::Use this Stratagem in your opponent’s Movement phase, when an enemy unit that does not have a minimum Move characteristic and is within 1" of any {{W40kKeyword|Velenthrope}}, {{W40kKeyword|Malanthrope}} or {{W40kKeyword|Toxicrene}} units from your army is chosen to Fall Back. Roll one D6, adding 1 to the result if that unit is an {{W40kKeyword|Infantry}} unit; on a 3+ that enemy unit cannot Fall Back this turn.


*'''Grisly Feast (1 CP)''' ''The sight of a comrade being devoured even as they fall can break the spirit of the hardiest warrior.''
*'''Grisly Feast (1 CP)''' ''The sight of a comrade being devoured even as they fall can break the spirit of the hardiest warrior.''
::Use this Stratagem in the Morale phase. Select a unit of Ripper Swarms or Haruspex from your army. Your opponent must add 1 to any Morale tests taken for enemy units that are within 12" of that unit in this phase.
::Use this Stratagem in the Morale phase. Select a unit of Ripper Swarms or Haruspex from your army. Your opponent must add 1 to any Morale tests taken for enemy units that are within 12" of that unit in this phase.


*'''Haruspex (1 CP)'''
*'''Hive Instincts (1 CP):''' ''With a psychic summons, the swarm is gathered.''
 
::Use this Stratagem in your Charge phase. Select one enemy unit that is within 1" of any {{W40kKeyword|<HIVE FLEET>}} {{W40kKeyword|Synapse}} units from your army. Until the end of that phase, when a charge roll is made for a charge made by a friendly {{W40kKeyword|<HIVE FLEET>}} unit that targets that enemy unit, roll one additional D6 and discard one of the dice. The first model you move as part of that charge must end its charge move within 1" of that enemy unit, otherwise, the charge fails and no models in the charging unit move this phase.
 
*'''Hive Instincts (1 CP)'''
 
 
*'''Hunter's Drive (1 CP)'''


*'''Hunter's Drive (1 CP):''' ''Saturating its kills with motes of synaptic energy, the leader-beast drives its minions towards any survivors.''
::Use this Stratagem in your Charge phase. Select one {{W40kKeyword|<HIVE FLEET>}} unit from your army. Until the end of the phase, when that unit declares a charge that targets any enemy units that had one or more models destroyed as a result of attacks made with ranged weapons made by friendly {{W40kKeyword|<HIVE FLEET>}} {{W40kKeyword|Synapse}} models this turn, roll one additional D6 and discard one of the dice when making the charge roll. The first model you move as part of that charge must end its charge move within 1" of at least one of those units, otherwise, the charge fails and no models in the charging unit move this phase.


*'''Implant Attack (1 CP)''' ''Some bio-weapons seed their victims with a lethal spore-cyst. This bloated parasite rapidly expands and bursts, tearing the unfortunate host apart in an eruption of gore.''
*'''Implant Attack (1 CP)''' ''Some bio-weapons seed their victims with a lethal spore-cyst. This bloated parasite rapidly expands and bursts, tearing the unfortunate host apart in an eruption of gore.''
::Use this Stratagem after a TYRANIDS unit from your army fights in the Fight phase. Roll a dice for each enemy model that was wounded by any of this unit’s attacks and not slain. On a 2+ the model suffers a mortal wound. If the target was a {{W40kKeyword|Vehicle}}, it instead suffers a mortal wound on a roll of 6.
::Use this Stratagem after a TYRANIDS unit from your army fights in the Fight phase. Roll a dice for each enemy model that was wounded by any of this unit’s attacks and not slain. On a 2+ the model suffers a mortal wound. If the target was a {{W40kKeyword|Vehicle}}, it instead suffers a mortal wound on a roll of 6.


*'''Invisible Hunter (1 CP)'''
*'''Invisible Hunter (1 CP):''' ''Tyranid assassin organisms can melt away before the astonished faces of their foes, only to strike suddenly from an unexpected direction.''
 
::Use this Stratagem in your Movement phase. Select a {{W40kKeyword|Lictor}} from your army that is within 1" of an enemy unit. That model can Fall Back, shoot and charge in this turn.


*'''Leaper-beast (2 CP):'''
*'''Leaper-beast (2 CP):''' ''With one jump the enormous creature leaps through the battlefield, eager to satiate its hunger with the unknowing prey.''
::Use this Stratagem at the beginning of your turn. Choose a single Dimachaeron model from your army. That model can use its ''Leaper'' special rule both in the Shooting and Fight phase.
::Use this Stratagem at the beginning of your turn. Choose a single Dimachaeron model from your army. That model can use its ''Leaper'' special rule both in the Shooting and Fight phase.


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::Use this Stratagem at the end of your Psychic phase. Select a {{W40kKeyword|Tyranids}} {{W40kKeyword|Psyker}} unit from your army that manifested a psychic power this turn. It can immediately attempt to manifest one additional psychic power this turn.
::Use this Stratagem at the end of your Psychic phase. Select a {{W40kKeyword|Tyranids}} {{W40kKeyword|Psyker}} unit from your army that manifested a psychic power this turn. It can immediately attempt to manifest one additional psychic power this turn.


*'''Progeny of the Hive (1 CP/3 CP):'''
*'''Progeny of the Hive (1 CP/3 CP):''' ''Nothing can hold back the terrifying speed at which the hive fleets adapt their diverse organisms.''
::Use this Strategem before the start of the battle. Select one unit from your army, that unit can immediately benefit from one Adaptive Physiology. You can also decide to select another unit to benefit from an Adaptive Physiology; if so this Stratagem costs 3CP.
::Use this Stratagem before the battle. Select one {{W40kKeyword|Tyranids}} {{W40kKeyword|Infantry}} unit or one {{W40kKeyword|Tyranids}} {{W40kKeyword|Monster}} model from your army that does not have an Adaptive Physiology, and then select one Adaptive Physiology to apply to that unit or model until the end of the battle. If you so wish, you can then select another {{W40kKeyword|Tyranids}} {{W40kKeyword|Infantry}} unit or one {{W40kKeyword|Tyranids}} {{W40kKeyword|Monster}} model from your army that does not have an Adaptive Physiology, and then select one Adaptive Physiology to apply to that unit or model until the end of the battle; if so, this Stratagem costs 3CP. You can only use this Stratagem once per battle.


*'''Psychic Barrage (1 CP):''' ''By channelling the power of the Shadow in the Warp, Tyranid psyker-beasts can obliterate the minds of their prey.''
*'''Psychic Barrage (1 CP):''' ''By channelling the power of the Shadow in the Warp, Tyranid psyker-beasts can obliterate the minds of their prey.''
::Use this Stratagem in your Psychic phase if a Zoanthropes unit from your army consisting of at least 3 models is within 6" of 2 other such units. If you do so, the Zoanthropes cannot take any Psychic tests this phase – instead, select a point on the battlefield within 18" of, and visible to, all three units. Roll a dice for each unit (friend or foe) within 3" of that point. Add 1 to the result if the unit being rolled for has 10 or more models, but subtract 1 if the unit being rolled for is a {{W40kKeyword|Character}}. On a 4+ that unit suffers 3D3 mortal wounds.
::Use this Stratagem in your Psychic phase if a Zoanthropes unit from your army consisting of at least 3 models is within 6" of 2 other such units. If you do so, the Zoanthropes cannot take any Psychic tests this phase – instead, select a point on the battlefield within 18" of, and visible to, all three units. Roll a dice for each unit (friend or foe) within 3" of that point. Add 1 to the result if the unit being rolled for has 10 or more models, but subtract 1 if the unit being rolled for is a {{W40kKeyword|Character}}. On a 4+ that unit suffers 3D3 mortal wounds.


*'''Psychic Fissure (2 CP):'''
*'''Psychic Fissure (2 CP):''' ''The Shadow in the Warp poses many dangers to those who would draw upon the immaterium’s energies.''
::Use this Stratagem at the start of your opponent’s Psychic phase. Until the end of the phase, every time an enemy psyker fails a psychic test within 18” of a {{W40kKeyword|<Hive Fleet>}} {{W40kKeyword|Synapse}} unit from your army, it suffers D3 mortal wounds.
::Use this Stratagem at the start of your opponent’s Psychic phase. Until the end of the phase, every time an enemy psyker fails a psychic test within 18” of a {{W40kKeyword|<Hive Fleet>}} {{W40kKeyword|Synapse}} unit from your army, it suffers D3 mortal wounds.


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::Use this Stratagem at the end of your Movement phase. Select a {{W40kKeyword|Tyranids}} model from your army. It regains D3 wounds lost earlier in the battle.
::Use this Stratagem at the end of your Movement phase. Select a {{W40kKeyword|Tyranids}} model from your army. It regains D3 wounds lost earlier in the battle.


*'''Savage Distraction (1 CP):'''
*'''Savage Distraction (1 CP):''' ''With their comrades’ gore dripping from nearby talons, even disciplined warriors struggle to avert their guns.''
::Use this stratagem during the Fight phase, when an enemy unit is killed by a friendly {{W40kKeyword|<Hive Fleet>}} unit from your army. In your opponent’s next Shooting phase, when an enemy unit within 12” of that {{W40kKeyword|<Hive Fleet>}} unit fires a ranged weapon, it has to subtract 1 from the hit rolls.
::Use this stratagem during the Fight phase, when an enemy unit is killed by a friendly {{W40kKeyword|<Hive Fleet>}} unit from your army. In your opponent’s next Shooting phase, when an enemy unit within 12” of that {{W40kKeyword|<Hive Fleet>}} unit fires a ranged weapon, it has to subtract 1 from the hit rolls.


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::Use this Stratagem at the end of your Shooting phase. Select a {{W40kKeyword|Tyranids}} {{W40kKeyword|Infantry}} unit from your army – that unit can immediately shoot again.
::Use this Stratagem at the end of your Shooting phase. Select a {{W40kKeyword|Tyranids}} {{W40kKeyword|Infantry}} unit from your army – that unit can immediately shoot again.


*'''Skyswarm Fusillade (1 CP):'''
*'''Skyswarm Fusillade (1 CP):''' ''The instinctive and fluid agility of skyswarm bioforms allow acidic shots to be fired at extreme close-quarters.''
::Use this Stratagem in your Shooting phase. Pick a {{W40kKeyword|Gargoyles}} unit in your army, until the beginning of your next Shooting phase Fleshborers in that unit change their Type to Pistol 1 and add 1 to their wound rolls.
::Use this Stratagem in your Shooting phase. Select one {{W40kKeyword|GARGOYLES}} unit from your army. Until the end of the phase, fleshborers that models in that unit are equipped with have a Type characteristic of Pistol 1 and add 1 to the wound rolls.


*'''Sporefield (2 CP):''' ''Ahead of its invasion swarms, the hive fleet sows the prey world with vast clouds of living mines.''
*'''Sporefield (2 CP):''' ''Ahead of its invasion swarms, the hive fleet sows the prey world with vast clouds of living mines.''
::Use this Stratagem after both armies have deployed but before the first battle round begins. You can add up to two units of Spore Mines to your army as reinforcements and set them up anywhere on the battlefield that is more than 12" from enemy models. This unit must belong to the same Hive Fleet as another unit from your army.
::Use this Stratagem after both armies have deployed but before the first battle round begins. You can add up to two units of Spore Mines to your army as reinforcements and set them up anywhere on the battlefield that is more than 12" from enemy models. This unit must belong to the same Hive Fleet as another unit from your army.


*'''Surprise Ambush (1 CP):'''
*'''Surprise Ambush (1 CP):''' ''Lictors can approach within feet of their prey unnoticed.''
 
::Use this Stratagem in your Charge phase. Select one {{W40kKeyword|Lictor}} unit from your army that is entirely on or within a terrain feature, or was set up on the battlefield this turn using the Hidden Hunter ability. Until the end of the turn, enemy units cannot fire Overwatch at that unit. In addition, when a charge roll is made for that unit, add 1 to the result.


*'''Symbiotic Devastation (1 CP)'''
*'''Symbiotic Devastation (1 CP):''' ''In thrall to its symbiote, the Exocrine obeys its every will.''
::Use this Stratagem at the start of your Shooting phase. Select one {{W40kKeyword|Exocrine}} unit from your army; until the end of that phase, that unit is treated as not having moved in your Movement phase.


*'''Synaptic Channeling (1 CP):''' ''Individuality is a disadvantage that Tyranids surpass.''
::Use this Stratagem in your Psychic phase. Select one {{W40kKeyword|<Hive Fleet>}} {{W40kKeyword|Psyker}} unit from your army. Until the end of that phase, that unit knows all of the psychic powers known by friendly {{W40kKeyword|<Hive Fleet>}} {{W40kKeyword|Psyker}} units that are on the battlefield.


*'''Synaptic Channeling (1 CP)'''
*'''Unexpected Incursion (1 CP):''' ''Mawlocs are capable of bursts of subterranean speed, catching more of their surface prey unawares.''
 
::Use this Stratagem in your Movement phase, when a {{W40kKeyword|Mawloc}} model from your army is set up on the battlefield using the Terror from the Deep ability. When determining the number of mortal wounds an enemy unit suffers from that model’s Terror from the Deep ability that phase, add 2 to the roll.
 
*'''Unexpected Incursion (1 CP)'''
 
 
*'''Unyielding Chitin (1 CP)'''


*'''Unyielding Chitin (1 CP):''' ''At a synaptic stimulus, carapaces thicken to become as dense as stone.''
::Use this Stratagem in your Charge phase or your opponent’s Shooting phase, when a {{W40kKeyword|Tyranid}} {{W40kKeyword|Infantry}} unit from your army is chosen as the target for an attack made with a ranged weapon. Until the end of that phase, when resolving an attack made with a ranged weapon against that unit, reduce the Damage characteristic of that weapon by 1, to a minimum of 1, for that attack.


*'''Voracious Appetite (1 CP):''' ''The hunger of the Tyranids can never be satiated.''
*'''Voracious Appetite (1 CP):''' ''The hunger of the Tyranids can never be satiated.''
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===Hivemind's Control===
===Hivemind's Control===
*'''1: Dominion'''
*'''1: Dominion'''
::'''Warp Charge''': 5
::'''Warp Charge:''' 5
::''Through this power, Tyranid organisms are able to extend the range at which they can influence other Tyranid organisms.''
::''Through this power, Tyranid organisms are able to extend the range at which they can influence other Tyranid organisms.''
:: Select a friendly {{W40kKeyword|Tyranids}} unit within 36" of the psyker that has the ''Instinctive Behaviour'' ability. Until the end of your next Psychic phase, that unit ignores its Instinctive Behaviour ability and automatically passes Morale tests.
:: Select a friendly {{W40kKeyword|Tyranids}} unit within 36" of the psyker that has the ''Instinctive Behaviour'' ability. Until the end of your next Psychic phase, that unit ignores its Instinctive Behaviour ability and automatically passes Morale tests.


*'''2: Catalyst'''
*'''2: Catalyst'''
::'''Warp Charge''': 6
::'''Warp Charge:''' 6
::''Many Tyranid psykers are known for their ability to make themselves and other Tyranids seemingly incognizant of even the most grievous of injuries, allowing them to fight on.''
::''Many Tyranid psykers are known for their ability to make themselves and other Tyranids seemingly incognizant of even the most grievous of injuries, allowing them to fight on.''
:: Select a friendly {{W40kKeyword|Tyranids}} unit within 18" of the psyker. Until the start of your next Psychic phase, each time that unit loses a wound, roll a D6; on a 5+, the damage is ignored and the unit does not lose that wound.
:: Select a friendly {{W40kKeyword|Tyranids}} unit within 18" of the psyker. Until the start of your next Psychic phase, each time that unit loses a wound, roll a D6; on a 5+, the damage is ignored and the unit does not lose that wound.


*'''3: Onslaught'''
*'''3: Onslaught'''
::'''Warp Charge''': 6
::'''Warp Charge:''' 6
::''The hive mind is capable of giving additional energy to the creatures that comprise its vast "body", allowing them to attack even while sprinting.''
::''The hive mind is capable of giving additional energy to the creatures that comprise its vast "body", allowing them to attack even while sprinting.''
:: Select a friendly {{W40kKeyword|Tyranids}} unit within 18" of the psyker. That unit can shoot this turn (even if it Advanced) without suffering any penalties to its hit rolls for moving and shooting with Heavy weapons, or Advancing and shooting with Assault weapons. In addition, that unit can charge this turn even if it Advanced (though not if it Fell Back).
:: Select a friendly {{W40kKeyword|Tyranids}} unit within 18" of the psyker. That unit can shoot this turn (even if it Advanced) without suffering any penalties to its hit rolls for moving and shooting with Heavy weapons, or Advancing and shooting with Assault weapons. In addition, that unit can charge this turn even if it Advanced (though not if it Fell Back).


*'''4: Unstoppable'''
*'''4: Unstoppable'''
::'''Warp Charge''': 8
::'''Warp Charge:''' 8
::''A more severe form of the energies put into an organism by Onslaught, this power fills a Tyranid creature with so much psychic power as to become a juggernaut, though the influx of energy is prone to killing the organism afterwards.''
::''A more severe form of the energies put into an organism by Onslaught, this power fills a Tyranid creature with so much psychic power as to become a juggernaut, though the influx of energy is prone to killing the organism afterwards.''
:: Select a friendly {{W40kKeyword|Tyranids}} unit within 24" of the psyker. Until the start of your next Psychic phase, the target unit gains a 2+ save against any type of wounds, even mortal wounds and adds 1 to both its attack and strength characteristic in a turn in which he charged. It may also re-roll failed to-hit rolls in both shooting and close combat. At the start of your next Psychic phase, the target must immediately pass a Leadership test or be removed as a casualty. If the test is passed, it may not take any actions during any phase, make cover saves, and it's hit automatically in close combat until the start of the next Psychic phase.
:: Select a friendly {{W40kKeyword|Tyranids}} unit within 24" of the psyker. Until the start of your next Psychic phase, the target unit gains a 2+ save against any type of wounds, even mortal wounds and adds 1 to both its attack and strength characteristic in a turn in which he charged. It may also re-roll failed to-hit rolls in both shooting and close combat. At the start of your next Psychic phase, the target must immediately pass a Leadership test or be removed as a casualty. If the test is passed, it may not take any actions during any phase, make cover saves, and it's hit automatically in close combat until the start of the next Psychic phase.


*'''5: Fury'''
*'''5: Fury'''
::'''Warp Charge''': 6
::'''Warp Charge:''' 6
::''The emotion of anger is like all emotions, a product of chemicals, chemicals that Tyranid psykers can stimulate into being with a thought to grant the benefits that animalistic rage can provide in battle.''
::''The emotion of anger is like all emotions, a product of chemicals, chemicals that Tyranid psykers can stimulate into being with a thought to grant the benefits that animalistic rage can provide in battle.''
:: Select a friendly {{W40kKeyword|Tyranids}} unit within 12" of the psyker. Until the start of your next Psychic phase, the target unit adds 1 to both its attack and strength characteristic if it charged that turn.
:: Select a friendly {{W40kKeyword|Tyranids}} unit within 12" of the psyker. Until the start of your next Psychic phase, the target unit adds 1 to both its attack and strength characteristic if it charged that turn.


*'''6: One Mind'''
*'''6: One Mind'''
::'''Warp Charge''': 7
::'''Warp Charge:''' 7
::''Through this power, the Hive Mind is capable of turning even the most rudimentary of combat organisms into a formidable beast of battle as they receive the combat skills assimilated by the hive mind over the course of billions of years.''
::''Through this power, the Hive Mind is capable of turning even the most rudimentary of combat organisms into a formidable beast of battle as they receive the combat skills assimilated by the hive mind over the course of billions of years.''
:: Select a friendly {{W40kKeyword|Tyranids}} unit within 12" of the psyker. Until the start of your next Psychic phase the target unit and the psyker add 2 to their hit rolls in both shooting and fighting phase.
:: Select a friendly {{W40kKeyword|Tyranids}} unit within 12" of the psyker. Until the start of your next Psychic phase the target unit and the psyker add 2 to their hit rolls in both shooting and fighting phase.
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*'''1: The Horror'''
*'''1: The Horror'''
::'''Warp Charge''': 6
::'''Warp Charge''': 6
::''The terrifying psychic presence of the Hive Mind radiates from the synapse creature, flooding the minds of the Tyranids’ enemies and causing them to quail and panic.''
:: Select a unit within 24" that is visible to the psyker. Until the start of your next Psychic phase, that unit must subtract 1 from their hit rolls and Leadership characteristic.
:: Select a unit within 24" that is visible to the psyker. Until the start of your next Psychic phase, that unit must subtract 1 from their hit rolls and Leadership characteristic.


*'''2: Paroxysm'''
*'''2: Paroxysm'''
::'''Warp Charge''': 5
::'''Warp Charge''': 5
::''The Hive Mind debilitates its enemies by triggering every nerve and pain receptor in their bodies, overwhelming their senses with wracking fits of agony.''
:: Choose an enemy unit within 18" of the psyker. Until your next Psychic phase, that unit cannot fight in the Fight phase until all other units that are able to have done so. If the target has an ability that allows it to fight first in the Fight phase, it instead fights as if it didn't have this ability. If both players have units that cannot fight until all other units have done so, then alternate choosing which of those units to fight with, starting with the player whose turn is taking place.
:: Choose an enemy unit within 18" of the psyker. Until your next Psychic phase, that unit cannot fight in the Fight phase until all other units that are able to have done so. If the target has an ability that allows it to fight first in the Fight phase, it instead fights as if it didn't have this ability. If both players have units that cannot fight until all other units have done so, then alternate choosing which of those units to fight with, starting with the player whose turn is taking place.


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*'''2: Psychic Scream'''
*'''2: Psychic Scream'''
::'''Warp Charge''': 5
::'''Warp Charge''': 5
::''Through its vassal, the Hive Mind unleashes a piercing shriek of undiluted psychic energy that shreds the minds of those caught in its wake.''
:: The nearest enemy unit within 18" suffers D3 mortal wounds. In addition, if that unit is a {{W40kKeyword|PSYKER}}, roll two dice. If the result is higher than their Leadership characteristic, randomly select one of their psychic powers. They can no longer use that psychic power.
:: The nearest enemy unit within 18" suffers D3 mortal wounds. In addition, if that unit is a {{W40kKeyword|PSYKER}}, roll two dice. If the result is higher than their Leadership characteristic, randomly select one of their psychic powers. They can no longer use that psychic power.


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|'''Warp Orb''' || 24" || Assault D6 || 8 || -4 || D3 || -
|'''Warp Orb''' || 24" || Assault D6 || 8 || -4 || D3 || -
|-
|-
|'''Warp Lance''' || 24" || Assault 1 || 10 || -5 || D6 || You can reroll all wounds roll if you are attacking a {{W40kKeyword|Vehicle}} or a {{W40kKeyword|Building}}. Treat damage rolls of 1 or 2 made by this weapon as 3 instead.
|'''Warp Lance''' || 24" || Assault 1 || 10 || -5 || D6 || You can re-roll all wound rolls if the target is a {{W40kKeyword|Vehicle}} or a {{W40kKeyword|Building}}. Treat damage rolls of 1 or 2 made by this weapon as 3 instead.
|}
|}


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! Weapon !! Range !! Type !! S !! AP !! D !! Abilities  
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities  
|-
|-
|'''Ravenous Maw''' || Melee || Melee || User || -1 || D3 || Make D3 hit rolls for each attack made with this weapon, instead of 1.
|'''Ravenous Maw''' || Melee || Melee || User || -1 || D3 || Make 3 hit rolls for each attack made with this weapon, instead of 1.
|}
|}


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|-
|-
|'''Sickle Claws''' || Melee || Melee || 10 || -2 || D3 || If a hit roll with this weapon is a 6, resolve that hit with an AP of -4 and a Damage of D6. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.
|'''Sickle Claws''' || Melee || Melee || 10 || -2 || D3 || If a hit roll with this weapon is a 6, resolve that hit with an AP of -4 and a Damage of D6. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.
|}
*'''Tail Biomorphs:'''
::{| class=wikitable
|- valign=top
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities
|-
|'''Biostatic Rattle''' || Melee || Melee || User || -1 || 1 || Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer's attacks. If a unit suffers any unsaved wounds from this weapon, add 1 to any Morale tests they take until the end of the turn.
|-
|'''Bone Mace''' || Melee || Melee || 8 || -1 || D3 || Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer's attacks.
|-
|'''Prehensile Pincer''' || Melee || Melee || User || 0 || D3 || Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer's attacks.
|-
| '''Spike Tail''' || Melee || Melee || user || -2 || 1 || Each time the bearer fights, it make one (and only one) attack with this weapon. This is in addition to the bearer's attacks. A unit (that doesn't have the {{W40kKeyword|Vehicle}} or {{W40kKeyword|Monster}} keyword) that suffers an unsaved wound from this weapon has to always attack last in the fight phase and to subtract 1 from all its hit rolls and Leadership value. This effect lasts one game turn.
|-
|'''Thresher Scythe''' || Melee || Melee || 4 || -1 || 1 || Each time the bearer fights, it can make one (and only one) attack with this weapon. Make D3 hit rolls for this attack instead of one. This is in addition to the bearer's attacks.
|-
|'''Toxin Spike''' || Melee || Melee || 1 || 0 || D3 || Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer's attacks. This weapon always wounds targets (other than {{W40kKeyword|Vehicle}}) on a 2+.
|}
|}


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|'''Acid Spit''' || 24" || Assault 2D6 || 6 || -5 || 3 || This weapon automatically hits its target.
|'''Acid Spit''' || 24" || Assault 2D6 || 6 || -5 || 3 || This weapon automatically hits its target.
|-
|-
|'''Pyro-acid Spit''' || Pistol 4D6 || 18” || 6 || -3 || 2 || This weapon automatically hits its target.
|'''Pyro-acid Spit''' || 18" || Pistol 4D6 || 6 || -3 || 2 || This weapon automatically hits its target.
|}
|}


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===Bio-Artefacts===
===Bio-Artefacts===
====Universal====
====Universal====
*'''Arachnacyte Gland:'''
*'''Arachnacyte Gland:''' ''The Arachnacyte Gland clutches the spine of its host bioform, its multi-limbed tendrils becoming wedded to the creature’s own flesh. Through these, the bio-artefact floods its host’s nervous systems and organs and lashes it with psychic stimuli, driving the beast on ever faster.''
::Model with Adrenal Glands only. When making a charge roll, roll an extra dice and discard the lowest result.
::Model with Adrenal Glands only. When a charge roll is made for a model with this Relic, roll one additional D6 and discard one of the dice.


*'''Maw Claws of Thyrax:''' ''During the destruction of Thyrax, the dread beast that spearheaded the assault bore a pair of symbiotic fang-lined pincers. These terrible claws consumed both the bodies and the memories of their victims, passing on the assimilated knowledge to the host creature.''
*'''Maw Claws of Thyrax:''' ''During the destruction of Thyrax, the dread beast that spearheaded the assault bore a pair of symbiotic fang-lined pincers. These terrible claws consumed both the bodies and the memories of their victims, passing on the assimilated knowledge to the host creature.''
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:: Friendly {{W40kKeyword|<HIVE FLEET>}} units do not suffer the penalties to their hit rolls and charge rolls incurred from the Instinctive Behaviour ability whilst they are within 30" of this model. In addition, this model gains the {{W40kKeyword|Psyker}} keyword and can attempt to manifest one additional psychic power in its Psychic phase.
:: Friendly {{W40kKeyword|<HIVE FLEET>}} units do not suffer the penalties to their hit rolls and charge rolls incurred from the Instinctive Behaviour ability whilst they are within 30" of this model. In addition, this model gains the {{W40kKeyword|Psyker}} keyword and can attempt to manifest one additional psychic power in its Psychic phase.


*'''Pathogenesis:'''
*'''Pathogenesis:''' ''An organism like no other, Pathogenesis is perhaps a throwback to the Tyranids’ genetic origins or a shadow of things to come. Though its motes of psychic awareness are diffused throughout its carrier like a virus, it acts with a singular will. Subverting the body and symbiotes of its host, Pathogenesis causes rapid mutation: cartilaginous tubes and containment spines are lengthened; intercostal muscles are engorged; bio-ammunition are sheathed in a toxic dermis. With its host’s reach and lethality extended, fragments of Pathogenesis can reach out to the bodies of many more prey, by infesting the bio-ammunition or riding through the bio-electric charge. Whether it aims only to spread itself or is actively seeking something in the bodies of its fallen foes, perhaps only time will tell.''
::Add 8" the range of all ranged weapons this model is equipped with. In addition, when shooting or firing Overwatch, you can re-roll a single hit and wound roll.
::Add 8" to the Range characteristic of ranged weapons a model with this Relic is equipped with. In addition, when a model with this Relic fires Overwatch or is chosen to shoot with, you can re-roll a single hit roll and you can re-roll a single wound roll.


'''Resonance Barb:'''
'''Resonance Barb:''' ''Within the crowning carapace of this creature are pulsing bundles of nerves, their tendrils driven irreversibly into the beast’s cortex. The Resonance Barb throbs at sympathetic frequencies with the Hive Mind, transmitting a portion of its cosmic might into the creature’s flesh-form.''
:: {{W40kKeyword|Psyker}} only. This model can manifest an additional power per turn and deny an extra power. Also, when you take a psychic test, add 1 to the total.
:: {{W40kKeyword|Psyker}} model only. A model with this Relic can attempt to manifest one additional psychic power in your Psychic phase and attempt to deny one additional psychic power in your opponent’s Psychic phase. In addition, when a Psychic test is taken for a model with this Relic, add 1 to the total.


*'''The Hungering Carapace:'''
*'''The Hungering Carapace:'''
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|}
|}


*'''The Psyleech Venom Cannon'''
*'''The Psyleech Venom Cannon:'''
:: Model with Heavy Venom Cannon only. The The Psyleech Venom Cannon replaces the model's Heavy Venom Cannon.
::{| class=wikitable
::{| class=wikitable
|- valign=top
|- valign=top
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|'''The Psyleech Venom Cannon''' || - || - || - || - || - || Choose one of this weapons profiles before firing.
|'''The Psyleech Venom Cannon''' || - || - || - || - || - || Choose one of this weapons profiles before firing.
|-
|-
|'''Single Shot''' || 36" || Assault 1 || 9 || -3 || 2 || You can add 1 to the wound rolls if the target unit has the {{W40kKeyword|Psyker}}, {{W40kKeyword|Daemon}} or {{W40kKeyword|Chaos}} keyword. In addition, the enemy must subtract 2 from invulnerable save made against hits caused by this weapon.
|'''Single Shot''' || 36" || Assault 1 || 9 || -3 || 2 || You can add 1 to the wound rolls if the target unit has the {{W40kKeyword|Psyker}}, {{W40kKeyword|Daemon}} or {{W40kKeyword|Chaos}} keyword. In addition, the enemy must subtract 2 from invulnerable saves made against hits caused by this weapon.
|-
|-
|'''Salvo''' || 36" || Assault D6 || 5 || -2 || 1 || You can add 1 to the wound rolls if the target unit has the {{W40kKeyword|Psyker}}, {{W40kKeyword|Daemon}} or {{W40kKeyword|Chaos}} keyword. In addition, the enemy must subtract 2 from invulnerable save made against hits caused by this weapon.
|'''Salvo''' || 36" || Assault D6 || 5 || -2 || 1 || You can add 1 to the wound rolls if the target unit has the {{W40kKeyword|Psyker}}, {{W40kKeyword|Daemon}} or {{W40kKeyword|Chaos}} keyword. In addition, the enemy must subtract 2 from invulnerable saves made against hits caused by this weapon.
|}
|}


Line 1,001: Line 1,081:
:: Model with Lash Whip and Bonesword or Lash Whip and Monstrous Bonesword only. Add the following to that weapon’s Abilities: 'On a wound roll of 6+, this weapon inflicts double damage.' In addition, a model equipped with the Reaper of Obliterax has a 4+ invulnerable save.
:: Model with Lash Whip and Bonesword or Lash Whip and Monstrous Bonesword only. Add the following to that weapon’s Abilities: 'On a wound roll of 6+, this weapon inflicts double damage.' In addition, a model equipped with the Reaper of Obliterax has a 4+ invulnerable save.


*'''The Venomthorn Parasite:'''
*'''The Venomthorn Parasite:''' ''These engorged bio-ammunition tubes are only the outer form of an ancient symbiotic intelligence that spreads its nerve endings like a fungus throughout both creature and weapon, neurally linking the three together. When it senses prey, the Venomthorn Parasite dominates its two hosts, pushing the weapon symbiote to its limit with pulses of hormonal stimuli until the target is eviscerated.'
::Model with Heavy Venom Cannon or Stranglethorn Cannon only. When shooting with either a Heavy Venom Cannon or Stranglethorn Cannon, it always does its maximum number of shots.
::Model equipped with a stranglethorn cannon and/or heavy venom cannon only. When this model shoots with a stranglethorn cannon or heavy venom cannon, do not roll any dice when determining the Type characteristic of that weapon; instead, it has the maximum value (e.g. a Heavy D6 weapon makes 6 attacks). In addition, add 1 to the wound rolls when firing with that weapon.


*'''The Ymgarl Factor:''' ''The Ymgarl Genestealers have long been a cancerous blight on the worlds of the Imperium. Their insatiable voracity is legend amongst those that have had the misfortune to encounter them and live. Now, dark rumours have surfaced of Tyranid leader-beasts that appear to share the unfathomable adaptability of the Ymgarl Genestealers.''
*'''The Ymgarl Factor:''' ''The Ymgarl Genestealers have long been a cancerous blight on the worlds of the Imperium. Their insatiable voracity is legend amongst those that have had the misfortune to encounter them and live. Now, dark rumours have surfaced of Tyranid leader-beasts that appear to share the unfathomable adaptability of the Ymgarl Genestealers.''
Line 1,010: Line 1,090:
::*'''Muscled Carapace:''' The model has +D3 Toughness.
::*'''Muscled Carapace:''' The model has +D3 Toughness.


*'''Xenogenic Acid:'''
*'''Xenogenic Acid:''' ''This oily black substance continually seeps from the swollen cysts of its carrier. Splashes of the liquid have been seen to flow against gravity towards horrified eyes or compromised armour plates, giving rise to speculation that the acid itself is sentient. Within moments, the horrifying effluence finds its way inside its victims, breaking down the prey’s genetic structure and molecular cohesion until all that is left is a bubbling pile of black bio-matter.''
::Model with Toxin Sacs only. When making a melee attack, a wound roll of 5+ inflicts an extra mortal wound on top of other damage.
::Model with Toxin Sacs only. When resolving a melee attack made by a model with this Relic, an unmodified wound roll of 5+ inflicts 1 mortal wound on the target in addition to any other damage.


====Hive Fleet-Specific====
====Hive Fleet-Specific====
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*'''Wide-Spectrum Retinas:''' A model with this Biomorph ignores any penalty to its hit rolls cause by night fighting rules.
*'''Wide-Spectrum Retinas:''' A model with this Biomorph ignores any penalty to its hit rolls cause by night fighting rules.
*'''Wings:''' If a model has this Biomorph, it gains the {{W40kKeyword|Fly}} keyword and adds 3" to its movement characteristic.
*'''Wings:''' If a model has this Biomorph, it gains the {{W40kKeyword|Fly}} keyword and adds 3" to its movement characteristic.
*'''Tail Biomorphs:''' A Tail Biomorph is a Melee weapon that is not affected by other Melee weapons, Biomorphs, upgrades or special rules belonging to the owning model, or vice versa.
:{| class=wikitable
|- valign=top
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities
|-
|'''Biostatic Rattle''' || Melee || Melee || User || -1 || 1 || Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer's attacks. If a unit suffers any unsaved wounds from this weapon, add 1 to any Morale tests they take until the end of the turn.
|-
|'''Bone Mace''' || Melee || Melee || 8 || -1 || D3 || Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer's attacks.
|-
|'''Prehensile Pincer''' || Melee || Melee || User || 0 || D3 || Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer's attacks.
|-
| '''Spike Tail''' || Melee || Melee || user || -2 || 1 || Each time the bearer fights, it make one (and only one) attack with this weapon. This is in addition to the bearer's attacks. A unit (that doesn't have the {{W40kKeyword|Vehicle}} or {{W40kKeyword|Titanic}} keyword) that suffers an unsaved wound from this weapon has to always attack last in the fight phase and to subtract 1 from all its hit rolls and Leadership value. This effect lasts one game turn.
|-
|'''Thresher Scythe''' || Melee || Melee || 4 || -1 || 1 || Each time the bearer fights, it can make one (and only one) attack with this weapon. Make D3 hit rolls for this attack instead of one. This is in addition to the bearer's attacks.
|-
|'''Toxin Spike''' || Melee || Melee || 1 || 0 || D3 || Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer's attacks. This weapon always wounds targets (other than {{W40kKeyword|Vehicle}}) on a 2+.
|}


===Titanic Upgrade Biomorphs===
===Titanic Upgrade Biomorphs===
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'''Special Rules:'''
'''Special Rules:'''
*'''Blind Beast:''' This model can't be affected by any rules or stratagems that alter its hit rolls, except for its '''Monstruos Scything Talons''' special rule.
*'''Blind Beast:''' This model can't be affected by any rules or stratagems that alter its hit rolls, except for its '''Monstruos Scything Talons''' special rule.
*'''Minor Synapse Link:''' If a friendly {{W40kKeyword|<Hive Fleet>}} unit has the {{W40kKeyword|Swarm}} keyword it considers this model has being a {{W40kKeyword|Synapse}} creature.
*'''Minor Synapse Link:''' Friendly {{W40kKeyword|<Hive Fleet>}} {{W40kKeyword|Swarm}} units consider this model has to have the ''Synapse'' special rule and keyword.
*'''Pheromones Detectors:''' This model can reroll failed charge and hit rolls against a unit which has previously lost at least one model due to a moral test.
*'''Pheromones Detectors:''' This model can reroll failed charge and hit rolls against a unit which has previously lost at least one model due to a moral test.
*'''Psycological Horror:''' Enemy units between 12" of this model are forced to take a moral test, regardless of any special rule or stratagem, and said test must be taken on 2D6, discarding the lowest result. In addition every time an enemy unit (that doesn't have the {{W40kKeyword|Vehicle}} or {{W40kKeyword|Titanic}} keyword) within 12" of this model tries to take an action (moving, shooting, charging, etc...) it must take a discipline test with a -2 to its discipline value. If the test is passed it can take the action as usual, if the test is failed the unit is paralyzed by fear and cannot take such action.
*'''Psycological Horror:''' Enemy units between 12" of this model are forced to take a Morale test, regardless of any special rule or stratagem, and said test must be taken on 2D6, discarding the lowest result. In addition, every time an enemy unit (that doesn't have the {{W40kKeyword|Vehicle}} or {{W40kKeyword|Monster}} keyword) within 12" of this model tries to take an action (moving, shooting, charging, etc...) it must take a Leadership test with a -2 to its Leadership value. If the test is passed it can take the action as usual, if the test is failed the unit is paralyzed by fear and cannot take such action.


'''Warlord Trait:''' If this model is your Warlord, it has the ''Mind Eater'' Warlord Trait.
'''Warlord Trait:''' If this model is your Warlord, it has the ''Mind Eater'' Warlord Trait.
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'''Keywords''':
'''Keywords''':
*Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}}  
*Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}}  
*{{W40kKeyword|Character}}, {{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Blind Horror}}, {{W40kKeyword|Synapse}}
*{{W40kKeyword|Character}}, {{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Blind Horror}}




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'''Special rules:'''
'''Special rules:'''
*'''Alpha Leader:''' You can add 1 to hit rolls for friendly <HIVE FLEET> CARNIFEX units that are within 6" of this model.
*'''Alpha Leader:''' You can add 1 to hit rolls for friendly {{W40kKeyword|<Hive Fleet>}} {{W40kKeyword|Carnifex}} units that are within 6" of this model.
*'''Berserk Rampage'''
*'''Berserk Rampage'''
*'''Immortal Battering Ram'''
*'''Immortal Battering Ram'''
*'''Instinctive Behaviour'''
*'''Instinctive Behaviour'''
*'''"Is It Dead?":''' When Old One Eye is removed as a casualty, leave the model on the table (it counts as battlefield debris, and provides cover to model that are at least half obscured by it). At the beginning of each of your turns roll a die; on a 4+ the Old One Eye returns to play with a single wound remaining.
*'''"Is It Dead?":''' When Old One Eye is removed as a casualty, leave the model on the table (it counts as battlefield debris, and provides cover to model that are at least half obscured by it). At the beginning of each of your turns roll a die; on a 4+ the Old One Eye returns to play with a single wound remaining.
*'''Lord of the Living Battering-rams:'''  If the Old One Eye is your warlord, Carnifexes, Stone Crusher carnifexes, Thornbacks and Screamer Killers count as {{W40kKeyword|TROOPS}} and may be taken as a {{W40kKeyword|TROOP}} choice.
*'''Lord of the Living Battering-rams:'''  If the Old One Eye is your warlord, Carnifexes, Stone Crusher Carnifexes, Thornbacks and Screamer Killers count as {{W40kKeyword|TROOPS}} and may be taken as a {{W40kKeyword|TROOP}} choice.
*'''Metal crushing Carapace:''' Old One Eye increases the result needed for an attack to wound it by one step (e.g a weapon that would usually wound on a 2+ needs a 3+, a weapon that would wound on a 3+, a 4+ and so on), to a maximum of 6+. Weapons that inflict multiple damage deal one damage less to a minimum of one.
*'''Metal-crushing Carapace:''' Old One Eye increases the result needed for an attack to wound it by one step (e.g a weapon that would usually wound on a 2+ needs a 3+, a weapon that would wound on a 3+, a 4+ and so on), to a maximum of 6+. Weapons that inflict multiple damage deal one damage less to a minimum of one.
*'''Regeneration'''
*'''Regeneration'''
*'''"That Only Angered It!":''' Each time the Old One Eye loses a wound, it gains +1 to its Attack value (to the maximum of 10), these attacks are not lost if it recovers wounds through Regeneration or other rules and stratagems.
*'''"That Only Angered It!":''' Each time the Old One Eye loses a wound, it gains +1 to its Attack value (to the maximum of 10), these attacks are not lost if it recovers wounds through Regeneration or other rules and stratagems.


'''Warlord Trait:''' If this model is your Warlord, it has the ''Adaptive Biology'' Warlord Trait.
'''Warlord Trait:''' If this model is your Warlord, it has the ''Adaptive Biology'' Warlord Trait.
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'''Keywords''':
'''Keywords''':
*Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}}  
*Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}}  
*{{W40kKeyword|Character}}, {{W40kKeyword|HQ}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Old One Eye}}
*{{W40kKeyword|Character}}, {{W40kKeyword|HQ}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Old One Eye}}, {{W40kKeyword|Carnifex}}




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|}
|}
'''Biomorphs:'''
'''Biomorphs:'''
*Two pairs of Rending Claws
*Implant Attack
*Implant Attack
*Spring Coil Musculature
*Spring Coil Musculature
*Two pairs of Rending Claws


'''Special Rules:'''
'''Special Rules:'''
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| 4-6 || 4+ || 5+ || 6
| 4-6 || 4+ || 5+ || 6
|-
|-
| 1-3 || 4+ || 5+ || 5
| 1-3 || 5+ || 5+ || 5
|}
|}
'''Biomorphs:'''
'''Biomorphs:'''
*Grasping Tougue
*Acid Blood
*Grasping Tongue
*Ravenous Maw
*Ravenous Maw
*Shovelling Claws
*Shovelling Claws
*Acid Blood


'''Special Rules:'''
'''Special Rules:'''
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*'''Psychic Overload'''
*'''Psychic Overload'''
::'''Warp Charge''': 8
::'''Warp Charge''': 8
:: Select a unit within 24" that is visible to the psyker. That unit suffers D3 automatic hits with the profile below:
:: Select a unit within 24" that is visible to the psyker; that unit suffers D3 automatic hits with the profile below (''Psychic Overload'' may be manifested a number of times equal to the number of Malefactors currently on the board.):
::{| class=wikitable
::{| class=wikitable
|- valign=top
|- valign=top
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| - || - || - || Do not roll to wound against units hit by ''Psychic Overload'' - instead, this unit must roll a Leadership test on 3D6, adding +1 for each model within 12" of this model, and an additional +2 for each model within 6" of this model. If the test is failed, the unit suffers D3+3 mortal wounds.
| - || - || - || Do not roll to wound against units hit by ''Psychic Overload'' - instead, this unit must roll a Leadership test on 3D6, adding +1 for each model within 12" of this model, and an additional +2 for each model within 6" of this model. If the test is failed, the unit suffers D3+3 mortal wounds.
|}
|}
::''Psychic Overload'' may be manifested a number of times equal to the number of Malefactors currently on the board.


*'''Psychic Void'''
*'''Psychic Void'''
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====Zoanthrope Brood====
====Zoanthrope Brood====
This unit contains 3 Zoanthropes ('''Power Rating 6'''). It can include 1 additional Zoanthrope ('''Power Rating +2'''), 2 additional Zoanthropes ('''Power Rating +4'''), or 3 additional Zoanthropes ('''Power Rating +6'''),
This unit contains 3 Zoanthropes ('''Power Rating 6'''). It can include 1 additional Zoanthrope ('''Power Rating +2'''), 2 additional Zoanthropes ('''Power Rating +4'''), 3 additional Zoanthropes ('''Power Rating +6'''), 4 additional Zoanthropes ('''Power Rating +8'''), 5 additional Zoanthropes ('''Power Rating +10'''), or 6 additional Zoanthropes ('''Power Rating +12'''),
{| class=wikitable
{| class=wikitable
|- valign=top
|- valign=top
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*'''Shadow in the Warp'''
*'''Shadow in the Warp'''
*'''Synapse'''
*'''Synapse'''
*'''Warp Blast'''
*'''Warp Blast:''' When this unit manifests the Smite psychic power, it affects the closest visible enemy unit within 24", instead of within 18". In addition, it inflicts additional D3 mortal wounds on that enemy unit if this unit contains 4 or 5 Zoanthropes, an additional 3 mortal wounds if it contains 6-8 Zoanthropes or an additional D6 if it contains 9 Zoanthropes.
*'''Warp Field'''
*'''Warp Field'''


'''Psyker:''' A Zoanthrope Brood can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the ''Smite'', ''Warp Blast'' and one power from the Hive Mind's Wrath discipline. If it is upgraded to know one more power, it must generate one additional power from any of the Hivemind's disciplines. A Zoanthrope unit of 4 or more models can instead attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny two psychic power in each enemy Psychic phase. When manifesting or denying a psychic power with a Zoanthrope unit, first select a model in the unit - measure range, visibility, etc. from this model. If this unit suffers Perils of the Warp, it suffers D3 mortal wounds as described in the core rules, but units within 6" will only suffer damage if the Perils of the Warp causes the last model in the Zoanthrope unit to be slain.
'''Psyker:''' A Zoanthrope Brood can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the ''Smite'', ''Warp Blast'' and one power from the Hive Mind's Wrath discipline. If it is upgraded to know one more power, it must generate one additional power from any of the Hivemind's disciplines. A Zoanthrope unit of 4 or more models can instead attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny two psychic power in each enemy Psychic phase. A Zoanthrope unit of 7 or more models can instead attempt to manifest three psychic powers in each friendly Psychic phase, and attempt to deny three psychic power in each enemy Psychic phase. When manifesting or denying a psychic power with a Zoanthrope unit, first select a model in the unit - measure range, visibility, etc. from this model. If this unit suffers Perils of the Warp, it suffers D3 mortal wounds as described in the core rules, but units within 6" will only suffer damage if the Perils of the Warp causes the last model in the Zoanthrope unit to be slain.


'''Options:'''
'''Options:'''
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'''Options:'''
'''Options:'''
*Mutations: (M:10/WS:10/BS:15/S:25/T:20/W:15/A:20/Ld:-/Sv:25/Psy:-/Syn:-)
*Mutations: (M:10/WS:10/BS:15/S:25/T:20/W:15/A:20/Ld:-/Sv:25/Psy:-/Syn:-)
*Any model may replace any pair of Monstrous Scything Talons with a pair of Monstrous Crushing Claws - 12 pts./model
*Any model may replace any pair of Monstrous Scything Talons with a pair of Monstrous Crushing Claws - 12 pts.
*Any model may replace a pair of Monstrous Scything Talons with a Stonecrusher Ramshield - 15 pts./model
*Any model may replace a pair of Monstrous Scything Talons with a Stonecrusher Ramshield - 15 pts.
*Any model may take items from the '''Monstrous Bio-cannons''' list.
*Any model may take items from the '''Monstrous Bio-cannons''' list.
*Any model may take up to three items from the '''Biomorphs''' list.
*Any model may take up to three items from the '''Biomorphs''' list.
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'''Options:'''
'''Options:'''
*Mutations: (M:10/WS:10/BS:15/S:25/T:20/W:15/A:20/Ld:-/Sv:25/Psy:-/Syn:-)
*Mutations: (M:10/WS:10/BS:15/S:25/T:20/W:15/A:20/Ld:-/Sv:25/Psy:-/Syn:-)
*Any model may replace its pair of Wrecker Claws with a Wrecker Claw and a Bio-flail - 25 pts./model
*Any model may replace its pair of Wrecker Claws with a Wrecker Claw and a Bio-flail - 25 pts.
*Any model may take up to three items from the '''Biomorphs''' list.
*Any model may take up to three items from the '''Biomorphs''' list.
*Any model may take any of the following:
*Any model may take any of the following:
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'''Options:'''
'''Options:'''
*Mutations: (M:10/WS:10/BS:15/S:25/T:20/W:15/A:20/Ld:-/Sv:25/Psy:-/Syn:-)
*Mutations: (M:10/WS:10/BS:15/S:25/T:20/W:15/A:20/Ld:-/Sv:25/Psy:-/Syn:-)
*Any model may replace its pair of Monstrous Scything Talons with a Stranglethorn Cannon - 25 pts./model
*Any model may replace its pair of Monstrous Scything Talons with a Stranglethorn Cannon - 15 pts.
*Any model may replace its two Devourers with Brainleech Worms with two Deathspitter with Slimer Maggots - 14 pts./model
*Any model may replace its two Devourers with Brainleech Worms with two Deathspitter with Slimer Maggots - 14 pts.
*Any model may take up to three items from the '''Biomorphs''' list.
*Any model may take up to three items from the '''Biomorphs''' list.
*Any model may take any of the following:
*Any model may take any of the following:
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*Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}}  
*Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}}  
*{{W40kKeyword|Heavy Support}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Thornbacks}}, {{W40kKeyword|Carnifexes}}
*{{W40kKeyword|Heavy Support}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Thornbacks}}, {{W40kKeyword|Carnifexes}}


====Exocrine Brood====
====Exocrine Brood====
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'''Special rules:'''
'''Special rules:'''
*'''Burrow'''
*'''Burrow:''' At the beginning of any of your Movement phases, any Mawloc can burrow. Remove it from the battlefield – it can return as described in the Terror from the Deep ability. A Mawloc may not burrow and return to the battlefield in the same turn. If the battle ends while the Mawloc is underground, it is considered to be slain.
*'''Death Throes'''
*'''Death Throes'''
*'''Instinctive Behaviour'''
*'''Instinctive Behaviour'''
*'''Monstrous Brood'''
*'''Monstrous Brood'''
*'''Terror from the Deep'''
*'''Terror from the Deep:''' During deployment, you can set up a Mawloc underground instead of placing it on the battlefield. At the end of any of your Movement phases, set up the Mawloc anywhere on the battlefield that is more than 1" away from any enemy models and more than 3" from any other Mawlocs set up this way this turn, then roll a D6 for each enemy unit within 2" of it; on a 1 the unit escapes unharmed, on a 2-3 it suffers 1 mortal wound, on a 4-5 it suffers D3 mortal wounds and on a 6 it suffers 3 mortal wounds. The Mawloc cannot charge in the same turn.
*'''Swallow Whole:''' If 4 or more of the Mawloc's Scything Talon attacks hit, instead of causing damage normally the Mawloc can attempt to swallow a victim whole. Roll a D6, and if the result is equal to or higher than the highest Wounds characteristic of the unit, one model from that unit is slain.
*'''Swallow Whole:''' If 4 or more of the Mawloc's Scything Talon attacks hit, instead of causing damage normally the Mawloc can attempt to swallow a victim whole. Roll a D6, and if the result is equal to or higher than the highest Wounds characteristic of the unit, one model from that unit is slain.


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*Any model may take up to three items from the '''Biomorphs''' list.
*Any model may take up to three items from the '''Biomorphs''' list.
*Any model take any of the followings:
*Any model take any of the followings:
::-Adrenal Glands - 5 pts.
::-Adrenal Glands - 3 pts.
::-Toxin Sacs - 6 pts.
::-Toxin Sacs - 4 pts.
*Any model may replace its Prehensile Pincer with one of the following:
*Any model may replace its Prehensile Pincer with one of the following:
::-Biostatic Rattle - 10 pts.
::-Biostatic Rattle - 10 pts.
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====Erinyes Brood====
====Erinyes Brood====
<div class="toccolours mw-collapsible mw-collapsed" style="width:800px">
<div class="toccolours mw-collapsible mw-collapsed" style="width:800px">
Fluff:
'''Fluff:'''
<div class="mw-collapsible-content">These terrifying beasts are tailor-made to deliver fast and lethal attacks against the enemies of the hive fleet as well as to confound the machinery of the enemies of the Tyranids with constant generation of electromagnetic energy that can foul even the hardiest and most sophisticated of machinery.  With most of its enemies heavily dependent on technology, the Erinyes finds itself a feared opponent for enemy mechanized divisions and especially those foes who would entrust their defence to machinery.  They are especially feared by the Mechanicus, the Iron Warriors, the Tau, and hated by Ork mekboyz for their ability to render the creations that they rely so much on nearly inoperable.  Even non-mechanical foes, however, must beware as the Erinyes is a highly specialized and capable killer in close combat and can dive from the skies to immediately engage an opponent in a vicious melee that few enemies are likely to survive.  </div>
<div class="mw-collapsible-content">These terrifying beasts are tailor-made to deliver fast and lethal attacks against the enemies of the hive fleet as well as to confound the machinery of the enemies of the Tyranids with constant generation of electromagnetic energy that can foul even the hardiest and most sophisticated of machinery.  With most of its enemies heavily dependent on technology, the Erinyes finds itself a feared opponent for enemy mechanized divisions and especially those foes who would entrust their defence to machinery.  They are especially feared by the Mechanicus, the Iron Warriors, the Tau, and hated by Ork mekboyz for their ability to render the creations that they rely so much on nearly inoperable.  Even non-mechanical foes, however, must beware as the Erinyes is a highly specialized and capable killer in close combat and can dive from the skies to immediately engage an opponent in a vicious melee that few enemies are likely to survive.  </div>
</div>
</div>
<div class="toccolours mw-collapsible mw-collapsed" style="width:800px">
<div class="toccolours mw-collapsible mw-collapsed" style="width:800px">
Modelling notes
'''Modelling notes:'''
<div class="mw-collapsible-content">If you're feeling lazy you could simply put a flying MUTO (from the 2014 Godzilla movie) toy on a base, if you're feeling a bit more up for hardcore converting, the model is meant to have a rather pronounced shield head (like said MUTOs) and the wings are more angular like the Harridan's than the more traditionally bat-like wings of the Harpy/Crone and Flyrant.  It should be about in between the size of a Harridan and a Harpy.  The tail is scythed so don't forget that.  This is  less of a shooty flying monstrous creature and more of a choppy one, so the melee biomorphs should be rather pronounced and it should have legs that look like they can function on land </div>
<div class="mw-collapsible-content">If you're feeling lazy you could simply put a flying MUTO (from the 2014 Godzilla movie) toy on a base, if you're feeling a bit more up for hardcore converting, the model is meant to have a rather pronounced shield head (like said MUTOs) and the wings are more angular like the Harridan's than the more traditionally bat-like wings of the Harpy/Crone and Flyrant.  It should be about in between the size of a Harridan and a Harpy.  The tail is scythed so don't forget that.  This is  less of a shooty flying monstrous creature and more of a choppy one, so the melee biomorphs should be rather pronounced and it should have legs that look like they can function on land </div>
</div>
</div>
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'''Special Rules:'''
'''Special Rules:'''
*'''Electromagnetic Beast:''' At the start of your Shooting phase, the Erinyes may release a special pulse of electromagnetic energy. Every enemy model within 6" takes one automatic hit with the following profile, {{W40kKeyword|VEHICLE}} suffer 3 hits instead:
*'''Electromagnetic Blast:''' At the start of your Shooting phase, the Erinyes may release a special pulse of electromagnetic energy. Every enemy model within 12" takes one automatic hit with the following profile ({{W40kKeyword|VEHICLE}} suffer 3 hits instead):
::{| class=wikitable
::{| class=wikitable
|- valign=top
|- valign=top
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| 4 || -1 || 1 || If the target is a {{W40kKeyword|VEHICLE}} and you make a wound roll of 4+, the target suffers 1 mortal wound in addition to any other damage. If you make a wound roll of 6+, inflict D3 mortal wounds instead.
| 4 || -1 || 1 || If the target is a {{W40kKeyword|VEHICLE}} and you make a wound roll of 4+, the target suffers 1 mortal wound in addition to any other damage. If you make a wound roll of 6+, inflict D3 mortal wounds instead.
|}
|}
*'''Instinctive Behaviour'''
*'''Instinctive Behaviour'''
*'''Monstrous Brood'''
*'''Monstrous Brood'''
*'''Swooping Assault:''' This model can only be charged by units that can {{W40kKeyword|Fly}}, and can only be attacked in the Fight phase by units that can {{W40kKeyword|Fly}}.
*'''Wing Tearer''': During the Fight phase, if an Erinys is against a unit with the {{W40kKeyword|Flyer}} keyword, roll 2D6 for every wound inflicted on that unit; on a 10+ that unit immediately suffers the effects of the ''Crash and Burn'' special rule, though this model doesn't suffer any mortal wounds from it.
*'''Wing Tearer''': During the Fight phase, if an Erinys is against a unit with the {{W40kKeyword|Flyer}} keyword, roll 2D6 for every wound inflicted on that unit; on a 10+ that unit immediately suffers the effects of the ''Crash and Burn'' special rule, though this model doesn't suffer any mortal wounds from it.


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'''Keywords''':
'''Keywords''':
*Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}}  
*Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}}  
*{{W40kKeyword|Flyer}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Erinys}}, {{W40kKeyword|Fly}}
*{{W40kKeyword|Flyer}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Erinyes}}, {{W40kKeyword|Fly}}
 


====Harpy Brood====
====Harpy Brood====
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|'''Toxic Mine''' || 1 || 0 || D3 || This weapon always wounds on a 2+ unless the target is a {{W40kKeyword|Vehicle}}.
|'''Toxic Mine''' || 1 || 0 || D3 || This weapon always wounds on a 2+ unless the target is a {{W40kKeyword|Vehicle}}.
|}
|}
*'''Swooping Assault:''' This model can only be charged by units that can {{W40kKeyword|Fly}}, and can only be attacked in the Fight phase by units that can {{W40kKeyword|Fly}}.


'''Upgrades:'''
'''Upgrades:'''
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::-Adrenal Glands - 5 pts.
::-Adrenal Glands - 5 pts.
::-Toxin Sacs - 6 pts.
::-Toxin Sacs - 6 pts.
*Any model may replace the two Stranglethorn Cannons with two Heavy Venom Cannons - 50 pts.
*Any model may replace its two Stranglethorn Cannons with two Heavy Venom Cannons - 50 pts.
*Any model may take one of the following:
*Any model may take one of the following:
::-Stinger salvo - 8 pts.
::-Stinger salvo - 8 pts.
Line 3,572: Line 3,632:
*'''Death Throes'''
*'''Death Throes'''
*'''Instinctive Behaviour'''
*'''Instinctive Behaviour'''
*'''Swooping Assault:''' This model can only be charged by units that can {{W40kKeyword|Fly}}, and can only be attacked in the Fight phase by units that can {{W40kKeyword|Fly}}.


'''Upgrades:'''
'''Upgrades:'''
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*'''Death Throes'''
*'''Death Throes'''
*'''Instinctive Behaviour'''
*'''Instinctive Behaviour'''
*'''Invasion Organism'''
*'''Invasion Organism:''' During deployment, you can set up a Tyrannocyte in its hive ship instead of placing it on the battlefield. If you do so, the hive ship can launch the Tyrannocyte at the end of any of your Movement phases – set it up anywhere on the battlefield that is more than 9" away from any enemy models. Any models that are inside the Tyrannocyte (see right) must immediately disembark in the same manner as a unit disembarking from a transport, except that they must be set up more than 9" away from any enemy models. Any models that cannot be set up in this way are destroyed. This model and any units embarked aboard it are exempt from the ''Tactical Reserves'' matched play rule.
*'''Transport Spore'''
*'''Transport Spore'''


Line 3,678: Line 3,739:
*May take take up to three items from the ''Biomorphs'' list.
*May take take up to three items from the ''Biomorphs'' list.
*Any model take any of the followings:
*Any model take any of the followings:
::-Adrenal Glands - 5 pts.
::-Adrenal Glands - 1 pts.
::-Toxin Sacs - 6 pts.
::-Toxin Sacs - 1 pts.
*May replace all five Deathspitters with:
*May replace all five Deathspitters with:
::- Five Barbed Stranglers - 50 pts.
::- Five Barbed Stranglers - 50 pts.
::- Five Venom Cannons - 100 pts.
::- Five Venom Cannons - 60 pts.


'''Keywords''':
'''Keywords''':
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! Range !! Type !! S !! AP !! D !! Abilities  
! Range !! Type !! S !! AP !! D !! Abilities  
|-
|-
| 18" || Assault X || * || -5 || D3 || X is the number of wounds the slain model had (if the model had the {{W40kKeyword|Vehicle}} or {{W40kKeywordMonster}} keyword then it's half the wounds that he had). In addition, this weapon wounds on a roll equal to the slain model's armour save (If its armour save was 2+ then this weapon wounds on a 2+ and so on). This weapon automatically hits its target.
| 18" || Assault X || * || -5 || D3 || X is the number of wounds the slain model had (if the model had the {{W40kKeyword|Vehicle}} or {{W40kKeyword|Monster}} keyword then it's half the wounds that he had). In addition, this weapon wounds on a roll equal to the slain model's armour save (If its armour save was 2+ then this weapon wounds on a 2+ and so on). This weapon automatically hits its target.
|}
|}


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! Unit !! Models per unit !! Points per model (weapons included)
! Unit !! Models per unit !! Points per model (weapons included)
|-
|-
|'''Blind Horror''' || 1 || 175
|'''Blind Horror''' || 1 || 165
|-
|-
|'''Deathleaper''' || 1 || 100
|'''Deathleaper''' || 1 || 100
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[[Category:Tyranid]]
[[Category:Tyranid]]
[[Category:/tg/ 40,000]]
[[Category:/tg/ 40,000]]
[[Category:Codex /tg/'s Edition]]
[[Category:Warhammer Homebrew]]
[[Category:Warhammer Homebrew]]
[[Category:Awesome]]
[[Category:Awesome]]

Latest revision as of 11:10, 24 June 2023

This article is awesome. Do not fuck it up.

This page is a translation of the Codex - Tyranids: /tg/ edition into 8th edition. Since the Tyranids are now a decent army this codex is basically useless but still a funny idea if you want to play Tyranids in a more extreme way. All the rules in this page are meant to be used alongside the normal Tyranids Codex. If a rule isn't explained, look it up on the Codex.

Expansions[edit]

Here you can find extra rules for some of the most fearsome Hive Fleets ever encountered by the Imperium of Man, alongside sceneries for campaigns and special missions.

Ashes of Yggdrasil (WIP Campaign)[edit]

Ghosts from Below (Coming Soon)[edit]

Army Rules[edit]

Universal[edit]

  • Instinctive Behaviour: Unless controlled or coordinated by the domineering will of the Hive Mind, many Tyranid organisms will revert to their baser instincts.
Unless a <HIVE FLEET> unit with this ability is within synapse range of any friendly <HIVE FLEET> Synapse unit, you must subtract 1 from any hit rolls made for it when shooting any target other than the nearest visible enemy unit, and you must subtract 2 from its charge roll if it declares a charge against any unit other than the nearest enemy unit.
  • Shadow in the Warp: The unfathomable presence of the Hive Mind radiates out from its synapse creatures, smothering the ability of the psykers who stand before them to draw upon their mystic powers.
Enemy Psykers must subtract 1 from any Psychic tests they make and from their Leadership characteristic if they are within 18" of any units with this ability. Tyranid Psykers are not affected.
  • Synapse: Some Tyranids serve as synaptic conduits or nodal relays through which a portion of the Hive Mind’s iron will flows, overriding the natural instincts of the swarm.
<HIVE FLEET> units automatically pass Morale tests if they are within 12" of any friendly <HIVE FLEET> units with this ability. Also, <HIVE FLEET> units don't suffer from Instinctive Behaviour if they are within 24" of any friendly <HIVE FLEET> units with this ability.

Detachment Rules[edit]

  • Extensions of the Hive Mind: The organisms that make up a Tyranid army are all extensions of the psychic gestalt known as the Hive Mind – its tendrils and its jaws, all working with a single purpose.
If your army is Battle-forged, all Troops units in Tyranids Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.
  • Hive Fleet Adaptations: Each of the hive fleets has its own distinct methods of predation, from the movement patterns of entire swarms to the behaviours and morphology of individual organisms.
If your army is Battle-forged, all units in Tyranids Detachments gain a Hive Fleet Adaptation, so long as every unit in that Detachment is from the same hive fleet. The Hive Fleet Adaptation gained depends upon the hive fleet they are from, as shown in the table below. For example, a BEHEMOTH unit with the Hive Fleet Adaptation ability gains the Hyper-aggression adaptation.

Hive Fleet Adaptations[edit]

  • Behemoth- Hyper Aggression: Driven by a frenzied hunger, Hive Fleet Behemoth unleashes the full might of its swarms in an overwhelming frontal assault.
Whenever a unit with this trait charges, was charged or performed a heroic intervention it adds 1 to its attack characteristic for the duration of the following fight phase. In addition, units with this trait always count as having charged, even if they did not charge in the previous charge phase.
  • Gorgon- Adaptive Toxins: The toxins produced by Hive Fleet Gorgon’s swarm-creatures adapt with terrifying speed to any foe, agonising and ravaging the bodies of their unfortunate victims.
You can re-roll wound rolls of 1 in the Fight phase for units with this adaptation. In addition, the effect of Toxic Sacs is activated on a roll of 5+ instead of 6+.
  • Hydra- Swarming Instincts: Hive Fleet Hydra’s super-swarms overwhelm their prey with the sheer weight of numbers, drowning them in a tide of chitin, flesh and slashing claws.
A unit with this trait adds 1 to its hit rolls if the total number of attacks or shots it directs at a unit in the fight, shooting or overwatch phases is greater than the total number of models in the unit it is targeting. Add 2 to the units hit rolls instead if the value is double or more instead of greater than.
  • Jormungandr- Tunnel Network: The warrior-organisms of Hive Fleet Jormungandr attack from subterranean tunnels, making them extremely difficult to target until it is far too late.
Units with this trait count as being in cover as long as they did not advance in the movement phase. If a unit with this trait would gain the benefit of cover by another means (such as actually being in cover) it adds 2 to its armour save rolls instead of 1.
  • Kraken- Questing Tendrils: The Kraken harries and unbalances its foes with lightning-fast flanking attacks, before encircling them for the final, bloody massacre.
When a unit with this adaptation Advances, roll three dice instead of one and pick the highest to add to the Move characteristic of all models in the unit for that Movement phase. In addition, such units can Fall Back and charge in the same turn.
  • Kronos- Bio-Barrage: Hive Fleet Kronos obliterates its foes at range by unleashing devastating barrages of bio-plasma and living missiles.
You can re-roll hit rolls of 1 for units with this adaptation in your Shooting phase if they did not move in the preceding Movement phase. In addition, add 1 to the result of the roll when trying to block an enemy psychic power.
  • Leviathan- Synaptic Imperative Hive Fleet Leviathan’s synaptic network is so strong that its organisms can be compelled by the Hive Mind to fight in spite of injuries that should have crippled or slain them outright.
A unit with this trait within 6” of a Synapse creature gains a 6+ invulnerability save against ranged attacks and ignores damage received on a 6+.

Custom Adaptations[edit]

If your chosen Hive Fleet does not have an associated Hive Fleet Adaptation in Codex - Tyranids: /tg/'s 8th Edition, you can create its Hive Fleet Adaptation by selecting two different rules from the following list:

  • Adaptive Exoskeleton The gaunt-derived creatures produced by some hive fleets secrete a waxy, resinous material that hardens into a slick layer of protection, deflecting or absorbing hits.
Units with this adaptation add 1 to their armour save rolls but may not Advance.
  • Bestial Nature The monstrous organisms of this hive fleet embody a savage ferocity. When wounded near unto death, they lash out in animalistic fury, making taking them down a suicidal prospect.
Units with this adaptation add 1 to their attack characteristic and hit rolls in a turn in which they charged, were charged or performed a heroic intervention. However, if the previous conditions are not fulfilled, this unit subtracts 1 from its hit rolls in the Fight phase.
  • Bio-metallic Cysts: Incubated within the bladed limbs of this hive fleet’s weapon-beasts are colonies of cysts whose bio-metallic edges can slice through armour.
Improve the Armour Penetration characteristic of all Scything Talons Weapons that models with this adaptation are equipped with by 1 (e.g. AP 0 becomes AP -1).
  • Biosphere Consumption: Parasitising upon the prey world itself, this hive fleet’s monstrosities delve osmotic tendrils into its biomass. Embedding themselves like a tumour and fuelling their metabolic resilience, they are nigh impossible to remove.
Roll a die each time a Monster unit with this adaptation that is within an organic piece of terrain loses a wound; on a 5+ that wound is not lost.
  • Cranial Channeling: The craniums of this hive fleet’s psyker-beasts contain a clutch of symbiotic larvae whose entire life-cycle revolves around the channelling of the Hive Mind. With an instinctive impulse, the carrier will absorb one of these creatures into their swollen brain matter, thus becoming a more efficient and fluid extension of the hive fleet’s will.
Once per turn, every Psyker unit with this adaptation may re-roll the result of one Psychic test.
  • Feeding Frenzy With dormant glands that suddenly burst into life, and reinforced, adaptive cartilage powering headlong leaps, the swarms of this hive fleet feed their urge to close with their prey as quickly as possible.
At the end of the Fight phase, in a turn in which it charged, was charged or performed a heroic intervention, a unit with this adaptation regains a number of previously lost wounds equal to the number of wounds it inflicted.
  • Horrors from Beyond: Whether due to some sickening aura of the Hive Mind or simply their terrifying size and predatory hunger, this hive fleet’s larger organisms are so monstrous that few are the heroic or insane who can stand before them and not be paralyzed by fear.
Enemy units have to subtract 1 from their Leadership characteristic if within 12" of a Monster unit with this adaptation and have to subtract 1 from their hit rolls.
  • Hypermetabolic Acceleration: This hive fleet bio-engineers its horrors with multiple stimm-releasing glands. Surges of extragalactic chemicals drive them to frenzied rushes across the prey worlds.
When a unit with this adaptation Advances, you can re-roll the Advance roll.
  • Membranous Mobility: This hive fleet’s skyswarm bioforms evince an unusually complex web of membranous tissue, allowing them to weave and jink with such astounding flexibility that lets them spread out like gusts of wind.
A unit with this adaptation that can Fly can Advance in a turn in which it Falls Back.
  • Methamorphic Regrowth: Within the flesh of its limitless broods, this hive fleet has adapted strange conglomerate organs and pathogen-hunting spores that can rapidly reknit any damage.
Infantry models with this trait regain 1 previously lost wound at the start of each of your turns, while Monsters regain D3 previously lost wounds instead.
  • Morphic Sinews: Stabilised with fibrous cords of sinew and internal wells of viscous fluid, this hive fleet’s largest weapon symbiotes instinctively adjust to their host beast’s hulking advances.
Monster models with this adaptation do not suffer the penalty for moving and firing Heavy weapons, nor for Advancing and firing Assault weapons.
  • Pack Hunters: Submerging their prey in waves of talons and fangs, this hive fleet’s creatures use their weight of numbers to punch and tear their way through once-stout defences.
As long as a unit with this adaptation is within 9” of another unit with this adaptation, it adds 1 to its movement distances and hit rolls during the Fight phase.
  • Prey-sight: Some hive fleets’ horrifying colossi close with the enemy while straining their multiple alien senses, the prey’s every movement and position noted. When it comes, the strike is inescapable.
If a Monster unit with this adaptation makes a charge move, is charged or performs a Heroic Intervention, then until the end of the turn, when resolving an attack made with a melee weapon by a model in that unit, add 1 to the hit roll.
  • Senses of the Outer Dark: Developed beyond the galaxy, this hive fleet’s organisms’ preternatural senses are triggered by surges of aggression as they close with the enemy. The prey’s fearful defensive fire is dodged with blinding speed.
When a model with this adaptation would lose a wound to Overwatch fire, roll a D6. On a 4+, that wound isn’t lost. In addition, models with this adaptation don't suffer penalties to their hit rolls as a result of special rules such as Night Fighting or Dawn Raid.
  • Shrewd Predators: This hive fleet’s synaptic coordination is so overwhelming that it compels its organisms to override their baser instincts, unnervingly moving in unexpected directions – all the while closing the snare on their prey.
Units with this adaptation can re-roll all charge rolls and hit rolls in melee if they charged an enemy unit that is outside of their line of sight.
  • Sporemist Spines: Ejected with a muscular spasm from between carapace plates, these clouds of microscopic living spores create a dense and thick mist upon the battlefield, allowing this hive fleet’s broods to get closer without worrying too much of enemy fire.
When enemies make a melee attack against a unit with this adaptation, subtract 1 from the hit roll.
  • Synaptic Augmentation: This hive fleet has refined its conduits to the lesser organisms, allowing for subtle control and augmentation of their instincts. So directed, they are far more deadly.
When an enemy unit declares a charge against a <Hive Fleet> psyker unit with this adaptation, a unit of the same <Hive Fleet> that is within 6" of it may fire Overwatch as if they were also targeted. A unit that does so cannot fire Overwatch again in this turn. When doing so, the unit may re-roll all hit rolls.

Adaptive Physiologies[edit]

If a Tyranids CHARACTER is your Warlord, rather than determining a Warlord Trait for that model, you can instead select an Adaptive Physiology for one Tyranids unit from your army. To do so, before the battle begins, select one Tyranids Infantry unit or one TyranidsMonster model from your army (other than any unique character), and select an Adaptive Physiology from the corresponding list below. That Adaptive Physiology applies to the selected model or unit until the end of the battle. Write down any Adaptive Physiologies your models have on your army roster.

Infantry[edit]

-Abhorrent Pheromones: The brood releases a complex chemical signature in the press of fighting that provokes fear responses in their prey. Confused and panicking, the enemy are easily torn down.

Subtract 2 from the Leadership characteristic of models in enemy units whilst their unit is within 3" of this unit.

-Adrenal Webs: With battlefield knowledge gained from devouring the fleeter races of the galaxy, this brood’s glandular stimuli drives them forwards at an unprecedented speed, allowing none to escape.

When this unit consolidates, it can move up to 2D6” instead of 3".

-Dynamic Camouflage: Chromatospores in this brood’s skin and carapace adapt at a frightening pace, seamlessly blending their alien forms into their surroundings.

When resolving an attack made with a ranged weapon against a model from this unit that is receiving the benefit of cover, add 2 to the saving throw instead of 1.

-Enhanced Resistance: The subcutaneous fibroid membranes of these bioforms are capable of absorbing even armour-piercing shots and blows.

When resolving an attack made against this unit with a weapon that has an Armour Penetration characteristic of -1 or -2, that weapon has an Armour Penetration characteristic of 0 for that attack.

-Unnatural Reactions: This brood uses unique alien senses and its connection to the Hive Mind to react instantly to prey attacking other Tyranids nearby.

This unit can perform Heroic Interventions as if it were a CHARACTER. In addition, this unit can perform a Heroic Intervention if there are any enemy units within 6" of them instead of 3", and when doing so can move up to 6" instead of 3".

Monster[edit]

-Accelerated Digestion: The ravenous hunger of this monstrous creature is complemented by a dizzying array of consumption sacs and ferociously powerful digestive acids, fuelling its alien vitality with every screaming morsel of prey.

In the Fight phase, when an enemy model is destroyed as a result of an attack made by this model, this model regains up to 1 lost wound.

-Dermic Symbiosis: This bio-horror’s carapace is actually a symbiotic organism, capable of psychically repelling the fiercest attacks of the prey and boosting the metabolism of its host creature.

This model has a 5+ invulnerable save. In addition, if this model has a damage table it is considered to have double the number of wounds remaining for the purposes of determining what row to use on that damage table.

-Murderous Size: Whether enormous osseous blades, writhing lashes or oversized fangs, this colossus’ means of rending apart its prey have grown far beyond those of its kind. Fuelled by the bearer’s instinctive ability to slay, each hideous blow and crushing bite delivered by these bio-weapons hasten the prey world’s demise.

Before the battle, select one melee weapon that this model is equipped with. Until the end of the battle, add 1 to the Strength and Damage characteristics of that weapon, and improve the Armour Penetration characteristic of that weapon by 1(e.g. AP 0 becomes AP -1).

-Synaptic Enhancement: Adaptations to this organism’s cerebral architecture have enhanced its connection to the Hive Mind. Through this towering and deadly creature, the horrific control and influence of the Tyranid race is spread ever further.

This model gains the Shadow in the Warp and Synapse special rules, and gains the SYNAPSE keyword.

-Voracious ammunitions: Either host to nests of ever-hungry bio-ammunition or unique organs generating a constant stream of biochemical substances, this xenos brute’s far-reaching touch continues to sear and consume long after it has moved on to other prey.

At the end of your Shooting phase, all enemy unit that had one or more models destroyed this phase as a result of an attack made by this model suffer D3 mortal wounds.

Stratagems[edit]

Universal[edit]

  • Abominal Mutations (2 CP): Twisted, turned, the Hive Mind can mutate her subjects to clusters of chitin and muscles if so the circumstances require.
Use this Stratagem before the battle. Select one unit from your army that already has a Mutation, you can immediately purchase another mutation for that model.
  • Adrenaline Surge (3 CP): Tyranids will not cease their butchery until every living thing in their path has been torn to bloody shreds.
Use this Stratagem at the end of the Fight phase. Select a Tyranids unit from your army – that unit can immediately fight again.
  • Aggressive Adaptation (1 CP): Biomorphic resin sharpens at the touch of enemy blood.
Use this Stratagem in the Fight phase, when an enemy unit is destroyed as a result of an attack made by a <HIVE FLEET> model from your army. Until the end of the battle, improve the Armour Penetration characteristic of melee weapons that models in that model’s unit are equipped with by 1 (e.g. AP 0 becomes AP -1). Each unit can only be affected by this Stratagem once per battle.
  • Bounty of the Hive Fleet (1 CP/3 CP): Each hive fleet can create a number of powerful bio-artefacts and unique weapon symbiotes, to be grafted to its synapse beasts if its supremacy is threatened.
Use this Stratagem before the battle. Your army can have one extra Bio-artefact for 1 CP, or two extra Bio-artefacts for 3 CPs. All of the Bio-artefacts that you include must be different and be given to different Tyranids Characters. You can only use this Stratagem once per battle.
  • Buried Threats (1 CP): Burrowing feeder organisms can surge just beneath the surface, their advance shrouded in sprays of earth.
Use this Stratagem in your Movement phase, when a RIPPERS unit from your army is set up on the battlefield using the Burrowers ability. For as long as that unit remains stationary, when resolving an attack made with a ranged weapon against that unit, subtract 1 from the hit roll.
  • Call the Brood (2 CP): Bounding from the dark corners of the battlefield come hulking figures with razor claws and ravenous eyes.
Use this Stratagem at the end of your Movement phase. Add a new unit of up to 5 Genestealers or Ymgarl Genestealers to your army and set them up as reinforcements wholly within 6" of a Patriarch, or Ymgral Patriarch in case of Ymgarl Genestealers, or infestation node from your army and more than 9" from any enemy models. This unit must belong to the same Hive Fleet as the Patriarch chosen from your army.
  • Caustic Blood (1 CP): Even the act of slaying a Tyranid can prove fatal, as its corpse spews corrosive ichor capable of eating through power armour.
Use this Stratagem at the start of a Fight phase. Select a Tyranids unit from your army. Roll a dice whenever a model in that unit is destroyed in this phase. For each roll of 6, the enemy unit that inflicted the final wound on that model suffers a mortal wound after all of their attacks have been resolved.
  • Conglomerated Adaptations (4 CP):
Use this Stratagem before the battle. Select one detachment from your army that is using Custom Adaptations; select one more Custom Adaptation for that Detachment.
  • Death Frenzy (2 CP): Tyranids care nothing for self-preservation, and will fight on even when riven with mortal wounds.
Use this Stratagem when a Tyranids Character from your army is slain; the Hive Mind compels it to one final attack, and it can immediately either shoot as if it were your Shooting phase, or fight as if it were your Fight phase before it is removed from the battlefield.
  • Digestive Denial (2 CP): The process of digestion has already begun, and corrosive mucal slime is already turning this planet’s biospheres to a boiling slurry.
Use this Stratagem after deployment but before the first battle round begins. Choose a piece of terrain (other than a Fortification). Units fully within or on this piece of terrain do not gain any bonus to their saving throws for being in cover. In addition, roll a die for each unit fully within that piece of terrain; on a 6 that unit suffers 1 mortal wound.
  • Encephalic Diffusion (2 CP): Glistening brain-arrays pulse with diffusive energies.
Use this Stratagem at the start of the turn. Select one Maleceptor model from your army. Until the end of that turn, when resolving an attack made with a ranged weapon against a friendly unit within 6" of that model, subtract 1 from that weapon’s Strength characteristic to a minimum of 1, for that attack.
  • Feeder Tendrils (1 CP): Feeder tendrils drain the victim’s skull, siphoning vital knowledge and memories with every scrap of brain matter.
Use this Stratagem when a model equipped with Feeder Tendrils from your army kills a Character in the Fight phase. Gain D3 Command Points.
  • Feeding the Hunger: The Haruspex’s instinctive need to consume is insatiable.
Use this Stratagem in the Fight phase, when a Haruspex unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made by that model, you can re-roll the hit roll.
  • Feral Instincts (1 CP): Talons are unconsciously directed at throats and eyes.
Use this Stratagem in the Fight phase. Select one Infantry unit from your army. Until the end of that phase, improve the Armour Penetration characteristic of melee weapons models in that unit are equipped with by 1 (e.g. AP 0 becomes AP -1).
  • Grasping Tendrils (1 CP): None escape the deadly reach of these toxic appendages.
Use this Stratagem in your opponent’s Movement phase, when an enemy unit that does not have a minimum Move characteristic and is within 1" of any Velenthrope, Malanthrope or Toxicrene units from your army is chosen to Fall Back. Roll one D6, adding 1 to the result if that unit is an Infantry unit; on a 3+ that enemy unit cannot Fall Back this turn.
  • Grisly Feast (1 CP) The sight of a comrade being devoured even as they fall can break the spirit of the hardiest warrior.
Use this Stratagem in the Morale phase. Select a unit of Ripper Swarms or Haruspex from your army. Your opponent must add 1 to any Morale tests taken for enemy units that are within 12" of that unit in this phase.
  • Hive Instincts (1 CP): With a psychic summons, the swarm is gathered.
Use this Stratagem in your Charge phase. Select one enemy unit that is within 1" of any <HIVE FLEET> Synapse units from your army. Until the end of that phase, when a charge roll is made for a charge made by a friendly <HIVE FLEET> unit that targets that enemy unit, roll one additional D6 and discard one of the dice. The first model you move as part of that charge must end its charge move within 1" of that enemy unit, otherwise, the charge fails and no models in the charging unit move this phase.
  • Hunter's Drive (1 CP): Saturating its kills with motes of synaptic energy, the leader-beast drives its minions towards any survivors.
Use this Stratagem in your Charge phase. Select one <HIVE FLEET> unit from your army. Until the end of the phase, when that unit declares a charge that targets any enemy units that had one or more models destroyed as a result of attacks made with ranged weapons made by friendly <HIVE FLEET> Synapse models this turn, roll one additional D6 and discard one of the dice when making the charge roll. The first model you move as part of that charge must end its charge move within 1" of at least one of those units, otherwise, the charge fails and no models in the charging unit move this phase.
  • Implant Attack (1 CP) Some bio-weapons seed their victims with a lethal spore-cyst. This bloated parasite rapidly expands and bursts, tearing the unfortunate host apart in an eruption of gore.
Use this Stratagem after a TYRANIDS unit from your army fights in the Fight phase. Roll a dice for each enemy model that was wounded by any of this unit’s attacks and not slain. On a 2+ the model suffers a mortal wound. If the target was a Vehicle, it instead suffers a mortal wound on a roll of 6.
  • Invisible Hunter (1 CP): Tyranid assassin organisms can melt away before the astonished faces of their foes, only to strike suddenly from an unexpected direction.
Use this Stratagem in your Movement phase. Select a Lictor from your army that is within 1" of an enemy unit. That model can Fall Back, shoot and charge in this turn.
  • Leaper-beast (2 CP): With one jump the enormous creature leaps through the battlefield, eager to satiate its hunger with the unknowing prey.
Use this Stratagem at the beginning of your turn. Choose a single Dimachaeron model from your army. That model can use its Leaper special rule both in the Shooting and Fight phase.
  • Metabolic Overdrive (1 CP) Potent chemicals pump through the bodies of the hive fleet’s warriors, granting them formidable reserves of stamina at the risk of total cellular breakdown.
Use this Stratagem in your Movement phase, after moving a Tyranids unit from your army. You can make a second move with that unit (including Advancing, if you wish), but when you do so you must roll a dice for each model in the unit. For each roll of 1, inflict a mortal wound on the unit. The unit cannot shoot or make a charge move this turn.
  • Overrun (1 CP): A Tyranid assault maintains a fearsome momentum. No sooner is one foe butchered than the swarm moves on to the next kill.
Use this Stratagem when a Tyranids unit from your army destroys a unit in the Fight phase, and is not within 3" of an enemy unit. Instead of consolidating, that unit can move (and Advance) as if it were your Movement phase (it cannot move within 1" of any enemy models).
  • Pathogenic Slime (2 CP): Tyranid biological ammunition is often doused in a pathogenic mucus, which seeps into wounds and devours flesh.
Use this Stratagem at the start of your Shooting phase. Select a Tyranids Monster from your army. Increase the Damage of its attacks by 1 for this phase.
  • Pheromone Trail (1 CP): Lictors release a trail of potent pheromones that guide fresh waves of bioforms to the slaughter.
Use this Stratagem when a Tyranids Infantry unit from your army is set up on the battlefield as reinforcements if there is already a Lictor from your army on the battlefield. You can set up the unit wholly within 6" of the Lictor and more than 1" from any enemy models, rather than following the normal rules for setting up the unit. You cannot use this Stratagem to affect a unit of reinforcements being set up by the Genestealer’s Infestation ability, or that are added to your army due to a unit’s ability.
  • Power of the Hive Mind (1 CP) The gestalt consciousness of the Hive Mind possesses a psychic might beyond mortal comprehension.
Use this Stratagem at the end of your Psychic phase. Select a Tyranids Psyker unit from your army that manifested a psychic power this turn. It can immediately attempt to manifest one additional psychic power this turn.
  • Progeny of the Hive (1 CP/3 CP): Nothing can hold back the terrifying speed at which the hive fleets adapt their diverse organisms.
Use this Stratagem before the battle. Select one Tyranids Infantry unit or one Tyranids Monster model from your army that does not have an Adaptive Physiology, and then select one Adaptive Physiology to apply to that unit or model until the end of the battle. If you so wish, you can then select another Tyranids Infantry unit or one Tyranids Monster model from your army that does not have an Adaptive Physiology, and then select one Adaptive Physiology to apply to that unit or model until the end of the battle; if so, this Stratagem costs 3CP. You can only use this Stratagem once per battle.
  • Psychic Barrage (1 CP): By channelling the power of the Shadow in the Warp, Tyranid psyker-beasts can obliterate the minds of their prey.
Use this Stratagem in your Psychic phase if a Zoanthropes unit from your army consisting of at least 3 models is within 6" of 2 other such units. If you do so, the Zoanthropes cannot take any Psychic tests this phase – instead, select a point on the battlefield within 18" of, and visible to, all three units. Roll a dice for each unit (friend or foe) within 3" of that point. Add 1 to the result if the unit being rolled for has 10 or more models, but subtract 1 if the unit being rolled for is a Character. On a 4+ that unit suffers 3D3 mortal wounds.
  • Psychic Fissure (2 CP): The Shadow in the Warp poses many dangers to those who would draw upon the immaterium’s energies.
Use this Stratagem at the start of your opponent’s Psychic phase. Until the end of the phase, every time an enemy psyker fails a psychic test within 18” of a <Hive Fleet> Synapse unit from your army, it suffers D3 mortal wounds.
  • Rapid Regeneration (2 CP): Some Tyranid bioforms possess bizarre organs that allow them to stitch together ruptured flesh and chitin.
Use this Stratagem at the end of your Movement phase. Select a Tyranids model from your army. It regains D3 wounds lost earlier in the battle.
  • Savage Distraction (1 CP): With their comrades’ gore dripping from nearby talons, even disciplined warriors struggle to avert their guns.
Use this stratagem during the Fight phase, when an enemy unit is killed by a friendly <Hive Fleet> unit from your army. In your opponent’s next Shooting phase, when an enemy unit within 12” of that <Hive Fleet> unit fires a ranged weapon, it has to subtract 1 from the hit rolls.
  • Scorch Bugs (1 CP): The thoraxes of these bulbous insectoids pulse with caustic chemicals.
Use this Stratagem when a Tyranids unit from your army is selected to attack in the Shooting phase. You can add 1 to all wound rolls made for that unit’s Fleshborer, Fleshborer Hive or Shreddershard Beetles attacks in that Shooting phase.
  • Single-minded Annihilation (2 CP): The Hive Mind invests its warrior-forms with but a single imperative: kill.
Use this Stratagem at the end of your Shooting phase. Select a Tyranids Infantry unit from your army – that unit can immediately shoot again.
  • Skyswarm Fusillade (1 CP): The instinctive and fluid agility of skyswarm bioforms allow acidic shots to be fired at extreme close-quarters.
Use this Stratagem in your Shooting phase. Select one GARGOYLES unit from your army. Until the end of the phase, fleshborers that models in that unit are equipped with have a Type characteristic of Pistol 1 and add 1 to the wound rolls.
  • Sporefield (2 CP): Ahead of its invasion swarms, the hive fleet sows the prey world with vast clouds of living mines.
Use this Stratagem after both armies have deployed but before the first battle round begins. You can add up to two units of Spore Mines to your army as reinforcements and set them up anywhere on the battlefield that is more than 12" from enemy models. This unit must belong to the same Hive Fleet as another unit from your army.
  • Surprise Ambush (1 CP): Lictors can approach within feet of their prey unnoticed.
Use this Stratagem in your Charge phase. Select one Lictor unit from your army that is entirely on or within a terrain feature, or was set up on the battlefield this turn using the Hidden Hunter ability. Until the end of the turn, enemy units cannot fire Overwatch at that unit. In addition, when a charge roll is made for that unit, add 1 to the result.
  • Symbiotic Devastation (1 CP): In thrall to its symbiote, the Exocrine obeys its every will.
Use this Stratagem at the start of your Shooting phase. Select one Exocrine unit from your army; until the end of that phase, that unit is treated as not having moved in your Movement phase.
  • Synaptic Channeling (1 CP): Individuality is a disadvantage that Tyranids surpass.
Use this Stratagem in your Psychic phase. Select one <Hive Fleet> Psyker unit from your army. Until the end of that phase, that unit knows all of the psychic powers known by friendly <Hive Fleet> Psyker units that are on the battlefield.
  • Unexpected Incursion (1 CP): Mawlocs are capable of bursts of subterranean speed, catching more of their surface prey unawares.
Use this Stratagem in your Movement phase, when a Mawloc model from your army is set up on the battlefield using the Terror from the Deep ability. When determining the number of mortal wounds an enemy unit suffers from that model’s Terror from the Deep ability that phase, add 2 to the roll.
  • Unyielding Chitin (1 CP): At a synaptic stimulus, carapaces thicken to become as dense as stone.
Use this Stratagem in your Charge phase or your opponent’s Shooting phase, when a Tyranid Infantry unit from your army is chosen as the target for an attack made with a ranged weapon. Until the end of that phase, when resolving an attack made with a ranged weapon against that unit, reduce the Damage characteristic of that weapon by 1, to a minimum of 1, for that attack.
  • Voracious Appetite (1 CP): The hunger of the Tyranids can never be satiated.
Use this Stratagem in the Fight phase when a Tyranids Monster or Character from your army is chosen to attack. You can re-roll all failed wound rolls for that model until the end of the phase.

Hive Fleet-Specific[edit]

  • Behemoth - Brute Force (1 CP): Behemoth’s charge crushes all in its path to a bloody paste.
Use this Stratagem when a Behemoth unit from your army completes a charge move. Roll a dice for each model in the charging unit that is within 1" of an enemy unit. For each roll of 6 (or 2+ for a Monster), inflict one mortal wound on an enemy unit within 1".
  • Gorgon - Hyper-Toxicity (1 CP): There is no defence against the toxins of Hive Fleet Gorgon.
Use this Stratagem at the start of the Fight phase. Choose a Gorgon unit from your army that has the Toxin Sacs biomorph. For the duration of the phase, consider the wound rolls as 1 point higher to determine the effect of the Toxin Sacs biomorph.
  • Hydra - Endless Swarm (2 CP) The swarms of the Hydra are numberless. Kill one organism, and two more will take its place.
Use this Stratagem at the end of your Movement phase. Select a unit of Termagants, Hormagaunts, Gargoyles or Simurghs (or any Hydra Infantry unit) from your army that has been completely destroyed. Add an identical unit to your army, and set it up as reinforcements wholly within 6" of any board edge, more than 9" from enemy models.
  • Kraken - Opportunistic Advance (1 CP) Before the prey can even react, Hive Fleet Kraken’s swarms are already amongst them.
Use this Stratagem in your Movement phase when you roll the dice for an Advancing Kraken unit (other than a unit that can Fly). You can double the number you roll and add that total to their Move characteristic for that Movement phase, rather than following the normal rules for Advancing.
  • Kronos - The Deepest Shadow (1 CP) Around the swarms of Hive Fleet Kronos, the Shadow in the Warp is at its most suffocatingly powerful.
Use this Stratagem when an enemy Psyker attempts to manifest a psychic power within 24" of a Kronos unit from your army. Your opponent can only roll a single dice for the Psychic test.
  • Leviathan - War on All Fronts (1 CP): Hive Fleet Leviathan brings death from land, sea and sky.
Use this Stratagem in the Fight phase. Select an enemy unit that is within 1" of at least two Leviathan units from your army that, in any combination, can Fly, cannot or that have the Amphibious Adaptations biomorph. You can re-roll hit and wound rolls of 1 in this phase for attacks for Leviathan units that target that enemy unit.

Warlord Traits[edit]

Universal[edit]

  • 1: Alien Cunning: This Warlord possesses highly sophisticated neural pathways, allowing it to outwit even the most experienced generals of other races.
At the start of the first battle round, but before the first turn begins, you can remove your Warlord from the battlefield and set them up again as described in the Deployment section of the mission you are playing. If both players have units that can do this, roll-off. The player that wins the roll-off decides who sets up their unit(s) first. In addition, roll a die every time you spend a Command Point; on a 5+ that Command Point is not lost.
  • 2: Heightened Senses: Whether through rows of bristling antennae or clusters of glistening compound eyes, this Warlord can sense the location of its prey with unerring accuracy.
Your Warlord never suffers any penalties to their hit rolls, even when firing Overwatch.
  • 3: Synaptic Lynchpin: This Warlord’s cerebral cortex pulsates with the irresistible power of the Hive Mind, acting as a blazing synaptic beacon to the lesser creatures of the swarm.
Add 6" to the range of the Warlord’s Synapse ability.
  • 4: Mind Eater: This Warlord devours not only the flesh of the prey’s leaders but their thoughts as well, so that it may learn of their strategies and direct the movements of the swarm accordingly.
Each time the Warlord slays an enemy Character in the Fight phase, choose one of the aura abilities of that unit, until the end of the battle your Warlord gains that special rule. Replace all faction and sub-faction keywords with Tyranids <Hive Fleet> (for example, the rule "Re-roll wound rolls of 1 for friendly <Dinasty> Infantry units that are within 6" of this model" would become "Re-roll wound rolls of 1 for friendly <Hive Fleet> Infantry units that are within 6" of this model").
  • 5: Instinctive Killer: This Warlord has been bioengineered with genetic memories of how best to slay the myriad species which the Hive Mind calls prey.
At the beginning of the battle but before the first turn begins, choose an enemy unit type. You can re-roll failed hit rolls for the Warlord for attacks that target that unit or any unit that has the same type (for example, all Infantry units or all Biker etc.).
  • 6: Adaptive Biology: The same weapon rarely works against this Warlord twice, as its alien physiology adapts at an astonishing rate to counter the attacks of the foe.
From the end of the first phase in which this Warlord suffers any wounds, for the remainder of the battle when inflicting damage upon the Warlord, reduce the damage of the attack by 1 to a minimum of 1.

Hive Fleet-Specific[edit]

  • Behemoth - Monstrous Hunger: The Warlord embodies the Hive Mind’s eternal hunger, tearing great chunks out of its victims in a feeding frenzy, or even swallowing them whole.
Each time you make a wound roll of 6+ for the Warlord in the Fight phase, that attack inflicts 1 additional damage.
  • Gorgon - Lethal Miasma The air around the Warlord throngs with microscopic organisms that invade the bodies of its foes, devouring them from the inside.
At the end of the Fight phase, roll a D6 for each enemy unit within 2" of the Warlord. On a 4+ that unit suffers a mortal wound.
  • Hydra - Endless Regeneration: Enemy soldiers are horrified to see the Warlord’s severed limbs and shattered plates regrowing before their eyes.
At the beginning of each of your turns, roll a dice for each wound that your Warlord has lost. For each roll of 5+, your Warlord regains a wound lost earlier in the battle.
  • Jormungandr - Insidious Threat: This Warlord has lurked unseen on this world, developing such an intimate knowledge of its terrain that there is nowhere for its prey to hide.
Enemy units never gain any bonus to their saving throws for being in cover for attacks made by the Warlord or friendly Jormungandr units within 3" of the Warlord.
  • Kraken - One Step Ahead: There is no move the prey can make that this Warlord has not foreseen.
In each Fight phase, you can pick one friendly Kraken unit within 6" of your Warlord. That unit can fight first in the Fight phase, even if it didn’t charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.
  • Kronos - Soul Hunger: This Warlord has an insatiable hunger for psykers, and can manipulate the Shadow in the Warp to isolate and overwhelm its prey.
Whenever an enemy Psyker fails a psychic test within 18" of your Warlord, they suffer D3 mortal wounds while your Warlord recovers 1 previously lost wound.
  • Leviathan - Perfectly Adapted: This Warlord was created for one purpose, to completely eradicate the defenders of this world.
Once per turn, you can re-roll a single hit roll, wound roll, damage roll, Advance roll, charge roll or saving throw made for your Warlord.

Psychic Powers[edit]

Unless stated otherwise, all Tyranid psykers may generate their powers from any of the below Hivemind disciplines.

Hivemind's Control[edit]

  • 1: Dominion
Warp Charge: 5
Through this power, Tyranid organisms are able to extend the range at which they can influence other Tyranid organisms.
Select a friendly Tyranids unit within 36" of the psyker that has the Instinctive Behaviour ability. Until the end of your next Psychic phase, that unit ignores its Instinctive Behaviour ability and automatically passes Morale tests.
  • 2: Catalyst
Warp Charge: 6
Many Tyranid psykers are known for their ability to make themselves and other Tyranids seemingly incognizant of even the most grievous of injuries, allowing them to fight on.
Select a friendly Tyranids unit within 18" of the psyker. Until the start of your next Psychic phase, each time that unit loses a wound, roll a D6; on a 5+, the damage is ignored and the unit does not lose that wound.
  • 3: Onslaught
Warp Charge: 6
The hive mind is capable of giving additional energy to the creatures that comprise its vast "body", allowing them to attack even while sprinting.
Select a friendly Tyranids unit within 18" of the psyker. That unit can shoot this turn (even if it Advanced) without suffering any penalties to its hit rolls for moving and shooting with Heavy weapons, or Advancing and shooting with Assault weapons. In addition, that unit can charge this turn even if it Advanced (though not if it Fell Back).
  • 4: Unstoppable
Warp Charge: 8
A more severe form of the energies put into an organism by Onslaught, this power fills a Tyranid creature with so much psychic power as to become a juggernaut, though the influx of energy is prone to killing the organism afterwards.
Select a friendly Tyranids unit within 24" of the psyker. Until the start of your next Psychic phase, the target unit gains a 2+ save against any type of wounds, even mortal wounds and adds 1 to both its attack and strength characteristic in a turn in which he charged. It may also re-roll failed to-hit rolls in both shooting and close combat. At the start of your next Psychic phase, the target must immediately pass a Leadership test or be removed as a casualty. If the test is passed, it may not take any actions during any phase, make cover saves, and it's hit automatically in close combat until the start of the next Psychic phase.
  • 5: Fury
Warp Charge: 6
The emotion of anger is like all emotions, a product of chemicals, chemicals that Tyranid psykers can stimulate into being with a thought to grant the benefits that animalistic rage can provide in battle.
Select a friendly Tyranids unit within 12" of the psyker. Until the start of your next Psychic phase, the target unit adds 1 to both its attack and strength characteristic if it charged that turn.
  • 6: One Mind
Warp Charge: 7
Through this power, the Hive Mind is capable of turning even the most rudimentary of combat organisms into a formidable beast of battle as they receive the combat skills assimilated by the hive mind over the course of billions of years.
Select a friendly Tyranids unit within 12" of the psyker. Until the start of your next Psychic phase the target unit and the psyker add 2 to their hit rolls in both shooting and fighting phase.

Hivemind's Malice[edit]

  • 1: The Horror
Warp Charge: 6
The terrifying psychic presence of the Hive Mind radiates from the synapse creature, flooding the minds of the Tyranids’ enemies and causing them to quail and panic.
Select a unit within 24" that is visible to the psyker. Until the start of your next Psychic phase, that unit must subtract 1 from their hit rolls and Leadership characteristic.
  • 2: Paroxysm
Warp Charge: 5
The Hive Mind debilitates its enemies by triggering every nerve and pain receptor in their bodies, overwhelming their senses with wracking fits of agony.
Choose an enemy unit within 18" of the psyker. Until your next Psychic phase, that unit cannot fight in the Fight phase until all other units that are able to have done so. If the target has an ability that allows it to fight first in the Fight phase, it instead fights as if it didn't have this ability. If both players have units that cannot fight until all other units have done so, then alternate choosing which of those units to fight with, starting with the player whose turn is taking place.
  • 3: Mutagenesis
Warp Charge: 6
Choose an enemy unit within 24" of the psyker. The target unit must pass a toughness test or suffer a -1 penalty to toughness, strength and attacks.
  • 4: The Shadow Notices
Warp Charge: 7
Select a unit within 24" that is visible to the psyker. Until the start of your next Psychic phase, that unit reduces its leadership by D3. If the target is a Psyker it suffers an additional -1 to its rolls when trying to manifest or deny a psychic power. Finally, if the target has the Demon keyword it has to consider its invulnerable save as one point worse.
  • 5: Optical Overload
Warp Charge: 7
Select a unit within 24" that is visible to the psyker. Until the start of your next Psychic phase, that unit only hits on 6s in both shooting and fight phase.
  • 6: Stand and Die
Warp Charge: 8
Select a unit within 24" that is visible to the psyker. Until the start of your next Psychic phase, that unit can't benefit from cover, has to subtract 2 from all its hit rolls, can't fire overwatch and has to attack last in the fight phase.

Hivemind's Wrath[edit]

  • 1: Cacophony
Warp Charge: 6
Select a unit within 12" that is visible to the psyker. That unit suffers D6 automatic hits with the profile below:
S AP D Abilities
8 -2 1 This weapon wounds on the leadership of the unit instead of the toughness
  • 2: Psychic Scream
Warp Charge: 5
Through its vassal, the Hive Mind unleashes a piercing shriek of undiluted psychic energy that shreds the minds of those caught in its wake.
The nearest enemy unit within 18" suffers D3 mortal wounds. In addition, if that unit is a PSYKER, roll two dice. If the result is higher than their Leadership characteristic, randomly select one of their psychic powers. They can no longer use that psychic power.
  • 3: Alien Voice
Warp Charge: 7
Select a unit within 18" that is visible to the psyker. Both the target and the Psyker must roll a D6 and add the result to their Leadership - if the Psyker gets a higher result, the target takes the difference in mortal wounds as their minds and souls are burnt out from being forcibly put in contact with the hive mind, while the result of a draw causes nothing to happen as the mental energies cancel each other out, but if the target gets a bigger result they manage to avoid forming a connection to the hive mind and the feedback instead afflicts the offending tyranid; the psyker's Synapse range is immediately reduced by 6" until the start of his next Psychic phase. Models without Leadership value cannot be affected by this psychic power.
  • 4: Despair
Warp Charge: 7
Select a unit within 18" that is visible to the psyker. That unit suffers D3 automatic hits with the profile below:
S AP D Abilities
9 -3 2 This weapon wounds on the leadership of the unit instead of the toughness
  • 5: Hunger
Warp Charge: 6
Through this power, the hive mind can force other living beings to experience a portion of the terrible hunger that the gestalt consciousness of the Tyranid race feels every day, a hunger far beyond the ability of lesser organisms to control, forcing them to try and eat their comrades to satiate this horrific desire to satiate an unfathomable hunger.
Select a unit within 24" that is visible to the psyker. Roll an opposed Leadership test against the highest Ld value in the targeted unit, if the target fails, the unit immediately suffers a number of hits equal to the number of models in that unit. These hits are resolved using the unit’s majority Strength (if drawn, use the highest) and AP-. Wounds are allocated by the owning player and armour saves or invulnerable saves if better.
  • 6: Warp Blast
Warp Charge: 7
A blast of pure psychic energy either fired as a beam that can pierce the strongest armor, an orb that can rip apart terminators, or as a pulsating blast that can turn even the Astartes inside out, this is a signature ability of Zoanthropes.
Select a unit within 24" that is visible to the psyker. You can immediately make a single shooting attack against that unit using one of the profiles below as if it was your shooting phase.
Weapon Range Type S AP D Abilities
Warp Blast 24" Assault 2D6 6 -3 1 -
Warp Orb 24" Assault D6 8 -4 D3 -
Warp Lance 24" Assault 1 10 -5 D6 You can re-roll all wound rolls if the target is a Vehicle or a Building. Treat damage rolls of 1 or 2 made by this weapon as 3 instead.

Hive Fleet-Specific[edit]

These followings Psychic Powers can be taken by any Tyranid Psyker of that specific <Hive Fleet>, regardless of the indications of one model's on which discipline to choose powers from.

  • Behemoth- Unstoppable Hunger
Warp Charge: 7
Pick a friendly Behemoth unit within 9" of the psyker. Until the end of the turn, add 1 to the wound rolls for that unit's melee attacks.
  • Gorgon- Poisonous Influence
Warp Charge: 6
Until your next Psychic phase, improve the AP characteristic of melee weapons for friendly Gorgon units within 9" of this psyker by one.
  • Hydra- Death Shriek
Warp Charge: 5
Until your next Psychic phase, when a friendly Hydra unit that is within 6" of both this psyker and an enemy unit loses a model, roll a D6. On a 5+, the closest enemy unit suffers 1 mortal wound.
  • Jormungandr- Lurking Maw
Warp Charge: 6
Pick an enemy unit that is visible to the psyker. Until the end of the turn, re-roll hit rolls against that unit from friendly Jormungandr units set up on the battlefield this turn. During the first turn, units set up through conventional deployment can't benefit from this Psychic power.
  • Kraken- Synaptic Lure
Warp Charge: 5
Pick an enemy unit. Until the end of the turn, re-roll charge rolls made by friendly Kraken units that target that unit.
  • Kronos- Symbiostorm
Warp Charge: 6
Pick a friendly Kronos unit within 12" of the psyker. Until the end of the turn, when that unit rolls a 6+ to hit with a ranged weapon, it scores an additional hit.
  • Leviathan- Hive Nexus
Warp Charge: 6
Until your next Psychic phase, the synapse range of friendly Leviathan units is 18" instead of 12" (unless it would be already higher) and improve the save conferred by the Leviathan Hive Fleet adaptation by 1.

Tyranid Biomorphs[edit]

Melee Biomorphs[edit]

  • Acid Maws:
Weapon Range Type S AP D Abilities
Acid Maw Melee Melee User -3 1 -
Monstrous Acid Maw Melee Melee User -5 D3 -
Melting Maw Melee Melee User -5 6 Each time the bearer fights, it can give up all its attacks to make one single attack with this weapon. If this weapon kills a model the Viragon heals D3 wounds it had previously lost.
  • Blinding Venom:
Weapon Range Type S AP D Abilities
Blinding Venom Melee Melee 3 0 1 If any unit suffers any unsaved wounds from this weapon, your opponent must subtract 1 from hit rolls for that unit until the end of the turn.
  • Bone Sabres:
Weapon Range Type S AP D Abilities
Bone Sabres Melee Melee User -3 6 Each time you make a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage. Successful invulnerable save against wounds caused by this weapon must be re-rolled.
  • Boneswords and Lash Whips:
Weapon Range Type S AP D Abilities
Boneswords Melee Melee User -2 1 A model armed with boneswords can make 1 additional attack with them in the Fight phase. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.
Lash Whips Melee Melee User 0 1 Enemy models in base contact with a model equipped with this weapon have to subtract 1 from their hit rolls.
Lash Whip and Bonesword Melee Melee User -2 1 If the bearer is slain in the Fight phase before it makes it attacks, leave it where it is. When its unit is chosen to fight in that phase, the bearer can do so as normal before being removed from the battlefield. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage. Enemy models in base contact with a model equipped with this weapon have to subtract 1 from their hit rolls.
Monstrous Boneswords Melee Melee User -2 3 A model armed with monstrous boneswords can make 1 additional attack with them in the Fight phase. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.
Monstrous Lash Whips Melee Melee User 0 1 Enemy models in base contact with a model equipped with this weapon have to subtract 1 from their hit rolls.
Lash Whip and Monstrous Bonesword Melee Melee User -2 3 If the bearer is slain in the Fight phase before it makes it attacks, leave it where it is. When its unit is chosen to fight in that phase, the bearer can do so as normal before being removed from the battlefield. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage. Enemy models in base contact with a model equipped with this weapon have to subtract 1 from their hit rolls.
Lashwhip Pods Melee Melee User -1 2 Make 3 hit rolls for each attack with this weapon.
Parry: A model equipped with a single Bonesword has a 6+ invulnerable save in close combat. If it has two or three Boneswords, the save is improved to 5+. If it has four Boneswords, the save is improved to 4+.
  • Crushing Claws, Wrecker Claws and Bio-flail:
Weapon Range Type S AP D Abilities
Crushing Claws Melee Melee x2 -3 D3 When attacking with this weapon, you must subtract 1 from the hit roll.
Monstrous Crushing Claws Melee Melee x2 -3 3 When attacking with this weapon, you must subtract 1 from the hit roll. A model equipped with two pairs of Monstrous Crushing Claws gains +D3 additional attacks in close combat.
Massive Crushing Claws Melee Melee x2 -3 D6 When attacking with this weapon, you must subtract 1 from the hit roll.
Wrecker Claws Melee Melee x2 -3 D6 Against Vehicles and Buildings, re-roll all failed wound rolls with this weapon. If this model has two wrecker claws, it also re-rolls failed hit rolls against Vehicles and Buildings.
Bio-flail Melee Melee User -1 2 Each time the bearer fights, one (and only one) of its attacks can be made with this weapon. When the bearer fights with this weapon, make a number of hit rolls against one target unit equal to the number of models that the target unit has within 2" of the bearer.
  • Diamond-tipped Teeth:
Weapon Range Type S AP D Abilities
Diamond-tippped Teeth Melee Melee User -3 3 When using this weapon, halve the attack characteristic of this model (rounding up). You can re-roll failed wound rolls for this weapon. If the target's Toughness is higher than this attack's Strength, this weapon always wounds the target on a wound roll of 4+.
  • Distensible Jaw:
Weapon Range Type S AP D Abilities
Distensible Jaw Melee Melee User -3 D6 Each time the bearer fights, one (and only one) of its attacks must be made with this weapon.
  • Gigantic Shovel Limbs:
Weapon Range Type S AP D Abilities
Gigantic Shovel Limbs Melee Melee +4 -2 D3 -
  • Grasping Tail:
Weapon Range Type S AP D Abilities
Grasping Tail Melee Melee User -1 D3 At the beginning of the Fight phase, instead of attacking with this model, you may choose one enemy model within 1" of it. Both players roll 1d6 and add it to the corresponding models' Strenght characteristics. If the model wins, nothing happens. If it fails, reduce its attacks by half (rounding down), the model has to subtract 2 from all its hit rolls and may not disengage. If the models' unit disengages, this model is removed from play as the helpless warrior is devoured by the creature. A model slain in this manner counts as slain by the Malanthrope for the purpose of the Prey Adaptation rule.
  • Grasping Talons and Thorax Spine-maw:
Weapon Range Type S AP D Abilities
Grasping Talons Melee Melee User -1 2 -
Sinister Talons Melee Melee User -3 D3 You can re-roll failed wound rolls for this weapon. In addition, each time you make a wound roll of 6+, that hit is resolved with an AP of -6 and Damage of 3.
Grasping Talons and Thorax Spine-maw Melee Melee 7 -2 1 When targeting INFANTRY units, each hit roll of 6+ made with this weapon is resolved at Strength x2 and Damage D6.
  • Massive Feeder Tendrils:
Weapon Range Type S AP D Abilities
Massive Feeder Tendrils Melee Melee User -3 1 Make 4 hit rolls for each attack made with this weapon, instead of 1. Every model slain by this weapon or every 2 damage dealt by this weapon heals the bearer of this weapon for 1 wound.
  • Powerful Limbs:
Weapon Range Type S AP D Abilities
Powerful Limbs Melee Melee User -1 2 -
  • Psychic Feelers and Mind Spikes:
Weapon Range Type S AP D Abilities
Psychic Feelers and Mind Spikes Melee Melee User - 1 Make 3 hit rolls for each attack made with this weapon, instead of 1. Armour or invulnerability saves may not be taken against this weapon.
  • Ravenous Maw:
Weapon Range Type S AP D Abilities
Ravenous Maw Melee Melee User -1 D3 Make 3 hit rolls for each attack made with this weapon, instead of 1.
  • Rending Claws:
Weapon Range Type S AP D Abilities
Rending Claws Melee Melee User -1 1 Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4. If a model is equipped with two pairs of Rending Claws the effect activates on a wound roll of 5+ instead.
Monstrous Rending Claws Melee Melee User -3 D3 You can re-roll failed wound rolls for this weapon. In addition, each time you make a wound roll of 6+, that hit is resolved with an AP of -6 and Damage of 3. If a model is equipped with two pairs of Monstrous Rending Claws or Patriarch's Claws the effect activates on a wound roll of 5+ instead.
Patriarch's Claws Melee Melee User -4 D3 You can re-roll failed wound rolls for this weapon. In addition, each time you make a wound roll of 6+, that hit is resolved with an AP of -6 and Damage of 3. If a model is equipped with two pairs of Monstrous Rending Claws or Patriarch's Claws the effect activates on a wound roll of 5+ instead.
  • Shoveling Claws:
Weapon Range Type S AP D Abilities
Schoveling Claws Melee Melee x2 -3 D6 -
  • Scything Talons:
Weapon Range Type S AP D Abilities
Scything Talons Melee Melee User 0 1 You can re-roll hit rolls of 1 when attacking with this weapon. If the bearer has more than one pair of scything talons, it can re-roll all failed hit rolls and also make 1 additional attack with this weapon each time it fights.
Giant Scything Talons Melee Melee +3 -3 3 When attacking with this weapon, you must subtract 1 from the hit roll.
Monstrous Scything Talons Melee Melee User -3 3 You can re-roll hit rolls of 1 when attacking with this weapon. If the bearer has more than one pair of monstrous scything talons, it can re-roll all failed hit rolls and also make 1 additional attack with this weapon each time it fights.
Massive Scything Talons Melee Melee User -3 D6 You can re-roll hit rolls of 1 when attacking with this weapon. If the bearer has more than one pair of massive scything talons, it can re-roll all failed hit rolls and also make 1 additional attack with this weapon each time it fights.
Viragon Scything Talons Melee Melee X2 -4 D3+6 You can re-roll hit rolls of 1 when attacking with this weapon.
Gargantuan Scything Talons Melee Melee X2 -5 2D6 You can re-roll hit rolls of 1 when attacking with this weapon.
Spore-cloud Scything Talons Melee Melee X2 -5 5D3 Attacks made against Infantry count as 3 hits instead of 1, but suffer a -1 to hit. You can re-roll hit and wound rolls of 1 when attacking with this weapon.
  • Scything Wings:
Weapon Range Type S AP D Abilities
Scything Wings Melee Melee User -2 D3 You can re-roll hit rolls of 1 when attacking with this weapon.
  • Sickle Claws:
Weapon Range Type S AP D Abilities
Sickle Claws Melee Melee 10 -2 D3 If a hit roll with this weapon is a 6, resolve that hit with an AP of -4 and a Damage of D6. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.
  • Tail Biomorphs:
Weapon Range Type S AP D Abilities
Biostatic Rattle Melee Melee User -1 1 Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer's attacks. If a unit suffers any unsaved wounds from this weapon, add 1 to any Morale tests they take until the end of the turn.
Bone Mace Melee Melee 8 -1 D3 Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer's attacks.
Prehensile Pincer Melee Melee User 0 D3 Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer's attacks.
Spike Tail Melee Melee user -2 1 Each time the bearer fights, it make one (and only one) attack with this weapon. This is in addition to the bearer's attacks. A unit (that doesn't have the Vehicle or Monster keyword) that suffers an unsaved wound from this weapon has to always attack last in the fight phase and to subtract 1 from all its hit rolls and Leadership value. This effect lasts one game turn.
Thresher Scythe Melee Melee 4 -1 1 Each time the bearer fights, it can make one (and only one) attack with this weapon. Make D3 hit rolls for this attack instead of one. This is in addition to the bearer's attacks.
Toxin Spike Melee Melee 1 0 D3 Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer's attacks. This weapon always wounds targets (other than Vehicle) on a 2+.
  • Toxic Lashes:
Weapon Range Type S AP D Abilities
Toxic Lashes Melee Melee User 0 D3 This weapon always wounds on a 2+, unless the target is a VEHICLE. A model armed with this weapon always attacks first in the Fight phase, even if it didn't charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.
Massive Toxic Lashes Melee Melee User -2 D3 This weapon always wounds on a 2+, unless the target is a VEHICLE. A model armed with this weapon always attacks first in the Fight phase, even if it didn't charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.
  • Tresher Tendrils and Spikes:
Weapon Range Type S AP D Abilities
Tresher Tendrils Melee Melee +2 -2 D3 You may not use this weapon once you have used the Thresher Tendrils special rule. Make D3 hit rolls for each attack with this weapon in a turn in which the beared charged.
Thresher Tendrils and Spikes Melee Melee User -1 1 Make 3 hit rolls with this weapon instead of 1 for each attack assigned to it.
  • Wicked Spur:
Weapon Range Type S AP D Abilities
Wicked Spur Melee Melee 8 -3 D3 Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer's attacks.

Ranged Biomorphs[edit]

  • Acid Spit and Pyro-acid Spit
Weapon Range Type S AP D Abilities
Acid Spit 24" Assault 2D6 6 -5 3 This weapon automatically hits its target.
Pyro-acid Spit 18" Pistol 4D6 6 -3 2 This weapon automatically hits its target.
  • Acid Spray Weapons:
Weapon Range Type S AP D Abilities
Acid Spray 18" assault 2D6 User -1 D3 This weapon automatically hits its target. For each vehicle hit this weapon roll a D6 before rolling to wound. On a 3+ the vehicle loses one point of toughness for the rest of the game.
Bio-Acid Spray 8" Assault 2D6 6 -2 D3 This weapon hits its target automatically.
  • Bio-cannons:
Weapon Range Type S AP D Abilities
Bio-cannon 48" Heavy 6 8 -2 D3 -
Dire Bio-cannon 48" Macro 6 10 -2 2D6 -
Hydraphant Dire Bio-cannon 96" Macro 12 16 -3 2D6 Every wound roll of 6+ against Vehicles, Monsters or Titanic units inflicts an additional 3D3 mortal wounds in addition to its normal damage.
  • Bio-electric Pulse Weapons:
Weapon Range Type S AP D Abilities
Bio-Electric Pulse 12" Assault 6 5 0 1 Against a Vehicle this weapon inflicts a mortal wounds on a wound roll of 6+.
Bio-Electric Pulse with Containment Spines 12" Assault 12 5 0 1 Against a Vehicle this weapon inflicts a mortal wounds on a wound roll of 6+.
  • Bio-Plasma
Weapon Range Type S AP D Abilities
Bio-plasmic Glob 12" Assault D3 7 -3 D3 -
Bio-plasmic Spit 8" Assault D6 7 -3 1 This weapon hits its target automatically.
  • Bio-Plasmic Cannon
Weapon Range Type S AP D Abilities
Bio-Plasmic Cannon 36" Heavy 6 7 -3 2 -
  • Bio-Plasmic Scream
Weapon Range Type S AP D Abilities
Bio-Plasmic Scream 18" Assault D6 7 -4 1 -
  • Brainleech Hive
Weapon Range Type S AP D Abilities
Brainleech Hive 12" Pistol 24 6 0 1 A unit that receives an unsaved wound from one or more weapons with this special rule suffers a -1 Leadership penalty until the end of the turn.
  • Choking Cloud
Weapon Range Type S AP D Abilities
Choking Cloud 12" Assaul D6 3 0 D3 You can re-roll failed wound rolls for this weapon. In addition, units attacked by this weapon do not gain any bonus to their saving throws for being in cover. This weapon always wounds on a 2+ against non Vehicle models and Vehicles that have suffered at least one wound.
  • Cluster Spines
Weapon Range Type S AP D Abilities
Cluster Spines 18" Assault 2D6 4 0 1 -
  • Deathscreamer Hive
Weapon Range Type S AP D Abilities
Deathscreamer Hive 12" Pistol 12 6 -1 1 Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4.
  • Deathspitter Weapons
Weapon Range Type S AP D Abilities
Deathspitter 24" Assault 3 5 -1 1 -
Deathspitter with Slimer Maggots 24" Assault 3 7 -1 1 -
  • Devourer Weapons
Weapon Range Type S AP D Abilities
Devourer 18" Assault 3 4 0 1 A unit that receives an unsaved wound from one or more weapons with this special rule suffers a -1 Leadership penalty until the end of the phase.
Devourer with Brainleech Worms 18" Assault 6 6 0 1 A unit that receives an unsaved wound from one or more weapons with this special rule suffers a -1 Leadership penalty until the end of the turn.
  • Drool Cannon
Weapon Range Type S AP D Abilities
Torrent 8" Assaul D6 6 -1 1 This weapon automatically hits its target.
Spit 18" Assaul 2 7 -1 1 Hits made against Flyers are resolved with an AP of -4 and can re-roll every wound rolls.
  • Flamespurt Cannon
Weapon Range Type S AP D Abilities
Flamespurt Cannon 10" Assaul D6 5 -1 1 This weapon automatically hits its target. During the Fight phase a model equipped with this weapon may inflict D3 automatic hits with this weapon's Strength and AP.
  • Fleshborer Weapons
Weapon Range Type S AP D Abilities
Fleshborer 12" Assault 1 4 0 1 -
Fleshborer Hive 18" Heavy 20 5 0 1 You can re-roll wound rolls when shooting with this weapon. Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3.
  • Grasping Tongue
Weapon Range Type S AP D Abilities
Grasping Tongue 12" Assaul 1 6 -3 D3 This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units. In addition, when a model is slain by this weapon, its bearer regains 1 lost wound.
  • Impaler Cannon
Weapon Range Type S AP D Abilities
Impaler Cannon 36" Heavy 2 8 -2 D3 This weapon can target unit that are not visible to the bearer. In addition, units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
  • Impaling Tendril
Weapon Range Type S AP D Abilities
Impaling Tendril 18" Heavy 1 9 -4 D6 You may reroll failed hit rolls for this weapon. Models with the VEHICLE or MONSTER keyword which are damaged by this weapon are dragged 3D6" towards this model. On a 4+ on a D6, that model also suffers a mortal wound.
  • Rupture Cannon
Weapon Range Type S AP D Abilities
Rupture Cannon 48" Heavy 3 10 -3 D6 For every two hits resolve them at AP -5 and re-roll the failed wound rolls.
  • Shock Cannon
Weapon Range Type S AP D Abilities
Shock Cannon 24" Assault D3 7 -1 D3 If the target is a VEHICLE and you make a wound roll of 4+, the target suffers 1 mortal wound in addition to any other damage. If you make a wound roll of 6+, inflict D3 mortal wounds instead.
  • Spike Rifle
Weapon Range Type S AP D Abilities
Spike Rifle 18" Assault 1 3 0 1 -
  • Spine-Cloud Spray
Weapon Range Type S AP D Abilities
Spike-Cloud Spray 48" Assault 6 7 -2 D3 Add 1 to all hit rolls made for this weapon against targets that can Fly
  • Spinefist Weapon
Weapon Range Type S AP D Abilities
Spinefist 12" Pistol * 3 0 1 When a model fires this weapon, it makes a number of shots equal to its Attacks characteristic.
Heavy Spinefist 12" Pistol * 5 0 1 When a model fires this weapon, it makes a number of shots equal to its Attacks characteristic.
  • Spinemaws
Weapon Range Type S AP D Abilities
Spinemaws 6" Pistol 4 2 0 1 -
  • Spore Mine Weapons
Weapon Range Type S AP D Abilities
Spore Mine Launcher 48" Heavy 1 - - - See Spore Mine Launcher.
Dactylis Birthing Cannon - - - - - Choose one of this weapons profiles before firing.
-Arching Shot 24"-360" Assault 1 4 0 1 See “Launched Mines” ability. This attack can target units that aren't visible to the shooter.
-Defensive Ejection 36" Heavy 20 5 0 1 See “Launched Mines” ability. Subtract 1 from the hit rolls when using this weapon profile.
* Spore Mine weapons can use a wide variety of different mines, which define weapon's Strength, AP and additional rules. The type is purchased before the battle begins.
Weapon S AP D Abilities
Frag Mine 4 -1 1 See “Floating Death (Spore Mine)” ability. Instead of inflicting mortal wounds this Mine inflicts D6 automatic hits on a 2-5 roll, 6 on a roll of 6.
Toxin Mine 1 - D3 See “Floating Death (Spore Mine)” ability. Instead of inflicting mortal wounds this Mine inflicts D6 automatic hits on a 2-5 roll, 6 on a roll of 6. This weapon always wounds on a 2+ unless the target is a Vehicle.
Acid Mine - - - See “Floating Death (Spore Mine)” ability.
Char Mine - - - See “Floating Death (Spore Mine)” ability. If the target has the Fly keyword, you can 1 to the hit rolls for this weapon, in attidion, duble the number of mortal wounds this weapon inflicts.
  • Stinger Salvo
Weapon Range Type S AP D Abilities
Stinger Salvo 24" Assaul 4 5 -1 1 -
  • Strangler Weapons
Weapon Range Type S AP D Abilities
Strangle Web 8" Assault D3 3 0 1 A unit that suffers one or more wounds from this weapon must subtract 1 from its movement, advance and charge distances.
Great Strangler 8" Assault D3 4 -1 1 A unit that suffers one or more wounds from this weapon must subtract 1 from its movement, advance and charge distances.
Barbed Strangler 36" Assault D6 5 -1 1 You can add 1 to hit rolls for this weapon when attacking a unit with 10 or more models. A unit that suffers one or more wounds from this weapon must subtract 2 from its movement, advance and charge distances.
Stranglethorn Cannon 36" Assault D6 7 -1 2 You can add 1 to hit rolls for this weapon when attacking a unit with 10 or more models. A unit that suffers one or more wounds from this weapon must subtract 3 from its movement, advance and charge distances.
  • Tentaclids
Weapon Range Type S AP D Abilities
Tentaclids 36" Assaul 4 5 0 1 You may re-roll failed hit rolls for this weapon against units that can FLY. In addition, if the target is a VEHICLE and you make a wound roll of 4+, it suffers 1 mortal wound in addition to any other damage. If you make a wound roll of 6+, inflict D3 mortal wounds instead.
  • Thorax Biomorphs
Weapon Range Type S AP D Abilities
Bloodseeker Flies 8" Assault D6 3 0 1 This weapon automatically hits its target. If any unit suffers any unsaved wounds from this weapon, your opponent must subtract 1 from hit rolls for that unit until the end of the turn.
Desiccator Larvae 8" Assault D6 1 0 1 This weapon automatically hits its target. This weapon always wounds on a 2+, unless the target is a VEHICLE.
Electroshock Grubs 8" Assault D6 5 0 1 This weapon automatically hits its target. If the target is a VEHICLE and you make a wound roll of 4+, the target suffers 1 mortal wound in addition to any other damage. If you make a wound roll of 6+, inflict D3 mortal wounds instead.
Mindflayer Worms 8" Assault D6 4 0 1 This weapon automatically hits its target. A unit that receives an unsaved wound from one or more weapons with this special rule suffers a -1 Leadership penalty until the end of the phase.
Shreddershard Beetles 8" Assault D6 3 0 1 This weapon automatically hits its target. You can re-roll failed wound rolls for this weapon. Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3.
  • Toxic Lashes Weapons
Weapon Range Type S AP D Abilities
Toxic Lashes 6" Assault 2 User 0 D3 This weapon always wounds on a 2+, unless the target is a VEHICLE, and can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units.
Massive Toxic Lashes 8" Assault D6 User -2 D3 This weapon always wounds on a 2+, unless the target is a VEHICLE, and can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units.
  • Venom Cannon Weapons
Weapon Range Type S AP D Abilities
Venom Cannon (Single Shot) 36" Assault 1 9 -3 D3 -
Venom Cannon (Salvo) 36" Assault D3 8 -2 D3 -
Heavy Venom Cannon (Single Shot) 36" Assault 1 10 -3 3 -
Heavy Venom Cannon (Salvo) 36" Assault D3 9 -2 3 -
Venom mortar launcher 36”-360” Heavy 20 6 -2 1 This weapon does not require line of sight to hit its target and a unit targeted by this weapon does not gain the benefit of cover.

Bio-Artefacts[edit]

Universal[edit]

  • Arachnacyte Gland: The Arachnacyte Gland clutches the spine of its host bioform, its multi-limbed tendrils becoming wedded to the creature’s own flesh. Through these, the bio-artefact floods its host’s nervous systems and organs and lashes it with psychic stimuli, driving the beast on ever faster.
Model with Adrenal Glands only. When a charge roll is made for a model with this Relic, roll one additional D6 and discard one of the dice.
  • Maw Claws of Thyrax: During the destruction of Thyrax, the dread beast that spearheaded the assault bore a pair of symbiotic fang-lined pincers. These terrible claws consumed both the bodies and the memories of their victims, passing on the assimilated knowledge to the host creature.
Model with Rending Claws, Monstrous Rending Claws or Patriarch Claws only. Add the following to that weapon’s special rule: 'When this model slays an enemy model in the Fight phase, you can re-roll failed hit rolls in all subsequent Fight phases for this model.' In addition, consider the results of the wound rolls made by a model with the Maw Claws of Thyrax as 1 higher to see if the weapon's special rule activates.
  • Norn Crown: First named by Inquisitor Kryptman, the Norn Crown is a unique parasitic organism that burrows needle-like cerebral bores directly into the brain of its host, forming a neuro-synaptic link that acts as a hyper-conduit for the Hive Mind. Through this abhorrent union, the Hive Mind’s indomitable will can pour forth to augment and control the hordes of lesser Tyranids that scuttle in the leader-beast’s wake.
Friendly <HIVE FLEET> units do not suffer the penalties to their hit rolls and charge rolls incurred from the Instinctive Behaviour ability whilst they are within 30" of this model. In addition, this model gains the Psyker keyword and can attempt to manifest one additional psychic power in its Psychic phase.
  • Pathogenesis: An organism like no other, Pathogenesis is perhaps a throwback to the Tyranids’ genetic origins or a shadow of things to come. Though its motes of psychic awareness are diffused throughout its carrier like a virus, it acts with a singular will. Subverting the body and symbiotes of its host, Pathogenesis causes rapid mutation: cartilaginous tubes and containment spines are lengthened; intercostal muscles are engorged; bio-ammunition are sheathed in a toxic dermis. With its host’s reach and lethality extended, fragments of Pathogenesis can reach out to the bodies of many more prey, by infesting the bio-ammunition or riding through the bio-electric charge. Whether it aims only to spread itself or is actively seeking something in the bodies of its fallen foes, perhaps only time will tell.
Add 8" to the Range characteristic of ranged weapons a model with this Relic is equipped with. In addition, when a model with this Relic fires Overwatch or is chosen to shoot with, you can re-roll a single hit roll and you can re-roll a single wound roll.

Resonance Barb: Within the crowning carapace of this creature are pulsing bundles of nerves, their tendrils driven irreversibly into the beast’s cortex. The Resonance Barb throbs at sympathetic frequencies with the Hive Mind, transmitting a portion of its cosmic might into the creature’s flesh-form.

Psyker model only. A model with this Relic can attempt to manifest one additional psychic power in your Psychic phase and attempt to deny one additional psychic power in your opponent’s Psychic phase. In addition, when a Psychic test is taken for a model with this Relic, add 1 to the total.
  • The Hungering Carapace:
This model's armour save is improved by one step. Each time you roll a wound roll of 6+ for a melee attack made by its bearer, the target suffers a mortal wound in addition to any other damage; for every model slain by these mortal wounds, the bearer regains a wound lost previously in the battle.
  • The Miasma Cannon: The Tyranids utilise all manner of bio-weapons, but none evoke more dread than the Miasma Cannon. Unlike other venom cannons, this weapon fires gobbets of toxin-laden slime so virulent that it reduces organic targets into shapeless puddles of goo in seconds.
Model with Heavy Venom Cannon only. The Miasma Cannon replaces the model's Heavy Venom Cannon.
Weapon Range Type S AP D Abilities
The Miasma Cannon - - - - - Choose one of this weapons profiles before firing.
Miasmic Spit 36" Assault D3 10 -3 3 This weapon always wounds on a 2+, unless the target is a VEHICLE.
Miasmic Spray 8" Assault D6 7 -2 2 This weapon always wounds on a 2+, unless the target is a VEHICLE. This weapon automatically hits its target.
  • The Psyleech Venom Cannon:
Model with Heavy Venom Cannon only. The The Psyleech Venom Cannon replaces the model's Heavy Venom Cannon.
Weapon Range Type S AP D Abilities
The Psyleech Venom Cannon - - - - - Choose one of this weapons profiles before firing.
Single Shot 36" Assault 1 9 -3 2 You can add 1 to the wound rolls if the target unit has the Psyker, Daemon or Chaos keyword. In addition, the enemy must subtract 2 from invulnerable saves made against hits caused by this weapon.
Salvo 36" Assault D6 5 -2 1 You can add 1 to the wound rolls if the target unit has the Psyker, Daemon or Chaos keyword. In addition, the enemy must subtract 2 from invulnerable saves made against hits caused by this weapon.
  • The Reaper of Obliterax: The Reaper of Obliterax, first encountered amongst the re-emergent swarms of Hive Fleet Jormungandr, is a sentient blade resembling a bonesword that discharges highly concentrated bursts of destructive energy. Even the lightest blow from this bio-weapon can result in its target being rent asunder.
Model with Lash Whip and Bonesword or Lash Whip and Monstrous Bonesword only. Add the following to that weapon’s Abilities: 'On a wound roll of 6+, this weapon inflicts double damage.' In addition, a model equipped with the Reaper of Obliterax has a 4+ invulnerable save.
  • The Venomthorn Parasite: These engorged bio-ammunition tubes are only the outer form of an ancient symbiotic intelligence that spreads its nerve endings like a fungus throughout both creature and weapon, neurally linking the three together. When it senses prey, the Venomthorn Parasite dominates its two hosts, pushing the weapon symbiote to its limit with pulses of hormonal stimuli until the target is eviscerated.'
Model equipped with a stranglethorn cannon and/or heavy venom cannon only. When this model shoots with a stranglethorn cannon or heavy venom cannon, do not roll any dice when determining the Type characteristic of that weapon; instead, it has the maximum value (e.g. a Heavy D6 weapon makes 6 attacks). In addition, add 1 to the wound rolls when firing with that weapon.
  • The Ymgarl Factor: The Ymgarl Genestealers have long been a cancerous blight on the worlds of the Imperium. Their insatiable voracity is legend amongst those that have had the misfortune to encounter them and live. Now, dark rumours have surfaced of Tyranid leader-beasts that appear to share the unfathomable adaptability of the Ymgarl Genestealers.
At the start of its 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 its 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.
  • Muscled Carapace: The model has +D3 Toughness.
  • Xenogenic Acid: This oily black substance continually seeps from the swollen cysts of its carrier. Splashes of the liquid have been seen to flow against gravity towards horrified eyes or compromised armour plates, giving rise to speculation that the acid itself is sentient. Within moments, the horrifying effluence finds its way inside its victims, breaking down the prey’s genetic structure and molecular cohesion until all that is left is a bubbling pile of black bio-matter.
Model with Toxin Sacs only. When resolving a melee attack made by a model with this Relic, an unmodified wound roll of 5+ inflicts 1 mortal wound on the target in addition to any other damage.

Hive Fleet-Specific[edit]

  • Behemoth - Scythes of Tyran: The few remaining records of the fall of Tyran speak of an alpha beast that led the assault upon Magos Varnak’s command bunker, tearing open the facility’s vast bulkhead doors with a single slash of its scything forelimbs. So sharp were these monomolecular-edged weapon-growths that several Skitarii defenders were bisected with the alpha beast's every frenzied swipe.
Behemoth model with Monstrous Scything Talons only. The Scythes of Tyran replaces the model's Monstrous Scything Talons.
Weapon Range Type S AP D Abilities
Scythes of Tyran Melee Melee +2 -3 3 You can re-roll hit rolls of 1 when attacking with this weapon. This model can make 1 additional attack with this weapon each time it fights. In addition, each time you make a hit roll of 6+ for this weapon, you can make an additional hit roll. These additional hit rolls cannot generate further additional hit rolls.
  • Gorgon - Hyper-Adaptive Biology Leader-beasts spawned by Hive Fleet Gorgon possess an intricate array of bizarre, transmutative organs, each of which can reform itself in mere moments to respond to any internal trauma.
Gorgon model only. From the end of the first phase in which this model suffers any wounds, add 1 to its Toughness and roll a die each time the model suffers an unsaved wound; for the remainder of the battle, on a roll of 5+ that wound is not lost.
  • Hydra - Slimer Maggot Infestation: Rather than individual organisms, this deathspitter fires a wad of self-replicating slimer maggots. Upon striking their target, these ravenous creatures burrow deep into its flesh before beginning the process of fragmentation and regeneration. Within moments, the host body is devoured from the inside by a wriggling mass of grubs.
Hydra model with two Deathspitters with Slimer Maggots only. The Slimer Maggot Infestation replaces the model's two Deathspitters with Slimer Maggots. In addition, this model and every Hydra unit within 6" may re-roll every wound roll during the Shooting Phase.
Weapon Range Type S AP D Abilities
Slimer Maggot Infestation 24" Assault 6 7 -1 1 -
  • Jormungandr - Infrasonic Roar: Some Jormungandr bio-colossi utilise a complex arrangement of acoustic organs to unleash fearsome infrasonic bellows. So powerful are these booming sonic emanations that they cause a primal terror and confusion in many sentient species.
Jormungandr model only. Enemy units within 12" of this model must subtract 1 from their Leadership.
  • Kraken – Chameleonic Mutation: This chitinous plate armour is an adaptation of the chameleonic carapace common to the Lictor bioform. Sub-dermal crystals capture and redirect light, projecting an ever-shifting mirage that masks the host creature’s movements.
Kraken model only. Your opponent must subtract 1 from their hit rolls for attacks that target this model. In addition, add 2 instead of 1 to saving throws for this model when it is in cover.
  • Kronos - Balethorn Cannon: This enormous bio-cannon spits out a web of hyper-adaptive microfilament. Upon contact with the target, this sentient substance begins to contract, its contra-empathic surface identifying and adapting to any defences it encounters, flaring white-hot to burn through kinetic shielding, or sharpening to a monomolecular edge to slice through even the thickest power armour.
Kronos model with a Stranglethorn Cannon only. The Balethorn Cannon replaces the model's Stranglethorn Cannon.
Weapon Range Type S AP D Abilities
Balethorn Cannon 36" Assault D6 7 -2 2 You can add 1 to hit rolls for this weapon when attacking a unit with 10 or more models. A unit that suffers one or more wounds from this weapon must subtract 3 from its movement, advance and charge distances. Invulnerable saves cannot be taken against this weapon.
  • Leviathan - Slayer Sabres: At the hilt of each of these enormous, curving blades is a shell of diamond-hard chitin. This houses the brain of the weapon-symbiote, a semi-sentient organism which forms a synaptic link with its bearer. With a mental command, the wielder can generate a powerful surge of psychic energy, a fraction of the full power of the Shadow in the Warp that incinerates the unfortunate victim from the inside out.
Leviathan model with Monstrous Boneswords only. The Slayer Sabres replace the model’s Monstrous Boneswords.
Weapon Range Type S AP D Abilities
Slayer Sabres Melee Melee User -2 3 A model armed with the Slayer Sabres can make 1 additional attack with them in the Fight phase. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage. In addition, if an Infantry or Biker model suffers damage from this weapon but is not slain, roll a D3 at the end of the Fight phase. If the result is greater than that model’s remaining number of wounds, it is slain.

Upgrade Biomorphs[edit]

  • Acid Blood: If a model with this Biomorph suffers one or more unsaved wound(s) in close combat roll a die; on a 6+ the attacking unit suffers a mortal wound.
  • Adamantine Tusks: When a model with this Biomorph finishes a charge move, roll a dice; on a 6+ one enemy unit with 1" suffers a mortal wound.
  • Adrenal Glands: If a model has this Biomorph, add 1" to the distance it can move when it Advances or charges.
  • Amphibious Adaptations: A model with this Biomorph counts as being in cover if it's within a water type terrain and counts them as an open ground for the purpose of moving or charging.
  • Antidote Glands: If a unit shoots with any Poison Weapon against a unit that has at least half of its models (round up) equipped with this Biomorph, it must subtract 2 from the wound rolls.
  • Burrowing Limbs: During deployment, you can set up a unit whit this Biomorph underground instead of placing it on the battlefield. At the end of any of your Movement phases, the unit can burrow to the surface - set it more than 9" away from any enemy models.
  • Carbonized Claws: A model with this Biomorph can reroll wound rolls against Vehicles and Titanic units.
  • Dopamine Injectors: A model with this Biomorph ignores every wound on a 5+.
  • Enhanced Leg Muscles: When a model with this Biomorph advances roll two dices and pick the higher result.
  • Feeder Tendrils: If the last model in an enemy unit is slain in the Fight phase by a model with this Biomorph, it can re-roll hit rolls of 1 against all models that share the same unit type keywords. For example, if a model with this Biomorph wins a combat against Chaos Bike squad, they can re-roll hit rolls of 1 against any Biker
  • Flesh Hooks: Models equipped with this Biomorph 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:
Weapon Range Type S AP D Abilities
Flesh Hooks 6" Assault 2 User 0 1 This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units.
  • Feeding Frenzy Trigger: A model with this Biomorph receives D3 additional attacks if during the fight phase it's against a unit that has more model than its.
  • Hive Mind Direct Link: A model with this Biomorph counts as always being within 12" of a Synapse creature.
  • Implant Attack: During the fight phase a model with this Biomorph inflicts an additional mortal wound on the target on a to-wound roll of 6.
  • Implanted Mechanism Disruption Instincts: A model with this Biomorph can reroll wound rolls against Vehicles.
  • Implanted Organism Killing Instincts: A model with this Biomorph can reroll wound rolls against Monsters.
  • Increased Muscle Density: When a model with this Biomorph attacks in the fight phase consider its strength characteristic as 1 higher.
  • Insula Glands: A model with this Biomorph can reroll every hit roll in a turn in which it charged.
  • Nonepinephrine Infusion: A model with this Biomorph gains 1 attack in a turn in which it charged.
  • Overdeveloped Stabilizing Organs: A model equipped with this Biomorph doesn't suffer any penalties to its hit rolls for moving and shooting with Heavy weapons, or Advancing and shooting with Assault weapons.
  • Pressure Detection Sensors: A model with this Biomorph may decide to shoot an enemy unit that has arrived from the reserves within 12". If it does so hit must subtract 1 from the hit rolls.
  • Psychic Deflection Bio-Crystals: A model with this Biomorph can attempt to deny one psychic power as if was a Psyker.
  • Regeneration: At the end of each friendly turn, roll a D6 for each model with this Biomorph that has less than its starting number of Wounds, but has not been removed as a casualty. On a 4+, that model regains a single Wound lost earlier in the battle.
  • Reflexive Optimization: A model with this Biomorph gains 1 attack in a turn in which it was charged.
  • Serrated Blades: A model with this Biomorph can reroll all wound rolls during the fight phase if it targets a non Vehicle, non Titanic model.
  • Snake Body: Add 3" to the movement characteristic of a model with this Biomorph. Also, during deployment, you can set up a unit whit this Biomorph underground instead of placing it on the battlefield. At the end of any of your Movement phases, the unit can burrow to the surface - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
  • Spine Banks: A model with this Biomorph counts as being equipped with a weapon with the profile below:
Weapon Range Type S AP D Abilities
Spine Banks 6" Assault 4 5 0 1 This weapon can be fired within 1" of an enemy, and can target enemies within 1" of friendly units.
  • Spring Coil Musculature: A model with this Biomorph can Fall Back and charge in the same turn.
  • Stonecrusher Ramshield: When a model with this Biomorph finishes a charge move, roll a dice; on a 4+ one enemy unit with 1" suffers a mortal wound. In addition, all shooting attacks against it suffer -1 penalty to Strength.
  • Three-Dimensional Thought Patterns: During the Shooting phase, a model with this Biomorph may add 1 to its hit rolls if it targets a unit that can Fly.
  • Toxic Miasma: At the end of the Fight phase, roll a D6 for each enemy unit within 1" of any model equipped with this Biomorph. On a 5+, that unit suffers a mortal wound.
  • Toxin Sacs: Any wound rolls of 6+ in the Fight phase for a model with toxin sacs cause 1 additional damage.
  • Warp Shield Projector: A model with this Biomorph has a 5+ invulnerable save while within Synapse range.
  • Wide-Spectrum Retinas: A model with this Biomorph ignores any penalty to its hit rolls cause by night fighting rules.
  • Wings: If a model has this Biomorph, it gains the Fly keyword and adds 3" to its movement characteristic.

Titanic Upgrade Biomorphs[edit]

  • Cellular Bolster: While a model with this biomorph is within Synapse range, it halves the number of wounds suffered from any hit.
  • Frag Spine Batteries: This Biomorph can be fired as a ranged weapon with profile below:
Weapon Range Type S AP D Abilities
Frag Spine Batteries 24" Assault 12 6 -1 1 Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4.
  • Gargantuan Warp Shield: A model with this biomorph have 6+ invulnerable save, which is improved to 4+ if the model is within synapse range.
  • Greater Flesh Hooks: Models equipped with this Biomorph can fire it as a ranged weapon with profile below:
Weapon Range Type S AP D Abilities
Greater Flesh Hooks 12" Assault 12 User -1 1 This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units.
  • Incendiary Ichor: Each time a model with this Biomorph loses a wound in the Fight phase, roll a D6; on a 4+, the unit that inflicted the damage suffers D3 mortal wounds after all of their attacks have been resolved, D6 on a 6.
  • Psy-Catalyst: While a model with this biomorph is within Synapse range, its ranged weapons force rerolls to successful invulnerable and cover saves, and cause additional D3 mortal wounds on a wound roll of 6+.
  • Spore Cloud: Your opponent must subtract 1 from hit rolls for ranged weapons that target <HIVE FLEET> units within 6" of any friendly <HIVE FLEET> model equipped with this Biomorph. In addition, at the end of the Fight phase, roll a D6 for each enemy unit within 3" of this model. On a 4+, that unit suffers D3 mortal wounds.
  • Synaptic Regeneration: If, at the start of its movement phase, a model with this biomorph is within Synapse range, roll a D6 for each wound lost previously; on each result of 5+ the model regains one Wound.
  • Transport Chamber: A model with this Biomorph gains the Transport keyword, and can transport up to 10 <Hive Fleet> GENESTEALERS, Ymgarl GENESTEALERS, TERMAGANTS or HORMAGAUNTS, or a unit of up to 3 HIVE GUARD, TYRANT GUARD or TYRANID WARRIORS. It may also transport a single <HIVE FLEET> TYRANID PRIME, Genestealer Patriarch or Ymgarl Genestealer Patriarch.
  • Transport Hooks: A model with this Biomorph gains the Transport keyword, and can transport up to 20 <Hive Fleet> Gargoyles, Simurghs or SKY-SLASHER SWARMS, or a unit of up to 6 TYRANID Shrikes. It may also transport a single <HIVE FLEET> TYRANID PRIME equipped with the Wings Biomorph.

Mutations[edit]

In a unit's profile, there is a section called "Mutations", followed by a set of model characteristics. For example: a Termagant is (M:2/WS:-/BS:1/S:1/T:1/W:-/A:1/Ld:1/Sv:-/Psy:-/Syn:-). Each characteristic has an associated cost, indicated by the number after the characteristic. This indicates the cost per model to increase that characteristic. Each characteristic can only be improved once, and characteristics with no associated costs (a dash) cannot be improved.

  • (M) - Optimized Muscular Tissues: +2" to Movement
  • (WS) - Adaptive Motion Analysis: +1 Weapons Skill
  • (BS) - Hyper-Reactive Pupils: +1 Ballistics Skill
  • (S) - Muscle Fiber Density: +1 Strength
  • (T) - Subdermal Chitin Sheathing: +1 Toughness
  • (W) - Redundant Organ Systems: +1 Wounds
  • (A) - Explosive Muscle Action: +1 Attack
  • (Ld) - Fear Suppression Glands: +1 Leadership
  • (Sv) - Impact-Deflective Carapace: +1 Armor Save
  • (Psy) - Enhanced Neural Architecture: The model can learn and use an additional psychic power
  • (Syn) - Reinforced Synaptic Links: Improves synapse range by 6"

The Genetic Pool[edit]

Basic Bio-cannons[edit]

A model may replace its Devourer with one of the following:
- Barbed Strangler - 10 pts.
- Venom Cannon - 12 pts.

Basic Bio-weapons[edit]

A model may replace its Devourer with one of the following:
- Deathspitter - 5 pts.
- Scything Talons - free
- Spinefists - free

Biomorphs[edit]

A model may take up to one of each of the following*:
- Acid blood - 5/15 pts.
- Adamantine Tusks - 5 pts.
- Amphibious Adaptations - 1/3 pts.
- Antidote Glands - 1/5 pts.
- Burrowing Limbs - 7/15 pts.
- Carbonized Claws - 5/15 pts.
- Dopamine Injector - 10/30 pts.
- Enhanced Leg Muscles - 5/10 pts.
- Feeder Tendrils - 5/15 pts.
- Feeding Frenzy Trigger - 3/15 pts.
- Implanted Mechanism Disruption Instincts - 5/15 pts.
- Implanted Organism Killing Instincts - 5/15 pts.
- Increased Muscle Density - x/20 pts.
- Insula Glands - x/15 pts.
- Nonepinephine Infusion - 8/15 pts.
- Overdeveloped Stabilizing Organs - 15/25 pts.
- Pressure Detection Sensors - 5/10 pts.
- Psychic Deflection Bio-crystals - x/15 pts.
- Reflexive Optimization - 3/10 pts.
- Regeneration - 10/30 pts.
- Serrated Blades - 5/15 pts.
- Spring Coil Musculature - 5/15 pts.
- Three-dimensional Thought Patterns - 10/20 pts.
- Warp Shield Projector - 10/20 pts.
- Wide-spectrum Retinas - 3/8 pts.
*Biomorphs have two points costs listed, the second is for Monsters, while the first is for all other types of units.

Melee Bio-weapons[edit]

A model may replace any pair of scything talons with one of the following:
- Boneswords - 2 pts.
- Lash Whip and Bonesword - 2 pts.
- Lash Whips - 2 pts.
- Rending claws - 2 pts.

Monstrous Bio-cannons[edit]

A model may replace any pair of Monstrous Scything Talons with one of the following:
- Heavy Venom Cannon* - 18 pts.
- Stranglethorn Cannon* - 15 pts.
- Two Deathspitter with Slimer Maggots - 14 pts.
- Two Devourers with Brainleech Worms - 14 pts.
- Two Heavy Spinefist - 10 pts.
*One per model. A model cannot have both a Stranglethorn Cannon and a Heavy Venom Cannon.

Monstrous Bio-weapons[edit]

A model may replace any pair of Monstrous Scything Talons with one of the following:
- Monstrous Boneswords - 20 pts.
- Monstrous Lash Whips - 10 pts.
- Monstrous Lash Whip and Monstrous Bonesword - 15 pts.
- Monstrous Rending Claws - free

Thorax Biomorphs[edit]

A model may take up to one of the following:
- Bloodseeker Flies - 10 pts.
- Desiccator Larvae - 10 pts.
- Electroshock Grubs - 10 pts.
- Mindflayer Worms - 10 pts.
- Shreddershard Beetles - 10 pts.

Units[edit]

HQ[edit]

Genestealer Patriarch[edit]

This unit contains 1 Genestealer Patriarch (Power Rating 6).

Name M WS BS S T W A Ld Sv
Genestealer Patriarch 8" 2+ 5+ 6 5 6 6 10 4+

Biomorphs:

  • A pair of Patriarch's Claws

Special Rules:

  • Brood Telepathy
  • Lightning Reflexes
  • Shadow in the Warp
  • Swift and Deadly
  • Synapse

Psyker:

  • A Genestealer Patriarch can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite power and one psychic power from the Hivemind's Control discipline.

Upgrades:

  • Death From the Shadows: During deployment, you can set up this unit in the shadows instead of placing it on the battlefield. At the end of any of your Movement phases, you can set it up anywhere on the battlefield that is more than 9" away from any enemy models and inside a piece of terrain.
  • Extended Carapace: A Genstealer Patriarch with extended carapaces has a Save characteristic of 3+ but loses the Swift and Deadly special rule.

Options:

  • Mutations: (M:20/WS:5/BS:5/S:10/T:20/W:10/A:10/Ld:-/Sv:-/Psy:25/Syn:-)
  • A Patriarch may take the Death from the Shadows Upgrade - 15 pts
  • A Patriarch may take the Extended Carapace Upgrade - 25 pts
  • A Patriarch may take one of the following:
- Monstrous Scything Talons - 15 pts.
- Monstrous Rending Claws - 20 pts.
  • A Patriarch may take up to two items from the Biomorphs lists.
  • May take any of the followings:
-Adrenal Glands - 5 pts.
-Toxin Sacs - 6 pts.
  • A Patriarch may take any of the following:
- Flesh Hooks - 5 pts
- Implant Attack - 10 pts

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Character, HQ, Infantry, Genestealer Patriarch, Synapse, Psyker


Ymgarl Genestealer Patriarch[edit]

This unit contains 1 Ymgarl Genestealer Patriarch (Power Rating 8).

Name M WS BS S T W A Ld Sv
Ymgarl Genestealer Patriarch 8" 2+ 5+ 6 5 6 6 10 3+

Biomorphs:

  • A pair of Patriarch's Claws
  • Feeder Tendrils

Special Rules:

  • Alter Form: At the start of its movement phase, a Ymgarl Genestealer Patriarch must alter their form into one of the three listed below. The bonus gained lasts until the start of its next movement phase. The same form cannot be chosen in two consecutive turns.
  • Slashing Claws: The Ymgarl Genestealer Patriarch has +1 Strength.
  • Tentacled Limbs: The Ymgarl Genestealer Patriarch has +1 Attack.
  • Muscle Carapace: The Ymgarl Genestealer Patriarch has +1 Toughness.
  • Brood Telepathy
  • Highly Compatible: If given the Ymgarl Factor Bio-Artefact, a Ymgarl Genestealer Patriarch may choose the result of the D3 die roll for its alter form.
  • Leftover: A Ymgarl Genestealer Patriarch may never be your Warlord.
  • Lightning Reflexes
  • Master of Mutation: In detachments with a Ymgarl Genestealer Patriarch, Ymgarl Genestealers count as Troops.
  • Shadow in the Warp
  • Swift and Deadly
  • Synapse

Psyker:

  • An Ymgarl Genestealer Patriarch can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite power and one psychic power from the Hivemind's Control discipline.

Upgrades:

  • Extended Carapace: A Ymgarl Genstealer Patriarch with extended carapaces has a Save characteristic of 2+ but lose the Swift and Deadly special rule.

Options:

  • Mutations: (M:20/WS:5/BS:5/S:10/T:20/W:10/A:10/Ld:-/Sv:-/Psy:25/Syn:-)
  • An Ymgarl Patriarch may take the Extended Carapace Upgrade - 25 pts
  • An Ymgarl Patriarch may take one of the following:
- Monstrous Scything Talons - 15 pts.
- Monstrous Rending Claws - 20 pts.
  • An Ymgarl Patriarch may take up to two items from the Biomorphs lists.
  • May take any of the followings:
-Adrenal Glands - 5 pts.
-Toxin Sacs - 6 pts.
  • An Ymgarl Patriarch may take any of the following:
- Flesh Hooks - 5 pts
- Implant Attack - 10 pts

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Character, HQ, Infantry, Ymgarl Genestealer Patriarch, Synapse, Psyker


Hive Tyrant[edit]

This unit contains 1 Hive Tyrant (Power Rating 8).

Name M WS BS S T W A Ld Sv
Hive Tyrant * * * 6 7 12 4 10 3+
Remaining W M WS BS
7-12+ 9"/16" 2+ 3+
4-6 7"/12" 3+ 3+
1-3 5"/8" 4+ 4+

Biomorphs:

  • Two pairs of Monstrous Scything Talons

Special Rules:

  • Death Throes
  • Psychic Barrier
  • Shadow in the Warp
  • Synapse
  • The Will of the Hive Mind

Psyker:

  • An Hive Tyran can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite power and two psychic powers from the Hivemind's Control or Hivemind's Wrath disciplines.

Upgrades:

  • Hive Commander: For each Hive Tyrant in your army with this upgrade, choose a single Troops unit from the same detachment. Do not set up that unit. At the end of any of your Movement phases set it up anywhere on the battlefield that is more than 9" away from any enemy models and within 6" of a board edge.
  • Indescribable Horror: Enemy units within 12" subtract 1 from their leadership.
  • Lord of the Skies: If a Hive Tyrant with the Wings upgrade is your warlord, Gargoyles, Simurghs, Shrikes, and Sky-Slashers count as Troops and may be taken as a TROOP choice.
  • Old Adversary: This Hive Tyrant re-rolls all failed To Hit and To Wound rolls of 1 when fighting in close combat against an enemy Character.

Options:

  • Mutations: (M:15*/WS:10/BS:15/S:10/T:20*/W:20/A:10/Ld:-/Sv:30*/Psy:30/Syn:30)
*cannot be taken on a model with wings biomorph.
  • May take items from the Monstrous Bio-cannons, Monstrous Bio-weapons and Thorax Biomorphs lists.
  • May take up to three items from the Biomorphs lists.
  • May take any of the followings:
-Adrenal Glands - 5 pts.
-Toxin Sacs - 6 pts.
  • May take any of the following upgrades:
- Hive Commander - 20 pts.
- Indescribable Horror - 10 pts.
- Old Adversary - 15 pts.
  • May take any of the following:
- Bio-Plasma - 15 pts.
- Flesh Hooks - 15 pts.
- Prehensile Pincer - 10 pts.
- Wings and Lord of the Skies special rule - 27 pts/2 PP.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Character, HQ, Monster, Hive Tyrant, Synapse, Psyker


Malanthrope Brood[edit]

This unit contains 1 Malanthrope (Power Rating 6). It can contain 1 additional Malanthrope (Power Rating +6) or 2 additional Malanthropes (Power Rating +12).

Name M WS BS S T W A Ld Sv
Malanthrope 6" 4+ 4+ 4 5 9 4 9 5+

Biomorphs

  • Grasping Tail
  • Regeneration

Special Rules:

  • Enhanced Toxic Miasma
  • Monstrous Brood
  • Prey Adaption
  • Shadow in the Warp
  • Shrouding Spores (Malanthrope)
  • Synapse

Options:

  • Mutations: (M:10/WS:5/BS:-/S:5/T:10/W:15/A:10/Ld:-/Sv:25/Psy:-/Syn:35)
  • May take up to two items from the Biomorphs lists.
  • May take any of the followings:
-Adrenal Glands - 1 pts.
-Toxin Sacs - 2 pts.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Character, HQ, Infantry, Malanthrope, Synapse, Fly


Neurothrope[edit]

This unit contains 1 Neurothrope (Power Rating 4).

Name M WS BS S T W A Ld Sv
Neurothrope 6" 4+ 3+ 4 4 5 1 9 5+

Biomorphs:

  • Claws and Teeth

Special Rules:

  • Shadow in the Warp
  • Spirit Leech
  • Synapse
  • Warp Field
  • Warp Siphon

Psyker:

  • A Neurothrope can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite and the Warp Blast powers plus one psychic power from any of the Hivemind's disciplines.

Upgrades:

  • Psychic Overlord: This model adds 1 to the result of the dices when trying to manifest or deny a psychic power.

Options:

  • Mutations: (M:10/WS:-/BS:15/S:10/T:20/W:20/A:5/Ld:-/Sv:10/Psy:35/Syn:20)
  • A Neurothrope may take the Psychic Overlord Upgrade.
  • A Neurothrope may take up to two items from the Biomorphs lists.
  • May take any of the followings:
-Adrenal Glands - 1 pts.
-Toxin Sacs - 2 pts.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Character, HQ, Infantry, Neurothrope, Synapse, Fly, Zoanthrope, Psyker


Tervigon[edit]

This unit contains 1 Tervigon (Power Rating 9).

Name M WS BS S T W A Ld Sv
Tervigon * * * 7 8 14 3 9 3+
Remaining W M WS BS
8-14+ 8" 4+ 4+
4-7 6" 5+ 5+
1-3 4" 5+ 6+

Biomorphs:

  • A pair of Massive Scything Talons
  • Stinger Salvo

Special Rules:

  • Brood Progenitor
  • Shadow in the Warp
  • Spawner: At the start of your Movement phase, a Tervigon can spawn Termagants. If it does so add a new unit of 10 Termagants to your army and set it up on the battlefield so that it is wholly within 6" of the Tervigon and more than 1" from the enemy. These models have their normal Biomorphs. Alternatively, you can replace up to 10 models lost earlier in the battle in an existing unit of Termagants from your army that is within 6" of the Tervigon. These models count as having the same upgrades as the unit they take part in. Models placed in this way must be within 6" of the Tervigon and more than 1" from the enemy. Models created by this rule count as having the same upgrade biomorphs as the Tervigon, for the exception of Acid Blood and Adamantine Tusks.
  • Synapse
  • Synaptic Backlash

Psyker:

  • A Tervigon can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite power and one psychic power from the Hivemind's Control discipline.

Upgrades:

  • 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 Simurghs: Replace Termagants with Simurghs in Spawner, Brood Progenitor and Synaptic Backslash rules.
  • Spawn Rippers: Replace Termagants with Rippers in Spawner, Brood Progenitor and Synaptic Backslash rules.
  • Spawn Sky-Slashers: Replace Termagants with Sky-Slashers in Spawner, Brood Progenitor and Synaptic Backslash rules.

Options:

  • Mutations: (M:10/WS:10/BS:15/S:10/T:20/W:20/A:15/Ld:-/Sv:45/Psy:25/Syn:35)
  • May take one item from the Thorax Biomorphs lists.
  • May take up to three items from the Biomorphs lists.*
  • May take any of the followings:
-Adrenal Glands - 5 pts.
-Toxin Sacs - 6 pts.
* Tervigons take all biomorph upgrades at double points cost (except Acid Blood and Adamantine Tusks).
  • May take one of the following upgrades:
- Spawn Hormagaunts - Free
- Spawn Gargoyles - 40 pts.
- Spawn Simurghs - 40 pts.
- Spawn Rippers - 40 pts.
- Spawn Sky-Slashers - 60 pts.
  • May replace its Stinger Salvo with Cluster Spines - 5 pts.
  • May replace its Massive Scything Talons with Massive Crushing Claws - 20 pts.
  • May take Wings if it has taken the Spawn Gargoyles, Simurghs, or Sky-Slasher Upgrade - 20 pts./2 PP

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Character, HQ, Monster, Tervigon, Synapse, Psyker


Trygon Prime[edit]

This unit contains 1 Trygon Prime (Power Rating 9).

Name M WS BS S T W A Ld Sv
Trygon Prime * * * 7 6 12 6 9 3+
Remaining W M WS BS
7-12+ 9" 3+ 4+
4-6 7" 4+ 5+
1-3 5" 5+ 6+

Biomorphs:

  • Bio-electric Pulse with Containment Spines
  • Three pairs of Monstrous Scything Talons

Special rules:

  • Burrow: At the beginning of any of your Movement phases, any Trygon Prime that is not within 1" of an enemy unit can burrow. Remove it from the battlefield - it can return as described in the Subterranean Assault ability. A Trygon Prime may not burrow and return to the battlefield in the same turn. If the battle ends while the Trygon Prime is underground, it is considered to be slain.
  • Death Throes
  • Serpent Lord: If a Trygon Prime is your warlord, Raveners count as Troops and may be taken as a TROOP choice.
  • Shadow in the Warp
  • Subterranean Assault
  • Synapse

Upgrades:

  • Lurker: A Trygon Prime with this upgrade can enter from Reserve on the first turn.
  • Prepared Tunnel Network: Two units can emerge by the Subterranean Assault special rule with a Trygon Prime with this upgrade.

Psyker:

  • A Trygon Prime that has purchased the Psyker keyword can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite power and one psychic power from the Hivemind's Malice discipline.

Options:

  • Mutations: (M:15/WS:10/BS:15/S:10/T:20/W:15/A:15/Ld:-/Sv:35/Psy:25/Syn:-)
  • May take one item from the Thorax Biomorphs lists.
  • May take up to three items from the Biomorphs lists.
  • May take any of the followings:
-Adrenal Glands - 5 pts.
-Toxin Sacs - 6 pts.
  • May take any of the following upgrades:
- Prepared Tunnel Network - 50 pts.
- Lurker - 50 pts.
- Psyker keyword - 50 pts.
  • May take one of the following:
- Heavy spinefist - 10 pts.
- Spine banks - 2 pts.
  • May take one of the following tail biomorphs:
- Biostatic Rattle - free
- Prehensile Pincer - free
- Toxinspike - 1 pts.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Character, HQ, Monster, Trygon Prime, Synapse


Tyranid Prime[edit]

This unit contains 1 Tyranid Prime (Power Rating 4).

Name M WS BS S T W A Ld Sv
Tyranid Prime 6" 2+ 3+ 5 5 6 4 10 3+
Tyranid Prime Apex Strain 6" 2+ 3+ 5 5 7 5 10 3+

Biomorphs:

  • Devourer
  • Scything Talons

Special Rules:

  • Shadow in the Warp
  • Synapse

Psyker:

  • A Tyranid Prim Apex Strain can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite power and one psychic power from the Hivemind's Control discipline.

Upgrades:

  • Brood Leader: Friendly <Hive Fleet> Infantry units within 6" of this model can re-roll hit rolls of 1. If the unit is of Tyranid Warriors, Shrikes or Raveners, you can also add 1 to their hit rolls.

Options:

  • Mutations: (M:10/WS:20/BS:25/S:5/T:15/W:15/A:10/Ld:-/Sv:20/Psy:25/Syn:20)
  • May take items from the Basic Bio-weapons, Basic Bio-cannons and Melee Bio-weapons lists.
  • May take one item from the Biomorphs list.
  • May take any of the followings:
-Adrenal Glands - 2 pts.
-Toxin Sacs - 3 pts.
  • May take the Brood Leader upgrade - 20 pts.
  • May be upgraded to Tyranid Prime Apex Strain - 30 pts/ 1 PP.
  • May take one of the following:
- Wings - free
- Snake body - free
  • May take any of the followings:
-Flesh Hooks - 5 pts.
-Prehensile Pincer - 10 pts.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Character, HQ, Infantry, Tyranid Prime, Synapse, Psyker (Tyranid Prime Apex Strain Only)


Blind Horror[edit]

This unit contains 1 Blind Horror (Power Rating 8). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv
Blind Horror 12" 3+ - 5 5 6 6 9 3+

Biomorphs:

  • A pair of Giant Scything Talons
  • A pair of Rending Claws
  • A pair of Scything Talons
  • Spike Tail

Special Rules:

  • Blind Beast: This model can't be affected by any rules or stratagems that alter its hit rolls, except for its Monstruos Scything Talons special rule.
  • Minor Synapse Link: Friendly <Hive Fleet> Swarm units consider this model has to have the Synapse special rule and keyword.
  • Pheromones Detectors: This model can reroll failed charge and hit rolls against a unit which has previously lost at least one model due to a moral test.
  • Psycological Horror: Enemy units between 12" of this model are forced to take a Morale test, regardless of any special rule or stratagem, and said test must be taken on 2D6, discarding the lowest result. In addition, every time an enemy unit (that doesn't have the Vehicle or Monster keyword) within 12" of this model tries to take an action (moving, shooting, charging, etc...) it must take a Leadership test with a -2 to its Leadership value. If the test is passed it can take the action as usual, if the test is failed the unit is paralyzed by fear and cannot take such action.

Warlord Trait: If this model is your Warlord, it has the Mind Eater Warlord Trait.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Character, HQ, Infantry, Blind Horror


Deathleaper[edit]

This unit contains 1 Deathleaper (Power Rating 5). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv
Deathleaper 9" 2+ 4+ 6 4 6 4 10 5+

Biomorphs:

  • Flesh Hooks
  • Implant attack
  • A pair of Scything Talons
  • A pair of Sinister Talons
  • Feeder Tendrils

Special Rules:

  • Assassin Lord: If the Deathleaper is your warlord, lictors count as Troops and may be taken as a Troop choice.
  • Hidden Hunter: During deployment, you can set up this model in hiding instead of placing it on the battlefield. At the end of any of your Movement phases, this model can spring from its hiding place - set it up anywhere on the battlefield that is more than D3+3" away from enemy models.
  • "It's After Me!": At the start of the first battle round but before the first turn begins, pick a Character from the opposing army. You can re-roll hit and wound rolls in the Fight phase for any of Deathleaper's attacks that target that Character. Also, whilst Deathleaper is alive, that model’s Leadership is reduced by D3.
  • "Where is it?": Your opponent must subtract 2 from their hit rolls for attacks that target this model. In addition, add 2 instead of 1 to saving throws for Deathleaper when it is in cover. Models may not fire overwatch against a Deathleaper.
  • "Deathleap": A Deathleaper does not roll for Charge distances - instead its Charge distance is always 12" unless improved. The Deathleaper similarly does not roll for advancing, it always advances 6" and may charge after Advancing.
  • "It's too fast!": The Deathleaper has a 4++ invulnerable save in melee and a 3++ invulnerable save against shooting.
  • "It's got my weapon!": When attacking an enemy, the Deathleaper may force an opposed weapon skill test on each model wounded by the Deathleaper in either shooting or assault. Upon announcing a disarm check and designating the weapon to be disarmed, both players roll 1d6 and add it to the opposite of their weapon skill (a 2+ WS means 6, 3+ means 5, etc...), if the Deathleaper loses, nothing happens. If the Deathleaper wins then the designated item is disarmed and cannot be used for the remainder of the turn.
  • Superior Chameleonic Skin
  • "There is no escape": Enemy Characters cannot disengage from a Deathleaper.
  • "Where are my guards?": Enemy units can't intercept wounds made by this model.

Warlord Trait: If this model is your Warlord, it has the Mind Eater Warlord Trait.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Character, HQ, Infantry, Deathleaper


Old One Eye[edit]

This unit contains 1 Old One Eye (Power Rating 10). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv
Old One Eye 7" 3+ 4+ 7 7 9 5 7 3+

Biomorphs:

  • Monstrous Crushing Claws
  • Monstrous Scything Talons
  • Spine Banks
  • Thresher Scythe

Special rules:

  • Alpha Leader: You can add 1 to hit rolls for friendly <Hive Fleet> Carnifex units that are within 6" of this model.
  • Berserk Rampage
  • Immortal Battering Ram
  • Instinctive Behaviour
  • "Is It Dead?": When Old One Eye is removed as a casualty, leave the model on the table (it counts as battlefield debris, and provides cover to model that are at least half obscured by it). At the beginning of each of your turns roll a die; on a 4+ the Old One Eye returns to play with a single wound remaining.
  • Lord of the Living Battering-rams: If the Old One Eye is your warlord, Carnifexes, Stone Crusher Carnifexes, Thornbacks and Screamer Killers count as TROOPS and may be taken as a TROOP choice.
  • Metal-crushing Carapace: Old One Eye increases the result needed for an attack to wound it by one step (e.g a weapon that would usually wound on a 2+ needs a 3+, a weapon that would wound on a 3+, a 4+ and so on), to a maximum of 6+. Weapons that inflict multiple damage deal one damage less to a minimum of one.
  • Regeneration
  • "That Only Angered It!": Each time the Old One Eye loses a wound, it gains +1 to its Attack value (to the maximum of 10), these attacks are not lost if it recovers wounds through Regeneration or other rules and stratagems.

Warlord Trait: If this model is your Warlord, it has the Adaptive Biology Warlord Trait.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Character, HQ, Monster, Old One Eye, Carnifex


The Doom of Malan'tai[edit]

This unit contains 1 Doom of Malan'tai (Power Rating 15). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv
The Doom of Malan'tai 6" 4+ 2+ 4 4 6 1 10 5+

Biomorphs:

  • Claws and Teeth

Special Rules:

  • Destroyer of Malan'tai: AELDARI units suffer a -2 leadership penalty while within the Doom of Malan'tai's synapse range or if targeted by the Doom of Malan'tai with a power that wounds based on Leadership. It may also add 3 to its rolls when trying to deny a psychic power manifested by an AELDARI unit.
  • Psychic Ancestor: If the Doom of Malan'tai is your warlord, zoanthropes count as TROOP and may be taken as a TROOP choice.
  • Psychic Apocalypse: When trying to manifest or block a psychic power, this model has a bonus to its rolls equal to half its wound characteristic (rounding up). Also, in every Psychic phase, this model may manifest a single psychic power for a number of times equal to half its wound characteristic (rounding up).
  • Shadow in the Warp
  • 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 gains one wound, to the maximum of 9.
  • Spirit Leech
  • Synapse Overlord: <Hive Fleet> units automatically pass Morale tests if they are within 18" of this model. The Doom of Malan'Tai adds double its number of wounds to its synapse range.
  • Warp Field
  • Warp Well: You can re-roll any of this model's rolls when trying to manifest or block a psychic power. In addition, friendly <Hive Fleet> Tyranids Psykers within 6" add 1 to their rolls when trying to manifest or block a psychic power, 2 if they are Zoanthropes.

Psyker:

  • The Doom of Malan'tai can attempt to manifest five psychic powers in each friendly Psychic phase, and attempt to deny three psychic power in each enemy Psychic phase. It knows every power from the Hive Mind's Wrath and Hive Mind's Malice disciplines.

Warlord Trait: If this model is your Warlord, it has the Synaptic Lynchpin Warlord Trait.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Character, HQ, Infantry, The Doom of Malan'tai, Fly Synapse, Psyker


The Parasite of Mortrex[edit]

This unit contains 1 Parasite of Mortex (Power Rating 4). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv
The Parasite of Mortex * 2+ 4+ 6 4 5 4 10 3+

Biomorphs:

  • Implant Attack
  • Spring Coil Musculature
  • Two pairs of Rending Claws

Special Rules:

  • Host Organism: Rippers count The Parasite of Mortex as having a 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 new Ripper Swarm Brood with a number of Ripper Swarm bases equal to the result or add them to a Ripper Swarm Brood within 3" of this model. All models must be within 3” of the unit with this rule. Any bases that cannot be placed because of enemies within 1” are lost.
  • Shadow in the Warp
  • Synapse

Warlord Trait: If this model is your Warlord, it has the Instinctive Killer Warlord Trait.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Character, HQ, Infantry, The Parasite of Mortex, Fly


The Swarmlord[edit]

This unit contains 1 Swarmlord (Power Rating 20). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv
The Swarmlord * 2+ 2+ * 7 14 * 10 3+
Remaining W M S A
8-14+ 9" 8 6
4-7 7" 7 5
1-3 5" 6 4

Biomorphs:

  • Two pair of Bone Sabres
  • Prehensile Pincer
  • Dopamine Injectors
  • Regeneration

Special Rules:

  • Aeons of Experience: If the Swarmlord is your warlord, it has two warlord traits.
  • Blade Parry
  • Bullet Screening: Roll a dice each time this model loses a wound whilst any Termagant, Hormagaunt, Simurgh, or Gargoyle Brood is within 3" of this unit; on a 2+ a model from that unit can intercept that hit - the Hive Tyrant does not lose a wound but the unit suffers a mortal wound.
  • Death Throes
  • Hive Commander
  • Old Adversary
  • Psychic Barrier
  • Psychic Monstrosity: The Swarmlord may never suffer perils and may reroll any number of dices when attempting to cast or deny a psychic power.
  • Shadow in the Warp
  • Suppress Instincts: At the beginning of your turn pick a friendly <Hive Fleet> Tyranids unit that would suffer from the Instinctive Behaviour special rule; that unit ignores the effect of the rule until the beginning of your next turn.
  • Swarm Leader: At the beginning of your turn, pick one friendly <Hive Fleet> unit within 6" of the Swarmlord. The unit can either choose to re-roll every wound roll against Monsters or Vehicles, to re-roll every hit roll of 1, or to not suffer any penalties to the hit rolls for moving and shooting with Heavy weapons and Advancing and shooting with Assault weapons.
  • Synapse
  • The Destroyer of Galaxies: The Swarmlord's leadership may never be negatively affected and moral tests made by enemy units within 18" are taken at a -2 leadership penalty.
  • The Will of the Hive Mind

Psyker:

  • The Swarmlord can attempt to manifest three psychic powers in each friendly Psychic phase, and attempt to deny two psychic power in each enemy Psychic phase. It knows the Smite power and three psychic powers from any of the Hivemind's disciplines.

Warlord Trait: If this model is your Warlord, it has the Alien Cunning Warlord Trait and one more chosen from the remaining ones.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Character, HQ, Monster, Hive Tyrant, The Swarmlord, Psyker

Troops[edit]

Genestealer Brood[edit]

This unit contains 5 Genestealers (Power Rating 4). It can include up to 5 more Genestealers (Power Rating +4), up to 10 more Genestealers (Power Rating +8) or up to 15 more Genestealers (Power Rating +12).

Name M WS BS S T W A Ld Sv
Genestealer 8" 3+ 4+ 4 4 1 3 9 5+
Broodlord 8" 2+ 4+ 5 5 3 4 9 5+

Biomorphs:

  • One pair of Rending Claws
  • One pair of Monstrous Rending Claws (Broodlord Only)

Special Rules:

  • Flurry of Claws
  • Lightning Reflexes
  • Swift and Deadly

Psyker: A Broodlord can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite and The Horror power.

Upgrades:

  • Death From the Shadows: During deployment, you can set up this unit in the shadows instead of placing it on the battlefield. At the end of any of your Movement phases, you can set it up anywhere on the battlefield that is more than 9" away from any enemy models and inside a piece of terrain.

Options:

  • Mutations: (M:4/WS:1/BS:-/S:3/T:4/W:-/A:2/Ld:-/Sv:5/Psy:-/Syn:-)
- Mutations (Broodlord): (M:4/WS:5/BS:-/S:10/T:20/W:10/A:5/Ld:-/Sv:20/Psy:-/Syn:-)
  • The entire unit may take the Death from the Shadows Upgrade - 10 pts./model
  • Any model in the brood may take one of the following:
-Rending Claws - 2 pts.
-Scything Talons - free
  • Any model in the brood may take any of the following:
-Adrenal Glands - 3 pts.
-Toxin Sacs - 4 pts.
  • Any model in the brood may take one of the following biomorphs:
-Serrated blades - 3 pts.
-Carbonized claws - 3 pts.
  • One Genestealer every four can take one of the following biomorphs:
-Acid Maw - free
-Flesh Hooks - 2 pts.
  • The unit may include a Broodlord - 50 pts./2 PP
  • The Broodlord may take one item from the Biomorphs list.
  • The Broodlord may take one of the followings:
- Monstrous Rending Claws - 10 pts.
- Monstrous Scything Talons - 7 pts.
  • The Broodlord may take any of the following:
-Adrenal Glands - 3 pts.
-Flesh Hooks - 5 pts
-Implant Attack - 10 pts
-Toxin Sacs - 4 pts.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Troops, Infantry, Genestealers, Psyker (Broodlord Only)


Hormagaunt Brood[edit]

This unit contains 10 Hormagaunts (Power Rating 3). It can include up to 10 more Hormagaunts (Power Rating +3), up to 20 more Hormagaunts (Power Rating +6), up to 30 more Hormagaunts (Power Rating +9) or up to 40 more Hormagaunts (Power Rating +12).

Name M WS BS S T W A Ld Sv
Hormagaunt 8" 4+ 4+ 3 3 1 2 5 6+
Hormagaunt Alpha 8" 3+ 3+ 3 3 1 3 7 6+

Biomorphs:

  • A pair of Scything Talons

Special Rules:

  • Bounding Leap: This unit moves an additional 3" when advancing and charging. Also, whenever this unit piles in and consolidates, it can move up to 6".
  • Hungering Swarm
  • Instinctive Behaviour

Options:

  • Mutations: (M:2/WS:1/BS:-/S:1/T:2/W:-/A:1/Ld:1/Sv:-/Psy:-/Syn:-)
  • Any model in the brood may take one of the following biomorphs:
-Carbonized Claws - 2 pts.
-Serrated Blades - 2 pts.
  • Any model in the brood may take any of the following biomorphs:
-Adrenal Glands - 1 pts.
-Toxin Sacs - 2 pts.
  • One every ten Hormagaunts in the Brood may be upgraded to a Hormagaunt Alpha for 6 points. The brood uses the Hormagaunt Alpha's leadership in place of its own as long as it is alive.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Troops, Infantry, Hormagaunt


Ripper Swarm Brood[edit]

This unit contains 3 Ripper Swarms (Power Rating 2). It can include up to 3 more Ripper Swarms (Power Rating +2), up to 6 more Ripper Swarms (Power Rating +4), up to 9 more Ripper Swarms (Power Rating +6), or up to 12 more Ripper Swarms (Power Rating +8).

Name M WS BS S T W A Ld Sv
Ripper Swarm 6" 5+ 5+ 3 3 3 4 4 6+

Biomorphs:

  • Claws and Teeth

Special Rules:

  • Burrowers
  • Consume: During the Shooting phase a unit with at least three bases with this rule may opt to devour an organic terrain piece (forests, bushes, swamps, etc) it touches. If it chooses to do so, you may move models in the unit to any point wholly within that piece of terrain before removing it from the field. This counts as advancing for all intents and purposes.
  • Instinctive Behaviour
  • 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:
S AP D Abilities
1 0 1 If the target is a VEHICLE and you make a wound roll of 4+, the target suffers 1 mortal wound in addition to any other damage. If you make a wound roll of 6+, inflict D3 mortal wounds instead. For each to-hit result of 1 or 2, the unit suffers a mortal wound.

Options:

  • Mutations: (M:2/WS:2/BS:4/S:4/T:4/W:-/A:3/Ld:2/Sv:-/Psy:-/Syn:-)
  • The unit may take Spinemaws - 2 pts/base
  • Any model in the brood may take one of the following biomorphs:
-Carbonized Claws - 3 pts.
-Serrated Blades - 3 pts.
  • Any model in the brood may take any of the following biomorphs:
-Adrenal Glands - 4 pts.
-Toxin Sacs - 3 pts.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Troops, Swarm, Ripper Swarms


Termagant Brood[edit]

This unit contains 10 Termagants (Power Rating 3). It can include up to 10 more Termagants (Power Rating +3), up to 20 more Termagants (Power Rating +6), up to 30 more Termagants (Power Rating +9) or up to 40 more Termagants (Power Rating +12).

Name M WS BS S T W A Ld Sv
Termagant 6" 4+ 4+ 3 3 1 1 5 6+
Termagant Alpha 6" 3+ 3+ 3 3 1 2 7 6+

Biomorphs:

  • Fleshborer

Special Rules:

  • Hail of Living Ammunition
  • Instinctive Behaviour

Options:

  • Mutations: (M:2/WS:-/BS:1/S:1/T:1/W:-/A:1/Ld:1/Sv:-/Psy:-/Syn:-)
  • For every ten Termagants, one may replace its fleshborer with a strangleweb - free
  • Any model may replace its fleshborer with one of the following:
-Spinefists - free
-Spike rifle - free
-Devourer - 4 pts./model
  • Any model in the brood may take one of the following biomorphs:
-Overdeveloped Stabilizing Organs - 2 pts.
-Pressure Detection sensors - 2 pts.
-Wide-spectrum retinas - 1 pts.
  • Any model in the brood may take any of the following biomorphs:
-Adrenal Glands - 1 pts.
-Toxin Sacs - 2 pts.
  • One every ten Termagants in the Brood may be upgraded to a Termagant Alpha for 6 points. The brood uses the Termagant Alpha's leadership in place of its own as long as it is alive.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Troops, Infantry, Termagants


Tyranid Warrior Brood[edit]

This unit contains 3 Tyranid Warriors (Power Rating 5). It can include up to 3 more Tyranid Warriors (Power Rating +4) or up to 6 more Tyranid Warriors (Power Rating +8).

Name M WS BS S T W A Ld Sv
Tyranid Warrior 6" 3+ 4+ 4 4 3 3 9 4+
Tyranid Warrior Alpha 6" 2+ 3+ 4 4 3 4 9 4+

Biomorphs:

  • Devourer
  • A pair of Scything Talons

Special Rules:

  • Shadow in the Warp
  • Synapse

Psyker:

  • A Tyranid Warrior brood that has purchased the Psyker keyword can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite and one power from the Hive Mind's Control discipline. A Tyranid Warrior unit of 4 or more models can instead attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny two psychic power in each enemy Psychic phase. When manifesting or denying a psychic power with a Tyranid Warrior unit, first select a model in the unit - measure range, visibility, etc. from this model. If this unit suffers Perils of the Warp, it suffers D3 mortal wounds as described in the core rules, but units within 6" will only suffer damage if the Perils of the Warp causes the last model in the Tyranid Warrior unit to be slain.

Options:

  • Mutations: (M:4/WS:3/BS:5/S:4/T:7/W:8/A:4/Ld:-/Sv:6/Psy:-/Syn:-)
  • Any model may take items from the Basic Bio-weapons and Melee Bio-weapons lists.
  • Any model may take one item from the Biomorphs list.
  • For every three Tyranid Warriors in the brood, one may take one item from the Basic Bio-cannons list.
  • Any model in the brood may take any of the following biomorphs:
-Adrenaline Glands - 2 pt.
-Flesh Hooks - 2 pts.
-Toxin Sacs - 3 pts.
  • The unit may take the Psyker keyword - 10 pts./model
  • One Tyranid Warrior in the Brood may be upgraded to a Tyranid Warrior Alpha - 10 pts.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Troops, Infantry, Tyranid Warriors

Elites[edit]

Cortex Leech Swarm Brood[edit]

This unit contains 3 Cortex Leech Swarms (Power Rating 2). It can include up to 3 more Cortex Leech Swarms (Power Rating +2), up to 6 more Cortex Leech Swarms (Power Rating +4), up to 9 more Cortex Leech Swarms (Power Rating +6), or up to 12 more Cortex Leech Swarms (Power Rating +8).

Name M WS BS S T W A Ld Sv
Cortex Leech Swarm 6" 3+ 4+ 3 3 3 4 10 6+

Biomorphs:

  • Claws and Teeth

Special Rules:

  • Burrowers
  • Consume: During the Shooting phase a unit with at least three bases with this rule may opt to devour an organic terrain piece (forests, bushes, swamps, etc) it touches. If it chooses to do so, you may move models in the unit to any point wholly within that piece of terrain before removing it from the field. This counts as advancing for all intents and purposes.
  • Cortex Command: When attacking, a cortex leech swarm base may choose to forego its normal attacks to instead make a Cortex Command check. This is a single attack that if it hits, both players must roll an opposed leadership check with both players rolling a d6 and adding it to their respective models' leadership values. If the Cortex Leech's player succeeds, that model must make either a shooting or a melee attack against a target chosen by the Cortex Leech's player at its full value (I.E a model so controlled that assaults another unit must do so as if it had charged them). If an enemy unit in assault is wiped out by the cortex leech's unit, roll a d6; on a 3 or less nothing happens, but on a four or more the entire unit must charge or shoot a target of the Cortex Leech player's choosing, though after the turn the models are removed from play.
  • Instinctive Behaviour
  • 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:
S AP D Abilities
1 0 1 If the target is a VEHICLE and you make a wound roll of 4+, the target suffers 1 mortal wound in addition to any other damage. If you make a wound roll of 6+, inflict D3 mortal wounds instead. For each to-hit result of 1 or 2, the unit suffers a mortal wound.

Options:

  • Mutations: (M:5/WS:2/BS:4/S:4/T:4/W:-/A:3/Ld:-/Sv:-/Psy:-/Syn:5)
  • The unit may take Spinemaws - 2 pts/base
  • Any model in the brood may take one of the following biomorphs:
-Carbonized Claws - 3 pt.
-Serrated Blades - 3 pt.
  • Any model in the brood may take any of the following biomorphs:
-Adrenal Glands - 4 pts./model
-Toxin Sacs - 3 pts./model

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Elites, Swarm, Cortex Leech Swarms


Crinis Brood[edit]

Fluff:

A horrid monstrosity tailor-made to assassinate, disrupt enemy formations, and destroy the precious equipment of its foes, the Crinis is named for the number of tendrils it possesses. Four long lash whip tendril arms, a maw ringed by yet more tentacles, and four flesh hooks that can burst from its chest, the Crinis is by all accounts an excessively horrid creature with remarkable regenerative abilities, bolstered by the fact that it is virtually a walking corrosives factory, producing acid in copious amounts to destroy equipment.

The creature is remarkably quick, built more like a Hive Tyrant than a Carnifex, and may be an offshoot of that genus. Its strategy seems to be to engage targets already occupied by other Tyranids to strike at the targets it wishes to or drop in unannounced to sow havoc before inevitably perishing. It is theorized that the creature's regenerative powers are born out of a need to regenerate appendages quickly if they are cut off while it grapples, which translated into a body-wide healing factor. Some seem to further this regenerative power with special biomorphs that make it even harder to force an injury to remain.

These creatures are understandably loathed by artificers and crafters the galaxy over for their wanton destruction of priceless artefacts, something which the Hive Mind seems to be keenly aware of, especially as many of these artefacts are very difficult to replace. These creatures even seem to enter a chemical high when they destroy what it is programmed to recognize as especially priceless relics such as Terminator or Artificer armour or master crafted weapons, meaning that even outside of synapse range they continue to hunt out items to destroy before messily devouring them.

Modelling notes

A Crinis should be represented with a Hive Tyrant base body with at least four tentacles to represent the lash whips, where you get these tentacles is up to you, but they should be decently long (See Toxicrene for inspiration). The head should come from a Lictor or similarly cthulhoid head, and it should have something to represent the Flesh Hooks. If the result looks like a Hentai monster you should be hiding your Sisters of Battle, Fire Warrioresses, Guardswomen, Slaaneshi Daemons, and Eldar (Dark or Craftworld) from, you've succeeded.

This unit contains 1 Crinis (Power Rating 8). It can contain 1 additional Crinis (Power Rating +8) or 2 additional Crinises (Power Rating +16).

Name M WS BS S T W A Ld Sv
Crinis * * * 6 7 12 5 7 3+
Remaining W M WS BS
7-12+ 9" 3+ 4+
4-6 7" 4+ 5+
1-3 5" 5+ 6+

Biomorphs:

  • Two pairs of Monstrous Lash Whips
  • Flesh Hooks
  • Acid blood
  • Feeder Tendrils
  • Toxin Miasma
  • Toxic Sacs
  • Toxin Spike

Special Rules:

  • Bounding Leap: This unit moves an additional 3" when advancing and charging. Also, whenever this unit piles in and consolidates, it can move up to 6".
  • Instinctive Behaviour
  • Monstrous Brood
  • Ruinous Touch:Non-Titanic models that had been hit by at least one Crinis close combat attacks suffer a -1 penalty to their armour save until the end of the game. In addition, if any model rolls at least one natural 1 (after all re-rolls) in close combat while trying to hit a Crinis, roll a die; on a 4+ the close combat weapon with which the model attacked is destroyed and cannot be used for the duration of the game. For attacks rolled for a group of models with the same weapons and Weapon Skill, treat each result of 1 as being rolled by a separate model.

Options:

  • Mutations: (M:15/WS:10/BS:10/S:10/T:20/W:20/A:15/Ld:10/Sv:30/Psy:-/Syn:-)
  • Any model may take one item from the Thorax Biomorphs list.
  • Any model may take up to three items from the Biomorphs list.
  • Any model take any of the followings:
-Adrenal Glands - 5 pts.
-Toxin Sacs - 6 pts.
  • Any model may take one of the following:
- Cluster Spines - 15 pts.
- Stinger Salvo - 15 pts.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Elites, Monster, Crinis


Haruspex Brood[edit]

This unit contains 1 Haruspex (Power Rating 7). It can contain 1 additional Haruspex (Power Rating +7) or 2 additional Haruspexes (Power Rating +14).

Name M WS BS S T W A Ld Sv
Haruspex 7" * * * 8 13 4 6 3+
Remaining W WS BS S
7-12+ 4+ 4+ 7
4-6 4+ 5+ 6
1-3 5+ 5+ 5

Biomorphs:

  • Acid Blood
  • Grasping Tongue
  • Ravenous Maw
  • Shovelling Claws

Special Rules:

  • Frenzied Death Throes
  • Fuel for Rampage: For each model removed as a casualty due to a Haruspex attack (both ranged and melee), this model gains one Food Token at the end of the phase, to a maximum of six. At the start of the Movement phase, a Haruspex may spend up to three Food tokens to gain +2" bonus to its maximum movement distance for each token spent. At the start of the Fight phase, a 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.
  • Monstrous Brood
  • Instinctive Behaviour
  • Rapacious Hunger

Options:

  • Mutations: (M:15/WS:10/BS:15/S:10/T:20/W:20/A:15/Ld:10/Sv:30/Psy:-/Syn:-)
  • Any model may take up to three items from the Biomorphs list.
  • Any model take any of the followings:
-Adrenal Glands - 5 pts.
-Toxin Sacs - 6 pts.
  • Any model may take a Thresher Scythe - 10 pts.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Elites, Monster, Haruspex


Hive Guard Brood[edit]

This unit contains 3 Hive Guards (Power Rating 7). It can include up to 3 more Hive Guards (Power Rating +7), or up to 6 more Hive Guards (Power Rating +14).

Name M WS BS S T W A Ld Sv
Hive Guard 5" 4+ 3+ 4 5 3 2 7 4+

Biomorphs:

  • Impaler Cannon

Special Rules:

  • Instinctive Behaviour
  • Synaptic Targeting Network: An Hive Guard Brood can re-roll every hit roll against units in line of sight with any friendly <Hive Fleet> Synapse model that is within synapse range.

Options:

  • Mutations: (M:5/WS:-/BS:15/S:5/T:15/W:15/A:5/Ld:5/Sv:20/Psy:-/Syn:-)
  • Any model may take one item from the Biomorphs list.
  • Every model may replace its Impaler Cannon with a Shockcannon - 21 pts./model
  • Any model take any of the followings:
-Adrenal Glands - 1 pts.
-Toxin Sacs - 1 pts.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Elites, Infantry, Hive Guard


Lictor Brood[edit]

This unit contains 1 Lictor (Power Rating 3). It can include 1 additional Lictor (Power Rating +3), 2 additional Lictors (Power Rating +6), 3 additional Lictor (Power Rating +9), or 4 additional Lictors (Power Rating +12).

Name M WS BS S T W A Ld Sv
Lictor 9" 2+ 4+ 6 4 4 3 9 5+
Lictor Alpha 9" 2+ 3+ 6 4 5 4 9 5+

Biomorphs:

  • Flesh Hooks
  • A pair of Grasping Talons
  • A pair of Rending Claws
  • Feeder Tendrils

Special Rules:

  • Assassins Pack: The first time this unit is set up on the battlefield, all of its models must be placed within 6" of at least one other model in their unit. From that point onwards, each operates independently and is treated as a separate unit.
  • Chameleonic Skin
  • Hidden Hunter
  • Hyper-Reflexes: Lictors have a 5++ invulnerable save.
  • "It's got my weapon!": (Lictor Alpha Only) When attacking an enemy, a Lictor may force an opposed weapon skill test on each model wounded by it in either shooting or assault. Upon announcing a disarm check and designating the weapon to be disarmed, both players roll 1d6 and add it to the opposite of their weapon skill (a 2+ WS means 6, 3+ means 5, etc...), if the Lictor loses, nothing happens. If the Lictor wins then the designated item is disarmed and cannot be used for the remainder of the turn.
  • "There is no Escape": (Lictor Alpha Only) Enemy CHARACTERS cannot disengage from a Lictor Alpha.
  • "Where are my Guards": Enemy units can't intercept wounds made by Lictors.

Upgrades:

  • Ambush! - A Lictor Brood with this upgrade has to be placed at least D3+3" from any enemy unit the turn in which it arrives through the Hidden Hunter rule

Options:

  • Mutations: (M:10/WS:-/BS:10/S:5/T:15/W:15/A:10/Ld:-/Sv:-/Psy:-/Syn:-)
  • Mutations (Lictor Alpha): (M:10/WS:-/BS:10/S:5/T:15/W:20/A:10/Ld:-/Sv:-/Psy:-/Syn:-)
  • Any model may take one item from the Biomorphs list.
  • Any model take any of the followings:
-Adrenal Glands - 2 pts.
-Toxin Sacs - 3 pts.
  • The entire unit may take Ambush! upgrade - 20 pts./model
  • One model in the Brood may be upgraded into a Lictor Alpha for 25 points./1 PP

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Elites, Infantry, Lictor, Character


Maleceptor Brood[edit]

This unit contains 1 Maleceptor (Power Rating 8). It can contain 1 additional Maleceptor (Power Rating +8) or 2 additional Maleceptors (Power Rating +16).

Name M WS BS S T W A Ld Sv
Maleceptor 7" * 4+ * 7 12 3 9 3+
Remaining W WS S
7-12+ 4+ 7
4-6 5+ 6
1-3 6+ 5

Biomorphs:

  • One pair of Massive Scything Talons

Special rules:

  • Monstrous Brood
  • Psychic Barrier
  • Shadow in the Warp
  • Synapse

Psyker: A Maleceptor can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny two psychic powers in each enemy Psychic phase. It knows the Smite, Psychic Overload and Psychic Void psychic powers. If it is upgraded to know one more power, it must generate one additional power from any of the Hivemind's disciplines. Whenever a Maleceptor attempts to manifest a psychic power, add 1 to its Psychic test.

  • Psychic Overload
Warp Charge: 8
Select a unit within 24" that is visible to the psyker; that unit suffers D3 automatic hits with the profile below (Psychic Overload may be manifested a number of times equal to the number of Malefactors currently on the board.):
S AP D Abilities
- - - Do not roll to wound against units hit by Psychic Overload - instead, this unit must roll a Leadership test on 3D6, adding +1 for each model within 12" of this model, and an additional +2 for each model within 6" of this model. If the test is failed, the unit suffers D3+3 mortal wounds.
  • Psychic Void
Warp Charge: 7
The Malefactor that manifested this power and any other friendly <Hive Fleet> Psyker within 12" can add 3 to the result of the dices when attempting to deny an enemy psychic power.

Options:

  • Mutations: (M:20/WS:10/BS:30/S:10/T:20/W:20/A:10/Ld:10/Sv:30/Psy:25/Syn:20)
  • Any model may take up to three items from the Biomorphs list.
  • Any model take any of the followings:
-Adrenal Glands - 5 pts.
-Toxin Sacs - 6 pts.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Elites, Monster, Maleceptor, Synapse, Psyker


Megakaryte Swarm Brood[edit]

This unit contains 3 Megakarytes Swarms (Power Rating 2). It can include up to 3 more Megakarytes Swarms (Power Rating +2), up to 6 more Megakarytes Swarms (Power Rating +4), up to 9 more Megakarytes Swarms (Power Rating +7), or up to 12 more Megakarytes Swarms (Power Rating +10).

Name M WS BS S T W A Ld Sv
Megakarytes Swarm 7" 6+ - 1 1 6 6 4 7+

Biomorphs:

  • Cutting Teeth
Weapon Range Type S AP D Abilities
Cutting Teeth Melee Melee user -1 1 -

Special rules:

  • Minuscule Creatures: This unit treats cover as if it had the Infantry keyword. In addition, it takes twice the number of hits from weapons which automatically hit their target but gains +3 to its armour save when in cover and enemy units shooting this unit suffer a -1 to hit that becomes a -2 when this unit is in cover. Finally, this unit may never hold objectives.
  • Surgical Biomorphs: At the beginning of your movement phase you may choose a friendly <Hive Fleet> unit (that doesn't have the <Swarm> keyword) within 3" of this unit. The unit heals D3 previously lost wounds (no model may be revived by this rule) while this unit suffers an equal amount of mortal wounds. If the unit has the Monster keyword it can heal D6 wounds instead of D3 but this unit automatically suffers 6 mortal wounds. Finally, if the model is Titanic it can also heal D6 wounds but this unit suffers 12 mortal wounds instead.

Options:

  • Mutations: (M:4/WS:3/BS:-/S:-/T:4/W:-/A:-/Ld:-/Sv:5/Psy:-/Syn:-)
  • Any model in the brood may take any of the following biomorphs:
-Adrenal Glands - 2 pts./model
-Toxin Sacs - 1 pts./model

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Elites, Swarm, Megakarytes Swarm


Pyrovore Brood[edit]

This unit contains 1 Pyrovore (Power Rating 2). It can 1 additional Pyrovore (Power Rating +2), 2 additional Pyrovores (Power Rating +4), 3 additional Pyrovores (Power Rating +6), or 4 additional Pyrovores (Power Rating +8).

Name M WS BS S T W A Ld Sv
Pyrovore 5" 4+ 4+ 5 4 4 2 5 4+

Biomorphs:

  • Acid maw
  • Flamespurt cannon
  • Acid blood

Special Rules:

  • Instinctive Behaviour
  • Volatile

Options:

  • Mutations: (M:5/WS:10/BS:-/S:-/T:15/W:15/A:5/Ld:5/Sv:15/Psy:-/Syn:-)
  • Any model may take one item from the Biomorphs list.
  • Any model take any of the followings:
-Adrenal Glands - 1 pts.
-Toxin Sacs - 3 pts.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Elites, Infantry, Pyrovores


Synaptic Booster Spore Brood[edit]

This unit contains 3 Synaptic Booster Spores (Power Rating 2). It can include up to 3 more Synaptic Booster Spores (Power Rating +2) or up to 6 more Synaptic Booster Spores (Power Rating +4).

Name M WS BS S T W A Ld Sv
Synaptic Booster Spore D3+3" 6+ 6+ 1 1 1 1 10 7+

Special Rules:

  • Living Bomb
  • Psychic Resonator: Whilst a Synaptic Booster Spore is within 12" of a friendly <HIVE FLEET> SYNAPSE unit, the Synaptic Booster Spore has the SYNAPSE keyword and the Synapse ability.

Options:

  • Mutations: (M:5/WS:-/BS:-/S:-/T:1/W:-/A:-/Ld:-/Sv:-/Psy:-/Syn:10)

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Elites, Infantry, Synaptic Booster Spores, Fly,


The Laius Horror[edit]

This unit contains 1 Laius Horror (Power Rating 8). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv
The Laius Horror 9" 4+ 4+ 6 6 9 4 6 3+

Biomorphs:

  • Two pairs of Monstrous Scything Talons
  • Thresher Scythe

Special Rules:

  • Instinctive Behaviour
  • From The Inside: Laius Horror always starts the game in reserves. If your army includes the Laius Horror, secretly write one enemy Infantry and non-Character model with 1 wound as a Host. If there is no such model, pick a 2 wounds Infantry and non-Character model. When the Host loses its last Wound, reveal the note to your opponent, replace the Host with the Laius Horror. If there is no space to place the Laius Horror directly on top of where its host been, move other models in the Host's unit until it can be placed - from this moment the Laius Horror count as being locked in close combat with his Host's unit. This does not count as a Charge.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Elites, Monster, The Laius Horror, Character


Tyrant Guard Brood[edit]

This unit contains 3 Tyrant Guards (Power Rating 6). It can include up to 3 more Tyrant Guards (Power Rating +6).

Name M WS BS S T W A Ld Sv
Tyrant Guard 7" 3+ 4+ 5 5 3 3 6 3+

Biomorphs:

  • A pair of Rending Claws
  • A pair of Scything Talons

Special Rules:

  • Blind Fighting: As long as there is a friendly <Hive Fleet> Hive Tyrant within 6" of this unit, it can use the Hive Tyrant's Weapon Skill and Ballistic Skill rather than its own.
  • Blind Rampage
  • Instinctive Behaviour
  • Shieldwall

Options:

  • Mutations: (M:10*WS:5/BS:-/S:5/T:10/W:20/A:10/Ld:5/Sv:25*/Psy:-/Syn:-)
*can not be taken on a model with wings biomorph.
  • Any model may take one item from the Biomorphs list.
  • Any model take any of the followings:
-Adrenal Glands - 2 pts.
-Toxin Sacs - 3 pts.
  • Any model may swap its pair of Scything Talons with one of the following:
-A pair of Crushing Claws - 12 pts.
-A pair of Lash Whip and Bonesword - 2 pts.
  • Entire brood may take one of the following:
-Snake Body - 20 pts./model
-Wings - 15 pts./model

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Elites, Infantry, Tyrant Guard


Venomthrope Brood[edit]

This unit contains 3 Venomthropes (Power Rating 5). It can include up to 3 more Venomthropes (Power Rating +5) or up to 6 more Venomthropes (Power Rating +10).

Name M WS BS S T W A Ld Sv
Venomthrope 6" 4+ 4+ 4 4 3 2 5 5+

Biomorphs:

  • Two pairs of Toxic Lashes
  • Toxic Miasma

Special Rules:

  • Instinctive Behaviour
  • Shrouding Spores: Your opponent must subtract 1 from hit rolls for ranged weapons that target <Hive Fleet> units (excluding Monsters) within 6" of any friendly <Hive Fleet> Venomthropes. In addition, your opponent must subtract 1 from hit rolls that target <Hive Fleet> Monsters whilst they are within 6" of any <Hive Fleet> Venomthrope units that contain 3 or more models. Increase the range of both these effects to 9" whilst this unit contains 6 or more models.

Options:

  • Mutations: (M:5:WS:5/BS:10/S:5/T:15/W:15/A:10/Ld:5/Sv:-/Psy:-/Syn:-)
  • Any model may take one item from the Biomorphs list.
  • Any model take any of the followings:
-Adrenal Glands - 2 pts.
-Toxin Sacs - 3 pts.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Elites, Infantry, Venomthrope


Ymgarl Genestealer Brood[edit]

This unit contains 5 Ymgarl Genestealers (Power Rating 5). It can include up to 5 more Ymgarl Genestealers (Power Rating +5) or up to 10 more Ymgarl Genestealers (Power Rating +10).

Name M WS BS S T W A Ld Sv
Ymgarl Genestealer 8" 3+ 4+ 4 4 1 3 9 4+
Ymgarl Broodlord 8" 2+ 4+ 5 5 3 4 9 4+

Biomorphs:

  • One pair of Rending Claws
  • One pair of Monstrous Rending Claws (Ymgarl Broodlord Only)
  • Feeder Tendrils

Special Rules:

  • Alter Form: At the start of its 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 its 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.
  • Lightning Reflexes
  • Swift and Deadly

Psyker:A Ymgarl Broodlord can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite and The Horror power.

Upgrades:

  • Death From the Shadows: During deployment, you can set up this unit in the shadows instead of placing it on the battlefield. At the end of any of your Movement phases, you can set it up anywhere on the battlefield that is more than 9" away from any enemy models and inside a piece of terrain.

Options:

  • Mutations: (M:4/WS:1/BS:-/S:3/T:4/W:-/A:2/Ld:-/Sv:5/Psy:-/Syn:-)
- Mutations (Ymgarl Broodlord): (M:4/WS:5/BS:-/S:10/T:20/W:10/A:5/Ld:-/Sv:20/Psy:-/Syn:-)
  • The entire unit may take Death from the Shadows upgrade - 15 pts./model
  • Any model in a brood may take one of the following:
-Scything talons - free
-Rending claws - 2 pts.
  • Any model in the brood may take any of the following:
-Adrenal Glands - 3 pts.
-Toxin Sacs - 4 pts.
  • All models in the brood may take one of the following biomorphs:
-Serrated blades - 3 pts./model
-Carbonized claws - 3 pts./model
  • May add a Broodlord - 55 pts./3 PP
  • The Broodlord may take one item from the Biomorphs list.
  • The Broodlord may take one of the following:
- Monstrous Scything Talons - 7 pts.
- Monstrous Rending Claws - 10 pts.
  • The Broodlord may take any of the following:
-Adrenal Glands - 3 pts.
-Flesh Hooks - 5 pts
-Implant Attack - 10 pts
-Toxin Sacs - 4 pts.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Elites, Infantry, Ymgarl Genestealers, Psyker (Ymgarl Broodlord Only)


Zoanthrope Brood[edit]

This unit contains 3 Zoanthropes (Power Rating 6). It can include 1 additional Zoanthrope (Power Rating +2), 2 additional Zoanthropes (Power Rating +4), 3 additional Zoanthropes (Power Rating +6), 4 additional Zoanthropes (Power Rating +8), 5 additional Zoanthropes (Power Rating +10), or 6 additional Zoanthropes (Power Rating +12),

Name M WS BS S T W A Ld Sv
Zoanthrope 6" 4+ 3+ 4 4 3 1 9 5+

Biomorphs:

  • Claws and Teeth

Special Rules:

  • Shadow in the Warp
  • Synapse
  • Warp Blast: When this unit manifests the Smite psychic power, it affects the closest visible enemy unit within 24", instead of within 18". In addition, it inflicts additional D3 mortal wounds on that enemy unit if this unit contains 4 or 5 Zoanthropes, an additional 3 mortal wounds if it contains 6-8 Zoanthropes or an additional D6 if it contains 9 Zoanthropes.
  • Warp Field

Psyker: A Zoanthrope Brood can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite, Warp Blast and one power from the Hive Mind's Wrath discipline. If it is upgraded to know one more power, it must generate one additional power from any of the Hivemind's disciplines. A Zoanthrope unit of 4 or more models can instead attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny two psychic power in each enemy Psychic phase. A Zoanthrope unit of 7 or more models can instead attempt to manifest three psychic powers in each friendly Psychic phase, and attempt to deny three psychic power in each enemy Psychic phase. When manifesting or denying a psychic power with a Zoanthrope unit, first select a model in the unit - measure range, visibility, etc. from this model. If this unit suffers Perils of the Warp, it suffers D3 mortal wounds as described in the core rules, but units within 6" will only suffer damage if the Perils of the Warp causes the last model in the Zoanthrope unit to be slain.

Options:

  • Mutations: (M:10/WS:5/BS:10/S:5/T:15/W:15/A:10/Ld:-/Sv:-/Psy:20/Syn:-)
  • Any model may take one item from the Biomorphs list.
  • Any model take any of the followings:
-Adrenal Glands - 2 pts.
-Toxin Sacs - 1 pts.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Elites, Infantry, Synapse, Fly, Zoanthropes, Psyker

Fast Attack[edit]

Dimachaeron Brood[edit]

This unit contains 1 Dimachaeron (Power Rating 10). It can contain 1 additional Dimachaeron (Power Rating +10) or 2 additional Dimachaerons (Power Rating +20).

Name M WS BS S T W A Ld Sv
Dimachaeron * * 3+ 6 6 14 * 10 3+
Remaining W M WS A
8-14+ 12" 2+ 6
4-6 9" 3+ 5
1-3 6" 4+ 3

Biomorphs:

  • Grasping Talons and Thorax Spine-maw
  • Sickle Claws

Special Rules:

  • Digestion Spine
  • Instinctive Behaviour
  • Leaper: This model may choose to use this ability in either the Shooting phase or the Assault phase (they may not use both in the same turn)
    • Shooting Phase - This model moves for 6 additional inches and counts as having the Fly keyword until the end of the turn. This model can then assault as normal.
    • Assault Phase - This model rolls 3D6 when assaulting. At the end of the Assault phase roll a die for every model within 1" of this one; on a 6+ the model suffers a mortal wound.
  • Leaper-killer
  • Monstrous Brood

Options:

  • Mutations: (M:25/WS:10/BS:-/S:10/T:20/W:15/A:15/Ld:-/Sv:35/Psy:-/Syn:-)
  • Any model may take up to three items from the Biomorphs list.
  • Any model take any of the followings:
-Adrenal Glands - 5 pts.
-Toxin Sacs - 6 pts.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Fast Attack, Monster, Dimachaeron


Gargoyle Brood[edit]

This unit contains 10 Gargoyles (Power Rating 3). It can include up to 10 more Gargoyles (Power Rating +3), up to 20 more Gargoyles (Power Rating +6), up to 30 more Gargoyles (Power Rating +9) or up to 40 more Gargoyles (Power Rating +12).

Name M WS BS S T W A Ld Sv
Gargoyle 12" 4+ 4+ 3 3 1 1 5 6+
Gargoyle Alpha 12" 3+ 3+ 3 3 1 2 7 6+

Biomorphs:

  • Fleshborer
  • Blinding venom

Special Rules:

  • Hail of Living Ammunition
  • Instinctive Behaviour
  • Swooping Assault

Options:

  • Mutations: (M:4/WS:-/BS:1/S:1/T:1/W:-/A:1/Ld:1/Sv:-/Psy:-/Syn:-)
  • For every ten Gargoyles, one may replace its Fleshborer with a Strangleweb - 5 pts.
  • Any model may replace its fleshborer with one of the following:
-Spinefists - 4 pts.
-Spike rifle - 4 pts.
-Devourer - 8 pts.
  • Any model in the brood may take one of the following biomorphs:
-Overdeveloped Stabilizing Organs - 2 pts.
-Pressure Detection sensors - 2 pts.
-Wide-spectrum retinas - 1 pts.
  • Any model may take any of the following biomorphs:
-Adrenal glands - 2 pts.
-Toxin sacs - 2 pts.
  • One every ten Gargoyles in the Brood may be upgraded to a Gargoyle Alpha for 6 points. The brood uses the Gargoyle Alpha's leadership in place of its own as long as it is alive.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Fast Attack, Infantry, Gargoyles, Fly


Meiotic Spore Brood[edit]

This unit contains 3 Meiotic Spores (Power Rating 3). It can include up to 3 more Meiotic Spores (Power Rating +3), or up to 6 more Meiotic Spores (Power Rating +6)

Name M WS BS S T W A Ld Sv
Meiotic Spore 3" - - 1 2 2 1 10 7+

Special Rules:

  • Floating Death (Meiotic Spore)
  • Living Bombs
  • Outriders of the Swarm

Options:

  • Mutations: (M:2/WS:-/BS:-/S:-/T:5/W:-/A:-/Ld:-/Sv:-/Psy:-/Syn:-)

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Fast Attack, Fly, Meiotic Spores


Mucolid Spore Brood[edit]

This unit contains 1 Mucolid Spore (Power Rating 1). It can include 1 additional Mucolid Spore (Power Rating +1), or 2 additional Mucolid Spores (Power Rating +2)

Name M WS BS S T W A Ld Sv
Meiotic Spore 3" - - 1 3 3 1 10 6+

Special Rules:

  • Float Down
  • Floating Death (Mucolid Spore)
  • Living Bombs

Options:

  • Mutations: (M:3/WS:-/BS:-/S:-/T:5/W:-/A:-/Ld:-/Sv:-/Psy:-/Syn:-)

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Fast Attack, Fly, Mucolid Spores


Ravener Brood[edit]

This unit contains 3 Raveners (Power Rating 4). It can include up to 3 more Raveners (Power Rating +4) or up to 6 more Raveners (Power Rating +8).

Name M WS BS S T W A Ld Sv
Ravener 12" 3+ 4+ 4 4 3 3 5 5+
Ravener Alpha 12" 2+ 3+ 4 4 3 4 7 5+

Biomorphs:

  • Two pairs of Scything Talons

Special Rules:

  • Death from Below
  • Instinctive Behaviour
  • Burrow: At the beginning of any of your Movement phases, any Ravener Brood that is not within 1" of an enemy unit can burrow. Remove it from the battlefield - it can return as described in the Death from Below ability. A Ravener Brood may not burrow and return to the battlefield in the same turn. If the battle ends while the Ravener Brood is underground, it is considered to be slain.

Options:

  • Mutations: (M:7/WS:3/BS:5/S:4/T:7/W:8/A:4/Ld:-/Sv:6/Psy:-/Syn:-)
  • Mutations (Ravener Alpha): (M:8/WS:5/BS:5/S:5/T:10/W:10/A:10/Ld:-/Sv:6/Psy:-/Syn:15)
  • Any model may take one item from the Biomorphs list.
  • Any model take any of the followings:
-Adrenal Glands - 2 pts.
-Toxin Sacs - 3 pts.
  • Any Ravener may exchange one or both pair of Scything Talons for a pair of Rending Claws each - 2 pts.
  • Any Ravener may take one of the following:
- Spinefist - 1 pts.
- Devourer - 4 pts.
- Deathspitter - 5 pts.
  • One Ravener in the Brood may be upgraded to a Ravener Alpha for 10 points. The brood uses the Ravener Alpha's leadership in place of its own as long as it is alive.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Fast Attack, Infantry, Raveners


The Red Terror[edit]

This unit contains 1 Red Terror (Power Rating 3). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv
The Red Terror 12" 2+ 3+ 5 5 6 4 7 3+

Biomorphs:

  • Two pairs of Scything Talons
  • Prehensile Pincer

Special Rules:

  • Burrow: At the beginning of any of your Movement phases, if The Red Terror is not within 1" of an enemy unit can burrow. Remove it from the battlefield - it can return as described in the Death from Below ability. The Red Terror may not burrow and return to the battlefield in the same turn. If the battle ends while The Red Terror is underground, it is considered to be slain.
  • Death from Below
  • Feeding Frenzy
  • Swallow Whole
  • Synapse

Warlord Trait: If this model is your Warlord, it has the Instinctive Killer Warlord Trait.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Fast Attack, Raveners, Infantry, The Red Terror, Synapse


Simurgh Brood[edit]

Fluff:

A melee focused counterpart to the Tyranid Gargoyle, the Simurgh is quite simply a hormagaunt given wings. Even faster than the already incredibly swift Hormagaunts, Simurghs rush into battle with the intent of tearing apart their enemies to feed their incredibly high metabolisms; their omnivorous digestive tracts able to consume plant and animal matter alike to predate on just about any species of xenos; even being able to eat of the flesh of xenos with wildly divergent biologies such as the Silicoid Dimanches of the federation of Xornthra or the Ammonia catalyzing Drunal of the Republic of Ikram. Foul tempered and ferociously hungry, Simurghs are expended by the Hive Fleets in great numbers to achieve their objectives

Modeling notes

Take a gargoyle and give it hormagaunt scything claws, alternatively take a hormagaunt and give it gargoyle wings.

This unit contains 10 Simurghs (Power Rating 3). It can include up to 10 more Simurghs (Power Rating +3), up to 20 more Simurghs (Power Rating +6), up to 30 more Simurghs (Power Rating +9) or up to 40 more Simurghs (Power Rating +12).

Name M WS BS S T W A Ld Sv
Simurgh 12" 4+ 4+ 3 3 1 2 5 6+
Simurgh Alpha 12" 3+ 3+ 3 3 1 3 7 6+

Biomorphs:

  • A pair of Scything Talons
  • Blinding venom

Special Rules:

  • Bounding Leap: This unit moves an additional 3" when advancing and charging. Also, whenever this unit piles in and consolidates, it can move up to 6".
  • Hungering Swarm
  • Instinctive Behaviour
  • Swooping Assault

Options:

  • Mutations: (M:4/WS:-/BS:1/S:1/T:1/W:-/A:1/Ld:1/Sv:-/Psy:-/Syn:-)
  • Any model in the brood may take one of the following biomorphs:
-Carbonized Claws - 2 pts.
-Serrated Blades - 2 pts.
  • Any model in the brood may take any of the following biomorphs:
-Adrenal Glands - 1 pts.
-Toxin Sacs - 2 pts.
  • One every ten Simurghs in the Brood may be upgraded to a Simurgh Alpha for 6 points. The brood uses the Simurgh Alpha's leadership in place of its own as long as it is alive.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Fast Attack, Infantry, Simurghs, Fly


Sky-Slasher Swarm Brood[edit]

This unit contains 3 Sky-Slasher Swarms (Power Rating 2). It can include up to 3 more Sky-Slasher Swarms (Power Rating +2), up to 6 more Sky-Slasher Swarms (Power Rating +4), up to 9 more Sky-Slasher Swarms (Power Rating +6), or up to 12 more Sky-Slasher Swarms (Power Rating +8).

Name M WS BS S T W A Ld Sv
Sky-Slasher Swarm 12" 5+ 5+ 3 3 3 4 4 6+

Biomorphs:

  • Claws and Teeth

Special Rules:

  • Consume: During the Shooting phase a unit with at least three bases with this rule may opt to devour an organic terrain piece (forests, bushes, swamps, etc) it touches. If it chooses to do so, you may move models in the unit to any point wholly within that piece of terrain before removing it from the field. This counts as advancing for all intents and purposes.
  • Instinctive Behaviour
  • 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:
S AP D Abilities
1 0 1 If the target is a VEHICLE and you make a wound roll of 4+, the target suffers 1 mortal wound in addition to any other damage. If you make a wound roll of 6+, inflict D3 mortal wounds instead. For each to-hit result of 1 or 2, the unit suffers a mortal wound.
  • Swooping Assault

Options:

  • Mutations: (M:4/WS:2/BS:4/S:4/T:4/W:-/A:3/Ld:2/Sv:-/Psy:-/Syn:-)
  • The unit may take Spinemaws - 2 pts/base
  • Any model in the brood may take one of the following biomorphs:
-Carbonized Claws - 3 pts.
-Serrated Blades - 3 pts.
  • Any model in the brood may take any of the following biomorphs:
-Adrenal Glands - 4 pts.
-Toxin Sacs - 3 pts.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Fast Attack, Swarm, Sky-Slasher Swarms


Spore Mine Brood[edit]

This unit contains 3 Frag Mines (Power Rating 2). It can include up to 3 more Frag Mines (Power Rating +2), up to 6 more Frag Mines (Power Rating +4), or up to 9 more Frag Mines (Power Rating +6).

Name M WS BS S T W A Ld Sv
Acid Mine D3+3" - - 1 1 1 1 10 7+
Char Mine D3+3" - - 1 1 1 1 10 7+
Frag Mine D3+3" - - 1 1 1 1 10 7+
Toxic Mine D3+3" - - 1 1 1 1 10 7+

Special Rules:

  • Float Down
  • Floating Death (Acid Mine): An Acid Mine explodes if it is within 3" of any enemy units at the end of any Charge phase. Each time an Acid Mine explodes, roll a D6; on a 1 it fails to inflict any harm, on a 2-5 it inflicts 1 mortal wound on the nearest enemy unit, and on a 6 it inflicts D3 mortal wounds on that unit. The Acid Mine is then destroyed.
  • Floating Death (Char Mine): A Char Mine explodes if it is within 3" of any enemy units at the end of any Charge phase. Each time a Char Mine explodes, roll a D6; on a 1 it fails to inflict any harm, on a 2-5 it inflicts 1 mortal wound on the nearest enemy unit, and on a 6 it inflicts D3 mortal wounds on that unit. If the enemy unit has the Flyer keyword, double the amount of mortal wounds it suffers. The Char Mine is then destroyed.
  • Floating Death (Frag Mine): A Frag Mine explodes if it is within 3" of any enemy units at the end of any Charge phase. Each time a Frag Mine explodes, roll a D6; on a 1 it fails to inflict any harm, on a 2-5 it inflicts D6 automatic hits on the nearest enemy unit, and on a 6 it inflicts 6 automatic hits on that unit. The Frag Mine is then destroyed. Use the profile below to resolve the hits inflicted by a Frag Mine:
Weapon S AP D Abilities
Frag Mine 4 -1 1 -
  • Floating Death (Toxic Mine): A Toxic Mine explodes if it is within 3" of any enemy units at the end of any Charge phase. Each time a Toxic Mine explodes, roll a D6; on a 1 it fails to inflict any harm, on a 2-5 it inflicts D6 automatic hits on the nearest enemy unit, and on a 6 it inflicts 6 automatic hits on that unit. The Toxic Mine is then destroyed. Use the profile below to resolve the hits inflicted by a Toxic Mine:
Weapon S AP D Abilities
Toxin Mine 1 - D3 This weapon always wounds on a 2+ unless the target is a Vehicle.
  • Living Bombs
  • Hard to Hit (Char Mines Only)

Options:

  • Mutations: (M:2/WS:-/BS:-/S:-/T:1/W:-/A:-/Ld:-/Sv:-/Psy:-/Syn:-)
  • May replace all Frag Mines in the cluster with:
-Acid Mines - 2 pts./model
-Char Mines - 3 pts./model
-Toxic Mines - free

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Fast Attack, Fly, Spore Mines


The Thing From Below[edit]

This unit contains 1 Thing from Below (Power Rating 8). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv
The Thing from Below 9" 2+ 3+ 6 5 6 5 7 3+

Biomorphs:

  • A pair of Scything Talons
  • Diamond-tipped Teeth
  • Toxin Spike

Abilities:

  • Bio-electric Parasites Transmitter: At the start of the Fight Phase, if this model is within 1" of an enemy unit, it can make a shooting attack against that unit with the following profile:
Type S AP D Abilities
Pistol 3 User 0 1 If the target is a VEHICLE and you make a wound roll of 4+, the target suffers 1 mortal wound instead of the normal damage. If you make a wound roll of 6+, inflict D3 mortal wounds instead. If the target isn't a VEHICLE, it suffers 1 mortal wound on a 6+.
  • Desperate Phagocytosis: At the start of any of your phases, The Thing from Below may decide to devourer its symbiotic parasite. If it does so, it regains one wound lost early in the game but loses the Symbiotic Parasite and Bio-electric Parasites Transmitter special rules.
  • Mindless Monstrosity: If this model ever finds itself outside of a Synapse creature's Synapse radius, it has to move towards and charge the nearest unit (even if friendly). This model also suffers a -2 to its hit rolls and can only attack with its Scything Talons but doubles the number of attacks he makes.
  • Predator from Below: If this model charges a unit incapable of firing overwatch, roll a die if the charge is successful; on a 2+ the enemy unit suffers D3 mortal wounds, 3 on a 6+.
  • Ripper Alpha: Friendly <Hive Fleet> Swarm units within 6" of this model can add 1 to their hit rolls in the Fight phase
  • Symbiotic Parasite: When this model fights in the Fight phase, it can make an additional S:3 AP:0 D:1 attack that hits on a 4.

Warlord Trait: Heightened Senses

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Character, Fast Attack, Infantry, The Thing From Below


Tyranid Shrikes Brood[edit]

This unit contains 3 Tyranid Shrikes (Power Rating 6). It can include up to 3 more Tyranid Shrikes (Power Rating +6) or up to 6 more Tyranid Shrikes (Power Rating +12).

Name M WS BS S T W A Ld Sv
Tyranid Shrike 6" 3+ 4+ 4 4 3 3 9 4+
Tyranid Shrike Alpha 6" 2+ 3+ 4 4 3 4 9 4+

Biomorphs:

  • Devourer
  • A pair of Scything Talons

Special Rules:

  • Shadow in the Warp
  • Synapse

Psyker:

  • A Shrike Warrior brood that has purchased the Psyker keyword can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite power and one psychic power from the Hivemind's Dominion discipline

Options:

  • Mutations: (M:6/WS:3/BS:5/S:4/T:7/W:8/A:4/Ld:-/Sv:6/Psy:-/Syn:-)
  • Any model may take items from the Basic Bio-weapons and Melee Bio-weaponslists.
  • Any model may take one item from the Biomorphs list.
  • For every three Tyranid Shrikes in the brood, one may take items from the Basic Bio-cannons list.
  • Any model in the brood may take any of the following biomorphs:
-Adrenaline Glands - 2 pt.
-Flesh Hooks - 2 pts.
-Toxin Sacs - 3 pts.
  • The unit may take the Psyker keyword - 10 pts./model
  • One Tyranid Shrike in the Brood may be upgraded to a Tyranid Shrike Alpha for 10 points. The brood uses the Tyranid Shrike Alpha's leadership in place of its own as long as it is alive.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Fast Attack, Infantry, Tyranid Shrikes, Fly

Heavy Support[edit]

Biovore Brood[edit]

This unit contains 1 Biovore (Power Rating 2). It can 1 additional Biovore (Power Rating +2), 2 additional Biovores (Power Rating +4), 3 additional Biovores (Power Rating +6), 4 additional Biovores (Power Rating +8), or 5 additional Biovores (Power Rating +10).

Name M WS BS S T W A Ld Sv
Biovore 5" 4+ 4+ 4 4 4 2 5 4+

Biomorphs:

  • Spore Mine Launcher with Frag Mines

Special Rules:

  • Instinctive Behaviour
  • Spore Mine Launcher (Acid Mines): Each time a Spore Mine Launcher equipped with Acid Mines hits the target, roll a D6 to find out how much damage is inflicted on the target; on a 1 it fails to inflict any harm, on a 2-5 it inflicts 1 mortal wound, and on a 6 it inflicts D3 mortal wounds. Each time a Spore Mine Launcher misses its target, set up a single <HIVE FLEET> Acid Mine model anywhere within 6" of the target unit and more than 3" from any enemy model (if the Acid Mine cannot be placed it is destroyed). This then follows the rules for an Acid Mine that is part of your army, but it cannot move or charge during the turn it was set up. This weapon can target units that are not visible to the firer, but it cannot be used to fire Overwatch.
  • Spore Mine Launcher (Char Mines): Each time a Spore Mine Launcher equipped with Char Mines hits the target, roll a D6 to find out how much damage is inflicted on the target; on a 1 it fails to inflict any harm, on a 2-5 it inflicts 1 mortal wound, and on a 6 it inflicts D3 mortal wounds. Each time a Spore Mine Launcher misses its target, set up a single <HIVE FLEET> Char Mine model anywhere within 6" of the target unit and more than 3" from any enemy model (if the Char Mine cannot be placed it is destroyed). This then follows the rules for a Char Mine that is part of your army, but it cannot move or charge during the turn it was set up. This weapon can target units that are not visible to the firer, but it cannot be used to fire Overwatch. Add 1 to the hit rolls when targeting units that can Fly.
  • Spore Mine Launcher (Frag Mines): Each time a Spore Mine Launcher equipped with Frag Mines hits the target, roll a D6 to find out how much damage is inflicted on the target; on a 1 it fails to inflict any harm, on a 2-5 it inflicts D6 automatic hits on the nearest enemy unit, and on a 6 it inflicts 6 automatic hits on that unit. Each time a Spore Mine Launcher misses its target, set up a single <HIVE FLEET> Frag Mine model anywhere within 6" of the target unit and more than 3" from any enemy model (if the Frag Mine cannot be placed it is destroyed). This then follows the rules for a Frag Mine that is part of your army, but it cannot move or charge during the turn it was set up. This weapon can target units that are not visible to the firer, but it cannot be used to fire Overwatch. Use the profile below to resolve the hits inflicted by a Frag Mine:
Weapon S AP D Abilities
Frag Mine 4 -1 1 -
  • Spore Mine Launcher (Toxic Mines): Each time a Spore Mine Launcher equipped with Toxic Mines hits the target, roll a D6 to find out how much damage is inflicted on the target; on a 1 it fails to inflict any harm, on a 2-5 it inflicts D6 automatic hits on the nearest enemy unit, and on a 6 it inflicts 6 automatic hits on that unit. Each time a Spore Mine Launcher misses its target, set up a single <HIVE FLEET> Toxic Mine model anywhere within 6" of the target unit and more than 3" from any enemy model (if the Toxic Mine cannot be placed it is destroyed). This then follows the rules for a Toxic Mine that is part of your army, but it cannot move or charge during the turn it was set up. This weapon can target units that are not visible to the firer, but it cannot be used to fire Overwatch. Use the profile below to resolve the hits inflicted by a Toxic Mine:
Weapon S AP D Abilities
Toxic Mine 1 0 D3 This weapon always wounds on a 2+ unless the target is a Vehicle.

Options:

  • Mutations: (M:-/WS:-/BS:10/S:-/T:15/W:15/A:-/Ld:5/Sv:15/Psy:-/Syn:-)
  • Any model may exchange its Frag Mines for one of the following spores:
-Acid Mines - free
-Char Mines - free
-Toxic Mines - free
  • Any model may take one item from the Biomorphs list.
  • Any model take any of the followings:
-Adrenal Glands - 1 pts.
-Toxin Sacs - 1 pts.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Heavy Support, Infantry, Biovores


Carnifex Brood[edit]

This unit contains 1 Carnifex (Power Rating 6). It can contain 1 additional Carnifex (Power Rating +6), 2 additional Carnifexes (Power Rating +12), 3 additional Carnifexes (Power Rating +18), or 4 additional Carnifexes (Power Rating +24).

Name M WS BS S T W A Ld Sv
Carnifex 7" 4+ 4+ 8 6 8 4 6 3+

Biomorphs:

  • Two pairs of Monstrous Scything Talons

Special Rules:

  • Instinctive Behaviour
  • Living Battering Ram
  • Monstrous Brood

Options:

  • Mutations: (M:10/WS:10/BS:15/S:25/T:20/W:15/A:20/Ld:-/Sv:25/Psy:-/Syn:-)
  • Any model may replace any pair of Monstrous Scything Talons with a pair of Monstrous Crushing Claws - 12 pts.
  • Any model may replace a pair of Monstrous Scything Talons with a Stonecrusher Ramshield - 15 pts.
  • Any model may take items from the Monstrous Bio-cannons list.
  • Any model may take up to three items from the Biomorphs list.
  • Any model may take one of the following:
-Bio-plasma - 10 pts.
-Enhanced Senses - 10 pts.
-Monstrous Acid Maw - 10 pts.
-Tusks - 10 pts.
  • Any model may take one of the following:
-Spine Banks - 2 pts.
-Spore Cysts - 10 pts.
  • Any model may take any of the following:
-Adrenal Glands - 5 pts.
-Chitin Thorns - 4 pts.
-Toxin Sacs - 4 pts.
  • Any model may take one of the following tail biomorphs:
-Thresher Scythe - 7 pts.
-Bone Mace - 2 pts.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Heavy Support, Monster, Carnifexes


Screamer-Killer Brood[edit]

This unit contains 1 Screamer-Killer (Power Rating 6). It can contain 1 additional Screamer-Killer (Power Rating +6), 2 additional Screamer-Killers (Power Rating +12), 3 additional Screamer-Killers (Power Rating +18), or 4 additional Screamer-Killers (Power Rating +24).

Name M WS BS S T W A Ld Sv
Screamer-Killer 7" 4+ 4+ 8 6 8 4 6 3+

Biomorphs:

  • Bio-plasmic Scream
  • Two pairs of Monstrous Scything Talons

Special Rules:

  • Instinctive Behaviour
  • Living Battering Ram
  • Monstrous Brood
  • Terrifying

Options:

  • Mutations: (M:10/WS:10/BS:15/S:25/T:20/W:15/A:20/Ld:-/Sv:25/Psy:-/Syn:-)
  • Any model may take up to three items from the Biomorphs list.
  • Any model may take any of the following:
-Adrenal Glands - 5 pts.
-Toxin Sacs - 4 pts.
  • Any model may take one of the following:
-Spine Banks - 2 pts.
-Spore Cysts - 10 pts.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Heavy Support, Monster, Screamer-Killers, Carnifexes


Stone Crusher Carnifex Brood[edit]

This unit contains 1 Stone Crusher Carnifex (Power Rating 6). It can contain 1 additional Stone Crusher Carnifex (Power Rating +6), 2 additional Stone Crusher Carnifexes (Power Rating +12), 3 additional Stone Crusher Carnifexes (Power Rating +18), or 4 additional Stone Crusher Carnifexes (Power Rating +24).

Name M WS BS S T W A Ld Sv
Stone Crusher Carnifex 7" 4+ 4+ 8 6 8 4 6 3+

Biomorphs:

  • Two Wrecker Claws

Special Rules:

  • Instinctive Behaviour
  • Carapace Chitin Ram
  • Monstrous Brood

Options:

  • Mutations: (M:10/WS:10/BS:15/S:25/T:20/W:15/A:20/Ld:-/Sv:25/Psy:-/Syn:-)
  • Any model may replace its pair of Wrecker Claws with a Wrecker Claw and a Bio-flail - 25 pts.
  • Any model may take up to three items from the Biomorphs list.
  • Any model may take any of the following:
-Adrenal Glands - 5 pts.
-Bio-plasma - 9 pts.
-Toxin Sacs - 4 pts.
  • Any model may take one of the following tail biomorphs:
-Thresher Scythe - 7 pts.
-Bone Mace - 2 pts.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Heavy Support, Monster, Stone Crusher Carnifexes, Carnifexes


Thornback Brood[edit]

This unit contains 1 Thornback (Power Rating 6). It can contain 1 additional Thornback (Power Rating +6), 2 additional Thornbacks (Power Rating +12), 3 additional Thornbacks (Power Rating +18), or 4 additional Thornbacks (Power Rating +24).

Name M WS BS S T W A Ld Sv
Thornback 7" 4+ 4+ 8 6 8 4 6 3+

Biomorphs:

  • A pairs of Monstrous Scything Talons
  • Two Devourers with Brainleech Worms

Special Rules:

  • Chitin Thorns
  • Instinctive Behaviour
  • Monstrous Brood
  • Thorned Battering Ram
  • Vicious Hunter

Options:

  • Mutations: (M:10/WS:10/BS:15/S:25/T:20/W:15/A:20/Ld:-/Sv:25/Psy:-/Syn:-)
  • Any model may replace its pair of Monstrous Scything Talons with a Stranglethorn Cannon - 15 pts.
  • Any model may replace its two Devourers with Brainleech Worms with two Deathspitter with Slimer Maggots - 14 pts.
  • Any model may take up to three items from the Biomorphs list.
  • Any model may take any of the following:
-Adrenal Glands - 5 pts./model
-Enhanced Senses - 10 pts./model
-Spine Banks - 2 pts./model
-Thresher Scythe - 7 pts/model
-Toxin Sacs - 4 pts./model

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Heavy Support, Monster, Thornbacks, Carnifexes

Exocrine Brood[edit]

This unit contains 1 Exocrine (Power Rating 11). It can contain 1 additional Exocrine (Power Rating +11) or 2 additional Exocrines (Power Rating +22).

Name M WS BS S T W A Ld Sv
Exocrine 6" * * 7 8 12 * 6 3+
Remaining W WS BS A
7-12+ 4+ 4+ 3
4-6 4+ 5+ D3
1-3 5+ 5+ 1

Biomorphs:

  • Bio-plasmic cannon
  • Powerful Limbs
  • A pair of Scything Talons

Special rules:

  • Death Throes
  • Instinctive Behaviour
  • Monstrous Brood
  • Symbiotic Targeting
  • Weapon Beast

Options:

  • Mutations: (M:-/WS:10/BS:20/S:10/T:20/W:20/A:10/Ld:10/Sv:35/Psy:-/Syn:-)
  • Any model may take up to three items from the Biomorphs list.
  • Any model take any of the followings:
-Adrenal Glands - 2 pts.
-Toxin Sacs - 2 pts.
  • Any model may take a Thresher Scythe tail biomorph - 7 pts.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Heavy Support, Monster, Exocrine


Mawloc Brood[edit]

This unit contains 1 Mawloc (Power Rating 6). It can contain 1 additional Mawloc (Power Rating +6) or 2 additional Mawlocs (Power Rating +12).

Name M WS BS S T W A Ld Sv
Mawloc * * - * 6 12 7 7 3+
Remaining W M WS S
7-12+ 9" 4+ 6
4-6 7" 5+ 5
1-3 5" 6+ 4

Biomorphs:

  • Distensible Jaws
  • Prehensile Pincer
  • Three pairs of Scything Talons

Special rules:

  • Burrow: At the beginning of any of your Movement phases, any Mawloc can burrow. Remove it from the battlefield – it can return as described in the Terror from the Deep ability. A Mawloc may not burrow and return to the battlefield in the same turn. If the battle ends while the Mawloc is underground, it is considered to be slain.
  • Death Throes
  • Instinctive Behaviour
  • Monstrous Brood
  • Terror from the Deep: During deployment, you can set up a Mawloc underground instead of placing it on the battlefield. At the end of any of your Movement phases, set up the Mawloc anywhere on the battlefield that is more than 1" away from any enemy models and more than 3" from any other Mawlocs set up this way this turn, then roll a D6 for each enemy unit within 2" of it; on a 1 the unit escapes unharmed, on a 2-3 it suffers 1 mortal wound, on a 4-5 it suffers D3 mortal wounds and on a 6 it suffers 3 mortal wounds. The Mawloc cannot charge in the same turn.
  • Swallow Whole: If 4 or more of the Mawloc's Scything Talon attacks hit, instead of causing damage normally the Mawloc can attempt to swallow a victim whole. Roll a D6, and if the result is equal to or higher than the highest Wounds characteristic of the unit, one model from that unit is slain.

Options:

  • Mutations: (M:10/WS:10/BS:-/S:10/T:20/W:15/A:15/Ld:10/Sv:35/Psy:-/Syn:-)
  • Any model may take up to three items from the Biomorphs list.
  • Any model take any of the followings:
-Adrenal Glands - 3 pts.
-Toxin Sacs - 4 pts.
  • Any model may replace its Prehensile Pincer with one of the following:
-Biostatic Rattle - 10 pts.
-Toxinspike - 1 pts.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Heavy Support, Monster, Mawloc


Toxicrene Brood[edit]

This unit contains 1 Toxicrene (Power Rating 8). It can contain 1 additional Toxicrene (Power Rating +8) or 2 additional Toxicrenes (Power Rating +16).

Name M WS BS S T W A Ld Sv
Toxicrene 8" * 4+ * 7 12 * 7 3+
Remaining W WS S A
7-12+ 3+ 7 6
4-6 4+ 6 5
1-3 5+ 5 4

Biomorphs:

  • Acid blood
  • Choking Cloud
  • Two sets of Massive Toxic Lashes

Special rules:

  • Acid Blood
  • Entangle: During Shooting phase, Toxicrene may choose to Entangle one enemy model within 12" (the model must be the closest to the Toxicrene). Both players roll 1d6 and add it to the corresponding models' Strenght characteristics. If the model wins, nothing happens. If it fails, it cannot move in any way and has to subtract 1 from all its hit rolls until your next Shooting phase.
  • Frenzied Death Throes
  • Hypertoxic: Any attack made by a Toxicrene cause an additional mortal wound on a 6+.
  • Hypertoxic Miasma
  • Instinctive Behaviour
  • Overwork: During the Movement phase, a Toxicrene may choose to suffer D3 mortal wounds to add D6" to its Move, Advance and Charge characteristics.

Options:

  • Mutations: (M:10/WS:30/BS:10/S:5/T:20/W:20/A:20/Ld:10/Sv:30/Psy:-/Syn:-)
  • Any model may take up to three items from the Biomorphs list.
  • Any model take any of the followings:
-Adrenal Glands - 5 pts.
-Toxin Sacs - 6 pts.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Heavy Support, Monster, Toxicrene


Trygon Brood[edit]

This unit contains 1 Trygon (Power Rating 9). It can contain 1 additional Trygon (Power Rating +9) or 2 additional Trygons (Power Rating +18).

Name M WS BS S T W A Ld Sv
Trygon * * * 7 6 12 6 7 3+
Remaining W M WS BS
7-12+ 9" 3+ 4+
4-6 7" 4+ 5+
1-3 5" 5+ 6+

Biomorphs:

  • Bio-electric Pulse
  • Three pairs of Monstrous Scything Talons

Special rules:

  • Ambusher Brood: The first time this unit is set up on the battlefield, all of its models must be placed within 9" of at least one other model in their unit. From that point onwards, each operates independently and is treated as a separate unit.
  • Burrow: At the beginning of any of your Movement phases, any Trygon that is not within 1" of an enemy unit can burrow. Remove it from the battlefield - it can return as described in the Subterranean Assault ability. A Trygon may not burrow and return to the battlefield in the same turn. If the battle ends while the Trygon is underground, it is considered to be slain.
  • Death Throes
  • Instinctive Behaviour
  • Subterranean Assault

Upgrades:

  • Lurker: A Trygon Prime with this upgrade can enter from Reserve on the first turn.
  • Prepared Tunnel Network: Two units can emerge by the Subterranean Assault special rule with a Trygon with this upgrade.

Options:

  • Mutations: (M:15/WS:10/BS:15/S:10/T:20/W:15/A:15/Ld:-/Sv:35/Psy:25/Syn:-)
  • Any model may take one item from the Thorax Biomorphs list.
  • Any model may take up to three items from the Biomorphs list.
  • Any model take any of the followings:
-Adrenal Glands - 5 pts.
-Toxin Sacs - 6 pts.
  • The entire brood may take any of the following Upgrades:
- Prepared Tunnel Network - 50 pts./model
- Lurker - 50 pts./model
  • Any model may take one of the following:
- Heavy Spinefist - 10 pts.
- Spine banks - 2 pts.
  • Any model may take one of the following tail biomorphs:
- Biostatic Rattle - free
- Prehensile Pincer - free
- Toxinspike - 1 pts.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Heavy Support, Monster, Trygon


Tyrannofex Brood[edit]

This unit contains 1 Tyrannofex (Power Rating 11). It can contain 1 additional Tyrannofex (Power Rating +11) or 2 additional Tyrannofexes (Power Rating +22).

Name M WS BS S T W A Ld Sv
Tyrannofex * * * 7 6 12 6 7 3+
Remaining W M WS BS
7-12+ 9" 3+ 4+
4-6 7" 4+ 5+
1-3 5" 5+ 6+

Biomorphs:

  • Acid spray
  • Powerful Limbs
  • Stinger salvo

Special rules:

  • Bio-tank
  • Death Throes
  • Instinctive Behaviour
  • Monstrous Brood
  • Weapon Beast

Options:

  • Mutations: (M:10/WS:10/BS:20/S:10/T:20/W:20/A:10/Ld:10/Sv:-/Psy:-/Syn:-)
  • Any model may take one item from the Thorax Biomorphs list.
  • Any model may take up to three items from the Biomorphs list.
  • Any model may replace its Acid Spray with one of the following:
-Fleshborer hive - 15 pts.
-Rupture cannon - 35 pts.
  • Any model may take any of the following:
-Adrenal Glands - 2 pts.
-Toxin Sacs - 2 pts.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Heavy Support, Monster, Tyrannofex

Flyer[edit]

Erinyes Brood[edit]

Fluff:

These terrifying beasts are tailor-made to deliver fast and lethal attacks against the enemies of the hive fleet as well as to confound the machinery of the enemies of the Tyranids with constant generation of electromagnetic energy that can foul even the hardiest and most sophisticated of machinery. With most of its enemies heavily dependent on technology, the Erinyes finds itself a feared opponent for enemy mechanized divisions and especially those foes who would entrust their defence to machinery. They are especially feared by the Mechanicus, the Iron Warriors, the Tau, and hated by Ork mekboyz for their ability to render the creations that they rely so much on nearly inoperable. Even non-mechanical foes, however, must beware as the Erinyes is a highly specialized and capable killer in close combat and can dive from the skies to immediately engage an opponent in a vicious melee that few enemies are likely to survive.

Modelling notes:

If you're feeling lazy you could simply put a flying MUTO (from the 2014 Godzilla movie) toy on a base, if you're feeling a bit more up for hardcore converting, the model is meant to have a rather pronounced shield head (like said MUTOs) and the wings are more angular like the Harridan's than the more traditionally bat-like wings of the Harpy/Crone and Flyrant. It should be about in between the size of a Harridan and a Harpy. The tail is scythed so don't forget that. This is less of a shooty flying monstrous creature and more of a choppy one, so the melee biomorphs should be rather pronounced and it should have legs that look like they can function on land

This unit contains 1 Erinys (Power Rating 12). It can contain 1 additional Erinys (Power Rating +12) or 2 additional Erinyes (Power Rating +24).

Name M WS BS S T W A Ld Sv
Erinys * * 4+ 8 6 18 * 9 3+
Remaining W M WS A
9-18+ 30" 3+ 6
5-8 20" 4+ 3
1-4 10" 5+ D3

Biomorphs:

  • Bio-plasma
  • Electroshock Grubs
  • Flesh Hooks
  • Heavy Spinefist
  • Scything Wings

Special Rules:

  • Electromagnetic Blast: At the start of your Shooting phase, the Erinyes may release a special pulse of electromagnetic energy. Every enemy model within 12" takes one automatic hit with the following profile (VEHICLE suffer 3 hits instead):
S AP D Abilities
4 -1 1 If the target is a VEHICLE and you make a wound roll of 4+, the target suffers 1 mortal wound in addition to any other damage. If you make a wound roll of 6+, inflict D3 mortal wounds instead.
  • Instinctive Behaviour
  • Monstrous Brood
  • Swooping Assault: This model can only be charged by units that can Fly, and can only be attacked in the Fight phase by units that can Fly.
  • Wing Tearer: During the Fight phase, if an Erinys is against a unit with the Flyer keyword, roll 2D6 for every wound inflicted on that unit; on a 10+ that unit immediately suffers the effects of the Crash and Burn special rule, though this model doesn't suffer any mortal wounds from it.

Upgrades:

  • Lone Hunter: This model is not affected by the Instinctive Behaviour rule.

Options:

  • Mutations: (M:20/WS:10/BS:5/S:20/T:20/W:15/A:15/Ld:-/Sv:30/Psy:-/Syn:-)
  • Any model may take up to three items from the Biomorphs list.
  • Any model take any of the followings:
-Adrenal Glands - 5 pts.
-Toxin Sacs - 6 pts.
  • Any model may take one of the following:
- Stinger Salvo - 8 pts.
- Cluster Spines - 10 pts.
  • May take the Lone Hunter Upgrade - 25 pts./model

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Flyer, Monster, Erinyes, Fly

Harpy Brood[edit]

This unit contains 1 Harpy (Power Rating 7). It can contain 1 additional Harpy (Power Rating +7) or 2 additional Harpies (Power Rating +14).

Name M WS BS S T W A Ld Sv
Harpy * * * 6 6 12 3 9 4+
Remaining W M WS BS
7-12+ 30" 4+ 4+
4-6 20" 4+ 5+
1-3 10" 5+ 5+

Biomorphs:

  • Scything Wings
  • Stinger Salvo
  • Two Stranglethorn Cannons

Special Rules:

  • Death Throes
  • Monstrous Brood
  • Instinctive Behaviour
  • Sonic Screech
  • Spore Mine Cysts (Acid Mine): A Harpy can drop Spore Mines as it flies over enemy units in the Movement phase. To do so, after the Harpy has moved, pick one enemy unit that it flew over and roll a D6 for each model in the unit, up to a maximum of 3 dice. Each time you roll a 4+ an Acid Mine has hit the target and explodes. Roll a D6 to find out how much damage is inflicted; on a 1 the Acid Mine fails to inflict any harm, on a 2-5 it inflicts 1 mortal wound, and on a 6 it inflicts D3 mortal wounds. Each time an Acid Mine misses its target, set up a single <HIVE FLEET> Acid Mine anywhere within 6" of the target unit and more than 3" from any enemy model (if the Acid Mine cannot be placed it is destroyed). This then follows the rules for an Acid Mine that is part of your army, but it cannot move or charge during the turn it was set up.
  • Spore Mine Cysts (Char Mine): A Harpy can drop Spore Mines as it flies over enemy units in the Movement phase. To do so, after the Harpy has moved, pick one enemy unit that it flew over and roll a D6 for each model in the unit, up to a maximum of 3 dice. Each time you roll a 4+ a Char Mine has hit the target and explodes. Roll a D6 to find out how much damage is inflicted; on a 1 the Char Mine fails to inflict any harm, on a 2-5 it inflicts 1 mortal wound, and on a 6 it inflicts D3 mortal wounds. Each time a Char Mine misses its target, set up a single <HIVE FLEET> Char Mine anywhere within 6" of the target unit and more than 3" from any enemy model (if the Char Mine cannot be placed it is destroyed). This then follows the rules for a Char Mine that is part of your army, but it cannot move or charge during the turn it was set up. Add 1 to the roll when targeting units that can Fly. Enemies that can Fly suffer double the number of mortal wounds from this weapon.
  • Spore Mine Cysts (Frag Mine): A Harpy can drop Spore Mines as it flies over enemy units in the Movement phase. To do so, after the Harpy has moved, pick one enemy unit that it flew over and roll a D6 for each model in the unit, up to a maximum of 3 dice. Each time you roll a 4+ a Frag Mine has hit the target and explodes. Roll a D6 to find out how much damage is inflicted; on a 1 the Frag Mine fails to inflict any harm, on a 2-5 it inflicts D6 automatic hits on the nearest enemy unit, and on a 6 it inflicts 6 automatic hits on that unit. Each time a Frag Mine misses its target, set up a single <HIVE FLEET> Frag Mine anywhere within 6" of the target unit and more than 3" from any enemy model (if the Frag Mine cannot be placed it is destroyed). This then follows the rules for a Frag Mine that is part of your army, but it cannot move or charge during the turn it was set up. Use the profile below to resolve the hits inflicted by a Frag Mine:
Weapon S AP D Abilities
Frag Mine 4 -1 1 -
  • Spore Mine Cysts (Toxic Mine): A Harpy can drop Spore Mines as it flies over enemy units in the Movement phase. To do so, after the Harpy has moved, pick one enemy unit that it flew over and roll a D6 for each model in the unit, up to a maximum of 3 dice. Each time you roll a 4+ a Toxic Mine has hit the target and explodes. Roll a D6 to find out how much damage is inflicted; on a 1 the Toxic Mine fails to inflict any harm, on a 2-5 it inflicts D6 automatic hits on the nearest enemy unit, and on a 6 it inflicts 6 automatic hits on that unit. Each time a Toxic Mine misses its target, set up a single <HIVE FLEET> Toxic Mine anywhere within 6" of the target unit and more than 3" from any enemy model (if the Toxic Mine cannot be placed it is destroyed). This then follows the rules for a Toxic Mine that is part of your army, but it cannot move or charge during the turn it was set up. Use the profile below to resolve the hits inflicted by a Toxic Mine:
Weapon S AP D Abilities
Toxic Mine 1 0 D3 This weapon always wounds on a 2+ unless the target is a Vehicle.
  • Swooping Assault: This model can only be charged by units that can Fly, and can only be attacked in the Fight phase by units that can Fly.

Upgrades:

  • Lone Hunter: This model is not affected by the Instinctive Behaviour rule.

Options:

  • Mutations: (M:10/WS:10/BS:15/S:10/T:20/W:15/A:15/Ld:-/Sv:30/Psy:-/Syn:-)
  • Any model may take up to three items from the Biomorphs list.
  • Any model take any of the followings:
-Adrenal Glands - 5 pts.
-Toxin Sacs - 6 pts.
  • Any model may replace its two Stranglethorn Cannons with two Heavy Venom Cannons - 50 pts.
  • Any model may take one of the following:
-Stinger salvo - 8 pts.
-Cluster spines - 10 pts.
  • May take the Lone Hunter Upgrade - 25 pts./model
  • Any model may exchange its Frag Mines in its Spore Mine Cysts special rule for one of the following spores:
-Acid Mines - free
-Char Mines - free
-Toxic Mines - free

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Flyer, Monster, Harpy, Fly


Hive Crone Brood[edit]

This unit contains 1 Hive Crone (Power Rating 7). It can contain 1 additional Hive Crone (Power Rating +7) or 2 additional Hive Crones (Power Rating +14).

Name M WS BS S T W A Ld Sv
Harpy * * * 6 6 12 3 9 4+
Remaining W M WS BS
7-12+ 30" 4+ 4+
4-6 20" 4+ 5+
1-3 10" 5+ 5+

Biomorphs:

  • Drool cannon
  • Scything Wings
  • Tentaclids
  • Wicked Spur

Special Rules:

  • Death Throes
  • Instinctive Behaviour
  • Swooping Assault: This model can only be charged by units that can Fly, and can only be attacked in the Fight phase by units that can Fly.

Upgrades:

  • Lone Hunter: This model is not affected by the Instinctive Behaviour rule.

Options:

  • Mutations: (M:10/WS:10/BS:15/S:10/T:20/W:15/A:15/Ld:-/Sv:30/Psy:-/Syn:-)
  • Any model may take up to three items from the Biomorphs list.
  • Any model take any of the followings:
-Adrenal Glands - 5 pts.
-Toxin Sacs - 6 pts.
  • Any model may take a second set of Tentacilids - 15 pts.
  • Any model may take one of the following:
-Stinger salvo - 8 pts.
-Cluster spines - 10 pts.
  • May take the Lone Hunter Upgrade - 25 pts./model

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Flyer, Monster, Hive Crone, Fly

Dedicated Transport[edit]

Malefactor[edit]

Fluff:

A distinctive ground based transport organism for the Tyranid swarm, the malefactor is incredibly durable and is also well noted for its displeasing aesthetics. While not particularly dangerous in combat, it is capable of absorbing obscene damage.

Modeling notes

The malefactor isn't particularly hard to make, though if you have the old Armorcast minis; good for you! Be warned, some people will probably sooner gouge out their eyes than gaze upon the...erm...beauty of the malefactor for too long. A beauty so otherwordly that even the forces of Nurgle, Slaanesh, and the Haemonculi are driven to mass vomiting and find their eyes bursting into flames when they gaze upon the Malefactor's glory.

This unit contains 1 Malefactor (Power Rating 9).

Name M WS BS S T W A Ld Sv
Malefactor * 5+ 5+ * 8 16 * 7 2+
Remaining W M S A
7-12+ 8" 6 3
4-6 4" 5 D3
1-3 2" 4 1

Biomorphs:

  • Adrenal Glands
  • Amphibious Adaptations
  • Enhanced Leg Muscles
  • Scything Talons
  • Two sets of Cluster Spines

Special Rules:

  • Death Throes
  • Instinctive Behaviour
  • Transport Beast: When you set a Malefactor on the field, you can also set up a <HIVE FLEET> INFANTRY unit of up to 20 models or a single <HIVE FLEET> MONSTER with a Wounds characteristic of 14 or less inside it (this cannot be a Tyrannocyte or a Sporocyst). A Malefactor may disembark units while it is being assaulted or after it moved but may not disembark on a turn that it has chosen to advance. If it is transporting a Synapse creature, then the synapse field continues to project from within the Malefactor, measuring the synapse field from the malefactor's base instead of the original model's.

Options:

  • Mutations: (M:15/WS:5/BS:10/S:5/T:20/W:20/A:5/Ld:5/Sv:-/Psy:-/Syn:-)
  • May take take up to three items from the Biomorphs list.
  • Any model take any of the followings:
-Adrenal Glands - 5 pts.
-Toxin Sacs - 6 pts.
  • May replace Electro-shock Grubs with any other item from the Thorax Biomorphs list.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Dedicated Transport, Monster, Malefactor, Transport


Tyrannocyte[edit]

This unit contains 1 Tyrannocyte (Power Rating 8).

Name M WS BS S T W A Ld Sv
Tyrannocyte * 5+ 5+ * 6 12 * 7 4+
Remaining W M S A
7-12+ 6" 5 D6
4-6 4" 4 D3
1-3 2" 3 1

Biomorphs:

  • Five Deathspitters

Special Rules:

  • Death Throes
  • Instinctive Behaviour
  • Invasion Organism: During deployment, you can set up a Tyrannocyte in its hive ship instead of placing it on the battlefield. If you do so, the hive ship can launch the Tyrannocyte at the end of any of your Movement phases – set it up anywhere on the battlefield that is more than 9" away from any enemy models. Any models that are inside the Tyrannocyte (see right) must immediately disembark in the same manner as a unit disembarking from a transport, except that they must be set up more than 9" away from any enemy models. Any models that cannot be set up in this way are destroyed. This model and any units embarked aboard it are exempt from the Tactical Reserves matched play rule.
  • Transport Spore

Options:

  • Mutations: (M:5/WS:5/BS:10/S:5/T:20/W:10/A:5/Ld:5/Sv:15/Psy:-/Syn:-)
  • May take take up to three items from the Biomorphs list.
  • Any model take any of the followings:
-Adrenal Glands - 1 pts.
-Toxin Sacs - 1 pts.
  • May replace all five Deathspitters with:
- Five Barbed Stranglers - 50 pts.
- Five Venom Cannons - 60 pts.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Dedicated Transport, Monster, Tyrannocyte

Lords of War[edit]

Cerebore[edit]

This unit contains 1 Cerebore (Power Rating 30).

Name M WS BS S T W A Ld Sv
Cerebore * * 4+ 8 8 30 * 9 2+
Remaining W M WS A
16-30+ 18" 3+ 6
9-15 12" 3+ D3+2
5-8 6" 4+ D3
1-4 3" 5+ 1

Biomorphs:

  • A pair of Monstrous Lash Whips
  • A pair of Massive Scything Talons
  • Feeder Tendrils
  • Greater Flesh Hooks
  • Bio-acid Spray
  • Frag-spine Batteries
  • Amphibious Adaptations
  • Thresher Tendrils

Special rules:

  • Instinctive behaviour
  • Thresher Tendrils: Once per battle at the beginning of your turn, this model may exhaust its Thresher Tendrils to provide an extra boost of speed. If you activate this ability this model advances and charges 3D6" discarding the lowest value, and may charge after advancing. Any models embarked inside it may disembark after it has advanced and may still charge themselves with a +1 to their charge distances. Once your turn finished, however, this model suffers D6 mortal wounds from overexerting itself and ripping itself to pieces.
  • Living transport: This model can transport up to 20 <Hive Fleet> GENESTEALERS, Ymgarl GENESTEALERS, TERMAGANTS or HORMAGAUNTS, or a unit of up to 6 HIVE GUARD, TYRANT GUARD or TYRANID WARRIORS. It may also transport a single <HIVE FLEET> TYRANID PRIME, Genestealer Patriarch or Ymgarl Genestealer Patriarch.

Options:

  • May take up to three biomorphs from the following list:
-Bio-cannon - 45 pts.
-Cellular Bolster - 35 pts.
-Gargantuan Warp Shield - 40 pts.
-Spore Cloud - 35 pts.
-Spine-cloud Spray - 35 pts.
-Synaptic Regeneration - 45 pts.

Keywords:

  • Faction: <Hive Fleet>, Tyranids
  • Lord of War, Cerebore, Monster, Titanic, Transport


Dactylis[edit]

Fluff:

Hivemind's standard approach towards siege operations usually include subterranean or aerial distraction strike, followed by the massed frontal assault, lead by heavily armoured Carnifexes, meant to soak enemy firepower and ram through the gates or even walls. Though against the most heavily fortified points of the Imperium and Orks these attacks have proven to be too costly, mainly due to the absurd amount of heavy ordnance they deploy. To counter this, hive mind breed it's own heavy ordnance, in a form of Dactylis.
Based on the simple and easy to produce Carnifex genus, Dactylis is nothing like its progenitor. Slow and sluggish, it prefers to keep itself as long distance from its foes as possible, and usually tries to hide and flee if left on its own. Its weapon limbs get transformed into massive plates of ablative armour, almost useless in close combat, but invaluable at protecting it from enemy firepower. Armed with a massive spore launcher biomorph on it's back, Dactylis uses its oversized chem glands to fill both the spores and the weapon's barrel with compressed bio-plasma, and then detonate it to launch the spore with a force, rivalled only by the heavy artillery of humans. Though neither the launching process nor the chem glands of the Dactylis proven to be stable, the usefulness of this siege beast and the ease with producing it totally compensate these weaknesses.

Modelling notes

A Dactylis should be represented with a Carnifex base body with massive bio-cannon on its back, skin sacs, meant to represent bio-plasmic chem glands, sticking off its sides or back, and its weapon limbs replaced by the armour plates, covering the front of the model. The final result should look like this

This unit contains 1 Dactylis (Power Rating 40).

Name M WS BS S T W A Ld Sv
Dactylis 6" * * 8 9 30 * 10 2+
Remaining W WS BS A
21-30 4+ 3+ 3
11-20 5+ 4+ D3
1-10 6+ 5+ 1

Biomorphs:

  • Dactylis Birthing Cannon with Frag Mines
  • Gigantic Shovel Limbs

Special Rules:

  • Birthing Overload: At the beginning of your shooting phase if this model did not move in the preceding movement phase, then you may have this model suffer D3+1 mortal wounds. If so, you may fire this model's Dactylis Birthing Cannon twice (and at different targets if you wish) until your next shooting phase but for each hit roll of 1, this model suffers D3 mortal wounds.
  • Launched Mines (Acid Mine): Each time a Dactylis Birthing Cannon equipped with Acid Mines hits the target, roll a D6 to find out how much damage is inflicted on the target; on a 1 it fails to inflict any harm, on a 2-5 it inflicts D3 mortal wounds, and on a 6 it inflicts D6 mortal wounds. Each time a Dactylis Birthing Cannon misses its target, set up D3 <HIVE FLEET> Acid Mine models anywhere within 6" of the target unit and more than 3" from any enemy model (if the Acid Mine cannot be placed it is destroyed). This then follows the rules for an Acid Mine that is part of your army, but it cannot move or charge during the turn it was set up.
  • Launched Mines (Char Mine): Each time a Dactylis Birthing Cannon equipped with Char Mines hits the target, roll a D6 to find out how much damage is inflicted on the target; on a 1 it fails to inflict any harm, on a 2-5 it inflicts D3 mortal wounds, and on a 6 it inflicts D6 mortal wounds. Each time a Dactylis Birthing Cannon misses its target, set up D3 <HIVE FLEET> Char Mine models anywhere within 6" of the target unit and more than 3" from any enemy model (if the Char Mine cannot be placed it is destroyed). This then follows the rules for a Char Mine that is part of your army, but it cannot move or charge during the turn it was set up. Add 1 to the hit rolls when targeting units that can Fly. Enemy Flyers suffer double the number of mortal wounds from this weapon.
  • Launched Mines (Frag Mine): Each time a Dactylis Birthing Cannon equipped with Frag Mines hits the target, roll a D6 to find out how much damage is inflicted on the target; on a 1 it fails to inflict any harm, on a 2-5 it inflicts 6 automatic hits with the profile below, D3+6 on a 6. Each time a Dactylis Birthing Cannon misses its target, set up D3 <HIVE FLEET> Frag Mine models anywhere within 6" of the target unit and more than 3" from any enemy model (if the Frag Mine cannot be placed it is destroyed). This then follows the rules for a Frag Mine that is part of your army, but it cannot move or charge during the turn it was set up. Use the profile below to resolve the hits inflicted by a Frag Mine:
Weapon S AP D Abilities
Frag Mine 4 -1 1 -
  • Launched Mines (Toxic Mine): Each time a Dactylis Birthing Cannon equipped with Toxic Mines hits the target, roll a D6 to find out how much damage is inflicted on the target; on a 1 it fails to inflict any harm, on a 2-5 it inflicts 6 automatic hits with the profile below, D3+6 on a 6. Each time a Dactylis Birthing Cannon misses its target, set up D3 <HIVE FLEET> Toxic Mine models anywhere within 6" of the target unit and more than 3" from any enemy model (if the Toxic Mine cannot be placed it is destroyed). This then follows the rules for a Toxic Mine that is part of your army, but it cannot move or charge during the turn it was set up. Use the profile below to resolve the hits inflicted by a Toxic Mine:
Weapon S AP D Abilities
Toxic Mine 1 0 D3 This weapon always wounds on a 2+ unless the target is a Vehicle.
  • Ruptured Birthing Sack: When this model is slain roll a D6. On a 1 nothing happens, remove this model as usual. On a 2+ place 3D6 Spore Mines (the one it had equipped) in base contact with this unit (or with an enemy unit in base contact with this model), then remove it from the battlefield. On a 6, however, the fatal blow has caused the remaining spore mines in the Dactylis’ birthing chamber to explode, causing a massive shower of lethal components. All units with 2D6” of this model suffer 6 automatic hits from the type of Spore Mines it was equipped with.
  • Titanic Monster: A model with this rule can Fall Back in the movement phase and still shoot and/or charge during its turn. This model may still shoot if there are enemy models within 1” of it as long as they possess the INFANTRY keyword. In this case, it can shoot at enemies within 1” of itself or any other visible enemy unit that is not within 1” of a friendly unit. Finally, this model only gains a bonus to its armour save if at least half of it is obscured from the firing unit.
  • Unsubtle Attack’s: When this model attacks in the Fight phase, you may add 1 to the hit rolls if the targeted unit has 10 or more models in it or it has the Titanic keyword. However, it subtracts 1 from its hit rolls against units with less than 5 models.

Options:

  • May exchange its Frag Mines for one of the following spores:
-Acid Mines - free
-Char Mines - free
-Toxic Mines - free
  • May take any of the followings:
-Cellular Bolster - 50 pts.
-Gargantuan Warp Shield - 50 pts.
-Psy-Catalyst - 60 pts.

Keywords:

  • Faction: <Hive Fleet>, Tyranids
  • Lord of War, Dactylis, Monster, Titanic


Dominatrix[edit]

This unit contains 1 Dominatrix (Power Rating 110).

Name M WS BS S T W A Ld Sv
Dominatrix * * * 12 10 65 4 10 2+
Remaining W M WS BS Casting Bonus
46-65+ 18” 2+ 2+ +3
36-45 12” 2+ 2+ +2
20-35 6” 3+ 3+ +2
5-19 4” 4+ 4+ +1
1-4 2” 5+ 5+ 0

Biomorphs:

  • A pair of Gargantuan Scything Talons
  • Two Dire Bio-cannons
  • Back-mounted Digestion Cannon
  • Psychic Feelers and Mind Spikes
Weapon Range Type S AP D Abilities
Back-mounted Digestion Cannon Macro 6 96” 16 -3 2D6 -

Special Rules:

  • Bio-titan Warp Field
  • Frenzied Metabolism: When firing this its Dire Bio-cannons, this model may choose to suffer D6 mortal wounds. If it does so, double the strength of its Dire Bio-cannons.
  • Massive Psychic Backlashing: When this model is slain all Tyranids units (including those in reserve) suffer D3 mortal wounds and all Psykers on the battlefield suffer D6 mortal wounds. If the Dominatrix had also the Norn Queen upgrade then all Tyranids suffer D6 mortal wounds, all Tyranids model in reserve are instantly slain and all Psykers on the battlefield would suffer 2D6 mortal wounds.
  • Monster in the Warp: Enemy Psykers must subtract 1 from any Psychic tests they make if they are within 36" of any units with this ability. Tyranid Psykers are not affected.
  • Monstrous Progenitor: At the start of your Movement phase, a Dominatrix can spawn a single <Hive Fleet> unit of maximum 20 models of GENESTEALERS, Ymgarl GENESTEALERS, TERMAGANTS, HORMAGAUNTS, HIVE GUARD, TYRANT GUARD or TYRANID WARRIORS If it does so add the new unit on the battlefield so that it is wholly within 6" of the Dominatrix and more than 1" from the enemy. These models have their normal Biomorphs. Alternatively, you can replace up to 20 models lost earlier in the battle in an existing unit of GENESTEALERS, Ymgarl GENESTEALERS, TERMAGANTS, HORMAGAUNTS, HIVE GUARD, TYRANT GUARD or TYRANID WARRIORS from your army that is within 6" of the Dominatrix. These models count as having the same upgrades as the unit they take part in. Models placed in this way must be within 6" of the Dominatrix and more than 1" from the enemy.
  • Synaptic Beacon: <Hive Fleet> units automatically pass Morale tests if they are within 36" of this model. In addition, Instinctive Behaviour effects only activate if the unit is more than 72” away from this model.
  • Titanic monster: A model with this rule can Fall Back in the movement phase and still shoot and/or charge during its turn. When this model Falls Back, it can even move over enemy models as long as they possess the INFANTRY keyword and as long as it ends it's moving more than 1” from enemy models. This model may still shoot if there are enemy models within 1” of it as long as they possess the INFANTRY keyword. In this case, it can shoot at enemies within 1” of itself or any other visible enemy unit that is not within 1” of a friendly unit. Finally, this model only gains a bonus to its armour save if at least half of it is obscured from the firing unit.

Psyker:

  • A Dominatrix can attempt to manifest three psychic powers in each friendly Psychic phase, and attempt to deny three psychic power in each enemy Psychic phase. It knows the Smite power and three psychic powers from any of the Hivemind's disciplines.
  • A Dominatrix that has the Norn Queen upgrade can attempt to manifest five psychic powers in each friendly Psychic phase, and attempt to deny four psychic power in each enemy Psychic phase. It knows the Smite power and five psychic powers from any of the Hivemind's disciplines.

Upgrades:

  • Norn Queen: A model with a Norn Queen has a 4+ invulnerable save and adds +1 to its casting rolls.

Options:

  • May replace its Back-mounted Digestion Cannon for the Norn Queen upgrade - 400 pts.
  • May take up to four Biomorphs from the following list:
- Incendiary Ichor - 40 pts.
- Greater Flesh Hooks* - 30 pts.
- Frag Spine Batteries* - 30 pts.
- Cellular Bolster - 80 pts.
- Spine-cloud Spray* - 40 pts.
- Spore Cloud - 50 pts.
*may be taken multiple times.
  • Faction:<Hive Fleet>, Tyranids
  • Lord of War, Dominatrix, Monster, Titanic, Synapse, Psyker


Harridan[edit]

This unit contains 1 Harridan (Power Rating 32).

Name M WS BS S T W A Ld Sv
Harridan * * * 7 7 30 5 10 3+
Remaining W M WS BS
16-30+ 30” 3+ 3+
10-15 20" 3+ 4+
5-9 15” 4+ 5+
1-4 10” 5+ 6+

Biomorphs:

  • Two Bio-cannons
  • A pair of Massive Sything Talons
  • Transport Hooks

Special rules:

  • Death Throes (Harridan)
  • Flying Titanic Monster
  • Frenzied Metabolism
  • Sky Attack

Options:

  • May take any biomorph from the following list:
-Cellular Bolster - 15 pts.
-Greater Flesh Hooks - 30 pts.
-Frag Spine Batteries - 30 pts.
-Gargantuan warp shield - 40 pts.
-Regeneration - 45 pts.
-Psy-Catalyst - 50 pts.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Lord of War, Viragon, Monster, Titanic, Fly


Hierodules[edit]

Barbed Hierodule[edit]

This unit contains 1 Barbed Hierodule (Power Rating 22).

Name M WS BS S T W A Ld Sv
Barbed Hierodule * 3+ * 10 8 22 * 10 3+
Remaining W M BS A
11-22+ 12” 4+ 5
6-10 8” 5+ 4
1-5 4” 6+ 3

Biomorphs:

  • A pair of Massive Scything Talons
  • Bio-cannon

Special rules:

  • Agile
  • Death Throes (Hierodule)
  • Instinctive Behaviour
  • Titanic Monster

Options:

  • May take up to three biomorphs from the following list:
- Transport Chamber - 15 pts.
- Cellular Bolster - 15 pts.
- Greater Flesh Hooks - 30 pts.
- Frag Spine Batteries - 30 pts.
- Gargantuan Warp Shield - 40 pts.
- Spore Cloud - 40 pts.
- Synaptic Regeneration - 45 pts.
- Psy-Catalyst - 50 pts.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Lord of War, Barbed Hierodule, Monster, Titanic


Scythed Hierodule[edit]

This unit contains 1 Scythed Hierodule (Power Rating 18).

Name M WS BS S T W A Ld Sv
Scythed Hierodule * * 4+ 10 8 22 * 10 3+
Remaining W M BS A
11-22+ 12” 3+ 7
6-10 8” 4+ 5
1-5 4” 5+ 3

Biomorphs:

  • A pair of Massive Scything Talons
  • Bio-acid Spray

Special rules:

  • Agile
  • Death Throes (Hierodule)
  • Instinctive Behaviour
  • Titanic Monster

Options:

  • May take up to three biomorphs from the following list:
- Transport Chamber - 15 pts.
- Cellular Bolster - 15 pts.
- Greater Flesh Hooks - 30 pts.
- Frag Spine Batteries - 30 pts.
- Gargantuan Warp Shield - 40 pts.
- Spore Cloud - 40 pts.
- Synaptic Regeneration - 45 pts.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Lord of War, Scythed Hierodule, Monster, Titanic


Hierophant[edit]

This unit contains 1 Hierophant (Power Rating 100).

Name M WS BS S T W A Ld Sv
Hierophant * * 3+ 10 8 50 * 10 2+
Remaining W M WS A
35-50+ 12” 3+ 6
20-34 9” 3+ 5
5-19 6” 4+ 4
1-4 3” 5+ 3

Biomorphs:

  • A pair of Gargantuan Scything Talons
  • Bio-plasma Torrent
  • Gargantuan Warp Shield
  • Lashwhip Pods
  • Synaptic Regeneration
  • Two Dire Bio-cannons

Special rules:

  • Death Throes (Hierophant)
  • Frenzied Metabolism
  • Swarm Incubation Chamber
  • Titanic Monster

Upgrades:

  • Swarm Incubation Chamber

Options:

  • May take up to four biomorphs from the following list:
- Cellular Bolster - 40 pts.
- Frag Spine Batteries - 30 pts.
- Greater Flesh Hooks - 30 pts.
- Psy-Catalyst - 80 pts.
- Spine-cloud Spray - 40 pts.
-Spore Cloud - 50 pts.
  • May take one of the following:
-Incendiary Ichor - free
-Swarm Incubation Chamber Upgrade - free

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Lord of War, Hierophant, Monster, Titanic


Hydraphant[edit]

This Unit contains 1 Hydraphant (Power Rating 350).

Name M WS BS S T W A Ld Sv
Hydraphant * * * 16 15 80 * 10 2+
Remaining W M WS BS Attacks Casting bonus Invulnerable Save
65-80+ 18” 2+ 2+ 6 +3 3+
40-64 14” 3+ 3+ 5 +2 4+
20-39 12” 4+ 4+ 4 +2 5+
10-19 10” 5+ 5+ D3 +1 6+
1-9 8” 5+ 6+ 1 +1 7+

Biomorphs:

  • Two Hydraphant Dire Bio-cannons
  • Massive Feeder Tendrils
  • A pair of Spore Cloud Scything Talons
  • Pyro-acid Spit
  • Venom Mortar Launcher
  • Greater Flesh Hooks
  • Feeder Tendrils
  • Synaptic Regeneration

Special Rules:

  • Bio-Titan Psychic Field: This model has an invulnerable save equal to the one in the table on top. Subtract 1 from the invulnerable save rolls against attacks made in the Fight phase.
  • Clouds of Death and Despair: Enemy units targeting friendly <Hive Fleet> units within 24” of this model subtract 1 from their hit rolls. In addition, enemy units, that don't possess the Vehicle or Titanic keywords, within 24” of this model subtract 3” from their movement characteristic and suffer 1 wound mortal at the end of their movement phase on a 4+ on a D6.
  • Horror in the warp: Enemy Psykers must subtract 1 from any Psychic tests they make if they are within 36" of this model. Tyranid Psykers are not affected. In addition, this model does not suffer perils in the warp for rolling greater than 12 when manifesting or denying psychic powers.
  • Impossible entity: This model ignores all damage on a 6+ except damage dealt by Macro weapons. In addition, all enemy units within 36” subtract 2 from their leadership characteristic.
  • Synapse Titan: Friendly <Hive Fleet> units within 36” automatically pass morale tests and are not affected by Instinctive Behaviour.
  • Titanic monster: A model with this rule can Fall Back in the movement phase and still shoot and/or charge during its turn. When this model Falls Back, it can even move over enemy models as long as they don't possess the Titanic keyword and as long as it ends it's moving more than 1” from enemy models. This model may still shoot if there are enemy models within 1” of it as long as they possess the Infantry keyword. In this case, it can shoot at enemies within 1” of itself or any other visible enemy unit that is not within 1” of a friendly unit. Finally, this model only gains a cover bonus to its armour save if at least half of it is obscured from the firing unit.

Psyker:

  • A Hydraphant can attempt to manifest three psychic powers in each friendly Psychic phase, and attempt to deny three psychic power in each enemy Psychic phase. It knows the Smite power and three psychic powers from any of the Hivemind's disciplines.

Upgrades:

  • Attention of the Norn Queens: This model adds an additional +1 to its psychic tests and +1 to its invulnerability saves.
  • Gigantic Swarm Incubation Chamber: This model gains the Transport keyword and may transport up to 40 <Hive Fleet> Genestealers, Termagaunt or Hormagaunt, or two units of up to 6 Hive Guard, Tyrant Guard or Warriors. It may also transport a single Hive Tyrant or two Broodlords. At the start of your Movement phase, a Dominatrix can spawn a single <Hive Fleet> unit of maximum 20 models of any Tyranid unit that possess the Infantry keyword. If it does so add the new unit on the battlefield so that it is wholly within 6" of the Dominatrix and more than 1" from the enemy. These models have their normal Biomorphs. Alternatively, you can replace up to 20 models lost earlier in the battle in an existing Infantry unit from your army that is within 6" of the Dominatrix. These models count as having the same upgrades as the unit they take part in. Models placed in this way must be within 6" of the Dominatrix and more than 1" from the enemy.
  • Incendiary Ichor and Acidic Flesh: When an enemy unit within 18” of this model inflicts one or more wounds on this model on a 5+ that model suffers a mortal wound. If this damage was dealt by a melee attack then attacking unit suffers 2D3 mortal wounds on a 2+ instead.

Options:

  • An Hydraphant may choose one of the following three upgrades:
-Incendiary Ichor and Burning Flesh - free
-Gigantic Swarm Incubation Chamber - 500 pts./25 PP
-Attention of the Norn Queens - 300 pts./15 PP

May take up to six Biomorphs from the following list:

-Frag Spine Batteries* - free
-Cellular Bolster - free
-Psy-Catalyst - free
-Spine-cloud Spray* - free
*may be taken multiple times.
  • Faction:<Hive Fleet>, Tyranids
  • Lord of War, Hydraphant, Monster, Titanic, Synapse, Psyker


Nautiloid[edit]

This unit contains 1 Nautiloid (Power Rating 30).

Name M WS BS S T W A Ld Sv
Nautiloid 9" * 4+ * 8 30 * 10 2+
Remaining W WS S A
16-30+ 2+ 10 6
7-15 3+ 9 5
1-6 4+ 7 4

Biomorphs:

  • Amphibious Adaptations
  • A pair of Massive Scything Talons
  • Feeder Tendrils
  • Greater Flesh hooks
  • Impaling Tendril
  • Lashwhip Pods
  • Synaptic Regeneration

Special Rules:

  • Armoured Shell: This model treats weapons of ap -1 or -2 as being ap 0.
  • Anaphylactic Shock: Ever time a unit suffers an unsaved wound from this model roll a D6. On a 4+ the unit suffers a -1 to all its hit rolls and -1 to its movement characteristic until the next turn. Vehicles are effected on a 5+ and TITANIC units are unaffected by this ability unless they suffer 7 or more damage from this model in a single phase, in which case they are affected on a 5+.
  • Fuel for Rampage: For each model removed as a casualty due to a Nautiloid attack (both ranged and melee), this model gains one Food Token at the end of the phase, to a maximum of six. At the start of the Movement phase, a Nautiloid may spend up to three Food tokens to gain +2" bonus to its maximum movement distance for each token spent. At the start of the Fight phase, a Nautiloid may spend any number of Food tokens to gain +1 bonus Attack for each token spent. At the start of the movement phase, a Nautiloid may spend any number of Food tokens to recover one wound per food token spent.
  • Unstoppable and stable: This model may not advance, but it does not suffer hit penalties for moving and firing heavy weapons and may not suffer any negative modifiers to its movement characteristic.

Options:

  • May take up to three Biomorphs from the following list:
-Transport Chamber - 25 pts.
-Cellular Bolster - 25 pts.
-Gargantuan Warp Shield - 40 pts.
-Spore Cloud - 40 pts.
-Spine-cloud Spray - 25 pts.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Lord of War, Nautiloid, Monster, Titanic


Viciator[edit]

This unit contains 1 Viciator (Power Rating 30).

Name M WS BS S T W A Ld Sv
Viciator * * * 10 8 28 8 10 3+
Remaining W M WS BS
13-28+ 18” 2+ 3+
7-12 12” 2+ 4+
1-6 6” 3+ 5+

Biomorphs:

  • Monstrous Acid Maw
  • A pair of Gargantuan Scything Talons
  • Brainleech Hive
  • Thresher Tendrils and Spikes
  • Greater Flesh Hooks
  • Spore cloud

Special Rules:

  • Death incarnate: All units (other than this model) within 18" suffer a -1 to their leadership characteristic.
  • Unholy speed: This model rolls 3D6 dices when advancing and charging and discards the lowest result value. This model may charge after advancing.
  • Bonded exoskeleton: This model treats all weapons with an ap value of -2 or less as being ap 0.
  • Titanic monster: A model with this rule can Fall Back in the movement phase and still shoot and/or charge during its turn. When this model Falls Back, it can even move over enemy models as long as they possess the Infantry keyword and as long as it ends it's moving more than 1” from enemy models. This model may still shoot if there are enemy models within 1” of it as long as they possess the Infantry keyword. In this case, it can shoot at enemies within 1” of itself or any other visible enemy unit that is not within 1” of a friendly unit. Finally, this model only gains a bonus to its armour save if at least half of it is obscured from the firing unit.

Options:

  • May replace its Brainleech Hive with a Deathscreamer Hive - 25 pts
  • May take up to three biomorphs from the following list:
- Transport chamber - 25 pts.
- Cellular bolster - 35 pts.
- Frag Spine Batteries - 30 pts.
- Gargantuan Warp Shield - 40 pts.
- Spine-Cloud Spray - 40 pts.
- Synaptic Regeneration - 45 pts.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Lord of War, Viciator, Monster, Titanic


Viragon[edit]

This unit contains 1 Viragon (Power Rating 100).

Name M WS BS S T W A Ld Sv
Viragon * * * * 12 55 6 10 3+
Remaining W M WS BS S
45-55+ 18” 2+ 2+ 9
35-45 14" 2+ 3+ 9
20-34 10” 3+ 3+ 8
5-19 8” 4+ 4+ 7
1-4 6” 5+ 5+ 6

Biomorphs:

  • Acid Spit
  • Melting Maw
  • A pair of Viragon Scything Talons

Special Rules:

  • Burrowing: At the beginning of any of your Movement phases, any Viragon can burrow. Remove it from the battlefield - it can return as described in the Underground Reaper ability. A Viragon may not burrow and return to the battlefield in the same turn. If the battle ends while the Viragon is underground, it is considered to be slain.
  • Caustic Vomit: When this model slays a model that doesn't have the Titanic keyword with its Melting Maw (the Swallow Whole rule counts), instead of healing D3 lost wounds, it can make a shooting attack against an enemy unit between 18" (even between 1" of this model but not of other friendly units) with the following profile:
Range Type S AP D Abilities
18" Assault X * -5 D3 X is the number of wounds the slain model had (if the model had the Vehicle or Monster keyword then it's half the wounds that he had). In addition, this weapon wounds on a roll equal to the slain model's armour save (If its armour save was 2+ then this weapon wounds on a 2+ and so on). This weapon automatically hits its target.
  • Dense Muscular Tissue: This model has a 6+ saves against any damage, mortal wounds included. If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 4+, it lashes out in its death throes, and each unit within 6" suffers D6 mortal wounds, D6+3 on a 6.
  • Subterranel Tunnels: During deployment, you can set up a Viragon underground instead of placing it on the battlefield. At the same time, you can set up a maximum of two <HIVE FLEET> unit in the Viragon's tunnel. At the end of any of your Movement phases, set up the Viragon anywhere on the battlefield that is more than 9" away from any enemy models. If there are other units in the Viragon's tunnel, set them up at the same time wholly within 6" of the Viragon and more than 9" away from any enemy models. Any models that you cannot place in this way are destroyed.
  • Swallow Whole: If an enemy model suffers any damage from this model Acid Maw it has to take a Strenght test (unless it has the Titanic keyword). If the result is equal or higher than this model's strength characteristic then nothing happens, if the result is lower then that model is slain, remove it from the game without making saves of any kind. This model then regains D3 lost wounds.
  • Underground Reaper: Instead of following the Subterranean Tunnels rule you can set up a Viragon alone underground instead of placing it on the battlefield. At the end of any of your Movement phases, set up the Viragon anywhere on the battlefield that is more than 1" away from any enemy models and more than 6" away from any other Viragons set up this way this turn, then roll a D6 for each enemy unit within 2" of it; on a 1 the unit escapes unharmed, on a 2-3 it suffers D3 mortal wound, on a 4-5 it suffers D6 mortal wounds, and on a 6 it suffers D6+3 mortal wounds. The Viragon cannot charge in the same turn.

Psyker:

  • A Viragon that has purchased the Synaptic Spinal Node Upgrade can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny two psychic power in each enemy Psychic phase. It knows the Smite power and two psychic powers from any of the Hivemind's disciplines.

Upgrades:

  • Hardened Carapace: Subtract 2" from this model's movement and charge distance. Also, consider the AP of the weapons that wound this model has two points worse (-4 become -2, -2 becomes 0 and so on).
  • Iper-Acid Sacs: You can re-roll all wound rolls for this model and on a wound roll of 6 the enemy unit suffers 3D3 mortal wounds. Also, consider the AP of every weapon of this model (included the Caustic Vomit) as one point better. In addition, each time this model loses a wound, roll a D6; on a 4+ every unit between 6" suffers 2D3 mortal wounds, 2D6 on a 6.
  • Synaptic Spinal Node: This model receives the Synapse and Psyker keywords, the Shadow in the Warp special rule and a 5+ invulnerable save.

Options:

  • May take one of the following upgrades:
-Hardened Carapace Upgrade - 50 pts.
-Iper-Acid Sacs Upgrade - 150 pts.
-Synaptic Spinal Node Upgrade - 100 pts.
  • May take up to two of the followings:
-Cellular Bolster - 25 pts.
-Gargantuan Warp Shield - 40 pts.
-Psy-Catalyst - 40 pts.
-Spine-cloud Spray - 25 pts.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Lord of War, Viragon, Monster, Titanic

Fortification[edit]

Capillary Towers[edit]

This unit contains 1 Capillary Tower (Power Rating 8). It can include 1 additional Capillary Tower (Power Rating +8), or 2 additional Capillary Towers (Power Rating +16). A Capillary Tower is a Battlefield Debris no more large than 4"x4" and as high as you want (count as unlimited height). These pieces must be deployed at the same time once both players have finished setting their armies on the table, but they don't need to be set near each other. When a Capillary Tower loses its last wound it loses its Biomass Transponder special rule and becomes regular Battlefield Debris, and the Tyranid Player who controls it loses D3 Victory Points.

Name M WS BS S T W A Ld Sv
Capillary Tower - - - - 9 16 - - 2+

Special Rules:

  • Biomass Transponder: If you have at least one functioning Capillary Tower on the board, each time one of your units with the Instinctive Behavior special rule destroys an enemy unit in close combat, give a Biomass Token to that unit. Units with a Biomass Token count friendly <Hive Fleet> Capillary Towers as Objective Markers which grants 3 Victory Points at the end of each of the controlling player's turns. Each time it grants Victory Points, remove one Biomass token from one of the units scoring the Capillary Tower.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Fortification, Monster, Capillary Tower, Building


Spawning Pools[edit]

This unit contains 1 Spawning Pool (Power Rating 4). It can include 1 additional Spawning Pool (Power Rating +4), or 2 additional Spawning Pools (Power Rating +8). A Spawning Pool is a swamp terrain no larger than 6"x6". When a Spawning Pool loses its last wound it loses its Ripper Spawner special rule and becomes a regular Swamp.

Name M WS BS S T W A Ld Sv
Spawning Pool - - - - 5 6 - - 4+

Special Rules:

  • Ripper Spawner: At the start of each of your Movement phases roll a D3, and add an equal number of Ripper Swarm bases anywhere within 3" of the Spawning Pool - these bases could be included into an already existing friendly <Hive Fleet> Ripper Swarm Brood, if they can be placed in unit a coherency with it, or form a new Ripper Swarm Brood. If any of these models cannot be placed, because there is no available place, remove them as causalities.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Fortification, Monster, Spawning Pool, Building


Spore Chimneys[edit]

This unit contains 1 Spore Chimney (Power Rating 6). It can include 1 additional Spore Chimney (Power Rating +6), or 2 additional Spore Chimneys (Power Rating +12). A Spore Chimney is a Battlefield Debris no more large than 3"x3"x10". These pieces must be deployed at the same time once both players have finished to set their armies on the table, but they don't need to be set near each other. When a Spore Chimney loses its last wound it loses its Spore Cloud special rule, and becomes a regular Battlefield Debris.

Name M WS BS S T W A Ld Sv
Spore Chimney - - - - 8 10 - - 3+

Special Rules:

  • Spore Cloud: Your opponent must subtract 1 from hit rolls for ranged weapons that target <Hive Fleet> units within 6" of any friendly <Hive Fleet> Spore Chimneys. At the beginning of each turn, roll a D6 for each enemy unit within 6" of any Spore Chimneys. On a 4+, that unit suffers D3 mortal wounds.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Fortification, Monster, Spore Chimney, Building


Sporocyst Brood[edit]

This unit contains 1 Sporocyst (Power Rating 5). It can include 1 additional Sporocyst (Power Rating +5), or 2 additional Sporocysts (Power Rating +10). These pieces must be deployed at the same time once both players have finished to set their armies on the table, but they don't need to be set near each other.

Name M WS BS S T W A Ld Sv
Sporocyst * 5+ 5+ * 6 12 * 7 4+
Remaining W M S A
7-12+ 6" 5 D6
4-6 4" 4 D3
1-3 2" 3 1

Biomorphs:

  • Five Deathspitters
  • Spore Node

Special Rules:

  • Bio-fortress
  • Bombardment Organism
  • Death Throes
  • Immobile
  • Instinctive Behaviour
  • Psychic Resonator
  • Spawn Spore Mines
  • Spore Node

Options:

  • Mutations: (M:5/WS:5/BS:10/S:5/T:20/W:10/A:5/Ld:5/Sv:15/Psy:-/Syn:-)
  • May replace all five Deathspitters with:
- Five Barbed Stranglers - 50 pts.
- Five Venom Cannons - 100 pts.
  • May upgrade it's Spore Node to launch a different type of spore mine - 10 pts.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Fortification, Monster, Sporocyst

Points Cost[edit]

Units[edit]

HQs[edit]

Unit Models per unit Points per model (weapons not included)
Genestealer Patriarch 1 120
Ymgarl Genestealer Patriarch 1 155
Hive Tyrant 1 133
Malanthrope 1-3 120
Neurothrope 1 70
Tervigon 1 162
Trygon Prime 1 138
Tyranid Prime 1 70

Characters[edit]

Unit Models per unit Points per model (weapons included)
Blind Horror 1 165
Deathleaper 1 100
Old One Eye 1 200
The Doom of Malan'tai 1 300
The Laius Horror 1 160
The Parasite of Mortex 1 80
The Red Terror 1 50
The Swarmlord 1 400
The Thing from Below 1 160

Troops[edit]

Unit Models per unit Points per model (weapons not included)
Genestealer Brood 5-20 10
Hormagaunt Brood 10-50 5
Ripper Swarm Brood 3-15 11
Termagant Brood 10-50 4
Tyranid Warrior Brood 3-9 18

Elites[edit]

Unit Models per unit Points per model (weapons not included)
Cortex Leech Swarm Brood 3-15 13
Crinis Brood 1-3 160
Haruspex Brood 1-3 150
Hive Guard Brood 3-6 18
Lictor Brood 1-5 30
Maleceptor Brood 1-3 150
Megakaryte Swarm Brood 3-15 15
Pyrovore Brood 1-5 25
Synaptic Booster Spore Brood 3-9 7
Tyrant Guard Brood 3-6 35
Venomthrope Brood 3-9 30
Ymgarl Genestealer Brood 5-15 18
Zoanthrope Brood 3-6 40

Fast Attacks[edit]

Unit Models per unit Points per model (weapons not included)
Dimachaeron Brood 1-3 200
Gargoyle Brood 10-50 6
Meiotic Spore Brood 3-9 18
Mucolid Spore Brood 1-3 20
Ravener Brood 3-9 23
Simurgh Brood 10-50 7
Sky-Slasher Swarm Brood 3-15 11
Spore Mine Brood 3-12 8
Tyranid Shrikes 3-9 26

Heavy Supports[edit]

Unit Models per unit Points per model (weapons not included)
Biovore Brood 1-6 36
Carnifex Brood 1-5 67
Screamer-Killer Brood 1-5 90
Stone Crusher Carnifex Brood 1-5 80
Thornback Brood 1-5 70
Exocrine Brood 1-3 216
Mawloc Brood 1-3 104
Toxicrene Brood 1-3 157
Trygon Brood 1-3 108
Tyrannofex Brood 1-3 181

Flyers[edit]

Unit Models per unit Points per model (weapons not included)
Erinyes Brood 1-3 174
Harpy Brood 1-3 105
Hive Crone Brood 1-3 135

Dedicated Transports[edit]

Unit Models per unit Points per model (weapons not included)
Malefactor 1 130
Tyrannocyte 1 98

Lords of War[edit]

Unit Models per unit Points per model (weapons included)
Barbed Hierodule 1 430
Cerebore 1 700
Dactylis 1 1000
Dominatrix 1 2200
Harridan 1 640
Hierophant 1 2000
Hydraphant 1 6000
Nautiloid 1 650
Scythed Hierodule 1 370
Viciator 1 700
Viragon 1 2100

Fortifications[edit]

Unit Models per unit Points per model (weapons not included)
Capillary Towers 1-3 160
Spawning Pools 1-3 70
Spore Chimneys 1-3 110
Sporocyst Brood 1-3 79

Weapons[edit]

Shooting Weapons[edit]

Unit Points per weapon
Acid Spray 20
Bio-Electric Pulse 0
Bio-Electric Pulse with Containment Spines 0
Bio-Plasma 9
Bio-plasmic Cannon 0
Bio-Plasmic Scream 0
Choking Cloud 0
Deathspitter 5
Deathspitter with Slimer Maggots 7
Devourer 4
Devourer with Brainleech Worms 7
Drool Cannon 0
Electroshock Grubs 10
Flamespurt Cannon 0
Fleshborer 0
Flesh Hooks 2
Grasping Tongue 0
Heavy Spinefist 5
Impaler Cannon 30
Massive Toxic Lashes 0
Spore Mine Launcher 0
Stinger Salvo 8
Stranglethorn Cannon 15
Tentaclids 0
Toxic Lashes 0

Melee Weapons[edit]

Unit Points per weapon
Acid Maw 0
Blinding Venom 0
Claws and Teeth 0
Distensible Jaw 0
Grasping Tail 0
Grasping Talons 0
Grasping Talons and Thorax Spine-maw 0
Massive Scything Talons 10
Massive Toxic Lashes 0
Monstrous Lash Whips 10
Monstrous Rending Claws 0
Monstrous Scything Talons 10
Patriarch's Claws 0
Powerful Limbs 0
Ravenous Maw 0
Rending Claws 2
Schoveling Claws 0
Scything Talons 0
Scything Wings 0
Sickle Claws 0
Toxic Lashes 0
Wicked Spur 0
Wrecker Claw 9