Codex - Tyranids Angry Alien Edition

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Introduction

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

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

Disclaimer

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

Editing

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

WIP

The Genetic Pool

Basic Bio-weapons

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

Basic Bio-cannons

A model may replace its devourer with one of the following:
- Barbed strangler ...10 pts
- Venom cannon ...10 pts

Monstrous Bio-cannons

A model may replace any pair of scything talons with one of the following:
- Twin-linked deathspitter ...5 pts
- Twin-linked devourer with brainleech worms ...10 pts
- Heavy spinefist* ...15 pts
- Stranglethorn cannon** ...15 pts
- Deathspitter with deathscreamer grubs ...20 pts
- Heavy venom cannon** ...25 pts
*Does not replace the model’s scything talons and so can be taken in addition to any other weapon/upgrade.
**One per model. A model cannot have both a stranglethorn cannon and a heavy venom cannon.

Melee Bio-weapons

A model may replace any pair of scything talons with one of the following:
- Rending claws ...5 pts
- Lash Whips ...5 pts
- Boneswords ...15 pts
- Lash whip and bonesword ...20 pts
- Crushing claws ...20 pts

Biomorphs

A model may take up to one of each of the following:
Where the biomorph has two points costs listed, the second is for a monstrous creatures, and the first is for other types of models.
- Feeder tendrils ...1/3 pts
- Amphibious adaptations ...1/3 pts
- Wide-spectrum retinas ...1/3 pts
- Implanted organism killing instincts ...1/3 pts
- Enchanced leg muscles ...5/5 pts
- Psychic deflection bio-crystals ...2/5 pts
- Serrated blades ...2/5 pts
- Adamantine tusks ...5 pts
- Antidote glands ...-/10 pts
- Implanted mechanism disruption instincts ...15/20 pts
- Echolocation ...4/8 pts'
- Spring coil musculature ...10/10 pts
- Toxin sacs ...3/10 pts
- Feeding frenzy trigger ...10/30 pts
- Acid blood ...5/15 pt
- Adrenal glands ...5/15 pts
- Warp shield projector ...5/20 pts
- Regeneration ...2/15 pts
- Dopamine injector ...10/45 pts
- Three-dimensional thought patterns ...10/30 ptsøø

Thorax Biomorphs

A model may take up to one of the following:
- Electroshock grubs ...10 pts
- Desiccator larvae ...10 pts
- Shreddershard beetles ...10 pts
- Bloodseeker Flies ...10 pts
- Mindflayer Worms ...10 pts

Apex Biomorphs

A model may replace any pair of scything talons with one of the following. Only one of each Apex Biomorph may be taken per army.:
- The Maw-claws of Thyrax ...15 pts
- The Miasma Cannon ...25 pts
- The Warp Corroding Venom Cannon ...35 pts
- The Norn Crown* ...40 pts
- The Ymgarl Factor* ...40 pts
- The Reaper of Obliterax ...45 pts
*Does not replace the model’s scything talons and so can be taken in addition to any other weapon/upgrade.

Units

HQ

Hive Tyrant

165 pts

WS BS S T W I A Ld Sv Unit Type Composition
Hive Tyrant 8 4 6 6 4 5 4 10 3+ Monstrous Creature (C) 1 Hive Tyrant


Biomorphs:

  • Two pairs of scything talons

Special Rules:

  • Psyker (Mastery Level 2)
  • Know No Honor
  • Shadow in the Warp
  • Synapse Creature

Upgrades:

  • Hive Commander: For each Hive Tyrant in your army with this upgrade, choose a single troops selection from the same detachment. All models in the selected unit gain the Outflank special rule.
  • Indescribable Horror: Units taking a Fear test caused by this model must roll an extra dice when taking the test and use the highest two results. In most circumstances, this will mean the unit rolls 3D6 and discards the lowest dice roll.
  • Old Adversary: This Hive Tyrant re-rolls all failed To Hit and To Wound rolls of 1 when fighting in close combat.
  • Lord of the Skies: If your army includes Hive Tyrant with Wings upgrade, Gargoyles can be taken as Troops choices.

Options:

  • All models may take one of the following mutations: (WS:10/BS:15/S:10/T:20/W:20/I:15/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, Melee Bio-weapons, Biomorphs, Thorax Biomorphs and Apex Boimorphs lists.
  • May take any of the following upgrades:
- Indescribable Horror ...10 pts
- Old Adversary ...15 pts
- Hive Commander ...20 pts
  • May take any of the following:
- Prehensile pincer ...10 pts
- Flesh hooks ...15 pts
- Bio-Plasma ...15 pts
- Hive mind direct link ...30 pts
- Wings and Lord of the Skies special rule ...35 pts
  • Hive Tyrant, and its unit of Tyrant Guard (to a maximum of three Tyrant Guard) may take a Tyrannocyte as a Dedicated Transport, if they don't purchase Wings biomorph.

Tyrant Guard Brood

You may include one Tyrant Guard Brood for each Hive Tyrant (including the Swarmlord) in your army. These broods do not use up a Force Organisation slot.
50 pts

WS BS S T W I A Ld Sv Unit Type Composition
Tyrant Guard 3 3 5 6 2 4 2 7 3+ Infantry 1 Tyrant Guard


Biomorphs:

  • Rending claws
  • Scything talons

Special Rules:

  • Instinctive Behaviour (Feed)
  • Very Bulky
  • Blind Fighting: If there is Hive Tyrant (or the Swarmlord) attached to Tyrant Guard Brood, they use the Hive Tyrant's Weapon Skill and Ballistic Skill rather than their own.
  • Blind Rampage: If a Hive Tyrant (or the Swarmlord) is killed whilst part of a unit of Tyrant Guard (see the Shieldwall special rule, below), the surviving Tyrant Guard gain the Furious Charge, Rage and Hatred special rules at the end of that turn, and keep them for the remainder of the battle.
  • Shieldwall: A single Hive Tyrant (or the Swarmlord) may join a unit of Tyrant Guard exactly as if it were an Independent Character. A Hive Tyrant (or the Swarmlord) in a unit that contains at least one model with this special rule automatically passes Look Out, Sir rolls.

Upgrades:

  • Wings: Tyrant Guard brood with a Wings change their type to Jump Pack Infantry but they may Swoop and Glide like Flying Monstrous Creature, and are affected by Hard to Hit, Dive and Grounding tests rules while Swooping. Note that a tyrant guard that chooses wings may not take the armoured shell mutation.

Options:

    • All models may take one of the following mutations: (WS:5/BS:-/S:5/T:10/W:20/I:5/A:10/Ld:5/Sv:25*/Psy:-/Syn:-)
*cannot be taken on a model with wings biomorph.
  • May include up to 4 additional Tyrant Guard ...50 pts/model
  • Any model may take items from the Melee Bio-weapons and Biomorphs list.
  • Entire brood may take one of the following:
- Wings ...15 pts/model

Trygon Prime

230 pts

WS BS S T W I A Ld Sv Unit Type Composition
Trygon Prime 6 4 6 6 6 5 5 10 3+ Monstrous Creature (C) 1 Trygon Prime


Biomorphs:

  • Bio-electric pulse with containment spines
  • Two pairs of scything talons.

Special rules:

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

Upgrades:

  • Lurker: Trygon Prime with this upgrade automatically enters from Reserve on the first turn.
  • Prepared Tunnel Network: Up to two units per turn may emerge from the tunnel, left by the Trygon Prime with this upgrade.

Options:

    • All models may take one of the following mutations: (WS:10/BS:15/S:10/T:20/W:15/I:15/A:15/Ld:-/Sv:35/Psy:-/Syn:-)
  • May take items from the Biomorphs, Thorax Biomorphs and Apex Biomorphs lists.
  • May replace one set of scything talons with crushing claws ...30 pts
  • May take any of the following upgrades:
- Prepared Tunnel Network ...10 pts
- Lurker ...15 pts
- Psyker (Mastery Level 1) ...40 pts
  • May take one of the following:
- Heavy spinefist ...10 pts
- Spine banks ...10 pts
  • May take one of the following tail biomorphs:
- Prehensile pincer ...10 pts
- Toxinspike ...10 pts

Tervigon

For each Termagant brood in your army you may take one Tervigon as a Troops choice. If Spawn Hormagaunts, Spawn Gargoyles, Spawn Rippers or Spawn Sky-Slashers upgrades are taken, replace the Termagant brood requirement with Hormagaunt, Gargoyle, Rippers or Spawn Sky-Slashers brood respectively.
170 pts

WS BS S T W I A Ld Sv Unit Type Composition
Tervigon 3 3 5 6 6 2 3 10 3+ Monstrous Creature (C) 1 Tervigon


Biomorphs:

  • Stinger salvo
  • Scything talons

Special Rules:

  • Psyker (Mastery Level 1)
  • Know No Honor
  • Shadow in the Warp
  • Synapse Creature
  • Brood Progenitor: All Termagant Broods spawned by the Terevigon within Tervigon's synapse range have the Counter-attack special rule, and count as having the same upgrade biomorphs as the Tervigon itself (except Acid Blood and Adamantine Tusks).
  • Spawner: At the end of your Movement phase, a Tervigon can spawn Termagants, even if it is locked in close combat. If it does so, roll 3D6 – this is the number of models spawned. Place the new unit of Termagants on the table so that it is wholly within 6" of the Tervigon. Models in this new unit cannot be placed in impassable terrain or within 1" of enemy models. If you cannot place some of the models due to the restrictions above or because you have run out of Termagant models, the excess is discarded.
The spawned unit cannot move during the Movement phase in which it is spawned, nor can it charge this turn, but it is free to shoot or Run as normal. A unit spawned by a Tervigon is identical in every way to a Termagant unit chosen from the Troops section of the army list, and is treated as such for all mission special rules. Models in a spawned unit are armed with fleshborers and may not purchase options.
If any double is rolled when determining the size of a spawned unit, the Tervigon has temporarily exhausted its supply of larvae – the Termagant unit is created as normal, but the Tervigon cannot spawn any further units for the rest of the game.
  • Synaptic Backlash: If a Tervigon is slain, roll 3D6 before removing the model as a casualty. Each friendly unit of Termagants within 12" of the Tervigon immediately suffers a number of Strength 3 AP- hits equal to the result. Cover saves may not be taken against these hits and Wounds are allocated as per shooting, with the Tervigon as the firer. After all Termagant casualties have been resolved (if any), remove the Tervigon from play.

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 Rippers: Replace Termagants with Rippers in Spawner, Brood Progenitor and Synaptic Backslash rules. When rolling for the number of bases spawned, roll 3D6 and discard the lowest result, though Tervigon still count as exhausted for any double rolled, even if a double was formed with discarded dice.
  • Spawn Sky-Slashers: Replace Termagants with Sky-Slashers in Spawner, Brood Progenitor and Synaptic Backslash rules. When rolling for the number of bases spawned, roll 3D6 and discard the lowest result, though Tervigon still count as exhausted for any double rolled, even if a double was formed with discarded dice.

Options:

    • All models may take one of the following mutations: (WS:10/BS:15/S:10/T:20/W:20/I:10/A:15/Ld:-/Sv:45/Psy:25/Syn:35)
  • May take items from the Biomorphs*, Thorax Biomorphs and Apex Biomorphs lists.
* Tervigon take all biomorph upgrades at double points cost (except Acid Blood and Adamantine Tusks).
  • May take one of the following upgrades:
- Spawn Hormagaunts ...20 pts
- Spawn Gargoyles ...40 pts
- Spawn Rippers ...60 pts
- Spawn Sky-Slashers ...80 pts
  • May replace stinger salvo with cluster spines ...5 pts
  • May replace scything talons with crushing claws ...15 pts
  • May take a Tyrannocyte as a Dedicated Transport.

Tyranid Prime

55 pts

WS BS S T W I A Ld Sv Unit Type Composition
Tyranid Prime 5 3 4 4 3 4 4 10 5+ Infantry (C) 1 Tyranid Prime
Tyranid Prime Apex Strain 6 4 5 5 3 5 3 10 4+ Infantry (C)


Biomorphs:

  • Devourer
  • Scything talons

Special Rules:

  • Independent Character
  • Know No Honor
  • Shadow in the Warp
  • Synapse Creature
  • Very Bulky

Upgrades

  • Brood Leader: During the Psychic phase Tyranid Prime may spend one Warp Charge from the pool (even if it is not a psyker) to bestow its Weapon Skill and Ballistic Skill to all models in its unit until the start of his next Psychic phase or until it get removed as a casualty, unless their own would be higher for any reason. It doesn't need to spend a Warp Charge to grant this effect to Tyranid Warriors or Shrikes.

Options:

    • All models may take one of the following mutations: (WS:20/BS:25/S:5/T:15/W:15/I:5/A:10/Ld:-/Sv:20/Psy:20/Syn:20)
  • May take items from the Basic Bio-weapons, Basic Bio-cannons, Melee Bio-weapons and Biomorphs lists.
  • May take the Brood Leader upgrade ...20 pts
  • May be upgraded to Tyranid Prime Apex Strain ...30 pts
  • May be upgraded to Psyker (Mastery Level 1) ...25 pts
  • May take two per HQ slot.
  • Must take one of the following:
- +1 to armor save ...free
- Wings ...free
- Snake body ...free
  • May take Flesh hooks ...5 pts

The Parasite of Mortex

160 pts

WS BS S T W I A Ld Sv Unit Type Composition
The Parasite of Mortex 5 3 6 4 3 6 4 10 3+ Jump Infantry (C) 1 (Unique)


Biomorphs:

  • Two sets of rending claws
  • Implant attack

Special Rules:

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

Upgrade:

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

Options:

    • All models may take one of the following mutations: (WS:5/BS:-/S:10/T:15/W:15/I:5/A:10/Ld:-/Sv:20/Psy:-/Syn:20)
  • May take items from the Biomorphs lists.
  • May take flesh hooks ...15 pts
  • May take the Implant Sky-Slashers upgrade ...35 pts

Old One Eye

Old One Eye cannot fill the compulsory HQ slot, and cannot be your Warlord. If there is at least one Carnifex brood in the same detachment as the Old one Eye, he does not use up a Force Organisation slot.
200 pts

WS BS S T W I A Ld Sv Unit Type Composition
Old One Eye 4 4 10 6 5 2 5 9 2+ Monstrous Creature 1 (Unique)


Biomorphs:

  • Scything talons
  • Crushing claws
  • Spine banks
  • Feeding frenzy triggers
  • Thresher scythe

Special rules:

  • Rage
  • Instinctive Behaviour (Feed)
  • Feel No Pain (4+)
  • Living Battering Ram: see the Carnifex entry.
  • Alpha Leader: Friendly Tyranid models within 12" of Old One Eye may use it's Leadership value in place of their own for all purposes, unless their own Leadership is better.
  • It Will Not Die
  • Why Won't It Die?: Old One Eye must re-roll failed Regeneration rolls.
  • Is It Dead?: When Old One Eye is removed as a casualty, leave the model on the table (it counts as batttlefield debris, and provide 5+ cover), and continue to roll for It Will Not Die as if it was still alive. If a wound is recovered, Old One Eye returns to play with a single wound remaining.
  • That Only Angered It!: Each time the Old One Eye loses a wound, it gain +1 to it's Attack value (to the maximum of 10).

Options:

    • All models may take one of the following mutations: (WS:25/BS:25/S:-/T:20/W:20/I:10/A:15/Ld:30/Sv:-/Psy:-/Syn:-)
  • May take items from the Biomorphs lists.
  • May take Bio-plasma ...15 pts
  • May replace a pair of scythe talons with carapace chitin-rams ...10 pts
  • May replace a pair of crushing claws with crushing claw and wrecking ball ...15 pts
  • May take a Tyrannocyte as a Dedicated Transport.

Deathleaper

140 pts

WS BS S T W I A Ld Sv Unit Type Composition
Deathleaper 9 3 6 4 3 7 4 10 5+ Infantry (C) 1 (Unique)


Biomorphs:

  • Flesh hooks
  • Feeder tendrils
  • Implant attack

Apex Biomorphs:

  • Sinister Talons:
Deathleaper has two pairs of Sinister Talons. Each pair counts as a Melee weapon with the following profile:
Range S AP Type
- User 5 Melee, Diamantine Tips*, Slashing Attacks*, Shred.

* Each set of Sinister Talons count as both a pair of rending claws and a pair of scything talons for the purpose of these rules.

Special Rules:

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

Warlord Trait: Mind Eater

Options:

    • All models may take one of the following mutations: (WS:5/BS:10/S:5/T:15/W:15/I:5/A:10/Ld:-/Sv:15/Psy:-/Syn:-)
  • May take items from the Biomorphs list.

Troops

Tyranid Warrior Brood

66 pts

WS BS S T W I A Ld Sv Unit Type Composition
Tyranid Warrior 5 3 4 4 3 4 3 10 4+ Infantry 3 Tyranid Warriors


Biomorphs:

  • Devourer
  • Scything talons

Special Rules:

  • Shadow in the Warp
  • Synapse Creature
  • Very Bulky

Psyker: The Warrior Brood upgraded to Brotherhood of Psykers can generate it's powers from the Hive Mind's Control discipline.

Options:

    • All models may take one of the following mutations: (WS:3/BS:5/S:4/T:7/W:8/I:4/A:4/Ld:-/Sv:6/Psy:-/Syn:-)
  • May include up to six additional Tyranid Warriors ...22 pts/model
  • Any model may take items from the Basic Bio-weapons, Melee Bio-weapons and Biomorphs lists.
  • For very three Tyranid Warriors in the brood, one may take items from the Basic Bio-cannons list.
  • All models in the brood may take Flesh hooks ...3 pts/model
  • The unit may take Brotherhood of Psykers special rule ...35 pts
  • The unit may take a Tyrannocyte as a Dedicated Transport if it numbers six or fewer models.

Genestealer Brood

55 pts

WS BS S T W I A Ld Sv Unit Type Composition
Genestealer 6 2 4 4 1 6 2 10 5+ Infantry 5 Genestealers
Broodlord 7 2 5 5 3 7 4 10 4+ Infantry (C)


Biomorphs: Rending Claws

Special Rules:

  • Bulky (Broodlord only)
  • Psyker (Mastery Level 1) (Broodlord only)
  • Know No Honor (Broodlord only)
  • Fleet
  • Infiltrate
  • Move Through Cover

Upgrades:

  • Death From the Shadows: The Genestealer brood with this upgrade may assault the same turn it Outflanks or Infiltrates, if it's not accompanied by an Independent Character or a Warrior Alpha.

Psyker: A Broodlord always knows The Horror psychic power.

Options:

    • All models may take one of the following mutations: (WS:1/BS:-/S:3/T:4/W:-/I:1/A:2/Ld:-/Sv:5/Psy:-/Syn:-)
- Mutations (Broodlord): (WS:5/BS:-/S:10/T:20/W:10/I:5/A:5/Ld:-/Sv:20/Psy:20/Syn:-)
  • May include up to fifteen additional Genestealers ...11 pts/model
  • Entire unit may take Death from the Shadows upgrade ...5 pts/model
  • Any model in a brood may take one of the following:
- Scything talons ...2 pts
- Rending claws ...5 pts
  • All Genestealers in the brood may take any of the following biomorphs:
- Serrated blades ...1 pt/model
- Adrenal glands ...2 pts/model
- Toxin sacs ...3 pts/model
  • May add a Broodlord ...60 pts
  • A Broodlord may take items from the Biomorphs list.
  • A Broodlord may take any of the following:
- Flesh hooks ...5 pts
- Implant attack ...10 pts

Termagant Brood

40 pts

WS BS S T W I A Ld Sv Unit Type Composition
Termagant 3 3 3 3 1 4 1 6 6+ Infantry 10 Termagants


Biomorphs: Fleshborer

Special Rules:

  • Instinctive Behaviour (Lurk)
  • Move Through Cover

Options:

    • All models may take one of the following mutations: (WS:-/BS:1/S:1/T:1/W:-/I:-/A:1/Ld:1/Sv:-/Psy:-/Syn:-)
  • May include up to forty additional Termagants ...4 pts/model
  • For every ten Termagants, one may replace its fleshborer with a strangleweb ...5 pts/model
  • Any model may replace its fleshborer with one of the following:
- Spinefists ...free
- Spike rifle ...free
- Devourer ...4 pts/model
  • All Termagants in the brood may take any of the following biomorphs:
- Pressure detection sensors ...1 pt/model
- Adrenal glands ...2 pts/model
- Toxin sacs ...2 pts/model
  • The unit may take a Tyrannocyte as a Dedicated Transport if it numbers twenty or fewer models.

Hormagaunt Brood

40 pts

WS BS S T W I A Ld Sv Unit Type Composition
Hormagaunt 3 3 3 3 1 5 2 6 6+ Infantry 10 Hormagaunt


Biomorphs: Scything talons

Special Rules:

  • Instinctive Behaviour (Feed)
  • Move Through Cover
  • Bounding Leap: Units entirely composed of models with this special rule Run an additional 3" (this will normally be D6+3").

Options:

    • All models may take one of the following mutations: (WS:1/BS:-/S:1/T:2/W:-/I:1/A:1/Ld:1/Sv:-/Psy:-/Syn:-)
  • May include up to forty additional Hormagaunts ...4 pts/model
  • All Hormagaunts in the brood may take any of the following biomorphs:
- Serrated blades ...1 pt/model
- Adrenal glands ...2 pts/model
- Toxin sacs ...2 pts/model
  • The unit may take a Tyrannocyte as a Dedicated Transport if it numbers twenty or fewer models.

Ripper Swarm Brood

27 pts

WS BS S T W I A Ld Sv Unit Type Composition
Ripper Swarm 2 2 3 3 3 2 4 5 6+ Infantry 3 Ripper Swarms


Special Rules:

  • Instinctive Behaviour (Feed)
  • Fearless
  • Swarms
  • Eternal Warrior

Options:

    • All models may take one of the following mutations: (WS:2/BS:4/S:4/T:4/W:-/I:2/A:3/Ld:2/Sv:-/Psy:-/Syn:-)
  • May include up to six additional Ripper Swarms ...9 pts/base
  • The unit may take spinefists ...3 pts/base
  • All Ripper Swarms in the brood may take any of the following biomorphs:
- Serrated blades ...3 pts/base
- Toxin sacs ...4 pts/base
- Adrenal glands ...6 pts/base

Mucolid Spore Cluster

15 pts

WS BS S T W I A Ld Sv Unit Type Composition
Mucolid Spore Mine - - 1 3 3 3 - 3 - Infantry 1 Mucolid Spore Mine


Special Rules:

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

Options:

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

Elites

Malanthrope

85 pts

WS BS S T W I A Ld Sv Unit Type Composition
Malanthrope 3 3 5 5 4 5 3 10 3+ Infantry 1 Malanthrope


Biomorphs:

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

Special Rules:

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

Options:

  • May include up to 4 additional Malanthropes ...85 pts/model
    • All models may take one of the following mutations: (WS:5/BS:-/S:5/T:10/W:15/I:5/A:10/Ld:-/Sv:25/Psy:-/Syn:35)

Hive Guard Brood

55 pts

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


Biomorphs:

  • Impaler cannon

Special Rules:

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

Options:

    • All models may take one of the following mutations: (WS:-/BS:5/S:5/T:15/W:15/I:3/A:5/Ld:5/Sv:20/Psy:-/Syn:-)
  • May include up to 4 additional Hive Guard ...55 pts/model
  • Any model may take items from the Biomorphs list.
  • Any model may replace its impaler cannon with a shockcannon ...free
  • The unit may take a Tyrannocyte as a Dedicated Transport.

Zoanthrope Brood

50 pts

WS BS S T W I A Ld Sv Unit Type Composition
Zoanthrope 3 4 4 4 2 3 1 10 5+ Infantry 1 Zoanthrope
Neurothrope 3 4 4 4 2 3 1 10 5+ Infantry


Special Rules:

  • Brotherhood of Psykers (Mastery level 1+number of models in unit)
  • Shadow in the Warp
  • Synapse Creature
  • Very Bulky
  • Psychic Brood: If a brood of Zoanthropes manifests the Warp Blast psychic power it is cast once for each model in the unit. The Zoanthrope Brood's Mastery level is always equal to the amount of models left in the unit + 1. Whenever a Zoanthrope is killed choose a psychic power known to the Zoanthropes. The Zoanthropes lose that psychic power until the end of the game. Zoanthropes cant forget Warp Blast psychic power.
  • Warp Field: Zoanthropes have a 3+ invulnerable save.

Psyker: Psyker: A Zoanthrope Brood always knows the Warp Blast psychic power. The unit can generate one additional power from the Hive Mind's Wrath or Hivemind's Control disciplines for each level the unit is above Mastery Level 1.

Options:

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

Doom of Malan'tai

210 pts

WS BS S T W I A Ld Sv Unit Type Composition
Doom of Malan'tai 3 4 4 4 3 3 1 10 4+ Infantry 1 (Unique)


Special Rules:

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

Psyker: Doom of Malan'tai knows Psychic Scream psychic power and must generate three additional powers from the Hive Mind's Wrath discipline.

Options:

    • All models may take one of the following mutations: (WS:5/BS:10/S:5/T:50/W:15/I:5/A:10/Ld:-/Sv:-/Psy:-/Syn:-)
  • May take a Tyrannocyte as a Dedicated Transport.

Venomthrope

40 pts

WS BS S T W I A Ld Sv Unit Type Composition
Venomthrope 3 3 4 4 2 3 1 6 5+ Infantry 1 Venomthrope


Biomorphs:

  • Two sets of lash whips
  • Toxic miasm

Special Rules:

  • Instinctive Behaviour (Lurk)
  • Poisoned (2+)
  • Shrouded
  • Very Bulky
  • Spore Cloud: All friendly units from Codex: Tyranids that are within 12" of a Venomthrope gains a 5+ Cover save.

Options:

    • All models may take one of the following mutations: (WS:5/BS:10/S:5/T:15/W:15/I:5/A:10/Ld:5/Sv:-/Psy:-/Syn:-)
  • May include up to 4 additional Venomthropes ...40 pts/model

Lictor Brood

50 pts

WS BS S T W I A Ld Sv Unit Type Composition
Lictor 6 3 6 4 3 6 3 10 5+ Infantry 1 Lictor


Biomorphs:

  • Rending claws
  • Scything talons
  • Flesh hooks
  • Feeder tendrils

Special Rules:

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

Options:

    • All models may take one of the following mutations: (WS:5/BS:10/S:5/T:15/W:15/I:5/A:10/Ld:-/Sv:-/Psy:-/Syn:-)
  • May include up to 4 additional Lictors ...50 pts/model
  • Any model may take items from the Biomorphs list.
  • Entire unit may replace Stealth special rule with Shrouded special rule ...15 pts/model


Pyrovore Brood

40 pts

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


Biomorphs:

  • Flamespurt cannon
  • Acid blood
  • Acid maw

Special Rules:

  • Instinctive Behaviour (Feed)
  • Very Bulky
  • Fireproof: Strength of all flame weapons and weapons with the Melta or Soul Blaze special rules fired at Pyrovore Brood is halved (round down).
  • Volatile: If a Pyrovore is slain by a wound that inflicted Instant Death, every unit within D6" of the slain Pyrovore (excluding Pyrovore Brood itself) suffers a Strength 4 AP- hit for each its model within that range (resolve damage as a shooting attack from the Pyrovore, before removing it as a casualty). I the Pyrovore Brood is within Synapse range, at the end of any Close Combat phase you may choose to detonate any number of models within it - resolve it exactly as they were slain with a wound that inflicted Instant Death.

Options:

    • All models may take one of the following mutations: (WS:-/BS:-/S:-/T:15/W:15/I:5/A:5/Ld:5/Sv:15/Psy:-/Syn:-)
  • May include up to 4 additional Pyrovores ...40 pts/model
  • Any model may take items from the Biomorphs list.
  • The unit may take a Tyrannocyte as a Dedicated Transport.

Ymgarl Genestealer Brood

90 pts

WS BS S T W I A Ld Sv Unit Type Composition
Ymgarl Genestealer 6 2 4 4 1 6 2 10 4+ Infantry 5 Ymgarl Genestealers
Ymgarl Broodlord 7 2 5 5 3 7 4 10 3+ Infantry (C)


Biomorphs:

  • Rending Claws
  • Feeder tendrils

Special Rules:

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

Psyker: A Ymgarl Broodlord always knows The Horror psychic power.

Options:

    • All models may take one of the following mutations: (WS:1/BS:-/S:3/T:4/W:-/I:1/A:2/Ld:-/Sv:7/Psy:-/Syn:-)
    • Mutations (Broodlord): (WS:5/BS:-/S:10/T:20/W:10/I:5/A:5/Ld:-/Sv:20/Psy:20/Syn:-)
  • May include up to ten additional Ymgarl Genestealers ...18 pts/model
  • Any model in a brood may take one of the following:
- Scything talons ...2 pts
- Rending claws ...5 pts
  • All Ymgarl Genestealers in the brood may take any of the following biomorphs:
- Serrated blades ...1 pts/model
- Adrenal glands ...2 pts/model
- Toxin sacs ...3 pts/model
  • May add an Ymgarl Broodlord ...60 pts
  • A Ymgarl Broodlord may take items from the Biomorphs list.
  • A Ymgarl Broodlord may take any of the following:
- Flesh hooks ...5 pts
- Implant attack ...10 pts

Maleceptor

180 pts

WS BS S T W I A Ld Sv Unit Type Composition
Maleceptor 3 3 6 6 6 3 3 10 4+ Monstrous Creature 1 Maleceptor


Biomorphs:

  • Scything talons
  • Warp shield projector

Special rules:

  • Psyker (Mastery Level 2)
  • Shadow in the Warp
  • Synapse Creature

Psyker: A Maleceptor has the Psychic Overload and Psychic Void psychic powers. If it is upgraded to Mastery level 3, it must generate one additional power from any discipline allowed to Tyranids.

  • Psychic Overload
Warp Charge 1
Psychic Overload is a witchfire power with the following profile:
Range S AP Type
Burst 24 1 2 Assault 1, Ignores Cover, Large Blast, Brain Damage

  • Brain Damage: Do not roll to wound or to penetrate against units hit by Psychic Overload blast - instead, this unit must roll a Leadership test on 3D6, adding +1 for each model hit by the blast past the first one, and additional +2 if any model in the unit is under the template central hole. Vehicles count as having Leadership 10 for the purpose of this power. If the test is failed, unit suffers D3+1 Wounds, or one Penetrating hit which automatically causes Crew Stunned result, which cannot be negated or replaced with another vehicle damage result by any means (extra Armour, Living Metal, Spirit Stones, Daemonic Resilience, etc.). Friendly Tyranid units hit by Psychic Overload blast do not suffer any damage.
A Maleceptor may manifest Psychic Overload power up to three times per turn, but each Maleceptor may only target a given unit once per Psychic phase.
  • Psychic Void
Warp Charge 1
Psychic Void is a blessing that targets the Maleceptor itself. Whilst this power is in effect, all Deny the Witch rolls made to deny any opposing psychic powers that target the Maleceptor, or any models within the Maleceptor's Synapse Range, gain a +3 bonus on their tests. At the start of your opponent's Psychic phase any other friendly Synapse Creature within Maleceptor's synapse range may choose to expend one Warp Charge to spread Psychic Void's effect on its own synapse range.

Options:

    • All models may take one of the following mutations: (WS:10/BS:30/S:10/T:20/W:20/I:10/A:10/Ld:10/Sv:30/Psy:25/Syn:20)
  • May include up to 2 additional Maleceptors ...180 pts/model
  • May take items from the Biomorphs lists.
  • The unit may take a Tyrannocyte as a Dedicated Transport if it numbers only one model.

Haruspex

160 pts

WS BS S T W I A Ld Sv Unit Type Composition
Haruspex 3 3 6 6 5 3 3 7 3+ Monstrous Creature 1 Haruspex


Biomorphs:

  • Grasping tongue
  • Crushing claws
  • Acid blood

Special Rules:

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

Options:

    • All models may take one of the following mutations: (WS:10/BS:15/S:10/T:20/W:20/I:10/A:15/Ld:10/Sv:30/Psy:-/Syn:-)
  • May include up to 2 additional Haruspex ...160 pts/model
  • May take items from the Biomorphs list.
  • May take a thresher scythe ...10 pts
  • May take a Tyrannocyte as a Dedicated Transport.

Fast attack

Dimachaeron Brood

200 pts

WS BS S T W I A Ld Sv Unit Type Composition
Dimachaeron 8 3 6 6 6 6 5 10 3+ Monstrous Creature (Leaper) 1 Dimachaeron


Biomorphs:

  • Sickle Claws
  • Grasping talons
  • Thorax Spine-Maw
  • Adrenal Glands

Special Rules:

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

Options:

    • All models may take one of the following mutations: (WS:10/BS:15/S:10/T:20/W:15/I:15/A:15/Ld:-/Sv:35/Psy:-/Syn:-)
  • May include up to 2 additional Dimacheron ...200 pts/model
  • The Model may take a Mycetic Spore or Tyrannocyte as a Dedicated Transport.

Tyranid Shrike Brood

66 pts

WS BS S T W I A Ld Sv Unit Type Composition
Tyranid Shrike 5 3 4 4 3 4 3 10 5+ Jump Infantry 3 Tyranid Shrike


Biomorphs:

  • Devourer
  • Scything talons

Special Rules:

  • Shadow in the Warp
  • Synapse Creature
  • Very Bulky

Options:

    • All models may take one of the following mutations: (WS:3/BS:5/S:4/T:7/W:8/I:4/A:4/Ld:-/Sv:6/Psy:-/Syn:-)
  • May include up to six additional Tyranid Shrikes ...22 pts/model
  • Any model may take items from the Basic Bio-weapons, Melee Bio-weapons and Biomorphs lists.
  • For every three Tyranid Shrikes in the brood, one may take items from the Basic Bio-cannons list.
  • All models in the brood may take Flesh hooks ...3 pts/model

Ravener Brood

66 pts

WS BS S T W I A Ld Sv Unit Type Composition
Ravener 5 3 4 4 3 5 4 6 5+ Beasts 3 Raveners
The Red Terror 6 3 5 5 3 5 5 8 4+ Beast (C)


Biomorphs:

  • Two pairs of Scything talons
  • Prehensile pincer (Red Terror only)

Special Rules:

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

Options:

    • All models may take one of the following mutations: (WS:3/BS:5/S:4/T:7/W:8/I:4/A:4/Ld:-/Sv:6/Psy:-/Syn:-)
  • Mutations (The Red Terror): (WS:20/BS:25/S:5/T:15/W:15/I:5/A:10/Ld:-/Sv:-/Psy:-/Syn:-)
  • May include up to six additional Raveners ...22 pts/model
  • Any model may take items from the Biomorphs list.
  • Any Ravener may exchange one pair of scything talons for rending claws ...3 pts/model
  • Any Ravener may take one of the following:
- Spinefist ...2 pts/model
- Devourer ...4 pts/model
- Deathspitter ...10 pts/model
  • One Ravener Brood in the army may add the Red Terror ...85 pts

Gargoyle Brood

60 pts

WS BS S T W I A Ld Sv Unit Type Composition
Gargoyle 3 3 3 3 1 4 1 6 6+ Jump Infantry 10 Gargoyles


Biomorphs:

  • Fleshborer
  • Blinding venom

Special Rules:

  • Instinctive Behaviour (Hunt)

Options:

    • All models may take one of the following mutations: (WS:-/BS:1/S:1/T:1/W:-/I:-/A:1/Ld:1/Sv:-/Psy:-/Syn:-)
  • May include up to forty additional Gargoyles ...6 pts/model
  • For every ten Gargoyles, one may replace its fleshborer with a strangleweb ...5 pts/model
  • All Gargoyles in the brood may take any of the following biomorphs:
- Wide-spectrum retinas ...0.5 pts/model
- Adrenal glands ...2 pts/model
- Toxin sacs ...2 pts/model

Sky-Slasher Swarm Brood

54 pts

WS BS S T W I A Ld Sv Unit Type Composition
Sky-Slasher Swarm 2 2 3 3 3 2 4 5 6+ Jump Infantry 3 Sky-Slasher Swarms


Special Rules:

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

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

Options:

    • All models may take one of the following mutations: (WS:2/BS:4/S:4/T:4/W:-/I:2/A:3/Ld:2/Sv:-/Psy:-/Syn:-)
  • May include up to six additional Sky-Slasher Swarms ...18 pts/model
  • The unit may take spinefists ...3 pts/model
  • All Sky-Slasher Swarms in the brood may take any of the following biomorphs:
- Serrated blades ...2 pts/base
- Toxin sacs ...4 pts/base
- Adrenal glands ...5 pts/base

Laius Horror

180 pts

WS BS S T W I A Ld Sv Unit Type Composition
Laius Horror 3 3 6 6 4 4 4 6 4+ Monstrous Creature 1 (Unique)


Biomorphs:

  • Two sets scything talons

Special Rules:

  • Instinctive Behaviour (Feed)
  • Fearless
  • Fleet:
  • From The Inside: Laius Horror always starts the game in reserves. If your army includes the Laius Horror, secretly write one enemy non-vehicle and non-Character model with one wound as a Host. If there is no such model, pick a model with 2 wounds and no Character type. When the Host loses its last Wound or when the Laius Horror enters from reserve, reveal the note to your opponent, replace the Host with a Laius Horror, and then remove Host as casualty. If there is no space to place Laius Horror directly on top of where its host been, move other models in the Host's unit until it could be placed - from this moment Laius Horror count as being locked in close combat with his Host's unit. This does not count as Charge, so no one get bonus attacks for charging, Rage and Counter-Charge special rules.

Options:

    • All models may take one of the following mutations: (WS:10/BS:-/S:10/T:20/W:20/I:10/A:15/Ld:10/Sv:30/Psy:-/Syn:-)
  • May take items from the Thorax Biomorphs and Biomorphs lists

Harpy Brood

130 pts

WS BS S T W I A Ld Sv Unit Type Composition
Harpy 3 3 5 5 5 5 3 10 4+ Flying Monstrous Creature 1 Harpy


Biomorphs:

  • Twin-linked stranglethorn cannon
  • Scything talons
  • Spore mine cysts with frag mines and toxic mines

Special Rules:

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

Options:

    • All models may take one of the following mutations: (WS:10/BS:15/S:10/T:20/W:15/I:10/A:15/Ld:10/Sv:30/Psy:-/Syn:-)
  • May include up to 2 additional Harpies ...130 pts/model
  • Any model may take items from the Biomorphs list.
  • Any model may replace twin-linked stranglethorn cannon with twin-linked heavy venom cannon ...5 pts/model
  • Any model may upgrade it's spore mine cysts to launch acid mines ...5 pts/model
  • Any model may take one of the following:
- Stinger salvo ...10 pts/model
- Cluster spines ...15 pts/model

Hive Crone Brood

155 pts

WS BS S T W I A Ld Sv Unit Type Composition
Hive Crone 3 3 5 5 5 5 3 10 4+ Flying Monstrous Creature 1 Hive Crone


Biomorphs:

  • Drool cannon
  • Four tentaclids
  • Scything talons

Special Rules:

  • Fearless
  • Instinctive Behaviour (Feed)
  • Vector Dancer
  • Raking Strike: A Hive Crone’s Vector Strike is resolved at Strength 8.

Options:

    • All models may take one of the following mutations: (WS:10/BS:15/S:10/T:20/W:15/I:10/A:15/Ld:10/Sv:30/Psy:-/Syn:-)
  • May include up to 2 additional Hive Crone ...155 pts/model
  • Any model may take items from the Biomorphs list.
  • Any model may take up to four additional Tentacilids ...4 pts/each
  • Any model may take one of the following:
- Stinger salvo ...10 pts/model
- Cluster spines ...15 pts/model

Spore Mine Cluster

15 pts

WS BS S T W I A Ld Sv Unit Type Composition
Frag Mine - - 1 1 1 1 - 1 - Infantry 3 Frag Mines
Toxin Mine - - 1 1 1 1 - 1 - Infantry
Acid Mine - - 1 1 1 1 - 1 - Infantry
Char Mine - - 1 1 1 1 - 1 - Infantry


Special Rules:

  • Deep Strike
  • Fearless
  • Drifting: Spore Mines move 3" in the Movement phase and, when they Run or charge, move half the distance rolled. Spore Mines are never slowed by difficult terrain, but must take Dangerous Terrain tests as normal.
  • Floating Death: (Frag Mines, Toxin Mines, Acid Mines) Spore Mines do not attack in close combat. Instead, at the Initiative 10 step, the entire cluster detonates! Each type of mines detonates specifically:
  • Frag Mines: Place a large blast markers centered on each Frag Mine, every other unit (friend or foe) under the blast templates suffers a number of hits with Strength 4, AP4 and Ignores Cover special rule equal to the number of its models under the blast templates (calculate for each template separately, so a model, covered bu multiple templates would generate multiple hits).
  • Toxin Mines: Place a blast markers centered on each Toxin Mine, every other unit (friend or foe) under the blast templates suffers a number of hits with Strength 1, AP3, Poisoned (3+) and Ignores Cover special rules equal to the number of its models under the blast templates (calculate for each template separately, so a model, covered by multiple templates would generate multiple hits).
  • Acid Mines: Each unit in close combat with Acid Mines suffers a number of hits with Strength 6, AP3 and Armourbane and Ignores Cover special rules equal to the number of models in base-to-base contact with Acid Mine models.
Once all hits have been resolved, remove all models in the Spore Mine Cluster from play as casualties.
  • Sky Bomb: (Char Mines only) Char Mines benefit from Hard to Hit special rule, and count as Swooping Flying Monstrous Creatures for the purpose of targeting. They can charge Zooming Flyers and Swooping Flying Monstrous Creatures, and cannot charge any other type of units. Unlike other Spore Mines, Char Mines' charge range is not halved per Drifting special rule, though each mine must roll for charge distance separately. For each Char Mine, that successfully charged enemy unit, it immediately suffers automatic hit with Strength 7, AP3 and Armourbane and Ignores Cover special rule. Regardless of the number of successful charges (if any), remove Spore Mine Cluster from play as casualties after they attempt to charge their target.
  • Living Bomb: Spore Mine Clusters are non-scoring, non-denial units. They do not award Victory Points when destroyed, and Wounds suffered by Spore Mines in close combat (including those caused by a Floating Death detonation) are not counted when determining assault results.

Options:

    • All models may take one of the following mutations: (WS:-/BS:-/S:-/T:1/W:-/I:-/A:-/Ld:-/Sv:-/Psy:-/Syn:-)
  • May include up to six additional Frag Mines ...5 pts/model
  • May replace all Frag Mines in the cluster with:
- Toxin mines ...free
- Acid mines ...1 pts/model
- Char mines ...3 pts/model

Meiotic Spore Brood

45 pts

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


Special Rules:

  • Fearless
  • Shrouded
  • Outriders of the Swarm: Meiotic Spore Mines must be deployed at the start of the game, just before the first turn but after deployment, using the Deep Strike special rule. They may only be held in reserve in missions that force all other friendly units to begin the game in reserves.
  • Floating Brood Bomb: The Meiotic Spore Brood moves 3+D6" in each of its controlling player's movement phases. When they run, they move only half of the distance rolled. Meiotic Spores are never slowed by difficult terrain but must take Dangerous Terrain tests as normal. Meiotic Spores may not declare charges and if charged by any enemy unit, they detonate and are removed from play before any blows are struck or other effects are triggered, causing D6 Str5 AP4 hits on the charging unit per Meiotic Spore in the unit when it is removed from play. If any Meiotic Spore is removed as a casualty due to shooting attacks, then its controlling player may place a new unit of D3+1 Spore Mines anywhere within 6" of the destroyed models. These spore mines form a separate unit that may act normally on the turn following their placement. In addition, whenever the Meiotic Spore brood moves within 6" of an enemy unit, or during any friendly shooting phase, the Meiotic Spore Brood may make one attack using the profile below. Each attack may target a different enemy unit. After these attacks are resolved, all models in the Meiotic Spore Brood are removed as casualties.
    • Bomb
Range S AP Type
6" 5 4 Assault 1, Large Blast, Strikedown, Ignores Cover, Brood Bombs

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

Options:

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

Heavy support

Carnifex Brood

100 pts

WS BS S T W I A Ld Sv Unit Type Composition
Carnifex 3 3 9 6 4 2 3 7 3+ Monstrous Creature 1 Carnifex


Biomorphs:

  • Two sets of scything talons

Special Rules:

  • Fearless
  • Instinctive Behaviour (Feed)
  • Living Battering Ram: When this model charges, it inflicts D3 Hammer of Wrath Attacks, rather than just 1.

Options:

    • All models may take one of the following mutations: (WS:10/BS:15/S:5/T:25/W:20/I:10/A:20/Ld:10/Sv:40/Psy:-/Syn:-)
  • May include up to two additional Carnifexes ...100 pts/model
  • Any model may replace any pair of scything talons with any of the following:
- Crushing claws ...15 pts/model
- Carapace chitin-rams* ...10 pts/model
- Crushing claw and wrecking ball* ...30 pts/model
* Only one of each allowed per model, increase mutation cost of T,W,Sv by 10.
  • Any model may take items from the Monstrous Bio-cannons and Biomorphs lists.
  • Any model may take any of the following:
- Spine banks ...5 pts/model
- Bio-plasma ...20 pts/model
  • Any model may take one of the following tail biomorphs:
- Thresher scythe ...10 pts/model
- Bone mace ...15 pts/model
  • The unit may take a Tyrannocyte as a Dedicated Transport if it have two or less models.

Biovore Brood

40 pts

WS BS S T W I A Ld Sv Unit Type Composition
Biovore 3 3 4 4 3 2 2 6 4+ Infantry 1 Biovore


Biomorphs:

  • Spore Mine launcher with frag and toxin mines

Special Rules:

  • Instinctive Behaviour (Hunt)
  • Very Bulky

Options:

    • All models may take one of the following mutations: (WS:-/BS:10/S:-/T:15/W:15/I:-/A:-/Ld:5/Sv:15/Psy:-/Syn:-)
  • May include up to four additional Biovores ...40 pts/model
  • Any model may upgrade it's spore mine launcher to launch acid mines ...5 pts
  • Any model may upgrade it's spore mine launcher to launch char mines ...15 pts
  • The unit may take a Tyrannocyte as a Dedicated Transport.

Trygon

190 pts

WS BS S T W I A Ld Sv Unit Type Composition
Trygon 5 3 6 6 6 4 5 8 3+ Monstrous Creature 1 Trygon


Biomorphs:

  • Bio-electric pulse
  • Two pairs of scything talons.

Special rules:

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

Options:

    • All models may take one of the following mutations: (WS:10/BS:15/S:10/T:20/W:15/I:15/A:15/Ld:10/Sv:35/Psy:-/Syn:-)
  • May include up to 2 additional Trygons ...190 pts/model
  • May take items from the Biomorphs and Thorax Biomorphs lists.
  • May replace one set of scything talons crushing claws ...25 pts
  • May take one of the following:
- Heavy spinefist ...10 pts
- Spine banks ...10 pts
  • May take one of the following tail biomorphs:
- Prehensile pincer ...10 pts
- Toxinspike ...10 pts

Mawloc

140 pts

WS BS S T W I A Ld Sv Unit Type Composition
Mawloc 3 0 6 6 6 4 3 8 3+ Monstrous Creature 1 Mawloc


Special rules:

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

Options

    • All models may take one of the following mutations: (WS:10/BS:-/S:10/T:20/W:15/I:10/A:15/Ld:10/Sv:35/Psy:-/Syn:-)
  • May take items from the Biomorphs list.
  • May include up to 2 additional Mawlocs ...140 pts/model
  • May take crushing claws ...20 pts
  • May take one of the following tail biomorphs:
- Prehensile pincer ...10 pts
- Toxinspike ...10 pts

Exocrine Brood

170 pts

WS BS S T W I A Ld Sv Unit Type Composition
Exocrine 3 3 6 6 5 3 3 7 3+ Monstrous Creature 1 Exocrine


Biomorphs:

  • Scything talons
  • Bio-plasmic cannon

Special rules:

  • Fearless
  • Instinctive Behaviour (Hunt)
  • Symbiotic Targeting: If an Exocrine does not move in its Movement phase, it's ranged weapon count as twin-linked. An Exocrine cannot declare a charge during the same turn that it uses this special rule.

Options:

    • All models may take one of the following mutations: (WS:10/BS:20/S:10/T:20/W:20/I:10/A:10/Ld:10/Sv:35/Psy:-/Syn:-)
  • May take items from the Biomorphs list.
  • May include up to 2 additional Excorcines ...170 pts/model
  • Any model may take the thresher scythe tail biomorph ...10 pts/model
  • The unit may take a Tyrannocyte as a Dedicated Transport if it have only one model.

Tyrannofex

175 pts

WS BS S T W I A Ld Sv Unit Type Composition
Tyrannofex 3 3 6 6 6 2 3 8 2+ Monstrous Creature 1 Tyrannofex


Biomorphs:

  • Acid spray
  • Stinger salvo

Special rules:

  • Fearless
  • Instinctive Behaviour (Hunt)

Options:

    • All models may take one of the following mutations: (WS:10/BS:20/S:10/T:20/W:20/I:10/A:10/Ld:10/Sv:-/Psy:-/Syn:-)
  • May include up to 2 additional Tyranofexs ...175 pts/model
  • May take items from the Thorax Biomorphs and Biomorphs lists.
  • May replace acid spray with one of the following:
- Fleshborer hive ...5 pts
- Rupture cannon ...20 pts
  • The unit may take a Tyrannocyte as a Dedicated Transport if it have only one model.

Toxicrene

160 pts

WS BS S T W I A Ld Sv Unit Type Composition
Toxicrene 3 3 5 6 5 3 6 8 4+ Monstrous Creature 1 Toxicrene


Biomorphs:

  • Acid blood
  • Choking cloud
  • Two sets of lash whips
  • Toxic miasma

Special rules:

  • Fearless
  • Instinctive Behaviour (Feed)
  • Poisoned(2+)
  • Shrouded
  • Hypertoxic: Any hit, inflicted by Toxicrene, that have Poisoned special rule deal Instant Death on to-wound roll of 6.
  • Entangle: During Shooting phase Toxicrene may choose to Entangle one enemy model within 12" - this counts as a shooting attack that hits automatically (and does counts towards maximum shooting attack number per turn). Entangled models cannot move in any way until the Toxicrene's next shooting phase, and suffer -1 penalty to Ballistic Skill.
  • Overwork: During Movement phase Toxicrene may choose to lose one Wound, to double it's Move range and increase Run and Charge range by D6".

Options:

    • All models may take one of the following mutations: (WS:30/BS:10/S:5/T:20/W:20/I:10/A:20/Ld:10/Sv:30/Psy:-/Syn:-)
  • May include up to 2 additional Toxicrenes ...160 pts/model
  • May take items from the Biomorphs lists.
  • The unit may take a Tyrannocyte as a Dedicated Transport.

Tyrannocyte

75 pts

WS BS S T W I A Ld Sv Unit Type Composition
Tyrannocyte 2 2 5 5 6 3 3 8 4+ Monstrous Creature 1 Tyrannocyte


Biomorphs:

  • 5 Deathspitters

Special Rules:

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

Options:

    • All models may take one of the following mutations: (WS:5/BS:10/S:5/T:20/W:10/I:5/A:5/Ld:5/Sv:15/Psy:-/Syn:-)
  • May replace all five deathspitters with:
- Five barbed stranglers ...25 pts
- Five venom cannons ...25 pts

The Swarmlord

310 pts

WS BS S T W I A Ld Sv Unit Type Composition
The Swarmlord 9 4 6 6 4 6 4 10 3+ Monstrous Creature (C) 1 (Unique)


Apex Biomorphs:

  • Bone Sabres:
The Swarmlord has two pairs of Bone Sabres. Each pair counts as a Melee weapon with the following profile:
Range S AP Type
- User 2 Melee, Instant Death, Parry, Blade Fury, Shieldbreaker

Parry: The Swarmlord, while equipped with two sets of Bone Sabres, has a 4+ invulnerable save during Fight subphase of the Assault Phase. If for some reason he loses one of these sets, this invulnerable save is reduced to 5+.
Blade Fury: The Swarmlord, equipped with two sets of Bone Sabres may forgo all of his attacks in close combat to deal an automatic hit to each enemy model in a base contact with it. If for some reason he loses one of these sets, it still may deal hits to all models in a base contact with it, but must roll to hit for each instead of hitting automatically.
Shieldbreaker: Successful invulnerable save against wounds caused by two sets of Bone Sabres must be re-rolled. If for some reason the Swarmlord loses one of these sets, only invulnerable saves with the result of 6 must be re-rolled.

Special Rules:

  • Eternal Warrior
  • Psyker (Mastery Level 3)
  • Know No Honor
  • Shadow in the Warp
  • Synapse Creature
  • Aeons of Experience: The Swarmlord may generate two warlord traits with the option to reroll and choose from the preferred result, from one or different warlord trait charts. Alternatively may choose to generate mind eater and synaptic lynch-pin warlord traits. If your list is battleforged, generate an additional warlord trait.
  • Alien Cunning: Whilst the Swarmlord is alive, you must add 1 to your Reserve Rolls.
  • Psychic Monstrosity: The Swarmlord's synapse range and shadow in the warp range are increased by 6".
  • Swarm Leader: At the beginning of your turn, choose either the Swarmlord’s unit, or one friendly unit from Codex: Tyranids within the Swarmlord's synapse range. Then, choose one of the following special rules: Furious Charge, Monster Hunter, Tank Hunter, or Preferred Enemy. The chosen unit has that special rule until the end of the turn.
  • Suppress Instincts: All Codex:Tyranids units within the Swarmlord's synapse range can voluntarily go to ground, despite being Fearless, unless some other rules prevent them from going to ground. Once per game all Codex:Tyranids units within the Swarmlord's synapse range that has gone to ground may move, shoot and charge normally, while they remain within synapse range.
    • Bullet Screening: Any Termagant, Hormagaunt or Gargoyle Brood within the Swarmlord's synapse range may make Look Out Sir! rolls for any friendly Codex:Tyranids units behind it as if they were part of the targeted unit.

Options:

    • All models may take one of the following mutations: (WS:10/BS:5/S:10/T:20/W:20/I:15/A:20/Ld:-/Sv:30/Psy:30/Syn:40)
  • May take items from the Biomorphs lists.
  • May take any of the following:
- Prehensile pincer ...10 pts
- Flesh hooks ...15 pts
  • The Swarmlord, and it's unit of Tyrant Guard (if it is a brood of three or less) may take a Tyrannocyte as a Dedicated Transport.

Fortifications

Spawning Pool

50 pts
Spawning Pool is a Swamp area terrain no more than 7"x7" board. It also can be targeted by weapons with Blast or Template special rules, and counts as a model with T5, W2 and Sv4+ for these purposes. When a Spawning Pool loses its last wound it loses its Ripper Spawner special rule, and becomes a regular Swamp.

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

Spore Chimneys

100 pts
Spore Chimneys is a set of three Battlefield Debris pieces no more than 2"x2" board and 5" higheach. Those pieces may be deployed separately. They also can be targeted by ranged weapons or assaulted like, they are a Gun Emplacements with T8, W4 and Sv3+ each. When a Spore Chimney loses ts last wound it loses its Spore Cloud special rule, and becomes a regular Battlefield Debris.

  • Spore Cloud: All models within 6" of a Spore Chimney gain 6+ cover save and may re-roll failed cover save rolls. At the start of any shooting phase all non-Tyranid units within 6" of a Spore Chimney suffer a number of hits with Strength 1, AP5, Poisoned (3+) and Ignores Cover special rules equal to the number of models within 6" of a Spore Chimney, resolved as a shooting attack from the Spore Chimney.

Capillary Towers

100 pts
Capillary Towers is a set of three Battlefield Debris pieces each no more than 3"x3" board and as high as you want (count as unlimited height). Those pieces may be deployed separately. They also can be targeted by ranged weapons or assaulted like, they are a Gun Emplacements with T9, W6 and Sv2+ each. When a Capillary Tower loses its last wound it loses its Biomass Transponder special rule, and becomes a regular Battlefield Debris, and a Tyranid Player who controls it loses one Victory Point.

  • Biomass Transponder: If you have at least one functioning Capillary Tower on the board, each time one of your units with Instinctive Behavior (Feed) special rule destroys an enemy unit in close combat or force to retreat, give a Feed token to that unit. Units with a Feed token count Capillary Tower as an Objective marker, which grants 3 Victory Points at the end of each of his turns if scored. Each time it grants Victory Points, remove one Feed token from one of the units scoring the Capillary Tower.

Sporocyst

75 pts

WS BS S T W I A Ld Sv Unit Type Composition
Sporocyst 2 2 5 5 6 3 3 8 4+ Monstrous Creature 1 Sporocyst


Biomorphs: 5 Deathspitters

Special Rules:

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

Options:

    • All models may take one of the following mutations: (WS:5/BS:10/S:5/T:20/W:10/I:5/A:5/Ld:5/Sv:15/Psy:-/Syn:-)
  • May replace all five deathspitters with:
- Five barbed stranglers ...25 pts
- Five venom cannons ...25 pts

SPECIAL RULES

Know No Honor

Character models with this rule may not issue or accept challenges, but suffer no penalties for refusing a challenge.

Instinctive Behaviour

This special rule is always followed, in brackets, by a type: either Lurk, Hunt or Feed, which corresponds to an effect listed below. At the beggining of each of your turns take a Leadership test for each unit including one or more models with this special rule.

  • Instinctive Behaviour (Lurk):
When a unit including one or more models with this special rule fails its Leadership test at the start of the turn all models with this special rule in the unit immediately Fall Back as if they had failed a Morale test unless it contains a model with the Fearless special rule in which case nothing happens.
When a unit including one or more models with this special rule passes its Leadership test at the start of the turn all models with this special rule in the unit gain the Preferred Enemy special rule until the start of your next turn.
  • Instinctive Behaviour (Hunt):
When a unit including one or more models with this special rule fails its Leadership test at the start of the unit immediately goes to ground unless it contains a model with the Fearless special rule in which case nothing happens.
When a unit including one or more models with this special rule passes its Leadership test at the start of the turn all models with this special rule in the unit gain the Preferred Enemy special rule until the start of your next turn.
  • Instinctive Behaviour (Feed):
When a unit including one or more models with this special rule fails its Leadership test at the start of the turn all models with this special rule in the unit automatically fail all cover saves until the start of your next turn.
When a unit including one or more models with this special rule fails its Leadership test at the start of the turn all models with this special rule in the unit gain the Rage special rule until the start of your next turn.

Instinctive Fire: Each weapon on this model automatically fires at the nearest enemy unit within range and line of sight as if it were attached like a vehicle. The shots are resolved at the end of the Shooting phase before Morale checks are taken. Each weapon can fire at a different target unit, but they cannot be fired in any other way or at any other time.

Shadow in the Warp: All enemy models with the Psyker, Psychic Pilot or Brotherhood of Psykers special rules suffer a -2 penalty to their Leadership characteristic whilst they are within 12" of a model with this special rule. Enemy Psykers within 12" of a model with this speciall rule must pass a Leadership test at the start of each of their psychic phases or add no dice to the Warp Charge pool that phase. Friendly models within 12" of a model with this special rule have the Adamantium Will special rule.

Synapse: Friendly models within 12" of a model with this special rule treat their Leadership characteristic as being the same as this model's Leadership characteristic unless it would normally be higher. If a model with this special rule is within 12" of another model with this special rule that has a higher leadership value than they do, the model transmits the higher Leadership value rather than their own. A unit with this special rule may choose to deactiate this special rule at the end of your opponent's turn and instead focus on a single friendly unit within 12", if they do the unit that is focussed on may use this model's Leadership characteristic and gains the Fearless special rule and it may re-roll any Leadership tests it is required to make. These effects last until the end of your oppoonent's next turn.

Instinctive Behaviour

  • Lurk:
    • 1-2 - Survive: The unit is treated as having failed a Morale test and must immediately Fall Back.
    • 3-5 - Seek Cover: In the Movement phase, the unit is not slowed by difficult terrain, though its models must take Dangerous Terrain tests as normal. In the Shooting phase, the unit can Run, but it can only shoot if it is in a building or area terrain (if the unit is partially within area terrain, only those models within area terrain are allowed to shoot). The unit cannot charge in the Assault phase.
    • 6 - Stalk: This follows all the rules for Seek Cover (above). In addition, the unit gains the Stealth special rule.
    • Synaptic Bonus - Sensory Synchronization: The unit gains the Stealth special rule.
  • Hunt:
    • 1-2 - Burrow and Hide: The unit immediately Goes to Ground. Units that contain at least one model with the Fearless special rule treat this result as Prowl (below), instead.
    • 3-5 - Prowl: In the Shooting phase, the unit cannot Run and must instead shoot at the closest enemy unit that is within range and line of sight of at least one model in the Tyranid unit. If there is no viable target, the Tyranid unit can do nothing during the Shooting phase. The unit cannot charge in the Assault phase.
    • 6 - Destroy: This follows all the rules for Prowl (above). In addition, the unit gains the Preferred Enemy special rule.
    • Synaptic Bonus - Collective Guidance: The unit gains +1 BS
  • Feed:
    • 1-2 - Cannibalistic Hunger: 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 (but not cover saves) may be taken. After resolving casualties (if any) the unit can do nothing else until the end of its turn. Units consisting of only a single model treat this result as Devour (below), instead.
    • 3-5 - Devour: In the Shooting phase, the unit cannot shoot or Run. In the Assault phase, if the unit is able to declare a charge, it must do so against the closest viable enemy unit. If the unit cannot declare a charge, it does nothing in the Assault phase.
    • 6 - Kill: This follows all the rules for Devour (above). In addition, the unit gains the Rage special rule.
    • Synaptic Bonus - Neurokinetic Acceleration: The unit gains +1 A.

Tyranid Biomorphs

Melee Biomorphs

Designer’s Note: Tyranid Melee weapons come as pairs. For game purposes, each pair is treated as a single Melee weapon. This means that Tyranid models must fight with two pairs of any Tyranid Melee weapons to gain a bonus Attack in close combat for fighting with two weapons. For example, a Hormagaunt armed with a single pair of scything talons does not gain a bonus Attack, but a Ravener with two pairs of scything talons, or a Genestealer with a pair of rending claws and a pair of scything talons, does.

  • Crushing Claws and Wrecking Ball
Range S AP Type
Crushing Claws - +1 2 Melee, Armourbane, Unwieldy
Crushing Claw and Wrecking Ball - +1 2 Melee, Armourbane, Unwieldy, Wrecker

Wrecker:Models equipped with a set of Crushing Claw and Wrecking Ball have +1 bonus for penetrating building armour and building damage rolls.
  • Boneswords and Lash Whips
Range S AP Type
Boneswords - User 3 Melee, Life Drain, Parry
Lash Whips - User - Melee, Constrict
Bonesword and Lash Whip - User 3 Melee, Life Drain, Parry, Constrict

Life Drain: Models equipped with a set of Bonesword and Lash Whip inflict Instant Death in close combat on to wound roll of 6. Model, equipped with a set of two Boneswords inflict Instant Death in close combatt on to-wound roll of 5+. Model, equipped with two sets of Boneswords inflict Instant Death in close combat on to-wound roll of 4+.
Parry: Models equipped with a set of Bonesword and Lash Whip have 6+ invulnerable save during Fight subphase of the Assault Phase. Models equipped with a set of two Boneswords have 5+ invulnerable save during Fight subphase of the Assault Phase. Models equipped with two sets of Boneswords have 4+ invulnerable save during Fight subphase of the Assault Phase.
Constrict: All enemy models in base contact with a model equipped with a set of Bonesword and Lash Whip strike at Initiative step 1 in close combat. All enemy models within 3" of a model equipped with a set of two Lash Whips strike at Initiative step 1 in close combat. All enemy models within 3" of a model equipped with two sets of Lash Whips strike at Initiative step 1 in close combat, and their Weapons Skill is lowered by one.
  • Rending Claws
Range S AP Type
- User 5 Melee, Diamantine Tips

Diamantine Tips: Close combat attacks of a model equipped with a set of two Rending Claws have Rending special rule. Close combat attacks of a model equipped with two sets Rending Claws have Rending special rule, which triggers on to-wound or to-penetrate roll of 5+ rather than 6.
  • Scything Talons
Range S AP Type
- User 6 Melee, Slashing Attacks

Slashing Attacks: Model, equipped with a set of two Scything Talons may re-roll to-hit results of 1 in close combat. Model, equipped with two sets of Scything Talons may re-roll all failed to-hit rolls in close combat.
  • Sickle Claws
Range S AP Type
- User 2 Melee, Sickle Strike

Sickle Strike: On a roll of a 4+ to Wound, an attack inflicted by a Sickle Claw has the Instant Death special rule.
  • Grasping Talons
Range S AP Type
- +1 2 Melee, Spine-Maw Strike

Spine-Maw Strike: When an attack with this special rule results in at least one 6 To Hit, it may make a single additional Spine Maw attack in Initiative step 1 (see rules below)
  • Thorax Spine-Maw
Range S AP Type
- +4 1 Melee, Instant Death, Digestion Spine

Digestion Spine: When a Spine-Maw attack removes a model as a casualty, the Model gains a number of Plasm Tokens equal to the number of Wounds on the profile of the model removed (regardless of the number it possessed when it was removed). At the end of its following turns, the Model's controlling player removes one of these Plasm Tokens. Whilst the Model has at least one Plasm Token, it gains the Feel No Pain (4+) Special Rule

Ranged Biomorphs

  • Acid Spray
Range S AP Type
Template 6 4 Assault 1, Torrent, Dissolve

Dissolve: Enemy models suffer a -1 penalty to their armour save throws against wounds caused by weapons with this special rule (for example, models with 3+ armour save only save on a 4+, though AP4 still wouldn't penetrate their armour). For each vehicle hit by a weapon with this special rule, roll a D6 before rolling for armour penetration. On a 3+ the vehicle loses one point of armour from all facings for the rest of the game.
  • Bio-electric Pulse Weapons
Range S AP Type
Bio-electric pulse 18" 5 5 Assault 6, Lightning Shock
Bio-electric pulse with containment spines 18" 5 5 Assault 12, Lightning Shock

Lightning Shock: Each time weapon with this special rule rolls a "six" to hit a vehicle, this hit gains Haywire special rule.
  • Bio-Plasma
Range S AP Type
18" 7 2 Assault 1, Blast, Maw Cannon

Maw Cannon: Weapons with this special rule do not count towards the maximum number of weapons fired per shooting phase. In close combat Weapons with this special rule grant one additional attack at the weapons normal Strength and AP, resolved at Initiative step 1.
  • Bio-Plasmic Cannon
Range S AP Type
Single Shot 36" 7 2 Assault 1, Large Blast
Barrage 36" 7 2 Assault 3, Blast
Fusillade 36" 7 2 Assault 6

  • Choking Cloud
Range S AP Type
12" 3 - Assault 1, Ignores Cover, Large Blast, Poisoned (2+), Predatory Sentience

Predatory Sentience: Hits from this weapon gain Armourbane special rule against open-topped vehicles, and vehicles that are not at their full Hull Points value.
  • Cluster Spines
Range S AP Type
18" 5 - Assault 1, Large Blast

  • Deathspitter Weapons
Range S AP Type
Deathspitter 18" 5 5 Assault 3
Deathspitter with deathscreamer grubs 18" 7 5 Assault 6

  • Devourer Weapons
Range S AP Type
Devourer 18" 4 - Assault 3, Neural Agony
Devourer with brainleech worms 18" 6 - Assault 4, Neural Agony

Neural Agony: A unit that received an unsaved wound from one or more weapons with this special rule suffers a -1 Leadership penalty until the end of the phase.
  • Drool Cannon
Range S AP Type
Torrent Template 5 3 Assault 1, Torrent
Split 18" 6 3 Assault 2, Sticky Ooze

Sticky Ooze: When fired on the front or side armour of Flyers, Weapons with this special rule are AP1 and have the Armourbane special rule. Hits from weapons with this special rule also force -1 penalty to Grounding tests when firing on swooping Flying Monstrous Creatures.
  • Thorax Biomorphs
Range S AP Type
Desiccator larvae Template 1 - Assault 1, Thorax, Fleshbane
Electroshock grubs Template 5 5 Assault 1, Thorax, Haywire
Shreddershard Beetles Template 3 - Assault 1, Thorax, Rending, Shred
Bloodseeker Flies Template 1 - Assault 1, Thorax, Blind
Mindflayer Worms Template 4 - Assault 1, Thorax, Neural Agony

Thorax: Weapons with this special rule do not count towards the maximum number of weapons fired per one shooting phase.
  • Flamespurt Cannon
Range S AP Type
Template 5 4 Assault 1, Torrent


  • Fleshborer Weapons
Range S AP Type
Fleshborer 12" 4 5 Assault 1
Fleshborer hive 18" 4 5 Assault 20, Rending

  • Grasping Tongue
Range S AP Type
12" 6 2 Assault 3, Ignores Cover, Precision Shots

  • Impaler Cannon
Range S AP Type
24" 8 3 Assault 2, Homing, Ignores Cover

Homing: Weapons with this special rule can be fired at targets out of the unit's line of sight. If the target is not visible to the firing model, this weapon loses the Ignores Cover rule. The target unit is granted a 4+ Cover save until casualties have been removed.
  • Rupture Cannon
Range S AP Type
48" 10 2 Assault 2, Chain Reaction

Chain Reaction: If both shots from the Rupture Cannon hit, those hits gain AP1 and the Armourbane special rule.
  • Shock Cannon
Range S AP Type
24" 5 5 Assault 1, Blast, Homing, Haywire

Homing: Weapons with this special rule can be fired at targets out of the unit's line of sight.
  • Spike Rifle
Range S AP Type
24" 3 5 Assault 1

  • Spinefist Weapon
Range S AP Type
Spinefist 12" 3 5 Assault X, Punch Gun, Twin-Linked
Heavy Spinefist 12" 5 5 Assault X, Punch Gun, Twin-Linked

Punch Gun: Weapons with this special rule get one shot for every Attack on the unmodified characteristic profile of the creature firing them. For example, a Termagant (1 Attack) fires 1 shot while a Ravener (4 Attacks) fires 4 shots.
  • Stinger Salvo
Range S AP Type
18" 5 4 Assault 4

  • Strangler Weapons
Range S AP Type
Strangleweb Template 2 6 Assault 1, Pinning, Shred
Barbed Strangler 36" 4 5 Assault 1, Shred, Large Blast, Pinning
Stranglethorn Cannon 36" 6 4 Assault 1, Shred, Large Blast, Pinning

  • Tentaclids
Range S AP Type
36" 5 5 Assault 1, Haywire, Pinning, Seeking, Independent Missiles, One use only

Seeking: If a model makes a shooting attack with a weapon with this special rule against either a Zooming Flyer or a Swooping Flying Monstrous Creatures, it re-rolls failed To Hit rolls made with this weapon.
Independent Missiles: Weapons with this special rule do not count towards the maximum number of weapons fired per one shooting phase and any number of them may be fired in addition to other weapons.
  • Venom Cannon Weapons
Range S AP Type
Venom Cannon (single shot) 36" 7 4 Assault 1, Blast
Venom Cannon (salvo) 36" 7 4 Assault 2
Heavy Venom Cannon (single shot) 36" 9 3 Assault 1, Blast
Heavy Venom Cannon (salvo) 36" 9 3 Assault 2

  • Spore Mine Weapons
Range S AP Type
Spore Mine Cyst - X* X* Assault 1, Barrage, Spore Burst, Spore Bomb
Spore Mine Launcher 48" X* X* Assault 1, Barrage, Spore Burst

Spore Bomb: Unlike other weapons, Spore Mine cysts are used during the Movement phase. A Harpy can fire its Spore Mine cysts once in each of its Movement phases. If it does so, it counts as having fired one weapon in its following Shooting phase; however, any other weapons it fires that turn can choose a different target to the Spore Mine cysts. To fire the Spore Mine cysts, the Harpy must be Swooping. After the Harpy has finished moving, centre the large blast marker on any one model the Harpy has passed over that turn and scatter it D6". Units take a hit for each model that is even partially under the blast marker’s final position, resolved using the profile above.
Spore Burst: If, when the final position of the first blast marker in the barrage is determined, there are no models (friend or foe) under it, place D3 Spore Mine models of appropriate type anywhere within 3" of the blast template central hole so that they are in unit coherency and not within impassable terrain or 1" of an enemy model (any that cannot be placed are lost). These act as a Spore Mine Cluster for the rest of the game.
* Spore Mine weapons can use a wide variety of different mines, which define weapon's Strength, AP and additional rules.
S AP Additional rules
Frag Mine 4 4 Large Blast, Frag Bombardment
Toxin Mines 1 3 Assault 1, Blast, Poisoned (3+)
Acid Mines 6 3 Assault 1, Blast, Armourbane, Direct Hit
Char Mines 7 3 Assault 1, Large Blast, Aerial Minefield, Melta*

Frag Bombardment: Any unit that charges a unit has being hit by at least one Frag Mine during previous Shooting phase does not suffer penalties to it's Initiative for charging through Difficult terrain.
Direct Hit: Acid Mines hit only the model directly under the blast's central hole. If the blast hits enemy models but the central hole not, count it as a miss and place an Acid Spore Cluster as described per Spore Burst rule.
Aerial Minefield Char Mines blast only hit Swooping Flying Monstrous Creatures and Zooming Flyers, despite them being usually immune to blast weapons, and does not affect any other models.
* Char Mines only roll extra dice for Armour Penetration per Melta special rule if the target appears to be directly under the blast template central hole.

Upgrade Biomorphs

  • Acid Blood: For each unsaved Wound a model with this biomorph suffers in close combat, the enemy unit that inflicted the Wound must take an Initiative test at the end of the current Initiative step. For each test that is failed, the unit that inflicted the Wound immediately suffers a Strength 5 AP2 hit with the Ignores Cover special rule.
  • Acid Maw: In close combat, a model with this biomorph can make a single additional acid maw attack, resolved at Initiative step 1 with the following profile:
Range S AP Type
- 5 2 Melee

  • Adamantine Tusks: A model with this upgrade gain Hammer of Wrath special rule. If it already has Hammer of Wrath special rule, it's Hammer of Wrath attacks gain a +1 Strength bonus.
  • Adrenal Glands: A model with this biomorph has the Fleet and Furious Charge special rules.
  • Amphibious Adaptations: A model with this biomorph count water type terrain as open ground for the purpose of moving or charging, and has the Stealth (Water) special rule.
  • Antidote Glands: Models with this upgrade have the Feel No Pain (4+) special rule against any attacks with the Poisoned special rule, no matter what version of the special rule the attack has.
  • Blinding Venom: In close combat, a model with this biomorph can exchange all of its normal Attacks to make a single blinding venom attack, which uses the following profile:
Range S AP Type
- 3 - Melee, Poisoned 6+, Blind

  • Dopamine Injector A model with this biomorph has the Feel No Pain special rule.
  • Enhanced Leg Muscles: A model with this upgrade has the Crusader special rule.
  • Feeder Tendrils: A model with this biomorph gain the Preferred Enemy rule against model type they have defeated in close combat. For example, if a model with this biomorph win a combat against Chaos Bike squad, they gain the Preferred Enemy (Bikes) special rule.
  • Flesh Hooks: Models equipped with this biomorph has Move Through Cover special rule, don't suffer the penalty to their Initiative for charging enemies through difficult terrain, automatically pass Impact tests and can move through solid walls or climb on ruins or basements without ladders. In addition, it can be fired as a ranged weapon with profile below:
Range S AP Type
6" User - Assault 2

  • Feeding Frenzy Trigger: A model with this upgrade has the Rampage special rule.
  • Hive Mind Direct Link: A Hive Tyrant with this upgrade has the Eternal Warrior special rule.
  • Implant Attack: If a model has this biomorph, its close combat attacks cause Instant Death on a roll of 6 To Wound.
  • Implanted Mechanism Disruption Instincts: A model with this upgrade has the Tank Hunters special rule.
  • Implanted Organism Killing Instincts: A model with this upgrade has the Monster Hunters special rule.
  • Echolocation: A model with this upgrade has the Interceptor special rule.
  • Psychic Deflection Bio-Crystals: A model with this upgrade has the Adamantium Will special Rule.
  • Regeneration: Roll a D6 for each wound a model with this Biomorph is missing at the end of each of your turns. On a 6+ this model immediately regains a single wound lost earlier in the battle.
  • Serrated Blades: If a model has this biomorph, its close combat attacks have the Shred special rule.
  • Snake Body: A model with this upgrade changes it's type to Beast and has the Deep Strike special rule.
  • Spine Banks: Spine Banks count as assault grenades as described in Warhammer 40 000 rulebook, except each model in a unit can fire them in their shooting phase.
  • Spring Coil Musculature: A model with this upgrade has the Hit And Run special rule.
  • Carapace Chitin-rams: A model with this upgrade deals one extra Hammer of Wrath attack, it's Hammer of Wrath attacks are AP2 and have the Armourbane and Shred specal rules.
  • Three-Dimensional Thought Patterns: At the beginning of each shooting phase, a model with this upgrade may choose to have all its ranged attacks gain the Skyfire special rule for the duration of that Shooting phase.
  • Toxic Miasma: Once per game, in any Assault phase, a unit with this biomorph can unleash its toxic miasma. If it does so, at the Initiative 1 step, all enemy units engaged in the combat suffer a number of hits equal to the number of models from their unit in base contact with any model from the Tyranid unit unleashing the toxic miasma. These hits are resolved at Strength 3 AP- and have the Poisoned and Ignores Cover special rules.
  • Toxin Sacs: If a model has this biomorph, its close combat attacks have the Poisoned special rule.
  • Warp Shield Projector: A model with this upgrade has a 5+ invulnerable save, while it's within synapse range.
  • Wide-Spectrum Retinas: A model with this upgrade has the Night Vision and Acute Senses special rules.
  • Wings: If a Monstrous Creature has this biomorph, its unit type is Flying Monstrous Creature. If a non-Monstrous Creature has this biomorph, it adds Jump to its unit type.
  • Tail Biomorphs: A tail biomorph is a Melee weapon that allows its wielder to make a single additional Attack. Note that this Attack is resolved separately from a model’s other close combat attacks and uses the appropriate profile below. Also note that a tail Attack is not affected by other Melee weapons, biomorphs, upgrades or special rules belonging to the owning model, or vice versa. For example, a Hive Tyrant with a heavy venom cannon, a lash whip and bonesword, a prehensile pincer and toxin sacs does not gain an additional Attack for fighting with two close combat weapons, nor does its prehensile pincer tail attack have either the Smash or Poisoned special rules.
Range S AP Type
Bone mace - 8 - Melee, Unwieldy
Prehensile princer - 6 5 Melee
Thresher scythe - 4 4 Melee, Rending
Toxin spike - 1 6 Melee, Poisoned (2+)

Mutations

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

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

Apex Biomorphs

  • The Maw-Claws of Thyrax
Range S AP Type
- User 4 Melee, Assimilate, Hardened Diamantine Tips

Assimilate: If this weapon’s close combat attacks cause an enemy model to be removed as a casualty, the model equipped with the Maw-claws of Thyrax gains the Preferred Enemy special rule against all units chosen from the same codex as the model removed as a casualty.
Hardened Diamantine Tips: Close combat attacks of a model equipped with the Maw-Claws of Thyrax have Rending special rule, which triggers on 5+ rather than on 6. Close combat attacks of a model equipped with the Maw-Claws of Thyrax and Rending Claws have Rending special rule, which triggers on to-wound or to-penetrate roll of 4+ rather than 6.
  • The Norn Crown
A model with the Norn Crown adds 6" to its synapse range. Additionally, it gains Psyker (Mastery Level 1) special rule. If it already has the Psyker special rule, its Mastery Level is increased by 1. In addition, the model's invulnerable save is improved by one - if the model does not have an invulnerable save, it gains a 6+ invulnerable save.
  • The Miasma Cannon
Range S AP Type
Miasmic Split 36" 1 4 Assault 1, Large Blast, Poisoned (2+)
Miasmic Spray Template 1 4 Assault 1, Torrent, Poisoned (2+)

  • The Ymgarl Factor
At the start of it's movement phase, a model with the Ymgarl Factor must alter their form into one of the three listed below. The bonus gained lasts until the start of it's next movement phase. The same form cannot be chosen in two consecutive turns.
  • Slashing Claws: The model has +D3 Strength.
  • Tentacled Limbs: The model has +D3 Attack.
  • Muscle Carapace: The model has +D3-1 Toughnes.
  • The Reaper of Obliterax
Range S AP Type
- +2 2 Melee, Life Drain*, Parry*, Constrict*

* The Reaper of Obliterax count as both a set of two Boneswords and a set of two Lash Whips for the purpose of these special rules.
  • The Warp Corroding Venom Cannon
Range S AP Type
Single Shot 36" 9 2 Assault 2, Blast, Aetherbane
Salvo 36" 9 2 Assault 3, Aetherbane

Aetherbane: The Warp Corroding Venom Cannon gains a +1 modifier to Strength against units which contain at least one model with the Daemon, Psyker, Psychic Pilot, Brotherhood of Psykers or Brotherhood of Sorcerers special rule. Successful invulnerable saves against wounds or penetrating/glancing caused by the Warp Corroding Venom Cannon must be re-rolled.

Psychic powers

Unless mentioned otherwise all Tyranid psykers may generate their powers from the Biomancy, Telepathy, and Telekinesis disciplines as well as Hivemind's Control and Hivemind's Wrath, though they must generate at least one of their psychic powers from Hivemind's Control or Hivemind's Wrath disciplines. If the Psyker generates all of his powers only from Hivemind's Control and Hivemind's Wrath disciplines, it still get the Primaris power from one of these disciplines of his choice as Psychic Focus.

Tyranid Psykers gain +1 to Perils of the Warp rolls (to the maximum of 6), if they suffer Perils by manifesting powers from Hivemind's Control or Hivemind's Wrath disciplines, and -2 penalty to Perils of the Warp rolls (to the minimum of 1), if they suffer Perils by manifesting powers from Biomancy, Telepathy, or Telekinesis disciplines.

Hivemind's Control:

  • Primaris: Dominion
Warp Charge 1
Dominion is a blessing that targets the Psyker. Whilst this power is in effect the Psyker adds 6" to its synapse range.
  • 1: Catalyst
Warp Charge 1
Catalyst is a blessing that targets the Psyker’s unit and up to one other friendly unit from Codex: Tyranids that is within 12". Whilst this power is in effect, the targets gain the Feel No Pain special rule. If either Psyker or the target already has Feel No Pain special rule, it is improved by one whilst the power is in effect (for example, 5+ become 4+).
  • 2: Onslaught
Warp Charge 1
Onslaught is a blessing that targets a single friendly unit from Codex: Tyranids within 24". Whilst this power is in effect, the target unit can either both Run and Shoot in its Shooting phase (in any order) or Run twice that turn.
  • 3: Unstoppable
Warp Charge 1
Unstoppable is a blessing that targets a single friendly unit from Codex: Tyranids within 24". Whilst this power is in effect, the target unit gain Rage, Furious Charge, Fleet, Eternal Warrior, Feel No Pain (2+) and It Will not Die special rules, and may re-roll failed to-hit rolls in both shooting and close combat. At the start of your next Psychic phase target must immediately pass the Leadership test or be removed as causality. If it passes the test, it cannot Move, Shoot, Run, Charge, Overwatch, make cover save throws and fight in close combat and is hit automatically in close combat until the start of it's next Psychic phase.
  • 4: Fury
Warp Charge 1
Fury is a blessing that targets the Psyker’s unit and up to one other friendly unit from Codex: Tyranids that is within 12". Whilst this power is in effect, the targets gain the Furious Charge and Rage special rules. If either Psyker or the target already have any of these special rules, it also gains the Hatred special rule whilst the power is in effect.
  • 5: Empathic Backslash
Warp Charge 2
Empathic Backslash is a blessing that targets a single friendly unit from Codex: Tyranids that is within 12". Whilst this power is in effect, each time this unit suffers an unsaved wound from shooting or psychic power, deal an automatic hit with Strenght equal to this unit's majority Toughness, AP2 and Ignores Cover special rule to the unit that dealt that wound, resolved as a shooting attack. Against vehicles these hits are resolved at Strength 9 against rear armour.
  • 6: One Mind
Warp Charge 2
One Mind is a blessing that targets the Psyker’s unit and up to one other friendly unit from Codex: Tyranids that is within 12". Whilst this power is in effect, the targets gain +3 their Weapon Skill and Ballistic Skill.

Hivemind's Wrath:

  • Primaris: The Horror
Warp Charge 1
The Horror is a malediction that targets a single enemy unit within 24”. The target must immediately take a Pinning test with a -2 modifier to their Leadership.
  • 1: Psychic Scream
Warp Charge 1
Psychic Scream is a nova power with a range of 6". For each target unit, roll 2D6+2 and subtract their Leadership. That unit suffers a number of Wounds equal to the result. Armour and cover saves cannot be taken against Wounds caused by Psychic Scream.
  • 2: Alien Voice
Warp Charge 1
Alien Voice is a focused witchfire power with a range of 18". Both target and the Psyker must roll D6 and add the result to their Leadership - if the Psyker gets a bigger result, the target is removed as casuality, but if the target get a bigger result, 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.
  • 3: Despair
Warp Charge 1
Despair is a witchfire with the following profile:
Range S AP Type
18" 9* 2 Assault D3+1

* Against targets with Toughness value, Despair wounds against their Leadership rather than toughness. Glancing and Penetrating hits from this power does not cause vehicles to lose Hull Points and penetrating hits only roll D3 for vehicle damage (adding modifiers for AP values and Open Topped as normal) and don't roll for building damage at all.
  • 4: Paroxysm
Warp Charge 1
Paroxysm is a malediction that targets a single enemy unit within 24". Whilst this power is in effect, the target unit’s Weapon Skill and Ballistic Skill are both reduced by D3 (roll once and apply the result to both characteristics).
  • 5: Hunger
Warp Charge 1
Hunger is a witchfire that targets a single non-vehicle enemy unit within 24". 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 (but not cover saves) may be taken.
  • 6: Warp Blast
Warp Charge 2
Warp Blast is a witchfire power. Warp Blast can be used as either a Burst or a Lance. Each time this power is manifested, the controlling player must choose which profile is being used, before the target is chosen:
Range S AP Type
Burst 24" 6 3 Assault 1, Blast
Lance 18" 10 1 Assault 1, Lance

Special Rules

Sticky Ooze: When fired on the front or side armour of Flyers, Weapons with this special rule are AP1 and have the Armourbane special rule. Hits from weapons with this special rule also force -1 penalty to Grounding tests when firing on swooping Flying Monstrous Creatures.
Neural Agony: A unit that received an unsaved wound from one or more weapons with this special rule suffers a -1 Leadership penalty until the end of the phase.
Maw Cannon: Weapons with this special rule do not count towards the maximum number of weapons fired per shooting phase. In close combat Weapons with this special rule grant one additional attack at S7 AP2, resolved at Initiative step 1.
Dissolve: Enemy models suffer -1 penalty to their armour save throws against wounds caused by weapons with this special rule (for example, models with 3+ armour save only save on a 4+, though AP4 still wouldn't penetrate their armour). For each vehicle hit by a weapon with this special rule, roll a D6 before rolling for armour penetration. On a 3+ the vehicle loses one point of armour from all facings for the rest of the game.
Punch Guns get one shot for every Attack on the unmodified characteristic profile of the Tyranid creature firing them. For example, a Termagant (1 Attack) fires 1 shot while a Ravener (3 Attacks) fires 3 shots.