Codex - Tyranids Angry Alien Edition
Introduction
Angry codices are an attempt to improve internal and external balance. Check out the Angry Codex hub for the other angry codices and a more detailed description of what exactly the Angry Codices are made to do.
This is a copy and paste of Codex - Tyranids /tg/ edition. I didn't think it would be worth it to do all the legwork with writing down all the profiles of the units in the codex, in addition to that several okay and a couple of great additions were made in Codex - Tyranids /tg/ edition. I have made very, very few edits in this codex which is why it is a pre-alpha angry dex, or a finished /tg/ dex with some minor revisions. I did not write any of the new rules and many of them will be changed or removed.
Disclaimer
Games Workshop in no way endorses this codex nor any of the other Angry Codices. No infringement is intended with this work, nor any other of the Angry Codices. The intent of the angry codices is NOT to make GW go out of business, but rather to improve the quality of the hobby, which leads to a happier and larger player base.
Editing
Feel free to edit wordings to improve readability. Add anything you like to any of the Angry Codices, except the Angry Necrons, Dark Eldar and Daemons, for these documents you should instead first argue in the discussion page before adding or changing anything. If someone objects to something you have written or changed, you should civilly discuss and prove why your idea is good and how it fits with fluff/is more balanced etc. etc. If no conclusion can be made then the Angry Pirate has the final say, if he does not say anything remove any changes from the official codex. If you don´t agree with an edit the Angry Pirate has made you can write in the talk page of the relevant talk page or in my page by clicking the first blue link. Angry Pirate (talk)
WIP
TRYGON PRIME
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Trygon Prime | 6 | 4 | 6 | 6 | 6 | 5 | 5 | 10 | 3+ |
UNIT TYPE:
Monstrous Creature
UNIT COMPOSITION:
1 Trygon Prime ...230 pts
WARGEAR:
- Bio-electric pulse with containment spines
- Two pairs of scything talons
SPECIAL RULES:
- Deep Strike
- Fleet
- Know No Honour
- Shadow in the Warp
- Synapse Creature
- Serpent Lord: If your primary detachment includes at least one Trygon Prime, Raveners can be taken as Troops choices.
- Subterranean Assault: If, when a Trygon (or Trygon Prime) deploys via Deep Strike, it scatters on top of impassable terrain or another model (friend or foe), reduce the scatter distance by the minimum required to avoid the obstacle.
- After the Trygon (or Trygon Prime) has emerged, mark the position under the creature’s base with a suitable marker – this represents the tunnel left by its emergence. Any friendly Tyranid Infantry unit that arrives from reserve in subsequent turns may emerge from the Trygon’s tunnel instead of arriving from reserve as normal. Only one unit may emerge from each tunnel marker each turn.
- If any unit chooses to do so, place the entire unit so that all of its models are wholly within 6" of the centre of the marker and in unit coherency. These models cannot be placed within 1" of enemy models or within impassable terrain; if any models cannot be placed, these excess models are removed as casualties. A unit may not move or charge on the same turn it arrives from a Trygon’s tunnel, but may shoot or Run.
Upgrades:
- Lurker: Trygon Prime with this upgrade automatically enters from Reserve on the first turn.
Options:
- All models may take one of the following mutations: (WS:10/BS:15/S:10/T:20/W:15/I:15/A:15/Ld:-/Sv:35/Psy:-/Syn:-)
- May take items from the Biomorphs, Thorax Biomorphs and Biological Relics lists.
- May replace one set of scything talons with crushing claws ...30 pts
- May take any of the following upgrades:
- - 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.
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Tervigon | 3 | 3 | 5 | 6 | 6 | 2 | 3 | 10 | 3+ |
UNIT TYPE:
Monstrous Creature
UNIT COMPOSITION:
1 Tervigon ...170 pts
WARGEAR:
- Stinger salvo
- Scything talons
SPECIAL RULES:
- Psyker (Mastery Level 1)
- Know No Honour
- 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.
PSYKER:
This unit must purchase a number of psychic powers equal to its Mastery Level.
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 Biological Relics 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
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Tyranid Prime | 5 | 3 | 4 | 4 | 3 | 4 | 4 | 10 | 5+ |
UNIT TYPE:
Infantry (Character)
UNIT COMPOSITION:
1 Tyranid Prime ...55 pts
WARGEAR:
- Devourer
- Scything talons
SPECIAL RULES:
- Independent Character
- Know No Honour
- 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 MORTREX
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
The Parasite of Mortex | 5 | 3 | 6 | 4 | 3 | 6 | 4 | 10 | 3+ |
UNIT TYPE:
Jump Infantry (Character)
UNIT COMPOSITION:
1 (Unique) ...160 pts
WARGEAR:
- Two sets of rending claws
- Implant attack
SPECIAL RULES:
- Hit and Run
- Independent Character
- Know No Honour
- Shadow in the Warp
- Synapse Creature
- Host Organism: Rippers count The Parasite of Mortex as having 24" synapse range.
- Implant Parasite: Each model, removed as a casualty because of wounds inflicted in melee by the Parasite of Mortex must roll a Toughness test before being removed. For each test failed, roll a D6. At the end of the Assault phase place a Ripper Swarm Brood or add the Ripper bases to the Ripper Swarm Brood The Parasite is attached to with a number of models equal to the combined result of these D6. All models must be within 6” of the unit with this rule. Ripper Swarms placed this way never count as kill points. Any bases that cannot be place because of impassable terrain, enemy within 1” or because you have run out of models are lost.
- The Sarge is Acting Strangely: Any enemy Infantry, Cavalry, Beasts or Bike unit, with or without Jet or Jump type, that arrives via Outflanking may harbor a squad member infested with Ripper parasites. At the end of their movement phase, one model in each of these units (owning players choice) must take a toughness test. If the test is failed that model is instantly removed as a casualty and the Tyranid player may place a Ripper swarm unit of D6 bases anywhere within 6" of the victim. If the victim was inside a transport then it is assumed they staggered out before dying; place the Ripper bases within 6" of one of the access points. Any bases that cannot be placed because of enemies within 1", impassable terrain or running out of models are lost. Rippers created in this way do not count as a Kill Point.
Upgrade:
- Implant Sky-Slashers: Replace Rippers with Sky-Slashers in the Implant Parasite, Host Organism and The Sarge is Acting Strangely special rules.
OPTIONS:
- All models may take one of the following mutations: (WS:5/BS:-/S:10/T:15/W:15/I:5/A:10/Ld:-/Sv:20/Psy:-/Syn:20)
- May take items from the Biomorphs lists.
- May take flesh hooks ...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.
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Old One Eye | 4 | 4 | 10 | 6 | 5 | 2 | 5 | 9 | 2+ |
UNIT TYPE:
Monstrous Creature
UNIT COMPOSITION:
1 (Unique) ...200 pts
WARGEAR:
- 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
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Deathleaper | 9 | 3 | 6 | 4 | 3 | 7 | 4 | 10 | 5+ |
UNIT TYPE:
Infantry (Character)
UNIT COMPOSITION:
1 (Unique) ...140 pts
WARGEAR:
- Flesh hooks
- Feeder tendrils
- Implant attack
- 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 Honour
- 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.
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
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Tyranid Warrior | 5 | 3 | 4 | 4 | 3 | 4 | 3 | 10 | 4+ |
UNIT TYPE:
Infantry
UNIT COMPOSITION:
3 Tyranid Warriors ...66 pts
WARGEAR:
- Devourer
- Scything talons
SPECIAL RULES:
- Shadow in the Warp
- Synapse Creature
- Very Bulky
PSYKER:
This unit must purchase a number of psychic powers equal to its Mastery Level.
OPTIONS:
- All models may take one of the following mutations: (WS:3/BS:5/S:4/T:7/W:8/I:4/A:4/Ld:-/Sv:6/Psy:-/Syn:-)
- May include up to six additional Tyranid Warriors ...22 pts/model
- Any model may take items from the Basic Bio-weapons, Melee Bio-weapons and Biomorphs lists.
- For very three Tyranid Warriors in the brood, one may take items from the Basic Bio-cannons list.
- All models in the brood may take Flesh hooks ...3 pts/model
- The unit may take Brotherhood of Psykers special rule ...35 pts
catalyst (Eternal Warrior), dominion (synapse range), onslaught (friendlies may run and shoot), horror (re-roll fear tests), paroxysm (+2 I), warp blast (5+ invul)
- The unit must buy a number of psychic powers from the following list equal to its mastery level:
- - Catalyst ...15 pts/model
- - Dominion ...10 pts
- - Onslaught ...10 pts
- - Horror ...0 pts
- - Paroxysm ...10 pts/model
- - Warp blast ...10 pts/model
- The unit may take a Tyrannocyte as a Dedicated Transport if it numbers six or fewer models.
GENESTEALER BROOD
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Genestealer | 6 | 2 | 4 | 4 | 1 | 6 | 2 | 10 | 5+ |
Broodlord | 7 | 2 | 5 | 5 | 3 | 7 | 4 | 10 | 4+ |
UNIT TYPE:
Infantry. The Broodlord is Infantry (Character)
UNIT COMPOSITION:
5 Genestealers ...66 pts
WARGEAR:
- Rending claws
SPECIAL RULES:
- Bulky (Broodlord only)
- Psyker (Mastery Level 1) (Broodlord only)
- Know No Honour (Broodlord only)
- Fleet
- Infiltrate
- Move Through Cover
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:
Broodlords know the horror psychic power from the powers of the hive mind discipline.
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
WS | BS | S | T | W | I | A | Ld | Sv | |||
---|---|---|---|---|---|---|---|---|---|---|---|
Termagant | 3 | 3 | 3 | 3 | 1 | 4 | 1 | 6 | 6+ | Infantry | 10 Termagants |
UNIT TYPE:
Infantry
UNIT COMPOSITION:
10 Termagants ...40 pts
WARGEAR:
- 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
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Hormagaunt | 3 | 3 | 3 | 3 | 1 | 5 | 2 | 6 | 6+ |
UNIT TYPE:
Infantry
UNIT COMPOSITION:
10 Hormagaunts ...40 pts
WARGEAR:
- 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
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Ripper Swarm | 2 | 2 | 3 | 3 | 3 | 2 | 4 | 5 | 6+ |
UNIT TYPE:
Monstrous Creature (Character)
UNIT COMPOSITION:
3 Ripper Swarms ...27 pts
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
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Mucolid Spore Mine | - | - | 1 | 3 | 3 | 3 | - | 3 | - |
UNIT TYPE:
Infantry
UNIT COMPOSITION:
1 Mucolid Spore Mine ...15 pts
SPECIAL RULES:
- Deep Strike
- Fearless
- Shrouded
- Massive Floating Bomb: Each Mucolid Spore uses the Floating Death and Living Bomb rules that apply to Spore Mines. All references to Spore Mines and Spore Mine Clusters in these special rules apply to Mucolid Spores also, except that the hits inflicted when a Mucolid Spore explodes are Strength 8 AP3 rather than Strength 4 AP4.
- Skyblast: Mucolid Spore Clusters are allowed to assault Zooming Flyers or Swooping Monstrous Flying Creatures. If they do so successfully then they will explode as described in the Floating Death special rule, hitting the target automatically, with Strength and AP as described above. Hits on Zooming Flyers are always resolved against the target model’s side armour.
OPTIONS:
- May include up to two additional Mucolid Spore Mines ...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 BROOD
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Malanthrope | 3 | 3 | 5 | 5 | 4 | 5 | 3 | 10 | 3+ |
UNIT TYPE:
Infantry
UNIT COMPOSITION:
1 Malanthrope ...85 pts
WARGEAR:
- Toxic Miasma
- Grasping Tail: At the beginning of the fight subphase, before any blows are struck, the Malanthrope may issue a challenge even though it does not have the character type. Roll a D6. On a result of 4+ the enemy model nominated to fight the Malanthrope in enveloped in the beasts grasping tail and has its attacks reduced by half (rounded down), initiative reduced to one for the duration of the challenge and may not refuse the challenge. If the result is 3 or less then it counts as if a challenge wasn't issued at all. In an enemy character declares a Glorious Intervention to replace the model fighting the Malanthrope then all effects of this rule are negated and the intervening character suffers no penalties.
SPECIAL RULES:
- Fleet
- Move Through Cover
- Poisoned (2+)
- Shadow in the Warp
- Shrouded
- Spore Cloud
- It Will Not Die
- Very Bulky
- Prey Adaption: If a Malanthrope brood is involved in any close combat that results in an enemy unit or units being destroyed in combat, it may not perform a sweeping advance but instead remains to feed on the dead. From the end of that phase onwards all friendly Tyranid units within gain the Preferred Enemy (all units from the same codex as the enemy unit) special rule while they remain within Synapse range of the Malanthrope brood - note that this includes the Malanthrope brood too.
OPTIONS:
- May include up to 4 additional Malanthropes ...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
WS | BS | S | T | W | I | A | Ld | Sv | |||
---|---|---|---|---|---|---|---|---|---|---|---|
Hive Guard | 3 | 3 | 5 | 6 | 2 | 2 | 2 | 7 | 4+ | Infantry | 1 Hive Guard |
UNIT TYPE:
Infantry
UNIT COMPOSITION:
1 Hive Guard ...55 pts
WARGEAR:
- Impaler cannon
SPECIAL RULES:
- Instinctive Behaviour (Hunt)
- Very Bulky
- Synaptic Targeting Network: If the Hive Guard Brood is within Synapse range, and any other friendly Codex:Tyranid model that is within Synapse range can draw a line of sight to their target, Hive Guard ranged weapon count as twin-linked.
OPTIONS:
- All models may take one of the following mutations: (WS:-/BS:5/S:5/T:15/W:15/I:3/A:5/Ld:5/Sv:20/Psy:-/Syn:-)
- May include up to 4 additional Hive Guard ...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
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Zoanthrope | 3 | 4 | 4 | 4 | 2 | 3 | 1 | 10 | 5+ |
Neurothrope | 3 | 4 | 4 | 4 | 2 | 3 | 1 | 10 | 5+ |
UNIT TYPE:
Infantry
UNIT COMPOSITION:
1 Zoanthrope ...50 pts
SPECIAL RULES:
- Brotherhood of Psykers (Mastery level 1+number of models in unit)
- Shadow in the Warp
- Synapse Creature
- Very Bulky
- Psychic Brood: If a brood of Zoanthropes manifests the Warp Blast psychic power it is cast once for each model in the unit. The Zoanthrope Brood's Mastery level is always equal to the amount of models left in the unit + 1. Whenever a Zoanthrope is killed choose a psychic power known to the Zoanthropes. The Zoanthropes lose that psychic power until the end of the game. Zoanthropes cant forget Warp Blast psychic power.
- Warp Field: Zoanthropes have a 3+ invulnerable save.
PSYKER:
Zoanthrope Broods know the warp blast psychic power from the powers of the hive mind discipline.
OPTIONS:
- All models may take one of the following mutations: (WS:5/BS:10/S:5/T:15/W:15/I:5/A:10/Ld:-/Sv:-/Psy:35*/Syn:-)
- *The price is for entire brood, instead of per model as usual.
- May include up to 4 additional Zoanthropes ...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
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Doom of Malan'tai | 3 | 4 | 4 | 4 | 3 | 3 | 1 | 10 | 4+ |
UNIT TYPE:
Infantry
UNIT COMPOSITION:
1 (Unique) ...210 pts
SPECIAL RULES:
- Psyker (Mastery Level 4)
- Preferred Enemy (Eldar)
- Shadow in the Warp
- Synapse Creature
- Very Bulky
- Soul Eater: Each time an enemy model is removed as a causality due to the Doom of Malan'tai attacks or psychic powers, the Doom of Malan'tai gain one Wound, to the maximum of 10.
- Psychic Apocalypse: The amount of Warp Charges the Doom of Malan'tai generates is equal to it's Wounds characteristic. Additionally, it adds its current Wounds to the result of Psychic Scream psychic power (so it would be 2d6+2+W) and it's range, and can manifest this power even if it's locked in close combat. When, Doom of Malan'tai suffers Perils of the Warp, it doesn't roll on Perils of the Warp chart, and instead loses one Wound with no saves available.
- Warp Field: The Doom of Malan'tai has a 3+ invulnerable save.
PSYKER:
The Doom of Malan'tai knows the psychic scream and warp blast psychic powers from the powers of the hive mind discipline.
OPTIONS:
- All models may take one of the following mutations: (WS:5/BS:10/S:5/T:50/W:15/I:5/A:10/Ld:-/Sv:-/Psy:-/Syn:-)
- May take a Tyrannocyte as a Dedicated Transport.
VENOMTHROPE
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Venomthrope | 3 | 3 | 4 | 4 | 2 | 3 | 1 | 6 | 5+ |
UNIT TYPE:
Infantry
UNIT COMPOSITION:
1 Venomthrope ...40 pts
WARGEAR:
- Two sets of lash whips
- Toxic miasm
SPECIAL RULES:
- Instinctive Behaviour (Lurk)
- Poisoned (2+)
- Shrouded
- Very Bulky
- Spore Cloud: All friendly units from Codex: Tyranids that are within 12" of a Venomthrope gains a 5+ Cover save.
OPTIONS:
- All models may take one of the following mutations: (WS:5/BS:10/S:5/T:15/W:15/I:5/A:10/Ld:5/Sv:-/Psy:-/Syn:-)
- May include up to 4 additional Venomthropes ...40 pts/model
LICTOR BROOD
WS | BS | S | T | W | I | A | Ld | Sv | |||
---|---|---|---|---|---|---|---|---|---|---|---|
Lictor | 6 | 3 | 6 | 4 | 3 | 6 | 3 | 10 | 5+ | Infantry | 1 Lictor |
UNIT TYPE:
Infantry
UNIT COMPOSITION:
1 Lictor ...50 pts
WARGEAR:
- Rending claws
- Scything talons
- Flesh hooks
- Feeder tendrils
SPECIAL RULES:
- Deep Strike
- Fear
- Fleet
- Hit & Run
- Infiltrate
- Instinctive Behaviour (Lurk)
- Move Through Cover
- Stealth
- Very Bulky
- Precision strikes
- Chameleonic Skin: 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
WS | BS | S | T | W | I | A | Ld | Sv | |||
---|---|---|---|---|---|---|---|---|---|---|---|
Pyrovore | 3 | 3 | 4 | 4 | 3 | 2 | 2 | 6 | 4+ | Beasts | 1 Pyrovore |
UNIT TYPE:
Beasts
UNIT COMPOSITION:
1 Pyrovore ...40 pts
WARGEAR:
- Flamespurt cannon
- Acid blood
- Acid maw
SPECIAL RULES:
- Instinctive Behaviour (Feed)
- Very Bulky
- Volatile: If a Pyrovore is slain by a wound that inflicted Instant Death, every unit within D6" of the slain Pyrovore (excluding Pyrovore Brood itself) suffers a Strength 4 AP- hit for each of its models within range (resolve damage as a shooting attack from the Pyrovore, before removing it as a casualty).
OPTIONS:
- All models may take one of the following mutations: (WS:-/BS:-/S:-/T:15/W:15/I:5/A:5/Ld:5/Sv:15/Psy:-/Syn:-)
- May include up to 4 additional Pyrovores ...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
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Ymgarl Genestealer | 6 | 2 | 4 | 4 | 1 | 6 | 2 | 10 | 4+ |
Ymgarl Broodlord | 7 | 2 | 5 | 5 | 3 | 7 | 4 | 10 | 3+ |
UNIT TYPE:
Infantry. The Ymgarl Broodlord is Infantry (Character)
UNIT COMPOSITION:
5 Ymgarl Genestealers ...90 pts
WARGEAR:
- Rending claws
- Feeder tendrils
SPECIAL RULES:
- Bulky (Broodlord only)
- Psyker (Mastery Level 1) (Ymgarl Broodlord only)
- Know No Honour (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:
Ymgarl Broodlords know the horror psychic power from the powers of the hive mind discipline.
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
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Maleceptor | 3 | 3 | 6 | 6 | 6 | 3 | 3 | 10 | 4+ |
UNIT TYPE:
Monstrous Creature
UNIT COMPOSITION:
1 Maleceptor ...180 pts
WARGEAR:
- Scything talons
- Warp shield projector
SPECIAL RULES:
- Psyker (Mastery Level 2)
- Shadow in the Warp
- Synapse Creature
PSYKER:
Maleceptors know the psychic overload psychic power. Maleceptors must purchase a number of additional powers equal to their Mastery Level -1.
- Psychic Overload
The Psyker can attempt to manifest this psychic power up to 3 times in each of its Psychic phases. Each attempt is resolved separately. However, an enemy unit cannot be selected as the target of Psychic Overload manifested by the same Psyker more than once each Psychic phase.
- Warp Charge 1
- Psychic Overload is a focussed witchfire power with a range of 24". The target must take a Leadership test on 3D6. Vehicles are treated as having a Leadership of 10. If the test is failed, non-vehicle models suffer D3 Wounds with no armour or cover saves allowed, and vehicle models suffer a single glancing hit with no cover saves allowed.
Options:
- All models may take one of the following mutations: (WS:10/BS:30/S:10/T:20/W:20/I:10/A:10/Ld:10/Sv:30/Psy:25/Syn:20)
- May include up to 2 additional Maleceptors ...180 pts/model
- May take items from the Biomorphs lists.
- The unit must buy a number of psychic powers from the following list equal to its mastery level -1:
- - Catalyst ...5 pts/model
- - Dominion ...10 pts
- - Onslaught ...10 pts
- - Horror ...0 pts
- - Paroxysm ...5 pts/model
- - Warp blast ...15 pts/model
- The unit may take a Tyrannocyte as a Dedicated Transport if it numbers only one model.
HARUSPEX
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Haruspex | 3 | 3 | 6 | 6 | 5 | 3 | 3 | 7 | 3+ |
UNIT TYPE:
Monstrous Creature
UNIT COMPOSITION:
1 Haruspex ...160 pts
WARGEAR:
- Grasping tongue
- Crushing claws
- Acid blood
SPECIAL RULES:
- Fearless
- Instinctive Behaviour (Feed)
- Feeder-beast: If a Haruspex inflicts at least one unsaved Wound in the Assault phase or Shooting Phase, then at the end of that phase it recovers a single Wound lost earlier in the battle.
- Fuel for Rampage: For each model removed as a casualty due to Haruspex attacks (both ranged and melee), it gain one Food token at the end of the phase, to the maximum of six - you may track them by simply putting the D6 with appropriate number near the Haruspex model. At the start of the Movement phase a Haruspex may spend up to three Food tokens to gain +2" bonus to it's maximum movement distance for each token spent. At the start of the Fight subphase of Assault phase Haruspex may spend any number of Food tokens to gain +1 bonus Attack for each token spent. At the start of the movement phase, a Haruspex may spend any number of Food tokens to recover one wound per food token spent.
- Savage: In close combat Haruspex can exchange all of its normal Attacks to make a Savage attack, resolved at it's normal initiative. When doing so, place a Blast template for each 3 Attacks Haruspex has (including any bonus Attacks) in a base contact with Haruspex base, placed in a way that they don't cover any friendly models. For each enemy model covered by any of these templates, enemy unit suffer an automatic hit with Strength 6, AP3 and Ignores Cover special rule. Do note that models covered by multiple Savage blasts do not suffer multiple hits.
OPTIONS:
- All models may take one of the following mutations: (WS:10/BS:15/S:10/T:20/W:20/I:10/A:15/Ld:10/Sv:30/Psy:-/Syn:-)
- May include up to 2 additional Haruspex ...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
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Dimachaeron | 8 | 3 | 6 | 6 | 6 | 6 | 5 | 10 | 3+ |
UNIT TYPE:
Monstrous Creature (Leaper)
UNIT COMPOSITION:
1 Dimachaeron ...200 pts
WARGEAR:
- Sickle claws
- Grasping talons
- Thorax spine-maw
- Adrenal glands
SPECIAL RULES:
- Agile
- Instinctive Behaviour (Feed)
- Rampage
- Monstrous Creature (Leaper) Leaper is sub type, and as such does not appear as a catagory on its own, but only when paired with another unit type. Models with the Leaper sub-type may choose to use their Leaping ability in either the Shooting phase or the Assault phase (they may not use both in the same turn). When not using this ability, the model moves normally for a model of its base type. When using Leaper (whether moving or charging) the model can move over all other models and terrain freely. If the model begins or ends its move in difficult terrain it must take a Dangerous Terrain test. Leaping models cannot end their move on top of other models or in impassable terrain.
- Shooting Phase - If a Leaping Model Leaps during the Shooting phase, it can move up to 6" this move, and only this move, is measured from the front of the base to the back of the base were it finishes the unit may not run after leaping but may shoot and assault as normal.
- Assault Phase - If a Leaping Model leaps during the assault phase, it gains the Hammer of Wrath special rule, if it did not already possess it, and all Hammer of Wrath attacks are resolved at +1 Strength and gain the Strikedown special rule.
OPTIONS:
- All models may take one of the following mutations: (WS:10/BS:15/S:10/T:20/W:15/I:15/A:15/Ld:-/Sv:35/Psy:-/Syn:-)
- May include up to 2 additional Dimacheron ...200 pts/model
- The Model may take a Mycetic Spore or Tyrannocyte as a Dedicated Transport.
TYRANID SHRIKE BROOD
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Tyranid Shrike | 5 | 3 | 4 | 4 | 3 | 4 | 3 | 10 | 5+ |
UNIT TYPE:
Jump Infantry
UNIT COMPOSITION:
3 Tyranid Shrikes ...66 pts
WARGEAR:
- Devourer
- Scything talons
SPECIAL RULES:
- Shadow in the Warp
- Synapse Creature
- Very Bulky
OPTIONS:
- All models may take one of the following mutations: (WS:3/BS:5/S:4/T:7/W:8/I:4/A:4/Ld:-/Sv:6/Psy:-/Syn:-)
- May include up to six additional Tyranid Shrikes ...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
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Ravener | 5 | 3 | 4 | 4 | 3 | 5 | 4 | 6 | 5+ |
The Red Terror | 6 | 3 | 5 | 5 | 3 | 5 | 5 | 8 | 4+ |
UNIT TYPE:
Beasts. The Red Terror is Beasts (Character)
UNIT COMPOSITION:
3 Raveners ...66 pts
WARGEAR:
- Two pairs of scything talons
- Prehensile pincer (Red Terror only)
SPECIAL RULES:
- Deep Strike
- Instinctive Behaviour (Feed)
- Very Bulky
- Precise Tunneling: If, when a Ravener Brood deploys via Deep Strike, it scatters on top of impassable terrain or another model (friend or foe), reduce the scatter distance by the minimum required to avoid the obstacle. This does not apply to buildings with transport capacity, despite them usually count as Impassible terrain - Ravener Brood may deliberately Deep Strike on top of the building, and if at least one model in the brood end it's scatter over the building, count them as occupying this building's lowest floor. If that floor is already occupied by the enemy unit, both units become immediately locked in close combat. This does not count as Charge, so no one get bonus attacks for charging, Rage and Counter-Charge special rules.
- Know No Honour (Red Terror only)
- Swallow Whole: (Red Terror only) If the Red Terror hits with at least four of its close combat attacks in a single phase (excluding its prehensile pincer attack), you may nominate a single enemy Infantry, Jump Infantry or Jet Pack Infantry model in base contact with the Red Terror and attempt to swallow it whole.
- If you choose to do so, no To Wound rolls are made for any of the Red Terror's Attacks (excluding its prehensile pincer attack). Instead, the nominated model must pass a single invulnerable save (if it has one) or be removed from play as a casualty. There is no need to decide beforehand if you will attempt to swallow a model whole; declare after rolling To Hit. Enemy models with either the Very Bulky or Extremely Bulky special rule cannot be nominated as targets to be Swallowed Whole. If no models in the target unit can be nominated, the Red Terror cannot choose to Swallow Whole and must roll To Wound normally.
OPTIONS:
- All models may take one of the following mutations: (WS:3/BS:5/S:4/T:7/W:8/I:4/A:4/Ld:-/Sv:6/Psy:-/Syn:-)
- Mutations (The Red Terror): (WS:20/BS:25/S:5/T:15/W:15/I:5/A:10/Ld:-/Sv:-/Psy:-/Syn:-)
- May include up to six additional Raveners ...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
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Gargoyle | 3 | 3 | 3 | 3 | 1 | 4 | 1 | 6 | 6+ |
UNIT TYPE:
Jump Infantry
UNIT COMPOSITION:
10 Gargoyles ...60 pts
WARGEAR:
- Fleshborer
- Blinding venom
SPECIAL RULES:
- Instinctive Behaviour (Hunt)
OPTIONS:
- All models may take one of the following mutations: (WS:-/BS:1/S:1/T:1/W:-/I:-/A:1/Ld:1/Sv:-/Psy:-/Syn:-)
- May include up to 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
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Sky-Slasher Swarm | 2 | 2 | 3 | 3 | 3 | 2 | 4 | 5 | 6+ |
UNIT TYPE:
Jump Infantry
UNIT COMPOSITION:
3 Sky-slasher Swarms ...54 pts
SPECIAL RULES:
- Instinctive Behaviour (Feed)
- Fearless
- Swarms
- Consume: During Shooting phase unit with at least three bases with this rule may opt to devour an organic terrain piece (forests, booshes, swamps, etc) it touches. If it choses so, you may move models in a unit to any point wholly within that piece of terrain before removing it from the field. This counts as Run move for all intents and purposes.
- Surge: In close combat, every model with this special rule can exchange all of its normal Attacks to make a single surge attack, which uses the following profile:
Range S AP Type - 1 - Melee, Haywire, Jammed!
- Jammed!: When performing surge attack, models with this rule must roll to hit in close combat even if they hit automatically. For each to-hit result of 1 or 2, the unit, which performed surge attack, suffers a wound with no saves of any kind allowed. This wound cannot be allocated on the model without Surge special rule.
OPTIONS:
- All models may take one of the following mutations: (WS:2/BS:4/S:4/T:4/W:-/I:2/A:3/Ld:2/Sv:-/Psy:-/Syn:-)
- May include up to six additional Sky-Slasher Swarms ...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
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Laius Horror | 3 | 3 | 6 | 6 | 4 | 4 | 4 | 6 | 4+ |
UNIT TYPE:
Monstrous Creature
UNIT COMPOSITION:
1 (Unique) ...180 pts
WARGEAR:
- Two sets scything talons
SPECIAL RULES:
- Instinctive Behaviour (Feed)
- Fearless
- Fleet:
- From The Inside: Laius Horror always starts the game in reserves. If your army includes the Laius Horror, secretly write one enemy non-vehicle and non-Character model with one wound as a Host. If there is no such model, pick a model with 2 wounds and no Character type. When the Host loses its last Wound or when the Laius Horror enters from reserve, reveal the note to your opponent, replace the Host with a Laius Horror, and then remove Host as casualty. If there is no space to place Laius Horror directly on top of where its host been, move other models in the Host's unit until it could be placed - from this moment Laius Horror count as being locked in close combat with his Host's unit. This does not count as Charge, so no one get bonus attacks for charging, Rage and Counter-Charge special rules.
OPTIONS:
- All models may take one of the following mutations: (WS:10/BS:-/S:10/T:20/W:20/I:10/A:15/Ld:10/Sv:30/Psy:-/Syn:-)
- May take items from the Thorax Biomorphs and Biomorphs lists
HARPY BROOD
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Harpy | 3 | 3 | 5 | 5 | 5 | 5 | 3 | 10 | 4+ |
UNIT TYPE:
Flying Monstrous Creature
UNIT COMPOSITION:
1 Harpy ...130 pts
WARGEAR:
- Twin-linked stranglethorn cannon
- Scything talons
- Spore mine cysts with frag mines and toxic mines
SPECIAL RULES:
- Fearless
- Instinctive Behaviour (Hunt)
- Sonic Screech: When Harpy Brood charges into combat, enemy models cannot perform Overwatch on it, and all enemy models in the combat suffer -5 to their Initiative (to a minimum of 1) until the end of that Assault phase.
- Skyfall: Harpy Brood may declare Charge in the same turn it switched from Swooping to Gliding mode. If they does so, they do not suffer Initiative penalty for charging through Difficult terrain, and deal D3 Hammer of Wrath attacks each, instead of one (roll once for entire brood).
OPTIONS:
- All models may take one of the following mutations: (WS:10/BS:15/S:10/T:20/W:15/I:10/A:15/Ld:10/Sv:30/Psy:-/Syn:-)
- May include up to 2 additional Harpies ...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
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Hive Crone | 3 | 3 | 5 | 5 | 5 | 5 | 3 | 10 | 4+ |
UNIT TYPE:
Flying Monstrous Creature
UNIT COMPOSITION:
1 Hive Crone ...155 pts
WARGEAR:
- Drool cannon
- Four tentaclids
- Scything talons
SPECIAL RULES:
- Fearless
- Instinctive Behaviour (Feed)
- Vector Dancer
- Raking Strike: A Hive Crone’s Vector Strike is resolved at Strength 8.
OPTIONS:
- All models may take one of the following mutations: (WS:10/BS:15/S:10/T:20/W:15/I:10/A:15/Ld:10/Sv:30/Psy:-/Syn:-)
- May include up to 2 additional Hive Crone ...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
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Frag Mine | - | - | 1 | 1 | 1 | 1 | - | 1 | - |
Toxin Mine | - | - | 1 | 1 | 1 | 1 | - | 1 | - |
Acid Mine | - | - | 1 | 1 | 1 | 1 | - | 1 | - |
Char Mine | - | - | 1 | 1 | 1 | 1 | - | 1 | - |
UNIT TYPE:
Infantry
UNIT COMPOSITION:
3 Frag Mines ...15 pts
SPECIAL RULES:
- Deep Strike
- Fearless
- Drifting: Spore Mines move 3" in the Movement phase and, when they Run or charge, move half the distance rolled. Spore Mines are never slowed by difficult terrain, but must take Dangerous Terrain tests as normal.
- Floating Death: (Frag Mines, Toxin Mines, Acid Mines) Spore Mines do not attack in close combat. Instead, at the Initiative 10 step, the entire cluster detonates! Each type of mines detonates specifically:
- Frag Mines: Place a large blast markers centered on each Frag Mine, every other unit (friend or foe) under the blast templates suffers a number of hits with Strength 4, AP4 and Ignores Cover special rule equal to the number of its models under the blast templates (calculate for each template separately, so a model, covered bu multiple templates would generate multiple hits).
- Toxin Mines: Place a blast markers centered on each Toxin Mine, every other unit (friend or foe) under the blast templates suffers a number of hits with Strength 1, AP3, Poisoned (3+) and Ignores Cover special rules equal to the number of its models under the blast templates (calculate for each template separately, so a model, covered by multiple templates would generate multiple hits).
- Acid Mines: Each unit in close combat with Acid Mines suffers a number of hits with Strength 6, AP3 and Armourbane and Ignores Cover special rules equal to the number of models in base-to-base contact with Acid Mine models.
- Once all hits have been resolved, remove all models in the Spore Mine Cluster from play as casualties.
- Sky Bomb: (Char Mines only) Char Mines benefit from Hard to Hit special rule, and count as Swooping Flying Monstrous Creatures for the purpose of targeting. They can charge Zooming Flyers and Swooping Flying Monstrous Creatures, and cannot charge any other type of units. Unlike other Spore Mines, Char Mines' charge range is not halved per Drifting special rule, though each mine must roll for charge distance separately. For each Char Mine, that successfully charged enemy unit, it immediately suffers automatic hit with Strength 7, AP3 and Armourbane and Ignores Cover special rule. Regardless of the number of successful charges (if any), remove Spore Mine Cluster from play as casualties after they attempt to charge their target.
- Living Bomb: Spore Mine Clusters are non-scoring, non-denial units. They do not award Victory Points when destroyed, and Wounds suffered by Spore Mines in close combat (including those caused by a Floating Death detonation) are not counted when determining assault results.
OPTIONS:
- All models may take one of the following mutations: (WS:-/BS:-/S:-/T:1/W:-/I:-/A:-/Ld:-/Sv:-/Psy:-/Syn:-)
- May include up to six additional Frag Mines ...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
WS | BS | S | T | W | I | A | Ld | Sv | |||
---|---|---|---|---|---|---|---|---|---|---|---|
Meiotic Spore | - | - | 1 | 3 | 1 | 1 | - | 1 | - | Infantry | 3 Meiotic Spores |
UNIT TYPE:
Infantry
UNIT COMPOSITION:
3 Meiotic Spore ...45 pts
SPECIAL RULES:
- Fearless
- Shrouded
- Outriders of the Swarm: Meiotic Spore Mines must be deployed at the start of the game, just before the first turn but after deployment, using the Deep Strike special rule. They may only be held in reserve in missions that force all other friendly units to begin the game in reserves.
- Floating Brood Bomb: The Meiotic Spore Brood moves 3+D6" in each of its controlling player's movement phases. When they run, they move only half of the distance rolled. Meiotic Spores are never slowed by difficult terrain but must take Dangerous Terrain tests as normal. Meiotic Spores may not declare charges and if charged by any enemy unit, they detonate and are removed from play before any blows are struck or other effects are triggered, causing D6 Str5 AP4 hits on the charging unit per Meiotic Spore in the unit when it is removed from play. If any Meiotic Spore is removed as a casualty due to shooting attacks, then its controlling player may place a new unit of D3+1 Spore Mines anywhere within 6" of the destroyed models. These spore mines form a separate unit that may act normally on the turn following their placement. In addition, whenever the Meiotic Spore brood moves within 6" of an enemy unit, or during any friendly shooting phase, the Meiotic Spore Brood may make one attack using the profile below. Each attack may target a different enemy unit. After these attacks are resolved, all models in the Meiotic Spore Brood are removed as casualties.
- Bomb
Range S AP Type 6" 5 4 Assault 1, Large Blast, Strikedown, Ignores Cover, Brood Bombs
- Brood Bombs: If any template from a Meiotic Spore Bomb scatters so that it misses all enemy units, then the controlling player may immediately place a unit of D3+1 Spore Mines anywhere under the template that is at least 1" away from any other models or impassable terrain. If there is not enough space to place any or all of these spore mines, then those models which cannot be placed are removed from play.
- Living Bomb: Meiotic Spore Mine Clusters are non-scoring, non-denial units. They do not award Victory Points when destroyed, and Wounds suffered by Spore Mines in close combat (including those caused by a Floating Death detonation) are not counted when determining assault results.
OPTIONS:
- All models may take one of the following mutations: (WS:-/BS:-/S:-/T:5/W:-/I:-/A:-/Ld:-/Sv:-/Psy:-/Syn:-)
- May include up to six additional Meiotic Spores ...15 pts/model
HEAVY SUPPORT
CARNIFEX BROOD
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Carnifex | 3 | 3 | 9 | 6 | 4 | 2 | 3 | 7 | 3+ |
UNIT TYPE:
Monstrous Creature
UNIT COMPOSITION:
1 Carnifex ...100 pts
WARGEAR:
- Two sets of scything talons
SPECIAL RULES:
- Fearless
- Instinctive Behaviour (Feed)
- Living Battering Ram: When this model charges, it inflicts D3 Hammer of Wrath Attacks, rather than just 1.
OPTIONS:
- All models may take one of the following mutations: (WS:10/BS:15/S:5/T:25/W:20/I:10/A:20/Ld:10/Sv:40/Psy:-/Syn:-)
- May include up to two additional Carnifexes ...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
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Biovore | 3 | 3 | 4 | 4 | 3 | 2 | 2 | 6 | 4+ |
UNIT TYPE:
Infantry
UNIT COMPOSITION:
1 Biovore ...40 pts
WARGEAR:
- Spore Mine launcher with frag and toxin mines
SPECIAL RULES:
- Instinctive Behaviour (Hunt)
- Very Bulky
OPTIONS:
- All models may take one of the following mutations: (WS:-/BS:10/S:-/T:15/W:15/I:-/A:-/Ld:5/Sv:15/Psy:-/Syn:-)
- May include up to four additional Biovores ...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
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Trygon | 5 | 3 | 6 | 6 | 6 | 4 | 5 | 8 | 3+ |
UNIT TYPE:
Monstrous Creature
UNIT COMPOSITION:
1 Trygon ...190 pts
WARGEAR:
- Bio-electric pulse
- Two pairs of scything talons
SPECIAL RULES:
- Deep Strike
- Fearless
- Fleet
- Instinctive Behaviour (Feed)
- Subterranean Assault: If, when a Trygon (or Trygon Prime) deploys via Deep Strike, it scatters on top of impassable terrain or another model (friend or foe), reduce the scatter distance by the minimum required to avoid the obstacle.
- After the Trygon (or Trygon Prime) has emerged, mark the position under the creature’s base with a suitable marker – this represents the tunnel left by its emergence. Any friendly Tyranid Infantry unit that arrives from reserve in subsequent turns may emerge from the Trygon’s tunnel instead of arriving from reserve as normal. Only one unit may emerge from each tunnel marker each turn.
- If any unit chooses to do so, place the entire unit so that all of its models are wholly within 6" of the centre of the marker and in unit coherency. These models cannot be placed within 1" of enemy models or within impassable terrain; if any models cannot be placed, these excess models are removed as casualties. A unit may not move or charge on the same turn it arrives from a Trygon’s tunnel, but may shoot or Run.
Options:
- All models may take one of the following mutations: (WS:10/BS:15/S:10/T:20/W:15/I:15/A:15/Ld:10/Sv:35/Psy:-/Syn:-)
- May include up to 2 additional Trygons ...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
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Mawloc | 3 | 0 | 6 | 6 | 6 | 4 | 3 | 8 | 3+ |
UNIT TYPE:
Monstrous Creature
UNIT COMPOSITION:
1 Mawloc ...140 pts
SPECIAL RULES:
- Deep Strike
- Fearless
- Fleet
- Instinctive Behaviour (Feed)
- Burrow: An unengaged Mawloc can, at any point during its Movement phases from the second game turn onwards, elect to burrow. If it does so, remove it from the table and place it into Ongoing Reserves. A Mawloc cannot Deep Strike and Burrow in the same turn.
- Terror from the Deep: When arriving from Deep Strike Reserve, a Mawloc can choose to Deep Strike onto a point occupied by another model (friend or foe) – roll for scatter as normal. If a Mawloc Deep Strikes onto a point occupied by another model, do not roll on the Deep Strike Mishap table. Instead, place the large blast marker directly over the spot the Mawloc is deep striking onto. All units except Flyers and Flying Monstrous Creatures beneath the blast marker suffer a number of Strength 6 AP2 hits with the Ignores Cover special rule equal to twice the number of models that unit has underneath the blast marker. If the blast marker is on a multi-level ruin, only models on the lowest level of the ruin count as being under the blast marker. For Wound allocation purposes, assume the attack is coming from the centre of the blast marker. Hits against vehicles are resolved against their side armour.
- If, after removing casualties, it is now possible to place the Mawloc on the table on the spot where the blast marker landed, then do so, even if this is within 1" of another model (but not if it would be in base contact with, or occupying the same space as, another model). If it is not possible to place the Mawloc, replace the large blast marker on the spot and resolve another round of damage as detailed above. If, after removing casualties for a second time, it is still not possible to place the Mawloc, then move enemy models that prevent it to be placed away from the Mawloc, until it could be placed normally, unless at least one of these models is a Gargantuan Creature, or a Super heavy Vehicle, in which case it suffers "Delayed" result from the Deep Strike Mishap table.
Options
- All models may take one of the following mutations: (WS:10/BS:-/S:10/T:20/W:15/I:10/A:15/Ld:10/Sv:35/Psy:-/Syn:-)
- May take items from the Biomorphs list.
- May include up to 2 additional Mawlocs ...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
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Exocrine | 3 | 3 | 6 | 6 | 5 | 3 | 3 | 7 | 3+ |
UNIT TYPE:
Monstrous Creature
UNIT COMPOSITION:
1 Exocrine ...170 pts
WARGEAR:
- Scything talons
- Bio-plasmic cannon
SPECIAL RULES:
- Fearless
- Instinctive Behaviour (Hunt)
- Symbiotic Targeting: If an Exocrine does not move in its Movement phase, it's ranged weapon count as twin-linked. An Exocrine cannot declare a charge during the same turn that it uses this special rule.
Options:
- All models may take one of the following mutations: (WS:10/BS:20/S:10/T:20/W:20/I:10/A:10/Ld:10/Sv:35/Psy:-/Syn:-)
- May take items from the Biomorphs list.
- May include up to 2 additional Excorcines ...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
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Tyrannofex | 3 | 3 | 6 | 6 | 6 | 2 | 3 | 8 | 2+ |
UNIT TYPE:
Monstrous Creature
UNIT COMPOSITION:
1 Tyrannofex ...175 pts
WARGEAR:
- Acid spray
- Stinger salvo
SPECIAL RULES:
- Fearless
- Instinctive Behaviour (Hunt)
Options:
- All models may take one of the following mutations: (WS:10/BS:20/S:10/T:20/W:20/I:10/A:10/Ld:10/Sv:-/Psy:-/Syn:-)
- May include up to 2 additional Tyranofexs ...175 pts/model
- May take items from the Thorax Biomorphs and Biomorphs lists.
- May replace acid spray with one of the following:
- - Fleshborer hive ...5 pts
- - Rupture cannon ...20 pts
- The unit may take a Tyrannocyte as a Dedicated Transport if it have only one model.
TOXICRENE
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Toxicrene | 3 | 3 | 5 | 6 | 5 | 3 | 5 | 8 | 4+ |
UNIT TYPE:
Monstrous Creature
UNIT COMPOSITION:
1 Toxicrene ...160 pts
WARGEAR:
- Acid blood
- Choking cloud
- Two sets of lash whips
- Toxic miasma
SPECIAL RULES:
- Fearless
- Instinctive Behaviour (Feed)
- Poisoned (2+)
- Shrouded
- Hypertoxic: Any hit inflicted by this model that has the Poisoned special rule (including any hits caused by its choking cloud) gains the Instant Death special rule on a To Wound roll of 6.
Options:
- All models may take one of the following mutations: (WS:30/BS:10/S:5/T:20/W:20/I:10/A:20/Ld:10/Sv:30/Psy:-/Syn:-)
- May include up to 2 additional Toxicrenes ...160 pts/model
- May take items from the Biomorphs lists.
- The unit may take a Tyrannocyte as a Dedicated Transport.
TYRANNOCYTE
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Tyrannocyte | 2 | 2 | 5 | 5 | 6 | 3 | 3 | 8 | 4+ |
UNIT TYPE:
Monstrous Creature
UNIT COMPOSITION:
1 Tyrannocyte ...75 pts
WARGEAR:
- Five deathspitters
SPECIAL RULES:
- Deep Strike
- Fearless
- Instinctive Fire
- Drifting Death: The Tyrannocyte cannot Run or charge. They can consolidate but may not make a Sweeping Advance.
- Transport Spore: The Tyrannocyte may transport models, and count as an open-topped transport vehicle with transport capacity of 20 models, though Monstrous Creatures with 5 or less wounds take 10 space (note that the redundant organs mutation does NOT affect this), and 6 wound (or above) monstrous creatures - 20 space. Passengers must disembark Mycetic Spore the turn it enters from Reserves.
- Guided Descent: When a Tyrannocyte deploys via Deep Strike, if it scatters on top of impassable terrain or another model (friend or foe), reduce the scatter distance by the minimum required to avoid the obstacle.
OPTIONS:
- All models may take one of the following mutations: (WS:5/BS:10/S:5/T:20/W:10/I:5/A:5/Ld:5/Sv:15/Psy:-/Syn:-)
- May replace all five deathspitters with:
- - Five barbed stranglers ...25 pts
- - Five venom cannons ...25 pts
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 Behaviour (Feed) special rule destroys an enemy unit in close combat or force to retreat, give a Feed token to that unit. Units with a Feed token count Capillary Tower as an Objective marker, which grants 3 Victory Points at the end of each of his turns if scored. Each time it grants Victory Points, remove one Feed token from one of the units scoring the Capillary Tower.
SPOROCYSTS
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Sporocyst | 2 | 2 | 5 | 5 | 6 | 3 | 3 | 8 | 4+ |
UNIT TYPE:
Monstrous Creature
UNIT COMPOSITION:
1 Sporocyst ...75 pts
WARGEAR:
- Five deathspitters
SPECIAL RULES:
- Fearless
- Infiltrate
- Instinctive Fire
- Immobile Pod: A model with this special rule cannot move. It can never go to ground (voluntarily or otherwise) and cannot consolidate or make a sweeping advance.
- Psychic Resonator: Any friendly Synapse Creature within 6" of this model adds 6" to its synapse range.
- Spore Node: A model with this special rule can produce a Spore Mine Cluster with three Spore Mines or one Mucolid Spore in the Shooting phase, in addition to any attacks it makes. Place the Spore Mines wholly within 6" of the model, in unit coherency and not in impassable terrain or within 1" of an enemy model. After they are placed, the Spore Mines are treated as a separate unit for the rest of the battle.
OPTIONS:
- All models may take one of the following mutations: (WS:5/BS:10/S:5/T:20/W:10/I:5/A:5/Ld:5/Sv:15/Psy:-/Syn:-)
- May replace all five deathspitters with:
- - Five barbed stranglers ...25 pts
- - Five venom cannons ...25 pts
SPECIAL RULES
KNOW NO HONOUR
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 this model is armed with automatically fires at the nearest enemy unit within range and line of sight as if it were attached like a vehicle. The shots are resolved at the end of the Shooting phase before Morale checks are taken. Each weapon can fire at a different target unit, but they cannot be fired in any other way or at any other time.
SHADOW IN THE WARP
All enemy models with the Psyker, Psychic Pilot or Brotherhood of Psykers special rules suffer a -2 penalty to their Leadership characteristic whilst they are within 12" of a model with this special rule. Enemy Psykers within 12" of a model with this speciall rule must pass a Leadership test at the start of each of their psychic phases or add no dice to the Warp Charge pool that phase. Friendly models within 12" of a model with this special rule have the Adamantium Will special rule.
SYNAPSE
Friendly models within 12" of a model with this special rule treat their Leadership characteristic as being the same as this model's Leadership characteristic unless it would normally be higher. If a model with this special rule is within 12" of another model with this special rule that has a higher leadership value than they do, the model transmits the higher Leadership value rather than their own. A unit with this special rule may choose to deactiate this special rule at the end of your opponent's turn and instead focus on a single friendly unit within 12", if they do the unit that is focussed on may use this model's Leadership characteristic and gains the Fearless special rule and it may re-roll any Leadership tests it is required to make. These effects last until the end of your oppoonent's next turn.
LORD OF THE SKIES
Gargoyle Broods are Troops choices if your Warlord has this special rule.
WEAPONS AND BIOMORPHS
MELEE WEAPONS
Designer’s Note: Tyranid Melee weapons come as pairs. For game purposes, each pair is treated as a single Melee weapon. This means that Tyranid models must fight with two pairs of any Tyranid Melee weapons to gain a bonus Attack in close combat for fighting with two weapons. For example, a Hormagaunt armed with a single pair of scything talons does not gain a bonus Attack, but a Ravener with two pairs of scything talons, or a Genestealer with a pair of rending claws and a pair of scything talons, does.
BONESWORDS AND LASH WHIPS
Range S AP Type Boneswords - User 3 Melee, Life Drain Lash Whips - User - Melee, Swiftstrike Bonesword and Lash Whip - User 3 Melee, Life Drain, Swiftstrike
- Life Drain: To Wound rolls of 6 made with a weapon with this special rule gain the Instant Death special rule.
- Swiftstrike: Attacks made with a weapon with this special rule is carried out at +3 Inititive.
CRUSHING CLAWS AND WRECKING BALL
Range S AP Type Crushing Claws - +1 2 Melee, Armourbane, Unwieldy Crushing Claw and Wrecking Ball - +1 2 Melee, Armourbane, Unwieldy, Wrecker
- Wrecker:Models equipped with a set of Crushing Claw and Wrecking Ball have +1 bonus for penetrating building armour and building damage rolls.
RENDING CLAWS
Range S AP Type - User 5 Melee, Rending
SCYTHING TALONS
Range S AP Type - User 6 Melee
SICKLE CLAWS
Range S AP Type - User 2 Melee, Sickle Strike
- Sickle Strike: To Wound rolls of 4+ made with a weapon with this special rule have the Instant Death special rule.
GRASPING TALONS
Range S AP Type - +1 2 Melee, Spine-Maw Strike
- Spine-Maw Strike: When an attack with this special rule results in at least one 6 To Hit, it may make a single additional Spine Maw attack in Initiative step 1 (see rules below)
THORAX SPINE-MAW
Range S AP Type - +4 1 Melee, Instant Death, Digestion Spine
- Digestion Spine: When a Spine-Maw attack removes a model as a casualty, the Model gains a number of Plasm Tokens equal to the number of Wounds on the profile of the model removed (regardless of the number it possessed when it was removed). At the end of its following turns, the Model's controlling player removes one of these Plasm Tokens. Whilst the Model has at least one Plasm Token, it gains the Feel No Pain (4+) Special Rule
RANGED WEAPONS
ACID SPRAY
Range S AP Type Template 6 4 Assault 1, Torrent
BIO-ELECTRIC WEAPONS
Range S AP Type Bio-electric pulse 18" 5 5 Assault 6, Lightning Shock Bio-electric pulse with containment spines 18" 5 5 Assault 12, Lightning Shock
- Lightning Shock: Each time weapon with this special rule rolls a "six" to hit a vehicle, this hit gains Haywire special rule.
BIO-PLASMA
Range S AP Type 18" 7 2 Assault 1, Blast
BIO-PLASMIC CANNON
Range S AP Type 36" 7 2 Assault 1, Large Blast 36" 7 2 Assault 6
CHOKING CLOUD
Range S AP Type 12" 3 - Assault 1, Ignores Cover, Large Blast, Poisoned (2+), Predatory Sentience
- Predatory Sentience: Hits from this weapon gain Armourbane special rule against Open-topped vehicles, and vehicles that are not at their full Hull Points value.
CLUSTER SPINES
Range S AP Type 18" 5 - Assault 1, Large Blast
DEATHSPITTER WEAPONS
Range S AP Type Deathspitter 18" 5 5 Assault 3 Deathspitter with deathscreamer grubs 18" 7 5 Assault 6
DEVOURER WEAPONS
Range S AP Type Devourer 18" 4 - Assault 3, Neural Agony Devourer with brainleech worms 18" 6 - Assault 4, Neural Agony
- Neural Agony: A unit that received an unsaved wound from one or more weapons with this special rule suffers a -1 Leadership penalty until the end of the phase.
DROOL CANNON
Range S AP Type Torrent Template 5 3 Assault 1, Torrent Split 18" 6 3 Assault 2, Sticky Ooze
- Sticky Ooze: When fired on the front or side armour of Flyers, Weapons with this special rule are AP1 and have the Armourbane special rule. Hits from weapons with this special rule also force -1 penalty to Grounding tests when firing on swooping Flying Monstrous Creatures.
THORAX BIOMORPHS
Range S AP Type Desiccator larvae Template 1 - Assault 1, Fleshbane Electroshock grubs Template 5 5 Assault 1, Haywire Shreddershard Beetles Template 3 - Assault 1, Rending, Shred
FLAMESPURT CANNON
Range S AP Type Template 5 4 Assault 1
FLESHBORER WEAPONS
Range S AP Type Fleshborer 12" 4 5 Assault 1 Fleshborer hive 18" 4 5 Assault 20, Rending
GRASPING TONGUE
Range S AP Type 12" 6 2 Assault 1, Precision Shots
IMPALE CANNON
Range S AP Type 24" 8 4 Assault 2, Homing, Ignores Cover
- Homing: Weapons with this special rule can be fired at targets out of the unit's line of sight.
RUPTURE CANNON
Range S AP Type 48" 10 4 Assault 2
SHOCK CANNON
Range S AP Type 24" 5 5 Assault 1, Blast, Haywire
SPIKE RIFLE
Range S AP Type 24" 3 5 Assault 1
SPINEFIST WEAPONS
Range S AP Type Spinefist 12" 3 5 Assault X, Punch Gun, Twin-Linked Heavy Spinefist 12" 5 5 Assault X, Punch Gun, Twin-Linked
- Punch Gun: Weapons with this special rule get one shot for every Attack on the unmodified characteristic profile of the creature firing them. For example, a Termagant (1 Attack) fires 1 shot while a Ravener (4 Attacks) fires 4 shots.
STINGER SALVO
Range S AP Type 18" 5 4 Assault 4
STRANGLER WEAPONS
Range S AP Type Strangleweb Template 2 6 Assault 1, Pinning, Shred Barbed Strangler 36" 4 5 Assault 1, Shred, Large Blast, Pinning Stranglethorn Cannon 36" 6 4 Assault 1, Shred, Large Blast, Pinning
TENTACLIDS
Range S AP Type 36" 5 5 Assault 1, Haywire, Seeking, One Use Only
- Seeking: This weapon counts as having the Twin-linked special rule when targeted at a Zooming Flyer or a Swooping Flying Monstrous Creature.
VENOM CANNON WEAPONS
Range S AP Type Venom Cannon (single shot) 36" 7 4 Assault 1, Blast Venom Cannon (salvo) 36" 7 4 Assault 2 Heavy Venom Cannon (single shot) 36" 9 3 Assault 1, Blast Heavy Venom Cannon (salvo) 36" 9 3 Assault 2
SPORE MINE WEAPONS
Range S AP Type Spore Mine Cyst - X* X* Assault 1, Barrage, Spore Burst, Spore Bomb Spore Mine Launcher 48" X* X* Assault 1, Barrage, Spore Burst
- Spore Bomb: Unlike other weapons, Spore Mine cysts are used during the Movement phase. A Harpy can fire its Spore Mine cysts once in each of its Movement phases. If it does so, it counts as having fired one weapon in its following Shooting phase; however, any other weapons it fires that turn can choose a different target to the Spore Mine cysts. To fire the Spore Mine cysts, the Harpy must be Swooping. After the Harpy has finished moving, centre the large blast marker on any one model the Harpy has passed over that turn and scatter it D6". Units take a hit for each model that is even partially under the blast marker’s final position, resolved using the profile above.
- Spore Burst: If, when the final position of the first blast marker in the barrage is determined, there are no models (friend or foe) under it, place D3 Spore Mine models of appropriate type anywhere within 3" of the blast template central hole so that they are in unit coherency and not within impassable terrain or 1" of an enemy model (any that cannot be placed are lost). These act as a Spore Mine Cluster for the rest of the game.
- * Spore Mine weapons can use a wide variety of different mines, which define weapon's Strength, AP and additional rules.
S AP Additional rules Frag Mine 4 4 Large Blast, Frag Bombardment Toxin Mines 1 3 Assault 1, Blast, Poisoned (3+) Char Mines 7 3 Assault 1, Large Blast, Aerial Minefield, Melta*
- Frag Bombardment: Any unit that charges a unit has being hit by at least one Frag Mine during previous Shooting phase does not suffer penalties to it's Initiative for charging through Difficult terrain.
- Aerial Minefield Char Mines blast only hit Swooping Flying Monstrous Creatures and Zooming Flyers, despite them being usually immune to blast weapons, and does not affect any other models.
- * Char Mines only roll extra dice for Armour Penetration per Melta special rule if the target appears to be directly under the blast template central hole.
Upgrade Biomorphs
ACID BLOOD
For each unsaved Wound a model with this biomorph suffers in close combat, the enemy unit that inflicted the Wound must take an Initiative test at the end of the current Initiative step. For each test that is failed, the unit that inflicted the Wound immediately suffers a Strength 5 AP2 hit with the Ignores Cover special rule.
ACID MAW
In close combat, a model with this biomorph can make a single additional acid maw attack, resolved at Initiative step 1 with the following profile:
Range S AP Type - 5 2 Melee
ADAMANTINE TUSKS
A model with this upgrade gain Hammer of Wrath special rule. If it already has Hammer of Wrath special rule, it's Hammer of Wrath attacks gain a +1 Strength bonus.
ADRENAL GLANDS
A model with this biomorph has the Fleet and Furious Charge special rules.
AMPHIBIOUS ADAPTIONS
A model with this biomorph count water type terrain as open ground for the purpose of moving or charging, and has the Stealth (Water) special rule.
ANTIDOTE GLANDS
Models with this upgrade have the Feel No Pain (4+) special rule against any attacks with the Poisoned special rule, no matter what version of the special rule the attack has.
BLINDING VENOM
In close combat, a model with this biomorph can exchange all of its normal Attacks to make a single blinding venom attack, which uses the following profile:
Range S AP Type - 3 - Melee, Poisoned 6+, Blind
DOPAMINE INJECTOR
A model with this biomorph has the Feel No Pain special rule.
ENHANCED LEG MUSCLES
A unit consisting entirely of models armed with this upgrade has the Crusader special rule.
FEEDER TENDRILS
A model with this biomorph gain the Preferred Enemy rule against model type they have defeated in close combat. For example, if a model with this biomorph win a combat against Chaos Bike squad, they gain the Preferred Enemy (Bikes) special rule.
FLESH HOOKS
Models equipped with this biomorph has Move Through Cover special rule, don't suffer the penalty to their Initiative for charging enemies through difficult terrain, automatically pass Impact tests and can move through solid walls or climb on ruins or basements without ladders. In addition, it can be fired as a ranged weapon with profile below:
Range S AP Type 6" User - Assault 2
FEEDING FRENZY TRIGGER
A model with this upgrade has the Rampage special rule.
IMPLANT ATTACK
If a model has this biomorph, its close combat attacks cause Instant Death on a roll of 6 To Wound.
ECHOLOCATION
A model with this upgrade has the Interceptor special rule.
PSYCHIC BIO-CRYSTALS
A model with this upgrade has the Adamantium Will special Rule.
REGENERATION
Roll a D6 for each wound a model with this Biomorph is missing at the end of each of your turns. On a 6+ this model immediately regains a single wound lost earlier in the battle.
SERRATED BLADES
If a model has this biomorph, its close combat attacks have the Shred special rule.
SNAKE BODY
A model with this upgrade changes it's Unit Type to Beast and gains the Deep Strike special rule.
SPINE BANKS
Spine Banks count as assault grenades as described in Warhammer 40 000 rulebook, except each model in a unit can fire them in their shooting phase.
SPRING COIL MUSCULATURE
If all models in the bearer's unit is armed with spring coil musculature the bearer gains the Hit & Run special rule.
CARAPACE CHITIN-RAMS
A model with this upgrade deals one extra Hammer of Wrath attack, it's Hammer of Wrath attacks are AP2 and have the Armourbane and Shred specal rules.
FOUR-DIMENSIONAL THOUGHT PATTERNS
At the beginning of each shooting phase, a model with this upgrade may choose to have all its ranged attacks gain the Skyfire special rule until the end of the Shooting phase.
TOXIC MIASMA
Once per game, in any Assault phase, a unit with this biomorph can unleash its toxic miasma. If it does so, at the Initiative 1 step, all enemy units engaged in the combat suffer a number of hits equal to the number of models from their unit in base contact with any model from the Tyranid unit unleashing the toxic miasma. These hits are resolved at Strength 3 AP- and have the Poisoned and Ignores Cover special rules.
TOXIN SACS
If a model has this biomorph, its close combat attacks have the Poisoned special rule.
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 changed to Flying Monstrous Creature. If a non-Monstrous Creature has this biomorph, it adds Jump to its unit type.
TAIL BIOMORPHS
A tail biomorph is a Melee weapon that allows its wielder to make a single additional Attack. Note that this Attack is resolved separately from a model’s other close combat attacks and uses the appropriate profile below. Also note that a tail Attack is not affected by other Melee weapons, biomorphs, upgrades or special rules belonging to the owning model, or vice versa. For example, a Hive Tyrant with a heavy venom cannon, a lash whip and bonesword, a prehensile pincer and toxin sacs does not gain an additional Attack for fighting with two close combat weapons, nor does its prehensile pincer tail attack have either the Smash or Poisoned special rules.
Range S AP Type Bone mace - 8 - Melee, Unwieldy Prehensile princer - 6 5 Melee Thresher scythe - 4 4 Melee, Rending Toxin spike - 1 6 Melee, Poisoned (2+)
MUTATIONS
All models in a unit with a Mutations entry in its options may select one of the options at the listed cost, in cases where the cost is - the unit may not select that upgrade.
- (WS) - Superior Neural Connections: +1 Weapons Skill
- (BS) - Improved Vision: +1 Ballistics Skill
- (S) - Overgrown Muscles: +1 Strength
- (T) - Hardened Carapace: +1 Toughness
- (W) - Redundant Organs: +1 Wounds
- (I) - Duplicated Reflex Chains: +1 Initiative
- (A) - Explosive Muscle Action: +1 Attack
- (Ld) - Fear Inhibitors: +1 Leadership
- (Sv) - Armored Shell: +1 Armor Save
- (Psy) - Secondary Brain: Improves Mastery Level by 1.
- (Syn) - Synaptic Enhancement: Improves synapse range by 6"
BIOLOGICAL RELICS
THE MAW-CLAWS OF THYRAX
Range S AP Type - User 4 Melee, Assimilate, Hardened Diamantine Tips
- Assimilate: If this weapon’s close combat attacks cause an enemy model to be removed as a casualty, the model equipped with the Maw-claws of Thyrax gains the Preferred Enemy special rule against all units chosen from the same codex as the model removed as a casualty.
- Hardened Diamantine Tips: Close combat attacks of a model equipped with the Maw-Claws of Thyrax have Rending special rule, which triggers on 5+ rather than on 6. Close combat attacks of a model equipped with the Maw-Claws of Thyrax and Rending Claws have Rending special rule, which triggers on to-wound or to-penetrate roll of 4+ rather than 6.
THE NORN CROWN
A model with the Norn Crown adds 6" to its synapse range. Additionally, it gains Psyker (Mastery Level 1) special rule. If it already has the Psyker special rule, its Mastery Level is increased by 1. In addition, the model's invulnerable save is improved by one - if the model does not have an invulnerable save, it gains a 6+ invulnerable save.
THE MIASMA CANNON
Range S AP Type Miasmic Split 36" 1 4 Assault 1, Large Blast, Poisoned (2+) Miasmic Spray Template 1 4 Assault 1, Torrent, Poisoned (2+)
THE YMGARL FACTOR
At the start of it's movement phase, a model with the Ymgarl Factor must alter their form into one of the three listed below. The bonus gained lasts until the start of it's next movement phase. The same form cannot be chosen in two consecutive turns.
- - Slashing Claws: The model has +D3 Strength.
- - Tentacled Limbs: The model has +D3 Attack.
- - Muscle Carapace: The model has +D3-1 Toughnes.
THE REAPER OF OBLITERAX
Range S AP Type - +2 2 Melee, Life Drain*, Parry*, Constrict*
- * The Reaper of Obliterax count as both a set of two Boneswords and a set of two Lash Whips for the purpose of these special rules.
PSYCHIC POWERS
Unless mentioned otherwise all Tyranid psykers may generate their powers from the Biomancy, Telepathy, and Telekinesis disciplines as well as Hivemind's Control and Hivemind's Wrath, though they must generate at least one of their psychic powers from Hivemind's Control or Hivemind's Wrath disciplines. If the Psyker generates all of his powers only from Hivemind's Control and Hivemind's Wrath disciplines, it still get the Primaris power from one of these disciplines of his choice as Psychic Focus.
Tyranid Psykers gain +1 to Perils of the Warp rolls (to the maximum of 6), if they suffer Perils by manifesting powers from Hivemind's Control or Hivemind's Wrath disciplines, and -2 penalty to Perils of the Warp rolls (to the minimum of 1), if they suffer Perils by manifesting powers from Biomancy, Telepathy, or Telekinesis disciplines.
POWERS OF THE HIVE MIND
Powers of the Hive Mind are not generated but are instead selected in the Psykers unit entry. The powers of the Hive Mind do not have a Primaris Power, Tyranid Psykers only know the powers they purchase in their unit entry.
CATALYST
Any Psyker that knows this power has the Eternal Warrior special rule.
- Warp Charge 1
- Catalyst is a blessing that targets the Psyker’s unit and up to one other friendly unit from Codex: Tyranids that is within 12". Whilst this power is in effect, the targets gain the Feel No Pain special rule. If either Psyker or the target already has Feel No Pain special rule, it is improved by one whilst the power is in effect (for example, 5+ become 4+).
DOMINION
Any Psyker that knows this power adds 6" to its synapse range.
- Warp Charge 1
- Dominion is a blessing that targets a friendly unit within 12". The target gains the Fearless special rule.
ONSLAUGHT
Friendly units within Synapse range of any Psyker that knows this power may both Run and then shoot in its Shooting phase. It may not shoot and then Run.
- Warp Charge 1
- Onslaught is a blessing that targets a single friendly unit from Codex: Tyranids within 24". Whilst this power is in effect, the target unit can both Charge and Run in the same turn.
HORROR
Psykers that know this power gain the Fear special rule. Succesful Fear tests taken against a Psyker that knows this power must be re-rolled.
- Warp Charge 1
- Horror is a malediction that targets a single enemy within 24”. The target must immediately take a Pinning test with a -2 modifier to its Leadership.
PAROXYSM
Any Psyker that knows this power adds +2 to its Initiative characteristic.
- Warp Charge 1
- Paroxysm is a malediction that targets a single enemy unit within 24". Whilst this power is in effect, the target unit’s Weapon Skill and Ballistic Skill are both reduced by D3 (roll once and apply the result to both characteristics).
WARP BLAST
Any Psyker that knows this power has a 5+ invulnerable save.
- Warp Charge 2
- Warp Blast is a witchfire power. Warp Blast can be used as either a Burst or a Lance. Each time this power is manifested, the controlling player must choose which profile is being used, before the target is chosen:
Range S AP Type Burst 24" 5 3 Assault 1, Blast Lance 18" 10 2 Assault 1, Lance
Introduction
Angry codices are an attempt to improve internal and external balance. Check out the Angry Codex hub for the other angry codices and a more detailed description of what exactly the Angry Codices are made to do.
This is a copy and paste of Codex - Tyranids /tg/ edition. I didn't think it would be worth it to do all the legwork with writing down all the profiles of the units in the codex, in addition to that several okay and a couple of great additions were made in Codex - Tyranids /tg/ edition. I have made very, very few edits in this codex which is why it is a pre-alpha angry dex, or a finished /tg/ dex with some minor revisions. I did not write any of the new rules and many of them will be changed or removed.
Disclaimer
Games Workshop in no way endorses this codex nor any of the other Angry Codices. No infringement is intended with this work, nor any other of the Angry Codices. The intent of the angry codices is NOT to make GW go out of business, but rather to improve the quality of the hobby, which leads to a happier and larger player base.
Editing
Feel free to edit wordings to improve readability. Add anything you like to any of the Angry Codices, except the Angry Necrons, Dark Eldar and Daemons, for these documents you should instead first argue in the discussion page before adding or changing anything. If someone objects to something you have written or changed, you should civilly discuss and prove why your idea is good and how it fits with fluff/is more balanced etc. etc. If no conclusion can be made then the Angry Pirate has the final say, if he does not say anything remove any changes from the official codex. If you don´t agree with an edit the Angry Pirate has made you can write in the talk page of the relevant talk page or in my page by clicking the first blue link. Angry Pirate (talk)
THE TYRANID SWARM
TYRANIDS WARGEAR LIST
BASIC BIO-WEAPONS
A model may replace its devourer with one of the following:
- - Scything talons ...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
- - Stranglethorn cannon*1 ...15 pts
- - Deathspitter with deathscreamer grubs ...20 pts
- - Heavy venom cannon*1 ...25 pts
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
- - Enchanced leg muscles ...5/5 pts
- - Psychic bio-crystals ...2/5 pts
- - Serrated blades ...2/5 pts
- - Adamantine tusks ...5 pts
- - Antidote glands ...-/10 pts
- - Echolocation ...4/8 pts'
- - Spring coil musculature ...10/10 pts
- - Toxin sacs ...3/10 pts
- - Feeding frenzy trigger ...10/30 pts
- - Acid blood ...5/15 pt
- - Adrenal glands ...5/15 pts
- - Warp shield projector ...5/20 pts
- - Regeneration ...2/15 pts
- - Dopamine injector ...10/45 pts
- - Four-dimensional thought patterns ...10/30 pts
THORAX BIOMORPHS
A model may take up to one of the following:
- - Electroshock grubs ...10 pts
- - Desiccator larvae ...10 pts
- - Shreddershard beetles ...10 pts
BIOLOGICAL RELICS
A model may replace any pair of scything talons with one of the following. Only one of each Apex Biomorph may be taken per army.:
- - The Maw-claws of Thyrax ...15 pts
- - The Miasma Cannon ...25 pts
- - The Norn Crown*2 ...40 pts
- - The Ymgarl Factor*2 ...40 pts
- - The Reaper of Obliterax ...45 pts
- *1One per model. A model cannot have both a stranglethorn cannon and a heavy venom cannon.
- *2Does not replace the model’s scything talons and so can be taken in addition to any other weapon/upgrade.
HQ
TYRANT BROOD
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Hive Tyrant | 8 | 4 | 6 | 6 | 4 | 5 | 4 | 10 | 3+ |
The Swarmlord | 9 | 4 | 6 | 6 | 5 | 6 | 4 | 10 | 3+ |
Tyrant Guard | 5 | 3 | 5 | 6 | 2 | 4 | 2 | 7 | 3+ |
UNIT TYPE:
Hive Tyrant
Monstrous Creature
Tyrant Guard
Infantry
UNIT COMPOSITION:
1 Hive Tyrant ...x pts
WARGEAR:
Hive Tyrant
- Two pairs of scything talons
The Swarmlord
- Two pairs of bone sabres
Range S AP Type - User 2 Melee, Blade Parry, Instant Death
- Blade Parry: The Swarmlord has a 4+ invulnerable save against Wounds caused by Melee weapons. This has no effect against the ranged profile of a melee weapon or attacks like Hammer of Wrath and Stomp attacks.
Tyrant Guard
- Rending claws
- Scything talons
WARLORD TRAIT:
- Synaptic Lynchpin: (The Swarmlord only) Your Warlord's Synapse Range is doubled.
SPECIAL RULES:
Hive Tyrant
- Psyker (Mastery Level 2)
- Know No Honour
- Shadow in the Warp
- Synapse Creature
The Swarmlord
- Alien Cunning: Whilst the Swarmlord is alive, you must add 1 to your Reserve Rolls.
- Psyker (Mastery Level 3)
- Know No Honour
- Shadow in the Warp
- Synapse Creature
- Swarm Leader: At the beginning of your turn, choose either the Swarmlord’s unit, or one friendly unit from Codex: Tyranids within 18" of the Swarmlord. Then, choose one of the following special rules: Furious Charge, Monster Hunter, Tank Hunter, or Preferred Enemy. The chosen unit has that special rule until the end of the turn.
Tyrant Guard
- Blind Rampage: If a Hive Tyrant or The Swarmlord is killed whilst part of a unit including one or more models with this special rule, all surviving models with this special rulegain the Furious Charge, Rage and Hatred special rules at the end of that turn, and keep them for the remainder of the battle.
- Instinctive Behaviour (Feed)
- Shieldwall: Characters in a unit that contains at least one model with this special rule automatically pass Look Out, Sir rolls.
- Very Bulky
PSYKER:
Hive Tyrants and The Swarmlord must purchase a number of psychic powers equal to their Mastery Level.
OPTIONS:
- May include up to 5 Tyrant Guard ...x pts/model
- One Hive Tyrant in your army may be upgraded to The Swarmlord ...x pts
- The Hive Tyrant may take one of the following special rules:
- - Superior neural connections ...x pts
- - Improved vision ...x pts
- - Overgrown muscles ...x pts
- - Hardened carapace ...x pts
- - Redundant organs ...x pts
- - Duplicated reflex chains ...x pts
- - Explosive muscle action ...x pts
- - Fear inhibitors ...x pts
- - Armored shell ...x pts
- - Secondary brain ...x pts
- - Synaptic enhancement ...x pts
- All Tyrant Guard may take one of the following special rules:
- - Superior neural connections ...x pts
- - Improved vision ...x pts
- - Overgrown muscles ...x pts
- - Hardened carapace ...x pts
- - Redundant organs ...x pts
- - Duplicated reflex chains ...x pts
- - Explosive muscle action ...x pts
- - Fear inhibitors ...x pts
- - Armored shell ...x pts
- - Secondary brain ...x pts
- - Synaptic enhancement ...x pts
- The Hive Tyrant may take items from the Monstrous Bio-cannons, Melee Bio-weapons, Biomorphs, Thorax Biomorphs and Apex Boimorphs lists.
- The Hive Tyrant may take one of the following Warlord Traits:
- - Intimidating Presence ...x pts
Friendly units within 12" of the Warlord can use his Leadership rather than their own.
- - The Dust of a Thousand Worlds ...x pts
Your Warlord, and all friendly units within 12", have the Move Through Cover special rule.
- - Target Priority ...x pts
In the Shooting phase, your Warlord and all friendly units within 12" of him reroll To Hit rolls of 1.
- - Coordinated Assault ...x pts
In the Assault phase, your Warlord and all friendly units within 12" of him reroll To Hit rolls of 1.
- - Tenacity ...x pts
Your Warlord has the Feel No Pain special rule.
- The Hive Tyrant may take any of the following:
- - Prehensile pincer ...x pts
- - Flesh hooks ...x pts
- - Bio-Plasma ...x pts
- All models may take monstrous wings and the Lord of the Skies special ...x pts + y pts/model
- The Hive Tyrant or The Swarmlord must purchase a number of psychic powers from the following list equal to its mastery level:
- - Catalyst ...x pts
- - Dominion ...x pts
- - Onslaught ...x pts
- - Horror ...x pts
- - Paroxysm ...x pts
- - Warp blast ...x pts
- May take a Tyrannocyte or a Mycetic Spore as a Dedicated Transport.