Tyranid Shrike Brood………..35 points per model
WS BS S T W I A Ld Sv Unit Type Unit Composition Shrike 4 2 5 5 2 4 2+1 10 5+ In J 3-9 Shrikes Special Rules:• Synapse Creature
• Move Through Cover
• Very Bulky
Biomorphs:
• Reinforced Chitin
• Scything Talons
- An additional set of scything talons free - Rending claws +5 pts per model
• The entire brood may replace one set of scything talons with one of the following:
- Spike rifles free
- Lash whip and bonesword or a pair of boneswords +15 pts per model
• The entire brood may replace their spinefists with:
- Spike rifles free - Fleshborers free
- Devourers +5 pts per model - Deathspitters +10 pts per model
• The entire brood may take:
Gargoyle Brood………..6 points per model
WS BS S T W I A Ld Sv Unit Type Unit Composition• Instinctive Behavior (Lurk)
• Fleet
• Move Through Cover
Options:
• The entire brood may replace their fleshborers with spike rifles free
• The entire brood may buy the Scout special rule at +2 pts per model
Against non-vehicle units, any roll To Hit of 6 made by a Gargoyle in close combat counts as having the Blind special rule.
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• Instinctive Behavior (Hunt)
• Fearless
• Hardened Carapace
• Two sets of Scything Talons
• Stinger Salvo
• Frag Mine Clusters
• Wings
Options:
• Replace one set of scything talons with:
- Twin-linked barbed strangler +10 pts - Twin-linked venom cannon +25 pts
• Replace frag mine clusters with 4 tentaclids +15 pts
• Replace stinger salvo with:
- Cluster spines free
On any turn in which a Harpy charges into close combat, it does not suffer the penalties for charging enemies through cover, but instead fights at their normal Initiative in the ensuing combat. In addition, any non-vehicle unit that is charged by a Harpy must halve its Initiative value (rounding up) for the remainder of that Assault phase.
Frag Mine Clusters
Once per game, the Harpy may drop a cluster of Frag Spore Mines as it moves during the Movement phase. This does not count as a shooting attack. To do so, nominate any enemy model that the Harpy moved over in the Movement phase and roll for scatter exactly as if the Harpy were firing a barrage weapon at that spot with the following profile:
Rng S AP Type
N/A 4 5 Assault 3, Large Blast*
*If, after the final position of the first template of the barrage has been determined, there are no enemy models within 6” of the central hole, do not resolve the attack but instead place 3 Frag Spore Mines in base contact with each other, on the spot where the central hole would have landed. These then follow the rules for Spore Mines detailed in the Living Bomb rule.
Winged Rippers………...15 points per base
WS BS S T W I A Ld Sv Unit Type Unit Composition Winged Rippers 2 2 3 3 3 2 4 4 6+ In J 3-9 Winged Ripper Bases Special Rules:
• Instinctive Behavior (Feed)
• Fearless
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Emperor knows what pit spawned the hideous apparition we came to know as the Red Terror. It first attacked the outer bastion and twenty four men died before we drove it away with flamers. We never even found the bodies of
Lieutenant Borales and Captain Lowe, just a trail of slime that led away from the command post and into the tunnels. It returned the following night, and the slaughter began anew, but this time we were ready for it… or so
we thought.’
- From ‘Twenty Days in Hell, the retreat from Devlan Primus’
43 Ravener Brood……….35 points per model
WS BS S T W I A Ld Sv Unit Type Unit Composition Ravener 5 2(3) 5 5 2 5 2+1 5 5+ Be 3-9 Raveners Special Rules:
• Instinctive Behavior (Feed)
• Night Vision
• Deep Strike
• Very Bulky Biomorphs:
• Reinforced Chitin
• Rending Claws
• Scything Talons
• Enhanced Senses
Options:
• The brood may replace their rending claws with an additional set of scything talons free
• The brood may take one of the following:
- Spinefists +5 pts per model - Devourers +10 pts per model - Deathspitters +10 pts per model
• The entire brood may take:
- Frag spines +1 pt per model - Tail weapon +2 pts per mdoel
- Adrenal glands – WS +5 pts per model - Toxin sacs +5 pts per model
The Red Terror………145 points
WS BS S T W I A Ld Sv Unit Type Unit Composition The Red Terror 6 2 5 5 3 5 3+2 10 3+ Mc Be (Ch) The Red Terror (Unique) Special Rules:
• Instinctive Behavior (Feed)
• Deep Strike
• Fearless
• Swallow Whole
Biomorphs:
• Bonded Exoskeleton
• Two Sets of Scything Talons
• Tail Weapon
Swallow Whole
If the Red Terror hits with at least four of its close combat attacks in a single phase (excluding its tail weapon 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 tail weapon attack). Instead, the nominated model is immediately 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.
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Meiotic Spore Sacks………...35 points per model + Spore Mines
1-3 Meiotic Spores are taken as a single Fast Attack choice. Spores may be deployed separately and operate independently during the game.
WS BS S T W I A Ld Sv Unit Type Unit Composition
• Reinforced Chitin
Options:
• The entire unit must select a single type of spore mine to carry:
- Frag spore mines free
- Toxin spore mines +5 pts per model - Bio-acid spore mines +5 pts per model
Movement
Meiotic Spores must start the game in reserve and enter play via the Deep Strike rules. After it has arrived via Deep Strike, the Meiotic Spore may ‘drift’ D6” as in the Living Bomb special rule, but it may move in any direction its owning player chooses, rather than in a random direction.
Detonation
A Meiotic Spore detonates as detailed under the Living Bomb special rule, however they may be automatically detonated in the Shooting phase even if it is not within range of a synapse creature. When it detonates, the attack is resolved with the blast template centered on the spore:
Rng S AP Type - 5 3 Large Blast
After resolving the attack, remove the spore from play as a casualty and place D6-2 spore mines of the appropriate type on its former location, just as you would place a Deep Striking unit. These spore mines then act exactly as they would normally from this point onwards.
The more I learn about these aliens, the more I come to understand what drives them, the more I hate them.
I hate them for what they are and for what they may one day become.
I hate them not because they hate us, but because they are incapable of good, honest, human hatred.
-Inquisitor Agmar
Spore Mine Cluster……….Varies
A Tyranid army may include 0-3 Spore Mine clusters as Fast Attack choices. These units do not take up a spot on the Force Organization chart but are otherwise treated normally.
WS BS S T W I A Ld Sv Unit Type Unit Composition Spore Mine 0 0 1 3 1 1 0 10 - In 3-6 Spore Mines Special Rules:
• Living Bomb
• Orbital Deployment
Options:
• All spore mines in the cluster must be of the same type, chosen from the following list:
- Bio-acid +9 pts per model - Frag +8 pts per model - Toxin +10 pts per model Orbital Deployment
Spore Mine Clusters are always deployed in the following manner. After both sides have selected their deployment zone, but before any units are deployed, all of your Spore Mine Clusters must Deep Strike onto the board. If any models in a cluster scatter off the board or into impassable terrain the entire cluster is destroyed as described in the 1-2 result on the Deep Strike Mishap table. After they have landed, the Spore Mines in the cluster are then treated as individual Spore Mines as described in the Living Bomb rule.
45 Malefactor Brood………...110 points per model
WS BS S T W I A Ld Sv Unit Type Unit Composition Malefactor 3 2 6 6 5 3 2+1 7 3+ Mc 1-3 Malefactors Special Rules:
• Instinctive Behavior (Feed)
• Carrier Beast
• Fearless
• Fleet Biomorphs:
• Bonded Exoskeleton
• Scything Talons
• Leaping
• Two Sets of Spine Banks
Options:
• May replace scything talons with:
- Lash Whips +5 pts - Crushing claws +15 pts
• Take any of the following:
- Adrenal glands – I +5 pts - Symbiote rippers +5 pts - Adrenal glands – WS +8 pts - Toxin sacs +8 pts
- Toxic Miasma +10 pts - Regeneration +20 pts Carrier Beast
A Malefactor can carry a single unit of Infantry or Beast models within it. The combined Wounds scores of the transported unit may not exceed 10 Wounds. A Malefactor may begin the game with a unit embarked on it. A Malefactor may not transport Jump units, Monstrous Creatures or Flying Monstrous Creatures. Models may embark on and disembark from the Malefactor as if it were a Transport with the Open Topped special rule. A single brood may not embark onto multiple Malefactors in the brood.
A unit embarked on a Malefactor may disembark even if the Malefactor is locked in close combat. To do so, place all of the models in the disembarking unit so that they are within 6 inches of the Malefactor, in unit coherency and in base to base contact with an enemy model in the same close combat as the Malefactor. The disembarking models may fight in the following Assault phase but do not count as charging.
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• Instinctive Behavior (Feed)
• Fearless
• Living Battering Ram Biomorphs:
• Bonded Exoskeleton
• Two sets of Scything Talons Dedicated Transport:
• If the brood consists of only a single model, it may take a mycetic spore.
Options:
Every Carnifex in a brood may select options from the following list. All models in the brood must select the same options:
• A single Carnifex may be upgraded to a Haruspex (see unit entry for options) +30 pts
• Replace one set of scything talons with one of the following:
- Rending claws free
- Crushing claws +20 pts per model
• Replace one other set of scything talons with lash whips +10 pts per model
• If a carnifex does not take any close combat biomorphs other than scything talons, it may take Enhanced senses +5 pts per model
• Replace any set of scything talons with:
- Twin-linked deathspitter or twin-linked devourers +15 pts per model
- Barbed strangler +20 pts per model - Venom cannon +25 pts per model
• Replace bonded exoskeleton with armored shell +20 pts per model
• Take any of the following: - Extended carapace +15 pts per model - Bio-plasma +20 pts per model - Regeneration +25 pts per model
*A carnifex may only have one of these biomorphs.
Living Battering Ram
A model with this special rule gains +2 Initiative during a turn in which it launched an assault.