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CODEX

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Codex: Tyranids

Version 2.2

An Unofficial Alternative Codex

for Warhammer 40,000

By Azathoth DCLXVI

This game supplement is completely unofficial and in no way endorsed by Games Workshop Limited.

Adeptus Astartes, Battlefleet Gothic, Black Flame, Black Library, the Black Library logo, BL Publishing, Blood Angels, Bloodquest, Blood Bowl, the Blood Bowl logo, The Blood Bowl Spike Device, Cadian, Catachan, the Chaos device, Cityfight, the Chaos logo, Citadel, Citadel Device, City of the Damned, Codex, Daemonhunters, Dark Angels, Dark Eldar, Dark Future, the Double-Headed/Imperial Eagle device, 'Eavy Metal, Eldar, Eldar symbol devices, Epic, Eye of Terror, Fanatic, the Fanatic logo, the Fanatic II logo, Fire Warrior, Forge World, Games Workshop, Games Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One, the Hammer of Sigmar logo, Horned Rat logo, Inferno, Inquisitor, the Inquisitor logo, the Inquisitor device, Inquisitor:

Conspiracies, Keeper of Secrets, Khemri, Khorne, Kroot, Lord of Change, Marauder, Mordheim, the Mordheim logo, Necromunda, Necromunda stencil logo, Necromunda Plate logo, Necron, Nurgle, Ork, Ork skull devices, Sisters of Battle, Skaven, the Skaven symbol devices, Slaanesh, Space Hulk, Space Marine, Space Marine chapters, Space Marine chapter logos, Talisman, Tau, the Tau caste designations, Tomb Kings, Trio of Warriors, Twin Tailed Comet Logo, Tyranid, Tyrannid, Tzeentch, Ultramarines, Warhammer, Warhammer Historical, Warhammer Online, Warhammer 40k Device, Warhammer World logo, Warmaster, White Dwarf, the White Dwarf logo, and all

associated marks, names, races, race insignia, characters, vehicles, locations illustrations and images from the Blood Bowl game, the Warhammer world, the Talisman world, and the Warhammer 40,000 universe are either ®, TM and/or © Copyright Games Workshop Ltd 2000-2012, variably registered in the UK and other countries around the world. All Rights Reserved

Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners. All art, illustrations and concepts used without permission.

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-Table of Contents-

______________________________________________________________________

The Fall of Malvolion ……… 4

Tyranid Special Rules ……… 6

Tyranid Psychic Powers ……… 8

Biomorphs ……… 10

General Biomorphs ……… 10

Armor Biomorphs ……… 11

Ranged Biomorphs ……… 12

Close Combat Biomorphs ……… 13

Tyranid Army List ……… 14

HQ ……… 14

Hive Tyrant ……… 14

The Dagon Overlord ……… 16

The Swarmlord ……… 17

Tyranid Guard Brood ……… 18

Genestealer Patriarch ……… 19

Alpha Warrior Brood ……… 20

Malanthrope Brood ……… 22

The Parasite of Mortrex ……… 24

ELITES ……… 25

Zoanthrope Brood ……… 25

The Doom of Malan’tai ……… 26

Lictor Brood ……… 28

Deathleaper ……… 29

Venomthrope Brood ……… 30

Pyrovore Brood ……… 31

Tervigon ……… 33

TROOPS ……… 35

Tyranid Warrior Brood ……… 35

Brood Cluster ……… 36

Gaunt Brood ……… 36

Hormagaunt Brood ……… 37

Ripper Swarm ……… 37

Genestealer Brood ……… 38

DEDICATED TRANSPORTS ………39

Mycetic Spore ……… 39

FAST ATTACK ……… 40

Tyranid Shrike Brood ……… 40

Gargoyle Brood ……… 40

Harpy ……… 41

Winged Ripper Swarm ……… 41

Ravener Brood ……… 43

The Red Terror ……… 43

Meiotic Spore Sacks ……… 44

Spore Mine Cluster ……… 44

Malefactor ……… 45

HEAVY SUPPORT ……… 46

Carnifex Brood ……… 46

Haruspex ……… 47

Old One Eye ……… 48

Mawloc ……… 49

Trygon ……… 50

Exocrine ……… 53

Biovore ……… 53

Tyrannofex ……… 54

FORTIFICATIONS ……… 56

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______________________________________________________________________

-Table of

Contents-Reference ……… 58

Sample Tyranid Builds ……… 60

Hive Tyranid Builds ……… 60

Alpha Warrior Brood Builds ……… 61

Warrior Builds ……… 62

Shrike Builds ……… 63

Carnifex Builds ……… 64

Tyrannofex Builds ………65

Notable Tyranid Swarms ……… 67

Planetary Assault Swarm ……… 67

The Psychic Choir ……… 68

Vanguard Swarm ……… 69

The Unending Tides of Dagon …… 70

Mycetic Assault Swarm ……… 72

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4

THE FALL OF MALVOLION

By Dan Abnett

By his wrist-chronometer, it was not yet noon,

but the air was warm and clammy. Trooper Karl

Grauss of the Mordian Iron Guard 15th let his

lasrifle swing loose on its harness strap, wiped

the perspiration from his eyes, and pushed the

angular nose of the wrench-bar into the rusty

door lock.

He paused and glanced around at Major Hecht.

The officer was tensed, his lasrifle pulled up

tight with the butt in his armpit, ready to fire.

Beads of sweat dotted his face too, and it

wasn't just the heat.

'What are you waiting for?' he hissed.

Grauss shrugged. He didn't know, exactly. He

didn't know anything except what Hecht had

told him and the others of Zwie Company that

morning: get out to that pumping station in the

delta and find out why they hadn't checked in

for three days. Grauss jiggled the wrench-bar

until the tool locked against the latch

mechanism, and then began to wind the ratchet

so that the door release slowly began to turn

manually.

Down the low hallway behind him, the major

and six other men from Zwie hugged the walls

and braced lasguns. This was the job at its

worst, thought Grauss as he cranked the tool.

Sneaking into a mystery and opening doors

blind when you had no idea what in the name

of the God-Emperor lay on the other side.

But, dammit, they were Iron Guard! More

disciplined and determined Imperial soldiers

you couldn't find.

They'd reached the pumping station early that

morning. A cluster of machine-barns and

modular habitats, it stood at a confluence of

irrigation channels which watered the entire

delta area and fed over a dozen farm steads.

The suns were low and cool. There had been no

sign of life, not even the ever-present water

birds that Grauss had seen everywhere in the

marshes.

And once they had got inside, with no answers

to their voice or vox calls, it had been so

damned hot and humid, like someone had set

the environment controls to ''tropical''.

The latch popped and Grauss kicked the door

inwards, swinging aside so that the major could

slide in, gun raised and aimed. Before them lay

some kind of hydroponics workshop, with a

high, cera-glass roof and metal support pillars

rusting in the steamy air. Samples of crops and

yield-plants stood in labeled pots and trays and

bins all around. The walkways between the bins

were metal grille. Sappy moisture dripped from

the transparent panes above.

The Mordians fanned out into the hothouse,

dripping with sweat in their temperate

zone-issue fatigues and tunics.

'What's this?' called Trooper Parnell. Grauss

moved over to him, and the major joined them

too. Parnell gestured with disgust at a rack of

culture-trays set under some daylight lamps.

Nutrient feeder sprays intermittently misted

what was in the trays with chemical washes.

Major Hecht cursed. The things in the trays

looked like rotting, globular fungi: puffy,

swollen, the size of human heads. They pulsed

irregularly. None of the Mordians had any

horticultural training and none had been on

Malvolion long enough to get a feel for the local

flora, but they all knew this stuff just wasn't

right.

'Burn it. Get a flamer in here and burn it all.'

Hecht looked away from the obscene crop.

Grauss was about to obey the command when

they heard the las-fire. Close by, two or three

buildings away. Six short, frantic bursts, then a

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longer report made by several guns on auto,

firing together. Zwie Company's vox-intercoms

spluttered out an overlapping, unintelligible

series of ear-splitting cries and yells.

The platoon turned and ran towards the

sounds, Hecht in the lead. Platoon Two,

scouting to the left of them, was in trouble.

Hecht's men burst into the chamber that had

been Two's last recorded position. It was a

hangar barn, with several big-wheeled

agricultural vehicles parked in it. The air was full

of smoke from discharged weapons.

There were two bodies on the floor, both men

from Two, both looking like they'd been

dismembered by industrial crop-reapers.

Platoon One crept forward through the gloom,

twitching for targets. Grauss found the headless

corpse of another man from Two leaning

against the wheelarch of one of the

agri-tractors.

Looking aside from the corpse in distaste,

Grauss saw that the tractor was hitched to a big

flatbed cargo truck, with something large and

strange chain-lashed to it. Caked in the mud of

the delta, it looked for all the world like some

kind of ship: those bulbous projections at the

rear could only be propulsion units. But… it was

small, not large enough for anything more than

a single human, and it made him sick to look at

it. It wasn't made of metal. It wasn't technology

as he understood it. It looked… organic. Fleshy,

pod-like, akin to the things he had seen growing

in the hothouse but many, many times larger.

Was this something the station crew had found

out there in the delta and hauled back for

study?

There was a cry and a burst of las-fire behind

him. Grauss spun around, in time to see

Trooper Parnell's body sailing across the

chamber in a welter of blood and torn flesh.

Lasguns roared and flashed. Something was

moving through the gloom with terrifying

rapidity. Something with claws. Four sets of

claws.

It sliced through Major Hecht at the waist, and

his body fell in two, still firing.

It was right on Grauss now. He howled and

started to fire.

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6

-Tyranid Special Rules-

_________________________________________________________________________________ Synapse Creature

Synapse Creatures and Tyranid units that have a model within 12” of a Synapse Creature are said to be within synapse range. A unit that is within synapse range is not subject to the Instinctive Behavior rule (see below) and gains the Fearless special rule as detailed in the Warhammer 40,000 rulebook.

Additionally, Tyranid units within synapse range count as being joined by a Character and may use the synapse creature’s Leadership value in place of their own for all Leadership tests they are called upon to make. If a unit that is falling back is within synapse range before it moves, it automatically rallies, regardless of any normal restrictions.

Instinctive Behavior

All unengaged Tyranid models that are not falling back or have gone to ground, must take a Leadership test at the beginning of their Movement phase:

• If the test is passed, the unit acts normally that turn.

If the test is failed the unit reverts to its baser instincts and will either Lurk, Hunt or Feed, depending on the type of Instinctive Behavior listed in its entry, for the duration of that turn.

Lurk

A unit that Lurks may not move in the Movement phase and may not launch an assault in the Assault phase. In the Shooting phase, the unit must fire at the nearest visible enemy. If there are no enemies in the unit’s line of sight or within range of at least one of its ranged weapons, or if the unit has no ranged weaponry, it must instead run towards the nearest piece of area terrain, trying to move into it if possible. If the unit is already in a piece of area terrain it will not move and will stay where it is.

Hunt

In the Movement phase, a Hunting unit cannot move if there is an enemy unit within line of sight and in range of its ranged biomorphs. Otherwise, it must always move as fast as possible towards the closest visible enemy unit. In the Shooting phase, it cannot Run and must instead shoot at the closest enemy unit that is within range and line of sight of at least one model in the Tyranid unit. If there is no viable target, the Tyranid unit can do nothing during the Shooting phase. The unit cannot charge in the Assault phase.

Feed

A unit that Feeds is subject to Rage as detailed in the Warhammer 40,000 rulebook. In addition, the unit may not fire any weapons in the Shooting phase, though it may still run.

The Shadow in the Warp

Due to the eclipsing influence of the ravening Tyranid Hive Mind in the Warp, all enemy Psychic tests are made on 3D6 rather than 2D6. Additionally, all instances of Perils of the Warp that would result from an attempted Psychic test are nullified for all models.

Tyranid Ranged Biomorphs

Many Tyranid ranged biomorphs use the Strength value of the model firing it. Some of these weapons will also modify the Strength they fire at as detailed in their profiles below. Game effects that temporarily modify a creatures Strength do not modify the Strength values of any ranged biomorphs they use.

Additionally, some ranged weapons have an Assault value of X. In these cases, X is equal to the base number of attacks on the profile of the creature carrying it. This value ignores any bonus attacks gained by Scything Talons. This value may be modified on certain weapons and will be detailed on the weapons profile.

If a model is armed with two instances of the same ranged biomorph (excluding those designated as twin-linked), then they instead count as a single twin-linked ranged biomorph of the same type.

Tyranid Close Combat Biomorphs

Tyranid models never receive bonus Attacks for fighting with more than one close combat weapon, except as detailed with scything talons. They instead receive all benefits as described under all of the close combat biomorphs they are armed with.

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Warp Field

A model with the Warp Field special rule increases it’s Armor save to 2+ and also gains a 5+ Invulnerable save.

Living Bomb

All Spore Mines, regardless of their source, have the following rules when they are on the table. Each Spore Mine model is treated as an individual unit.

Spore Mines are always ignored for the purposes of any and all mission objectives. Spore Mines are not subject to Instinctive Behavior, never go to ground (voluntarily or otherwise), run or fall back.

At the beginning of the Tyranid Shooting phase before any shots are fired, each Spore Mine moves D6” in a direction determined by the scatter dice (Tyranid player chooses the direction if a hit is rolled).

If a spore mine is in synapse range, the Synapse Creature may give up one of its shooting attacks and move the spore mine 6” in any direction, ignoring Difficult Terrain.

If a Spore Mine suffers a wound, touches an enemy model, or it ends any move action less than 2” from an enemy unit, it immediately explodes. Place the central hole of the appropriate blast template over the Spore Mine and resolve any hits at the Strength and AP of the appropriate Spore Mine, then remove the Spore Mine from play. Spore Mines that drift off the table are immediately removed from play.

Additionally, a Tyranid Synapse Creature may choose to detonate any number of Spore Mines within its synapse range during the Tyranid Shooting phase as if the above requirements had been met.

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-Tyranid Psychic Powers-

______________________________________________________________ Aura of Despair – Warp Charge 1

This is a malediction that lasts until the end of the current turn. If successful, all enemy units within 12” of the psyker suffer a -1 penalty to their Leadership value. If an enemy unit is within range of several models using this power or models with the Psychic Scream power, the modifiers are cumulative.

Catalyst – Warp Charge 1

This is a blessing that targets a single friendly unit within 12” of the psyker. If successful, that unit gains the Feel No Pain special rule.

Dominion – Warp Charge 1

This psychic power is used at the beginning of the Tyranid players turn before any Instinctive Behavior tests are rolled. If successful, the psyker’s synapse range is increased by 6” until the beginning of the next friendly turn.

Hypnotic Gaze – Warp Charge 1

This psychic power is used during the Tyranid players Fight sub-phase, before any blows are struck. If successful, select one model in base contact with the psyker. Both players roll a D6 and add the Leadership of their respective models. If the psyker rolls equal to or higher than the target’s score, that model may not attack in the ensuing close combat. This power cannot affect models that do not have a Leadership value.

Leech Essence – Warp Charge 1

This is a witchfire power that automatically hits a single non-vehicle enemy unit within 12”. The target immediately suffers 3, Strength 3, AP 2 hits. The psyker recovers a single lost Wound for each wound inflicted using this power, up to its starting number of Wounds.

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Onslaught – Warp Charge 1

This power is a blessing that targets a single friendly unit within 12”. That unit may both run and then shoot in the same Shooting phase. The unit may do so even if it is subject to Instinctive Behavior – Feed.

Psychic Scream

Psychic Scream is a psychic power that does not require a Psychic test to use and is always active. Any enemy unit with a model within 12” of a psyker with this power suffers a -1 penalty to their

Leadership score for as long as they are within range. Penalties for being within range of multiple models with this power or models with the Aura of Despair power are cumulative.

The Horror

The Horror is a psychic power that does not require a Psychic test to use and is always active. Enemy units attempting to charge a unit with this power must pass a Morale test. If failed, the unit may not charge this turn.

Warp Blast – Warp Charge 1

Warp Blast is a witchfire power with the following profile:

Rng S AP Type

Dispersed 24” 5 3 Assault 1, Blast OR

Focused 18” 10 1 Assault 1

The Tyranids are without a doubt the most

rapidly evolving creatures in the galaxy. The

Magos Biologis of Mars have observed

developmental DNA leaps between broods

originating from different hive fleets that

would take other beasts millions of years to

achieve. It appears that the Tyranid 'Norn

Queens' or primogenitor organisms aboard

the hive ships are capable of modifying

their progeny in response to the

environment and life-forms they encounter.

Newly harvested genetic codes are

assimilated, the prey's defensive measures

are examined, and improved creatures are

bio-engineered to overcome that

resistance. Over time the myriad

improvements to the hive fleet's genepool

are melded with others, strengthening the

entire race.

A case in point is to observe the degree of

integration of the Tyranid's symbiote

weapons. At first these were relatively

crude and were carried and employed,

however distastefully, by the creatures that

used them like a gun or a sword. In later

encounters Tyranids have exhibited, more

and more frequently, weaponry meshed

directly into the creatures carrying them.

Now it has become impossible to tell where

the Tyranid warrior ends and its weapon

symbiotes begin. I think we can be assured

that the Norn Queens will continue to work

tirelessly towards more and more perfectly

adapted for killing the inhabitants of this

galaxy just as they have in others before

ours. Simply put, over the coming centuries

we may be out-evolved to the point of

extinction.

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-Biomorphs-

______________________________________________________________________________

General:

Acid Blood

For every unsaved wound inflicted on a model or unit with acid blood suffers in close combat, the enemy unit that struck the blow suffers an automatic hit with a Strength equal to the Toughness of the wounded Tyranid with AP 4. Vehicles are hit on the arc facing the wounded Tyranid.

Acid Maw

A Tyranid model with this biomorph counts their close combat attacks as AP3.

Adrenal Glands (WS or I)

A model with adrenal glands has either +1 WS or +1 Initiative as described in the unit entry. If both options are available, both may be purchased at the listed points costs.

Enhanced Senses

A Tyranid with this biomorph adds +1 to its Ballistic Skill.

Extended Carapace

A model with this biomorph gains a +1 bonus to its Toughness value.

Feeder Tendrils

A Tyranid with this biomorph has the Preferred Enemy special rule while locked in close combat. Additionally, for as long as they remain in the same close combat as a model with this biomorph, friendly Tyranid models gain the Preferred Enemy special rule as well.

Frag Spines

A model armed with frag spines does not suffer the Initiative penalties for charging enemies through cover, but instead fights at their normal Initiative in the ensuing combat.

Implant Attack

Any unsaved wounds inflicted on an enemy model by a Tyranid with this biomorph are multiplied into 2 wounds.

Leaping

A Tyranid with this biomorph may both Run and Assault in the same turn.

Regeneration

If a model with this biomorph is alive at the start of the controlling player’s turn, roll a D6 for each wound it has below its starting total. For each roll of 5+, the creature regains a single wound, up to its starting number of Wounds.

Spine Banks

A model with spine banks counts as being armed with spinefists. They may be fired in the Shooting phase in addition to any weapons normally allowed. Spine banks may be fired while running.

Spore Cysts

A model with spore cysts that is not in base contact with the enemy may produce a toxin Spore Mine in the Shooting phase in addition to any other shooting it performs. Place a Spore Mine in base contact with the creature – from this point on, the Spore Mine acts as described in the Living Bomb special rule. Once the spore mine has been placed, roll a D6. On a roll of a 1, the creature with spore cysts takes a wound with no save allowed.

Symbiote Rippers

In addition to its normal attacks, a model with symbiote rippers strikes with 4 S3, AP- attacks in close combat at Weapon Skill 2 and Initiative 2.

Tail Weapon

When in base to base contact with 3 or more enemy models, a Tyranid armed with a tail weapon gains +1 Attack.

Toxic Miasma

At the end of each player’s turn, every non-vehicle enemy model in base contact with a Tyranid with the toxic miasma biomorph must pass a Toughness test or suffer a wound at AP-.

Toxin Sacs

A model armed with toxin sacs gains the Poisoned (4+) special rule. Ranged Biomorphs do not benefit from Toxin Sacs.

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Tusked

A model with the tusked biomorph gains an additional +1 attack when charging on top of any it would normally receive.

Wings

Models equipped with Wings are Jump Units as described in the Warhammer 40,000 rulebook. Monstrous Creatures with the Wings biomorph are instead Flying Monstrous Creatures.

Armor:

Chitin

A model with chitin has a 6+ Armor save.

Reinforced Chitin

A model with reinforced chitin has a 5+ Armor save.

Hardened Carapace

A model with a hardened carapace has a 4+ Armor save.

An alien threat has risen from beyond the abyss, a swarm so vast that it blots out the stars. This horror

fights neither for power nor territory, but rather to feed a hunger so insatiable that it will eventually

devour the entire galaxy.

-Inquisitor Lord Kryptman

Bonded Exoskeleton

A model with a bonded exoskeleton has a 3+ Armor save.

Armored Shell

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Ranged Biomorphs:

Acid Shard Volley

Rng S AP Type

24” 7 4 Assault 4, Skyfire, Twin-linked

Acid Jets

Rng S AP Type

Template 3 4 Assault 2, Armorbane

Acid Spray

Rng S AP Type

Template +1 (Max S6) 4 Assault 1, Torrent

Barbed Strangler

Rng S AP Type

36” -1 (Max S8) 5 Assault 1, Large Blast, Pinning Bio-electric Pulse Rng S AP Type 12” 5 - Assault 2X Bio-plasma Rng S AP Type 12” 7 2 Assault 1, Blast Bio-plasmic Cannon Rng S AP Type

36” 6 3 Assault 1, Large Blast

OR 24” 7 2 Assault 6

Cluster Spines

Rng S AP Type

18” User (Max S6) 6 Assault 1, Large Blast

Deathspitter

Rng S AP Type

24” +1 (Max S7) 5 Assault 1, Blast

Desiccator Larvae

Rng S AP Type

Template 1 - Assault 1, Fleshbane

Devourer

Rng S AP Type

18” User (Max S6) - Assault 2X, Shred

Electroshock Grubs

Rng S AP Type

Template 5 5 Assault 1, Haywire

Fleshborer

Rng S AP Type

12” +1 (Max S5) 5 Assault X, Shred

Fleshborer Hive Rng S AP Type 12” 5 5 Assault 20, Shred Impaler Cannon Rng S AP Type 24” 8 4 Assault 2*

*Cover saves taken against shots from an Impaler

Cannon suffer a -2 penalty.

Ripper Tentacles Rng S AP Type 6” User - Assault 2X Rupture Cannon Rng S AP Type 48” 10 2 Assault 2 Shreddershard Beetles Rng S AP Type

Template 3 - Assault 1, Rending, Shred

Spike Rifle

Rng S AP Type

18” User (Max S6) 6 Assault X

Spinefists

A model armed with spinefists counts as being equipped with frag spines.

Rng S AP Type

12” User (Max S6) 6 Assault X, Twin-linked

Spore Mine Launcher

When firing a spore mine launcher, 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 a number of Spore Mines, equal to the number of Spore Mine Launchers in the unit, 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.

Rng S AP Type

Bio-Acid

48” 3 4 Assault 1, Barrage, Blast, Armorbane Frag 48” 4 5 Assault 1, Barrage,

Large Blast Toxin 48” -* 4 Assault 1, Barrage,

Blast, Poisoned (4+) *Toxin mines have no effect on vehicles, except on

open-topped vehicles, on which they inflict a single automatic glancing hit.

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Stinger Salvo

Rng S AP Type

18” User (Max S5) 5 Assault 2X

Strangleweb

Rng S AP Type

Template X* - Assault 1, Pinning

*When firing the strangleweb, any enemy models that

are hit by the template must pass a Strength test or suffer a wound.

Tentaclids

Rng S AP Type

36” 5 5 Assault 1, Haywire, Seeking*, Missile, One Shot

*If a model makes a shooting attack with this weapon against either a Zooming Flyer or a Swooping Flying Monstrous Creatures, it re-rolls failed To Hit rolls made with this weapon.

Venom Cannon

Rng S AP Type

36” +2 (Max S10) 4 Assault X

*A venom cannon suffers a -1 penalty on rolls on the

Vehicle Damage Chart against vehicles which are not open topped.

Close Combat Biomorphs:

Bonesword

Wounds inflicted in close combat by a Tyranid with a bonesword count as AP 3. In addition, if a model suffers one or more unsaved wounds in close combat from a Tyranid with a bonesword, it must

immediately pass a Leadership test or suffer instant death. If the Tyranid creature that inflicted the wound is armed with a pair of boneswords then the

Leadership test must instead be passed on 3D6.

Claws and Teeth

Models with claws and teeth count as being armed with a normal close combat weapon.

Crushing Claws

A Tyranid with crushing claws gains an extra D3 Attacks in close combat (rolled for at the beginning of each round of combat) but strikes at Initiative 1, regardless of any modifiers. When making Smash attacks, this biomorph instead confers a single extra attack and the creature strikes at Initiative 1.

Lash Whip

Any enemy model that is in base contact with a Tyranid with one or more lash whips have their Initiative value set to 1 until the end of the Assault phase.

Rending Claws

Tyranid creatures with the Rending Claws biomorph gain the Rending special rule.

However, if taken by a Monstrous Creature, such is their strength that if they connect they are all but guaranteed to tear their target apart. They instead gain the benefits of the Rending special rule on a To Hit roll of 6.

Scything Talons

A model equipped with a set of scything talons gains +1 attack. A second set of scything talons confers a further +1 attack.

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-Tyranid Army List-

____________________________________________________________________

HQ

Hive Tyrant………...150 points

WS BS S T W I A Ld Sv Unit Type Unit Composition

Hive Tyrant 7 3 6 6 4 5 3+1 10 3+ Mc (Ch) 1 Hive Tyrant

Special Rules:

• Hive Commander • Psyker (Mastery Level 1) • Synapse Creature • Synaptic Node Biomorphs: • Bonded Exoskeleton • Scything Talons • Spinefists Psychic Powers:

• A Hive Tyrant has The Horror. Additionally, it must also select any two of the following psychic powers at the cost listed:

- Catalyst +15 pts - Warp Blast +15 pts - Leech Essence +10 pts - Onslaught +10 pts - Psychic Scream +5 pts

• May upgrade to Mastery Level 2 +20 pts

Options:

Replace spinefists with:

- An additional set of scything talons free • Replace one set of scything talons with:

- Lash whip and bonesword +10 pts - Crushing Claws +15 pts

• Replace any set of scything talons with: - Rending claws +5 pts

- Twin-linked deathspitter or twin-linked devourer +15 pts

• Take one of the following, replacing one set of scything talons:

- Barbed strangler +20 pts - Venom cannon +35 pts

• May take the warp field special rule +30 pts • Take any of the following:

- Frag spines +1 pt - Symbiote rippers +5 pts - Adrenal glands – I +5 pts - Adrenal glands – WS +8 pts - Enhanced senses +8 pts - Toxin sacs +8 pts - Implant Attack +10 pts - Toxic miasma +10 pts - Acid blood +10 pts - Regeneration +20 pts

• May take a thorax swarm with either electroshock grubs, desiccator larvae or shreddershard beetles +15 pts

• Take one of the following: - Armored shell +20 pts - Wings +35 pts

Hive Commander

All friendly Tyranid reserve rolls may be adjusted by +1 or -1 (choose which for each dice after it has been rolled). This bonus is cumulative with other bonuses, excluding other instances of the Hive Commander special rule.

Synaptic Node

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16

The Dagon Overlord………280 points

WS BS S T W I A Ld Sv Unit Type Unit Composition

Dagon Overlord 8 3 6 6 4 5 3 10 3+ Mc (Ch) Dagon Overlord (Unique)

Special Rules:

• Ferocity

• Hive Commander • Psyker (Mastery Level 1) • Synapse Creature • Synaptic Node • The Toxic Horde

Psychic Powers: • Catalyst • Onslaught • The Horror Biomorphs: • Bonded Exoskeleton • Lashwhip and Bonesword • Venom Cannon

• Acid Blood • Toxin Sacs • Regeneration

Ferocity

All friendly Tyranid units within 12” of the Dagon Overlord (including the Overlord itself) gain the Preferred Enemy special rule.

The Toxic Horde

All Toxin Sacs in an army including the Dagon Overlord grant the Poisoned (3+) special rule rather than the normal Poisoned (4+).

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17

The Swarmlord……….290 points

WS BS S T W I A Ld Sv Unit Type Unit Composition

Swarmlord 9 3 6 6 5 6 4 10 2+ Mc (Ch) Swarmlord (Unique)

Special Rules:

• Alien Cunning • Blade Parry • Hive Commander • Psyker (Mastery Level 2) • Swarm Leader • Synapse Creature • Synaptic Node • Warp Field Biomorphs: • Bonded Exoskeleton • Bone Sabers • Tusked Psychic Powers: • Dominion • Leach Essence • Paroxysm • The Horror Alien Cunning

Whilst the Swarmlord is alive, any of the Tyranid player’s units arriving using the outflank special rule also gain the Pathfinder special rule.

Blade Parry

The Swarmlord possesses a 4+ Invulnerable save in close combat.

Swarm Leader

At the beginning of the Tyranid player’s Shooting phase, the Swarmlord can bestow onto any one friendly unit within 18” either the Preferred Enemy, Night Fighting or Furious Charge special rule. These benefits last until the end of the Tyranid player’s turn.

Bone Sabers

The Swarmlord’s attacks inflict instant death regardless of the opponents Toughness. In addition, any successful Invulnerable saves made against hits inflicted by the Swarmlord must be re-rolled.

Paroxysm – Warp Charge 1

This is a witchfire power that automatically hits a single non- vehicle enemy unit within 12”. That unit must reduce its Weapon Skill and Ballistic Skill to 1 until the beginning of the Tyranid player’s next turn.

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Guard Brood……….50 points per model

You may include one Guard brood for each Hive Tyrant (including the Dagon Overlord and the Swarmlord) in your army. These broods do not count towards your HQ allowance.

WS BS S T W I A Ld Sv Unit Type Unit Composition

Hive Guard 3 4 5 6 2 4 2 6 4+ In 1-3 Hive Guard Tyrant Guard 5 2 5 6 2 4 2+1 6 3+ In

Biomorphs:

Hive Guard only

• Hardened Carapace • Impaler Cannon • Claws and Teeth

Tyrant Guard

• Bonded Exoskeleton • Rending Claws • Scything Talons

Special Rules:

• Move Through Cover • Shieldwall

• Very Bulky

Hive Guard only

• Instinctive Behavior (Hunt)

Tyrant Guard only

• Instinctive Behavior (Feed) • Blind Rampage

Options:

• The entire brood may select any of the following biomorphs:

- Adrenal glands – I +3 pts per model - Toxin sacs +3 pts per model

- Adrenal glands – WS +5 pts per model - Spine banks +5 pts per model

- Acid blood +10 pts per model • The entire brood may be upgraded to

tyrant guard +10 pts per model

• Any tyrant guard models may replace their scything talons for one of the following: - Lash whip +5 pts per model - Bonesword +5 pts per model

- Lash whip and bonesword or crushing claws +20 pts per model

Shieldwall:

A Hive Tyrant (including the Dagon Overlord and the Swarmlord) may join and leave a Guard Brood as if it were an Independent Character. While accompanied in this way, the unit cannot go to ground, voluntarily or otherwise.

Blind Rampage:

If a Hive Tyrant (including the Dagon Overlord and the Swarmlord) is killed whilst part of a unit of Tyrant Guard, the surviving Tyrant Guard immediately gain the Fleet, Furious Charge and Rage special rules. These abilities last for the remainder of the battle.

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19

Genestealer Patriarch………110 points + Genestealers

WS BS S T W I A Ld Sv Unit Type Unit Composition

Patriarch 7 4 6 5 3 7 4 10 3+ In (Ch) Patriarch (Unique) Genestealer 6 3 4 4 1 6 2 10 5+ In 6-11 Genestealers Special Rules: • Bulky • Fear • Fleet • Infiltrate • Inhuman Strength • Move Through Cover • Pathfinder

• Planetary Subversion • Psyker (Mastery Level 2) • Synapse Creature Biomorphs: • Bonded Exoskeleton • Rending Claws Psychic Powers: • Aura of Despair • Hypnotic Gaze • The Horror Options:

• Must be accompanied by 6-11 genestealers. See Genestealer entry for costs and options. • May take any of the following:

- Frag spines +1 pt - Feeder tendrils +3 pts - Scything Talons +5 pts - Toxin sacs +5 pts - Adrenal glands – I +8 pts - Adrenal glands – WS +8 pts - Implant Attack +10 pts - Acid blood +10 pts - Regeneration +15 pts Inhuman Strength

A Genestealer Patriarch’s close combat attacks are AP 2.

Planetary Subversion

All reserve rolls made by the Tyranid player’s opponent over the course of the game suffer a -1 penalty.

"I can think of few greater xenos threats to the Imperium than that of the

Genestealer. An apex predator possessed of intelligence and cunning that rival our own, they exist for the sole

purpose of reproducing in vast numbers and sowing utter chaos in their wake."

-Inquisitor Kalistradi from The Nature of the Beast

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20

Alpha Warrior Brood………..180 points

WS BS S T W I A Ld Sv Unit Type Unit Composition

Alpha Warrior 5 3 5 5 3 5 3+1 10 3+ In (Ch) 3 Alpha Warriors

Special Rules:

• Synapse Creature • Brotherhood of Psykers • Move Through Cover • Very Bulky Psychic Powers: • Dominion Biomorphs: • Bonded Exoskeleton • Scything Talons • Spinefists Dedicated Transport:

• The brood may take a Mycetic Spore as a dedicated transport.

To think of these creatures as beasts is a grave mistake. We have observed their vanguard organisms herd prey like cattle into the path of the

main swarms. We have seen expend them tides of lesser beasts so that their enemies have no ammunition left when their leaders attack, and armoured columns channeled into narrow defiles

where but one of their assault beasts can tear through an entire tank company. Only yesterday we

received a pict-capture of several platoons falling back into the keep of Gnex Bastion, only to be trapped and slaughtered by burrowing organisms that burst from the ground. These creatures have shown evidence of a tactical acumen that speaks of a

far worse threat than that posed by a mere beast.

-Lexmechanic Ursis, Belis Corona.

Options:

• The brood may be given a single additional psychic power from the following list: - Psychic Scream +10 pts

- Onslaught +10 pts

• The entire brood may replace their spinefists with:

- An additional set of scything talons free - Rending claws +15 pts

• The entire brood may replace one set of scything talons with one of the following: - Spike rifle free

- Lash whip and bonesword or a pair of boneswords +35 pts

• The entire brood may replace their spinefists with:

- Fleshborers free - Spike rifles free - Devourers +15 pts - Deathspitters +30 pts

• One alpha warrior in the brood may exchange its spinefists (or whichever biomorph replaced it’s spinefists) with one of the following:

- Barbed strangler +15 pts - Venom cannon +20 pts • The entire brood may take:

- Frag spines +3 pts - Adrenal glands – I +15 pts - Adrenal glands – WS +15 pts - Enhanced senses +15 pts - Implant attack +20 pts - Leaping +20 pts - Toxin sacs +20 pts - Bio-electric pulse +25 pts - Regeneration +30 pts - Acid blood +30 pts

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Malanthrope Brood………...140 points per model

WS BS S T W I A Ld Sv Unit Type Unit Composition

Malanthrope 3 3 5 5 3 5 3 10 2+ Mc 1-3 Malanthropes

Special Rules:

• Synapse Creature • Anaphylactic Shock • Fleet

• Psyker (Mastery Level 1) • Move Through Cover • Warp Field

Biomorphs:

• Bonded Exoskeleton • Claws and Teeth • Feeder Tendrils • Regeneration • Toxic Miasma • Toxin Sacs Psychic Powers: • The Horror Anaphylactic Shock

A Malanthrope’s close combat attacks cause Instant Death, regardless of the target’s Toughness.

Consuming Swarm

For each individual Malanthrope taken in an army, the army must contain at least one Ripper Swarm, consisting of five or more bases. If a Malanthrope Brood is taken as an HQ choice, Ripper Swarms are scoring units, even though they are Swarms.

Genetic Ingenuity

For each Malanthrope brood included in a Tyranid army, the Tyranid army list may benefit from a single upgrade described below. Unique models may not benefit from this rule.

Shifting Strategy

A single skill from the following list may be selected. It may be applied to any model in the army at the cost of +3 points per model (+1 point per model for 1 Wound models).

Furious Charge, Hit & Run, Night Vision or Stealth. Adaptive Chitin

Any model in the army may improve its armor save by +1 at the points cost listed below. A model may only improve its armor save once in this way.

Armor Save Cost

6+ to 5+ +2 pts per model 5+ to 4+ +8 pts per model 4+ to 3+ +12 pts per model 3+ to 2+ +20 pts per model

Caustic Monstrosities

Any model in the army that may not already take it may take the Acid Blood biomorph at the listed cost: 1 Wound +1 pt per model

2 Wounds +3 pts per model 3 Wounds +5 pts per model 4+ Wounds +10 pts per model

Healing Factor

Any models in the army with more than one Wound (excluding Ripper Swarms and Winged Rippers) may take the Regeneration biomorph at +10 pts per model if they do not already have the option to take it.

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The Parasite of Mortrex………..170 points

WS BS S T W I A Ld Sv Unit Type Unit Composition

Parasite of Mortrex 5 3 6 5 3 6 4 10 3+ In J (Ch) Parasite of Mortrex (Unique)

Special Rules:

• Host Organism • Implant Parasite • Independent Character • Move Through Cover • Synapse Creature

• “The Sarge is Acting Strangely…” • Very Bulky Biomorphs: • Bonded Exoskeleton • Rending Claws • Implant Attack • Symbiote Rippers • Wings Host Organism

Ripper Swarms and Winged Rippers that are within 24” of the Parasite of Mortrex at the beginning of the turn do not need to test for Instinctive Behavior.

Implant Parasite

The Tyranid player’s opponent must take a Toughness test for each model removed as a casualty because of wounds inflicted by the Parasite of Mortrex (wounds inflicted due to the Symbiote Rippers biomorph are not included). For each test failed, roll a D6. At the end of the

Assault phase, place a Ripper Swarm unit with a number of bases equal to the sum total of all of the dice rolled such that all bases are within 6” of the Parasite of Mortrex. Any bases that cannot be placed due to impassible terrain, enemy units within 1” or because you have run out of models are lost.

“The Sarge is Acting Strangely…”

Every enemy infantry unit that arrives using the outflank ability may harbor a squad member infested with Ripper parasites. At the end of their Movement phase, one model in each of these units (owning player’s 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 consisting of D6 bases anywhere within 6” of the victim. If the victim was inside a transport vehicle, it is assumed he staggered out before dying. Any bases that cannot be placed due to impassible terrain, enemy units within 1” or because you have run out of models are lost.

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ELITES

Zoanthrope Brood………75 points per model

WS BS S T W I A Ld Sv Unit Type Unit Composition

Zoanthrope 3 4 4 4 2 3 1 10 2+ In 1-3 Zoanthropes

Special Rules:

• Move Through Cover • Synapse Creature • Psyker (Mastery Level 1) • Very Bulky

• Warp Field

Biomorphs:

• Reinforced Chitin • Claws and Teeth

Dedicated Transport:

• A brood of Zoanthropes may take a Mycetic Spore as a dedicated transport.

Options:

• A brood of zoanthropes must select two psychic powers from the following list. Individual zoanthropes in the unit may select different powers:

- Catalyst - Psychic Scream - Leach Essence - Warp Blast

• A single zoanthrope may select The Horror as one of its two allowed psychic

powers +5 pts

They are coming! I

feel them scratching

inside my mind,

scratching,

screaming, running,

so many – so, so

many voices. They

are coming for us –

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The Doom of Malan’tai……….125 points

WS BS S T W I A Ld Sv Unit Type Unit Composition

Doom of Malan’tai 3 4 X 4 4 3 1 10 2+ In (Ch) Doom of Malan’tai (Unique)

Biomorphs:

• Reinforced Chitin • Claws and Teeth

Psychic Powers:

• Cataclysm

Dedicated Transport:

• The Doom of Malan’tai may take a Mycetic Spore as a dedicated transport.

Special Rules:

• Instinctive Behavior (Hunt) • Absorb Life

• Fearless

• Heavy Warp Field • Move Through Cover • Psychic Strength

• Psyker (Mastery Level 1) • Spirit Leech

• Very Bulky

Absorb Life

The Doom of Malan’tai immediately gains +1 Wound, to a maximum of 10 Wounds, for every unsaved wound it inflicts due to its psychic powers, spirit leech or in close combat.

Psychic Strength

The Doom of Malan’tai’s Strength characteristic is always the same as its Wounds characteristic. Therefore, as it suffers Wounds its Strength is reduced and vice versa.

Spirit Leech

At the beginning of every Shooting phase, including the foe’s, every non-vehicle enemy unit within 12” of the Doom of Malan’tai must take a Leadership test. If the test is failed the unit suffers a single wound for each point they failed by, with no armor or cover saves allowed. Units embarked on transports within 12” of the Doom of Malan’tai are subject to this rule as well, however they receive a 4+ Invulnerable save against these wounds.

Cataclysm – Warp Charge 1

This is a witchfire power with the following profile:

Rng S AP Type

24” User 1 Assault 1, Large Blast

After the power has been used, but before any additional Wounds are gained due to the Absorb Life ability, the Doom of Malan’tai suffers D3 wounds. No saves of any kind can be taken against these wounds.

Heavy Warp Field

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Lictor Brood……….75 points per model

WS BS S T W I A Ld Sv Unit Type Unit Composition

Lictor 6 3 6 5 2 6 2+1 10 5+ In (Ch) 1-3 Lictors

Special Rules:

• Instinctive behavior – Lurk • Fleet

• Hit and Run

• Move Through Cover • Pheromone trail • Shrouded • Uncanny Reflexes • Very Bulky Biomorphs: • Reinforced Chitin • Rending Claws • Scything Talons • Feeder Tendrils • Flesh Hooks • Chameleonic Skin Chameleonic Skin

Models with this biomorph always start in Reserve, even in missions that do not normally use this rule. Independent Characters may not start the game attached to the brood. When the models become available, they are placed anywhere on the table that is within 6” of a piece of area terrain and at least 1” away from any enemy model. The models must be placed in unit coherency and may not move on the turn that they arrive, but they may run or assault.

All shots fired at a model with this special rule count as Snap Shots and they may not be targeted for shooting if they are more than 36” away from the shooting unit.

Flesh Hooks

A model with this biomorph has frag spines.

When using its Hit and Run special ability, a brood of models with this biomorph may attempt to drag an enemy along with them. Nominate a single Independent Character within 6 inches of any one model in the brood that is part of the same assault. The models make their Hit and Run move as normal, but may roll to hit the chosen character as with a single Shooting attack each. Any hits are resolved at S4 and AP-.

If the model is slain, remove it as a casualty as normal. If the model is hit but not killed, it is moved with the brood and placed in base to base contact with one or more of the models with this biomorph. They then remain locked in assault.

Pheromone Trail

An army including one or more models with this rule add +1 to its reserve rolls so long as one or more of the models are alive. This applies whether they have deployed from reserves or not.

So long as one of the models with this rule began the player turn on the table, any friendly Tyranid units arriving by Deep Strike may arrive within 6” of them without scattering.

Uncanny Reflexes

A model with this special rule has a 5+ invulnerable save.

The thing that scares me most of all is that it burst out from the jungle directly in front of our ambush position. It had killed Jensen and Lucca before we knew what was happening.

Nothing that large should be able to move like that.

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Deathleaper………...150 points

WS BS S T W I A Ld Sv Unit Type Unit Composition

Deathleaper 9 3 6 5 2 7 4+1 10 5+ In (Ch) Deathleaper (Unique)

Biomorphs: • Reinforced Chitin • Rending Claws • Scything Talons • Chameleonic Skin • Feeder Tendrils • Flesh Hooks • Implant Attack Killing Strike

All of Deathleaper’s close combat attacks count as rending on any To-Wound rolls of 5+.

“It’s after me!”

Nominate a single enemy Character or Unique model at the beginning of the game as the victim of the Deathleaper’s psychological attacks. Whilst Deathleaper is still alive, that model’s Leadership score is reduced by 3.

Special Rules:

• Instinctive behavior – Lurk • Fearless

• Fleet • Hit and Run • “It’s after me!” • Killing Strike • Move Through Cover • Pheromone Trail • Shrouded

• Uncanny Reflexes • Very Bulky • “What was that?” • “Where is it?” • “Where’d it go?”

“What was that?”

All enemy infantry units within 12” of

Deathleaper roll one less dice (to a minimum of one) when moving through difficult terrain.

“Where is it?”

Deathleaper may not be targeted for shooting if it is more than 24” away from the shooting unit.

“Where’d it go?”

If Deathleaper ends its Movement phase more than 1” from any enemy model, the controlling player can decide that it will blend into the background. If the player elects to do so, remove Deathleaper from the table and place it into ongoing reserves. In the controlling players next Movement phase, Deathleaper can be re- deployed following the normal rules for Chameleonic Skin. This ability may not be used in the same turn in which Deathleaper arrives from reserves.

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Venomthrope Brood………55 points per model

WS BS S T W I A Ld Sv Unit Type Unit Composition

Venomthrope 3 3 4 4 2 3 2 5 5+ In 1-3 Venomthropes

Special Rules:

• Instinctive Behavior (Feed) • Move Through Cover • Poisoned (2+) • Spore Cloud • Very Bulky Biomorphs: • Reinforced Chitin • Lash Whips • Feeder Tendrils • Toxic Miasma Dedicated Transport:

• The brood may take a Mycetic Spore as a dedicated transport.

Spore Cloud

The Venomthrope brood and any friendly units with one or more models within 6” of them gain the Shrouded special rule and any enemy unit that charges these units counts as making a disorganized charge. In addition, any nonvehicle enemy model that assaults one of the affected models must take a dangerous terrain test to represent the toxic effect of the spore cloud. Should the Venomthrope be killed, these bonuses are immediately lost.

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Pyrovore Brood………40 points per model

WS BS S T W I A Ld Sv Unit Type Unit Composition

Pyrovore 3 3 4 4 2 2 2 5 4+ In 1-3 Pyrovores

Special Rules:

• Instinctive Behavior (Hunt) • Dual Mind

• Hidden Menace • Move Through Cover • Very Bulky • Volatile Dual Mind Biomorphs: • Hardened Carapace • Acid Spray • Rending Claws • Acid Blood • Acid Maw Dedicated Transport:

• May take a Mycetic Spore as a dedicated transport.

A Pyrovore’s weapon symbiote is unusual in that the weapon is actually more intelligent than the beast carrying it. A unit of Pyrovores may target an enemy unit with its Acid Spray and may then choose to assault a different enemy unit in the Assault phase. If included in a squad of Gaunts, the Pyrovore may target a different enemy unit with its Acid Spray then the Gaunts do with their shooting. In the Assault phase, the unit may only charge the enemy unit targeted by the Gaunts.

Hidden Menace

A unit of Pyrovores may be split up and added to units of Gaunts. To do so, during deployment a single Pyrovore may be removed from the unit and added as an upgrade model to an individual unit of Gaunts. Any number of Pyrovores in the unit may do this. When doing so the Pyrovore gains the Character type. Only a single Pyrovore may be added to any one unit of Gaunts. If the Gaunts have taken a Mycetic Spore the Pyrovore counts as 2 models towards the 20 model limit the pod may transport and in such cases may not be added to units of more than 18 Gaunts. If the Gaunts have taken the Without Number special rule, then the Pyrovore does not reenter play with the unit and is left as a casualty.

If any Pyrovores from the unit are not put into a unit of Gaunts in this way, then they are left together as a unit and operate as normal Infantry.

Volatile

If a Pyrovore is killed by a wound that inflicted instant death, roll a D6. On a 4+, the weapon has ignited the Pyrovore’s internal chemicals and all models within 6” of the slain Pyrovore suffer a Strength 5, AP 3 hit.

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Tervigon………140 points

For every Brood Cluster included in your army which includes at least one Gaunt Brood, you may include one Tervigon as a Troops choice.

WS BS S T W I A Ld Sv Unit Type Unit Composition

Tervigon 3 3 5 6 5 1 2 10 4+ Mc 1 Tervigon

Special Rules:

• Brood Progenitor • Psyker (Mastery Level 1) • Spawn Gaunts

• Synapse Creature

Biomorphs:

• Hardened Carapace • Claws and Teeth • Stinger Salvo

Psychic Powers:

• Dominion

Options:

• Take one of the following: - Scything talons +5 pts - Crushing claws +15 pts • Replace stinger salvo with:

- Cluster spines free - Bio-plasma +15 pts • Take any of the following:

- Spine banks* +5 pts - Spore cysts* +5 pts - Symbiote Rippers +5 pts - Tail weapon +5 pts - Adrenal Glands – I +8 pts - Adrenal Glands – WS +8 pts - Implant Attack +8 pts - Toxin sacs +10 pts - Toxic miasma +10 pts - Acid blood +15 pts - Regeneration +25 pts

• Take The Horror psychic power +10 pts • The gaunts the tervigon spawns may replace

their spinefists with one of the following: - Fleshborer +20 pts

- Devourer +40 pts *May only take one of these biomorphs.

Brood Progenitor

All units of Gaunts, spawned or otherwise, with a model within 6” of a Tervigon gain the benefits of the Tervigon’s toxin sacs and adrenal glands (if it has any) and gain the Counter-attack special rule for as long as they remain in range.

Should a Tervigon be slain, every Gaunt brood, spawned or otherwise, with one or more models within Synapse range immediately suffers 3D6 Strength 3, AP – hits.

Spawn Gaunts

A Tervigon can spawn Gaunts in the Tyranid Movement phase before it has moved – even if it is locked in assault. If it does so, roll 3D6. Place a new unit of Gaunts such that no model is more than 6” from the Tervigon – the size of the unit is equal to the total rolled. Models in the new unit cannot be placed in impassable terrain or within 1” of enemy models. If you cannot place some of the models due to enemy proximity, impassable terrain or simply because you have run out of models, the excess are destroyed.

The unit spawned by a Tervigon is identical in every way to a Gaunt unit chosen from the Troops section of the force organization chart and is treated as such for all scenario special rules. Models in a spawned unit have no biomorphs and carry spinefists unless the Tervigon pays to upgrade their weapons. If any double is rolled when determining the size of a spawned unit, the Tervigon has temporarily exhausted its supply of larvae – the unit is created as normal, but the Tervigon may not attempt to spawn further units for the rest of the game.

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TROOPS

Tyranid Warrior Brood………..30 points per model

WS BS S T W I A Ld Sv Unit Type Unit Composition

Tyranid Warrior 4 2 5 5 2 4 2+1 10 4+ In 3-9 Tyranid Warriors

Special Rules:

• Synapse Creature • Move Through Cover • Very Bulky Biomorphs: • Hardened Carapace • Scything Talons • Spinefists Dedicated Transport:

• The brood may take a Mycetic Spore as a dedicated transport.

Options:

• The entire brood may replace their spinefists with:

- 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 rifle free

- Lash whip and bonesword or a pair of boneswords +15 pts per model • The entire brood may replace their

spinefists with: - Fleshborers free - Spike rifles free

- Devourers +5 pts per model - Deathspitters +10 pts per model • One tyranid warrior in the brood may

exchange its spinefists for: - Barbed Strangler +15 pts - Venom Cannon +20 pts • The entire brood may take:

- Frag Spines +1 pt per model - Enhanced Senses +3 pts per model - Toxin sacs +5 pts per model - Adrenal glands – I +5 pts per model - Adrenal glands – WS +5 pts per model - Leaping +8 pts per model

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Brood Cluster

Composition: 0-1 Tyranid Warrior Brood and 2-4 Gaunt Broods, Hormagaunt Broods or Ripper Swarms.

Each Brood Cluster counts as a single Troops choice on the force organization chart and is deployed in place of a single unit in missions that limit the number of units that can be deployed. In addition when making a reserve or outflanking roll, roll once for the whole Brood Cluster.

Entries marked with a * may not be chosen individually, only as part of a Brood Cluster.

Gaunt Brood*……….5 points per model

WS BS S T W I A Ld Sv Unit Type Unit Composition

Gaunt 3 3 3 3 1 4 1 5 6+ In 10-30 Gaunts

Special Rules:

• Instinctive Behavior – Lurk • Fleet

• Move Through Cover

Biomorphs:

• Chitin

• Claws and teeth • Spinefists

Dedicated Transport:

• If the brood numbers 20 models or less, it may take a mycetic spore as a dedicated transport.

Options:

• The entire brood may replace their spinefists with:

- Spike Rifle free

- Fleshborer +1 pt per model - Devourer +4 pts per model

• For every ten models in the brood, one gaunt may replace their spinefists with a

strangleweb +5 pts per model • The entire brood may be given:

- Adrenal glands – I +1 pt per model - Adrenal glands – WS +1 pt per model - Toxin sacs +1 pts per model

• If the brood has not exchanged it’s spinefists for a devourer and is not mounted in a mycetic spore, it may be given Without Number +3 pts per model

Without Number:

Any brood of Gaunts with Without Number that is removed from play may be brought back into play at the

beginning of the controlling player’s next turn. It moves onto the board as if entering from reserves and has the exact same profile and armaments as its predecessor. Victory Points are scored as usual for the brood and its replacements as if they were entirely separate broods.

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Hormagaunt Brood*………..6 points per model

WS BS S T W I A Ld Sv Unit Type Unit Composition

Hormagaunt 4 3 3 3 1 5 1+1 5 6+ Be 10-30 Hormagaunts

Special Rules:

• Instinctive Behavior (Feed)

Biomorphs:

• Chitin

• Scything Talons • Leaping

Dedicated Transport:

• If the brood consists of 20 models or less, it may take a Mycetic Spore as a dedicated transport.

Options:

• The entire brood may take:

- Adrenal glands – I +1 pt per model - Adrenal glands – WS +1 pt per model - Frag Spines +1 pt per model

- Toxin sacs +1 pt per model

Ripper Swarm*………...10 points per base

WS BS S T W I A Ld Sv Unit Type Unit Composition

Ripper Swarm 2 2 3 3 3 1 4 4 6+ In 3-9 Ripper Swarm Bases

Special Rules:

• Instinctive Behavior (Feed) • Fearless

• Move Through Cover • Swarms

Biomorphs:

• Chitin

• Claws and Teeth

Options:

• The entire brood may take:

- Adrenal glands – I +1 pts per base - Adrenal glands – WS +1 pt per base - Toxin sacs +5 pts per base

- Leaping +5 pts per base - Spinefists +4 pts per model

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38

Genestealer Brood………14 points per model

WS BS S T W I A Ld Sv Unit Type Unit Composition

Genestealer 6 3 4 4 1 6 2 10 5+ In 6-18 Genestealers

Special Rules:

• Brood Telepathy • Fleet

• Infiltrate

• Move Through Cover

Biomorphs:

• Reinforced Chitin • Rending Claws

Dedicated Transport:

• The brood may take a Mycetic Spore.

Options:

• The entire brood may take: - Frag spines +1 pt per model - Scything talons +1 pt per model - Adrenal glands – WS +1 pt per model - Acid blood +2 pts per model

- Adrenal glands – I +2 pt per mdoel - Feeder tendrils +3 pts per model - Implant attack +3 pts per model - Toxin sacs +3 pts per model

Brood Telepathy

Genestealers are not subject to the Instinctive Behavior rule.

I don't know where they come from. It seems highly unlikely that they evolved naturally into what they are now - impossible, given what we know about evolution. Perhaps they are some kind of bioweapon, created millennia ago

by madmen for some long-forgotten war. If so, I suspect that their creators soon came to regret their creation. Or perhaps they come straight from the warp. Possibly the Lords of Chaos themselves cast them out because they

were too unpleasant.

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39

DEDICATED TRANSPORTS

Mycetic Spore……….40 points

Mycetic Spores are purchased as an upgrade to another brood, but they are always treated as a separate nonscoring unit.

WS BS S T W I A Ld Sv Unit Type Unit Composition

Mycetic Spore 2 2 6 4 3 1 3 4 4+ Mc 1 Mycetic Spore

Special Rules: • Deep Strike • Fearless • Immobile Pod • Limited Sentience • Transport Spore Biomorphs: • Hardened Carapace • Lash Whip • Ripper Tentacles Options:

• May take one of the following: - Stinger salvo +5 pts - Cluster spines +10 pts - Twin-linked deathspitter +15 pts - Barbed strangler +15 pts - Venom cannon +25 pts Immobile Pod

A Mycetic Spore cannot move for any reason once it has entered the battle. It may never go to ground, voluntarily or otherwise – and may not consolidate or make a sweeping advance following a close combat.

Limited Sentience

A Mycetic Spore is not subject to Instinctive Behavior. The Mycetic Spore automatically shoots the closest enemy unit in each Shooting phase unless it is engaged in close combat.

Transport Spore

A Mycetic Spore always enters play using the Deep Strike rules, even in missions that do not use these rules. If, when a Mycetic Spore Deep Strikes, 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. A Mycetic Spore can carry a single unit of up to 20 infantry models or a single monstrous creature within it. Once the Mycetic Spore has landed all creatures within must immediately disembark – place the unit such that every model is within 6” of the Mycetic Spore. If any models cannot be deployed because of impassable terrain or enemy models within 1”, those models are destroyed. A unit that Deep Strikes via a Mycetic Spore cannot move or assault in the same turn it arrives, but may shoot or run.

References

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