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Page 1: Codex Tyranids v 2.2

0

CODEX

TYRANIDS

Page 2: Codex Tyranids v 2.2

1

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.

Page 3: Codex Tyranids v 2.2

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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

Tyranid Flora Infestation ……… 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

Page 5: Codex Tyranids v 2.2

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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

Page 6: Codex Tyranids v 2.2

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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.

Genestealer…

Page 7: Codex Tyranids v 2.2

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-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.

Page 8: Codex Tyranids v 2.2

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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.

- Magos Biologis Alder Garrick.

Page 11: Codex Tyranids v 2.2

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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

A model with an armored shell has a 2+ Armor save.

Page 13: Codex Tyranids v 2.2

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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

A model with this special rule has a Synapse range of 18” rather than the usual 12”.

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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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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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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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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 – flesh, body and soul!

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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

This special rule functions exactly like Warp Field, except that the Invulnerable save it provides is improved to 3+.

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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.

-Sergeant Thresher, 11th Catachan Jungle Fighters.

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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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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.

-Jarv Advent, Senior Xenobiologist, Inquisitorial Institute of Proctos Minor (on Genestealers.)

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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.

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FAST ATTACK 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

• Spinefists

• Wings

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 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:

- 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

Gargoyle Brood………………………………………………..6 points per model WS BS S T W I A Ld Sv Unit Type Unit Composition

Gargoyle 3 3 3 3 1 4 1 5 6+ In J 10-30 Gargoyles

Biomorphs:

• Chitin

• Fleshborer

• Claws and Teeth

• Blinding Venom

• Wings

Special Rules:

• 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

• The entire brood may take:

- Adrenal glands –I +1 pt per model

- Adrenal glands – WS +1 pt per model

- Toxin sacs +1 pts per model

Blinding Venom

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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Harpy…………………………………………………………………….125 points WS BS S T W I A Ld Sv Unit Type Unit Composition

Harpy 3 3 6 5 5 4 2+2 9 4+ FMc 1 Harpy

Spore Mine 0 0 1 3 1 1 0 10 - In

Special Rules:

• Instinctive Behavior (Hunt)

• Fearless

• Fleet

• Hit and Run

• Scout

• Sonic Screech

Biomorphs:

• 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

- Bio-plasma +15 pts

• A harpy may take:

- Frag Spines +1 pt

- Adrenal glands – WS +5 pts

- Spine banks +5 pts

- Toxin sacs +5 pts

- Enhanced senses +8 pts

- Adrenal glands – I +10 pts

- Regeneration +15 pts

- Toxic miasma +15 pts

Sonic Screech

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

• Move Through Cover

• Swarms

Biomorphs:

• Chitin

• Claws and Teeth

• Wings

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

- Spinefists +8 pts per model

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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’

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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

Meiotic Spore Sack 0 0 1 5 1 1 0 10 5+ In 1-3 Meiotic Spore Sacks

Special Rules:

• Fearless

• Deep Strike

• Detonation

• Living Bomb

• Very Bulky

Biomorphs:

• 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.

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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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HEAVY SUPPORT

Carnifex Brood.........................................................................................130 points WS BS S T W I A Ld Sv Unit Type Unit Composition

Carnifex 3 2 10 6 4 1 2+2 6 3+ Mc 1-3 Carnifex

Special Rules:

• 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:

- Frag spines +1 pt per model

- Adrenal glands – I +4 pts per model

- Spine banks* +5 pts per model

- Spore cysts* +5 pts per model

- Tail weapon +5 pts per model

- Toxin sacs +10 pts per model

- Adrenal glands – WS +6 pts per model

- Toxic miasma +10 pts per model

- Tusked +10 pts per model

- Acid blood +10 pts per model

- 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.

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47

Haruspex* WS BS S T W I A Ld Sv Unit Type

Haruspex 4 2 7 7 5 2 3+1 6 3+ Mc

Special Rules:

• Instinctive Behavior (Feed)

• Fearless

• Grasping Tongue

• Rapacious Hunger

Biomorphs:

• Bonded Exoskeleton

• Acid Jets

• Living Battering Ram

• Scything Talons

• Spine Banks

*A Haruspex may only be taken as an upgrade to a

Carnifex brood.

Options:

• May replace scything talons with:

- Rending claws free

- Crushing claws +20 pts

• Replace bonded exoskeleton with armored

shell +20 pts

• Take any of the following:

- Adrenal glands – I +5 pts

- Tail weapon +5 pts

- Adrenal glands – WS +8 pts

- Acid blood +10 pts

- Toxin sacs +10 pts

- Toxic miasma +10 pts

- Tusked +10 pts

- Bio-plasma +20 pts

- Regeneration +25 pts

Grasping Tongue

In close combat, a Haruspex’s first To Hit roll of 6 each turn results in a Precision Strike.

Rapacious Hunger

In the turn in which a Haruspex charges, every unsaved Wound that it inflicts in close combat immediately allows it

to make an additional Attack. These bonus Attacks cannot generate further Attacks. Wounds that inflict Instant

Death only generate one bonus Attack. Note that Wounds caused by its Hammer of Wrath, biomorphs or any source

other than its Attack characteristic, charge bonuses and scything talon bonus attacks, do not benefit from this rule.

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Old One Eye……………………………………………………………..235 points WS BS S T W I A Ld Sv Unit Type Unit Composition

Old One Eye 4 2 10 7 4 1 2+1+D6 10 3+ Mc (Ch) Old One Eye (Unique)

Special Rules:

• Instinctive Behavior (Feed)

• Alpha Beast

• Berserk Rampage

• Fearless

Biomorphs:

• Bonded Exoskeleton

• Gargantuan Claws

• Scything Talons

• Extended Carapace

• Rapid Regeneration

Gargantuan Claws

These function exactly like the Crushing Claws close combat biomorph, except they grant D6 extra attacks in close

combat rather than the normal D3 and an extra 2 attacks when Smashing.

Alpha Beast

Any friendly Tyranid unit within 12” of Old One Eye may choose to use its Leadership for any Morale or

Leadership tests they are required to make.

Additionally, Old One Eye may be taken as an HQ choice in games of 1,500 points or less. If this is done, the list

may include no other HQ options and may not include allies.

Berserk Rampage

For every unsaved wound caused by Old One Eye in close combat, it may immediately make one additional Attack

against the same unit. These additional attacks do not confer any extra Attacks if they also wound the enemy.

Rapid Regeneration

This functions exactly like the Regeneration

biomorph, except Old One Eye always

regains at least 1 lost Wound per turn, even

if it fails to roll a 5+ on its regeneration roll.

Additionally, If Old One Eye is removed

from play as a casualty, mark the spot

where it died with an appropriate counter.

At the start of the next Tyranid player’s

turn, roll a D6. On a 1 or a 2, the counter is

removed and Old One Eye is treated as a

casualty. On a 3+, Old One Eye is returned

to play with 1 wound regained on his profile

and the model is placed back on the tabletop

within 1” of its counter.

If Old One Eye would be placed within 1”

of an enemy model, move Old One Eye so

that it is no longer within 1”. Old One Eye

may move, run and assault normally in a

turn in which it “resurrects.” Old One Eye

does not award Victory Points to the enemy

if it is alive on the battlefield at the end of

the game.

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Mawloc…………………………………………………………………..175 points WS BS S T W I A Ld Sv Unit Type Unit Composition

Mawloc 3 3(4) 6 6 6 4 3 7 3+ Mc 1 Mawloc

Special Rules:

• Instinctive Behavior (Feed)

• Burrow

• Deep Strike

• Fearless

• Hit and Run

• Terror from the Deep

Biomorphs:

• Bonded Exoskeleton

• Claws and Teeth

• Enhanced Senses

Options:

• May take any of the following:

- Spine Banks +5 pts

- Tail Weapon +5 pts

- Toxin sacs +8 pts

- Adrenal glands – WS +5 pts

- Adrenal glands – I +10 pts

- Toxic Miasma +10 pts

- Regeneration +20 pts

Terror from the Deep:

A Mawloc always starts in Reserve, even in missions that do not normally use this rule. When a Mawloc enters play

by deep strike, rather than scattering normally, the distance rolled is reduced by the Mawloc's BS, in the same

fashion as a blast weapon.

If a Mawloc Deep Strikes onto a point occupied by an enemy model, do not roll on the Deep Strike Mishap table,

but instead do the following.

Place the large blast template directly over the spot the Mawloc is emerging from. Every unit under the template

suffers a number of Str 6 AP 2 hits equal to the number of models in the unit that are wholly or partially covered by

the template. These hits ignore cover saves and vehicles are always struck on their rear armor. If any unit still has

surviving models under the template, move that unit by the minimum distance necessary to clear all the models from

beneath the template whilst maintaining squad coherency and avoiding impassable terrain. Units that were locked in

combat prior to the Mawloc's attack must remain in base contact if possible, but otherwise models cannot be moved

within 1” of an enemy model. Vehicles, including immobile vehicles, retain their original facing if they are moved.

Any models that cannot be moved out of the way are destroyed. After all casualties have been determined, replace

the large blast template with the Mawloc.

A Mawloc may shoot or run after deep striking, but may not move or assault.

Burrow:

A Mawloc can, at any point during its Movement phase, elect to re-burrow provided it is not engaged in close

combat. If a Mawloc chooses to do so, remove it from the table and place it into ongoing reserve. It automatically

re-emerges via Deep Strike during your next Movement phase. Note that a Mawloc cannot Deep Strike and burrow

in the same turn.

We cannot live through this. Mankind cannot live through this. In a single day they have covered the surface of this

planet with a flood of living blades and needle-fanged mouths. Kill one and ten take its place. If they are truly

without number then our race is doomed to a violent death before every shred of our civilization is scoured away

by a force more voracious than the fires of hell themselves! Death! By the Machine God, Death is here!

-The last words of Magos Varnak.

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Trygon…………………………………………………………………...215 points WS BS S T W I A Ld Sv Unit Type Unit Composition

Trygon 4 3 7 6 6 4 3+2 6 3+ Mc 1 Trygon

Trygon Prime 5 3 7 6 6 4 4+2 10 3+ Mc

Special Rules:

• Instinctive Behavior (Feed) (Trygon only)

• Deep Strike

• Fearless

• Fleet

• Subterranean Assault

• Synapse Creature (Trygon Prime only)

Biomorphs:

• Bonded Exoskeleton

• Two sets of Scything Talons

• Bio-electric Pulse

Options:

• Take any of the following:

- Spine banks +5 pts

- Tail weapon +5 pts

- Acid Blood +10 pts

- Adrenal glands – WS +10 pts

- Toxin Sacs +10 pts

- Leaping +15 pts

- Toxic Miasma +15 pts

- Regeneration +25 pts

• Upgrade trygon to a trygon prime +40 pts

Subterranean Assault

If, when a model with this special rule 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.

Additionally, a single non-winged Infantry or Beast unit may be selected to accompany a model with this rule

entering play be Deep Striking. These models Deep Strike as if part of the model’s unit, with the Deep Striking

model in the center of the formation. If any accompanying models cannot be placed because of enemy models

within 1” or impassable terrain, the excess models are removed as casualties.

After the model has emerged, place a marker under its base when it enters play using Deep Strike. Henceforth, any

Tyranid Infantry or Beast units (excluding those with wings) that arrive from reserve in subsequent turns may utilize

this tunnel network and emerge from it instead of arriving as normal. If they choose to do so, place the entire unit so

that all models are within 6” of the marker and in unit coherency. If any models cannot be placed because of enemy

models within 1” or impassable terrain, the excess models are removed as casualties. A unit entering play in this

way may move, shoot (or run) and assault following the normal rules for doing so. No more than a single unit may

emerge from any one tunnel entrance in the same turn.

A model with this special rule acts normally for a Deep Striking unit. A unit that accompanies it may not move, but

may shoot or run and may launch an assault.

It is well known that destroying the more intelligent creatures in the swarm is essential to stop a Tyranid advance.

Training in recognition and fire discipline is of some help in identifying the best targets but the chaos and confusion

of the battlefield make it difficult for troops to pick out their targets amidst the swarming mass of creatures.

Ultimately it has proven best to direct fire at the largest Tyranids in sight and pray to the Emperor that some of

them are the leaders.

-Inquisitor Agmar – Halting the Abomination

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Exocrine…………………………………………………………………175 points WS BS S T W I A Ld Sv Unit Type Unit Composition

Exocrine 3 3 5 6 5 2 2 6 3+ Mc 1 Exocrine

Special Rules:

• Instinctive Behavior (Lurk)

• Fearless

• Symbiotic Targeting

Biomorphs:

• Bonded Exoskeleton

• Bio-plasmic Cannon

• Claws and Teeth

Options:

• Replace bio-plasmic cannon with an acid

shard volley +10 pts

• Take any of the following:

- Tail Weapon +3 pts

- Spore Cysts +5 pts

- Symbiotic Rippers +5 pts

- Toxin Sacs +5 pts

- Acid Blood +10 pts

- Toxic Miasma +15 pts

- Regeneration +20 pts

Symbiotic Targeting

If an Exocrine does not move in its Movement phase, it gains a +1 bonus to its Ballistic Skill until the end of its turn.

An Exocrine cannot declare a charge during the same turn that it uses this special rule.

‘There is a cancer eating at the Imperium. With each decade it advances deeper, leaving drained, dead

worlds in its wake. This horror, this abomination, has thought and purpose which functions on an

unimaginable, galactic scale, and all we can do is try to stop the swarms of bio-engineered monsters it

unleashes upon us by instinct. We have given the horror a name to salve our fears; we call it the Tyranid

race, but if it is aware of us at all, it must know us only as Prey.’

- Inquisitor Czevak at the Conclave of Har

Biovore Brood………………………………………………...35 points per model WS BS S T W I A Ld Sv Unit Type Unit Composition

Biovore 3 3 4 4 2 2 1 6 4+ In 1-3 Biovores

Spore Mine 0 0 1 3 1 1 0 10 - In

Special Rules:

• Instinctive Behavior (Lurk)

• Move Through Cover

• Very Bulky

Biomorphs:

• Hardened Carapace

• Spore Mine Launcher

• Claws and Teeth

Options:

• The entire brood must choose a single type

of spore mine to use with their spore mine

launchers from the following list:

- Frag mines free

- Bio-acid mines +8 pts per model

- Toxin mines +5 pts per model

• The entire brood may take any of the

following:

- Symbiote rippers +5 pts per model

- Enhanced senses +8 pts per model

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Tyrannofex………………………………………………………………235 points WS BS S T W I A Ld Sv Unit Type Unit Composition

Tyrannofex 3 3(4) 6 7 6 1 1 6 2+ Mc 1 Tyrannofex

Special Rules:

• Instinctive Behavior (Hunt)

• Distress Pheromones

• Fearless

• Gun Beast

Biomorphs:

• Armored Shell

• Claws and Teeth

• Acid Spray

• Stinger Salvo

• Thorax Swarm (Electroshock Grubs)

• Enhanced Senses

Options:

• Replace acid spray with:

- Rupture cannon +15 pts

- Fleshborer hive +25 pts

• Replace stinger salvo with:

- Cluster spines free

- Bio-plasma +15 pts

• Replace electroshock grubs with desiccator

larvae or shreddershard beetles free

• Take any of the following:

- Spine banks* +5 pts

- Spore cysts* +5 pts

- Tail weapon +5 pts

- Toxin sacs +8 pts

- Toxic miasma +15 pts

- Extended Carapace +20 pts

- Regeneration +30 pts

*A Tyrannofex may only select one of these

biomorphs.

Distress Pheromones

Any friendly Ripper Swarms, Gaunt broods or Hormagaunt broods that assault into a close combat in which a

Tyrannofex is already involved in at the start of the phase benefit from the Furious Charge special rule.

Gun Beast

The Tyrannofex may fire three ranged weapons in the Shooting phase rather than the normal two.

Additionally, the acid spray, or any weapon that replaces it, may be fired at a different target unit than any other

weapons the Tyrannofex fires, subject to the normal rules for shooting. If the Tyrannofex charges, it must charge at

the unit shot by this weapon.

How ironic it is that as fast as we spread progress and hope throughout the galaxy, the Tyranids spread death and despair. Only united can we hope to stand

against them.

-Aun'shi of the Tau Empire.

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Fortifications

Tyranid Flora Infestation……………………………………35 points

Composition: 1 Capillary Tower

Terrain Type: The Capillary Towers and Spore Chimney are Impassable Terrain. Areas of Hypertrophic Flora are

ordinary forests.

Weapons: None

Special Rules:

Capillary Tower

Capillary towers are often defended by brood nests filled with deadly warrior beasts. During deployment, a single

unit from the following list may choose to be held in reserve and assigned to deploy at a chosen capillary tower.

They do not roll for reserves as normal. Instead, when an enemy unit moves within 6” of the capillary tower for any

reason, the unit that has been assigned to it is immediately deployed within 3” of the capillary tower in the exact

same manner as deploying from a transport with the Assault Vehicle special rule. It may act normally from this

point on.

Capillary Towers are approximately 1½-3” in diameter.

Broods deployed at a capillary tower may not be joined by Independent Characters or other units before deployment.

The following units may be held in reserve at a capillary tower:

- Tyranid Guard Brood

- Pyrovore Brood

- Genestealer Brood

- Warrior Brood

- Gaunt Brood

- Hormagaunt Brood

- Ripper Swarm

- Ravener Brood

- Meiotic Spore Sacks

- Spore Mine Cluster

- Carnifex Brood (brood may not contain multiple models)

Spore Chimney

Any friendly Tyranid units with a model within 6” of the spore chimney gain the Shrouded special rule and any

enemy unit that charges these models counts as making a disorganized charge. In addition, enemy models and

friendly non-Tyranid models that enter within 6” of the spore chimney or end their Movement phase within it must

pass a Toughness test or suffer a wound – saves (but not cover saves) may be taken as normal.

A spore chimney is approximately 4-6” in diameter.

Hypertrophic Flora

An area of hypertrophic flora is area terrain that functions exactly like a normal forest. It has an area of

approximately 3”x5”.

Options:

• May include up to two additional capillary towers +35 pts each

• May include a single spore chimney +45 pts

• May include up to three areas of hypertrophic flora +30 pts per area

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We retreat, we fall back, we make strategic withdrawals, we consolidate, we evacuate. When in the

name of all that's holy are we going to fight back against the Tyranid threat? Events at Ichar IV and

Macragge have proved that the hive fleets can be stopped, but where are the armies and the ships to

stop them again? Why have the Adeptus Mechanicus ceased sending us munitions and weapons from

their forge worlds? Do they believe they can stand alone and seek only to protect their own domains?

These are important questions which demand answers at the highest level and, in my personal opinion,

the punishment of those responsible - assignment to penal regiments in the path of the Tyranid advance

would seem most appropriate.

Believe me, sirs, I can appreciate that outposts and minor stations cannot be held against the infernal

numbers of these aliens without an unconscionable expenditure of force. I have seen with my own eyes

the results of such folly. I can also appreciate that the strategy of Holy Terra is not mine to question, but

I fear that the perspective gained from viewing reports from thousands of light years away belies the

seriousness of the situation here on the eastern fringe.

-Excerpted from a missive sent by Commissar General Vortigus Hornth, Acting Warmaster; Diatan Sector,

Ultima Segmentum. 285/988.M41

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-Reference-_______________________________________________________________________________

Troops WS BS S T W I A Ld Sv Type

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

Biovore 3 3 4 4 2 2 1 6 4+ In

Carnifex 3 2 10 6 4 1 2+2 6 3+ Mc

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

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

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

Exocrine 3 3 5 6 5 1 2 6 3+ Mc

Gargoyle 3 3 3 3 1 4 1 5 6+ In J

Gaunt 3 3 3 3 1 4 1 5 6+ In

Genestealer 6 3 4 4 1 6 2 10 5+ In

Harpy 3 3 6 5 5 4 2+2 9 4+ FMc

Haruspex 4 2 7 7 5 3 3+1 6 3+ Mc

Hive Guard 3 4 5 6 2 4 2 6 4+ In

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

Hormagaunt 4 3 3 3 1 5 1+1 5 6+ Be

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

Malanthrope 3 3 5 5 3 5 3 10 2+ Mc

Malefactor 3 2 6 6 5 3 2+1 7 3+ Mc

Mawloc 3 3(4) 6 6 6 4 3 7 3+ Mc

Meiotic Spore Sack 0 0 1 5 1 1 0 10 5+ In

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

Old One Eye 3 2 10 7 4 1 2+1+D6 10 3+ Mc (Ch)

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

Patriarch 7 3 6 5 3 7 4 10 3+ In (Ch)

Pyrovore 3 3 4 4 2 2 2 5 4+ In

Ravener 5 3 5 5 2 5 2+1 5 5+ Be

Ripper Swarm 2 2 3 3 3 2 4 4 6+ In

Shrike 4 2 5 5 2 4 2+1 10 5+ In J

Spore Mine 0 0 1 3 1 1 0 10 - In

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

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

Trygon 4 3 7 6 6 4 3+2 6 3+ Mc

Trygon Prime 5 3 7 6 6 4 4+2 10 3+ Mc (Ch)

Tyranid Warrior 4 2 5 5 2 4 2+1 6 3+ In

Tyrannofex 3 3(4) 6 7 6 1 2 6 2+ Mc

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

Venomthrope 3 3 4 4 2 3 2 5 5+ In

Winged Rippers 2 2 3 3 3 2 4 4 6+ In J

Zoanthrope 3 4 4 4 2 3 1 10 5+ In

Across the heavens the flotilla of bio-ships stretched out, impelled by instinct to hibernate again until new prey was found, new resources could be plundered. In their wake was left a bare rock orbiting a star, scoured of every organic particle, stripped of all but the most basic elements. Nothing was left of the farming world of Langosta III, there were no testaments to the humans who had once lived there. Now all that was left was an airless asteroid, the unmarked death place of three million people.

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________________________________________________________-Reference-

Ranged Biomorphs Weapon Range Strength AP Type

Acid Shard Volley 24” 7 4 Assault 4, Skyfire, Twin-linked

Acid Jets Template 3 4 Assault 2, Armorbane

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

Barbed Strangler 36” -1 (Max S8) 5 Assault 1, Large Blast, Pinning

Bio-electric Pulse 12” 5 - Assault 2X

Bio-plasma 12” 7 2 Assault 1, Blast

Bio-plasmic Cannon 36” 6 3 Assault 1, Large Blast

Or 24” 7 2 Assault 6

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

Deathspitter 24” +1 (Max S7) 5 Assault 1, Blast

Devourer 18” User (Max S6) 6 Assault 2X, Shred

Fleshborer 12” +1 (Max S5) 5 Assault X, Shred

Fleshborer Hive 12” 5 5 Assault 20, Shred

Impaler Cannon* 24” 8 4 Assault 2

Ripper Tentacles 6” User - Assault 2X

Rupture Cannon 48” 10 2 Assault 2

Spike Rifle 18” User (Max S6) 6 Assault X

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

Spore Mine Launcher

Bio-acid 48” 3 4 Assault 1, Barrage Blast, Armorbane

Frag 48” 4 5 Assault 1, Barrage, Large Blast

Toxin* 48” X 4 Assault 1, Barrage, Blast, Poisoned (4+)

Stinger Salvo 18” User (Max S5) 5 Assault 2X

Strangleweb* Template X - Assault 1, Pinning

Tentaclids 36” 5 5 Assault 1, Haywire, Seeking, One Use Only

Thorax Swarm

Desiccator Larvae Template X - Assault 1, Fleshbane

Electroshock Grubs Template 5 5 Assault 1, Haywire

Shreddershard Beetles Template 3 - Assault 1, Rending, Shred

Venom Cannon* 36” +2 (Max S10) 4 Assault X

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-SAMPLE TYRANID BUILDS-_______________________________________________________

SAMPLE HIVE TYRANT BUILDS

Example: Hell’s Harbinger

Hive Tyrant (150 points) + Additional Scything Talons (Free) + Frag Spines (1 point) + Adrenal Glands

(+1 I) (5 points) + Toxic Miasma (10 points) + Warp Field (30 points) + Wings (35 points) + Warp Blast

(15 points) + Leech Essence (10 points) = 256 points

WS BS S T W I A Ld Sv

Hell’s Harbinger 7 3 6 6 4 6 3+2 10 2+

Example: Swarm Marshal

Hive Tyrant (150 points) + Lash Whip and Bonesword (10 points) + Implant Attack (10 points) +

Symbiote Rippers (5 points) + Adrenal Glands (+1 WS) (8 points) + Armored Shell (20 points) +

Onslaught (10 points) + Catalyst (15 points) = 228 points

WS BS S T W I A Ld Sv

Swarm Marshal 8 3 6 6 4 5 3+1 10 2+

Example: Swooping Terror

Hive Tyrant (150 points) + Venom Cannon (35 points) + Twin-linked Devourers (15 points) + Enhanced

Senses (8 points) + Warp Field (30 points) + Wings (35 points) + Catalyst (15 points) + Onslaught

(10 points) = 298 points

WS BS S T W I A Ld Sv

Swooping Terror 7 4 6 6 4 5 3 10 2+

Example: Caustic Ravager

Hive Tyrant (150 points) + Lash Whip and Bonesword (10 points) + Barbed Strangler (20 points) + Frag

Spines (1 point) + Toxin Sacs (8 points) + Toxic Miasma (10 points) + Acid Blood (10 points) +

Regeneration (20 points) + Desiccator Larvae (15 points) + Leech Essence (10 points) + Psychic Scream

(5 points) = 259 points

WS BS S T W I A Ld Sv

Caustic Ravager 7 3 6 6 4 5 3 10 3+

As I looked into its dead black eyes, I saw the terrible sentience it had in place of a soul. Behind that was the steel will of its leader. Further still I could feel its primogenitor coldly

assessing me from the void. And looking back from the furthest recesses of the alien's mind... I can only describe it as an immortal hunger. It is this we cannot kill.

-Chief Librarian Varro Tigurius of the Ultramarines at the Conclave of Har.

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SAMPLE ALPHA WARRIOR BROOD BUILDS

Example: Shrieking Coven

Alpha Warrior Brood (180 points) + Psychic Scream (10 points) + Pair of Boneswords (35 points) +

Rending Claws (15 points) + Toxin Sacs (+20 points) = 260 points

WS BS S T W I A Ld Sv

Shrieking Coven Warrior 5 3 5 5 3 5 3 10 3+

Example: Hive Champions

Alpha Warrior Brood (180 points) + Lash Whip and Bonesword (35 points) + Scything Talons (free) +

Frag Spines (3 points) + Adrenal Glands (+1 WS) (15 points) + Leaping (20 points) + Toxin

Sacs (20 points) + Regeneration (30 points) = 303 points

WS BS S T W I A Ld Sv

Hive Champion 6 3 5 5 3 5 3+1 10 3+

Example: Swarm Drivers

Alpha Warrior Brood (180 points) + Onslaught (10 points) + Devourers (15 points) + Venom Cannon

(20 points) + Enhanced Senses (15 points) = 240 points

WS BS S T W I A Ld Sv

Swarm Driver 5 3 5 5 3 5 3+1 10 3+

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SAMPLE WARRIOR BUILDS

Example: Gladiator

Tyranid Warrior (30 points) + Lash Whip and Bonesword (15 points) + Scything Talons (free) + Adrenal

Glands (+1 WS) (5 points) = 50 points

WS BS S T W I A Ld Sv

Gladiator 5 2 5 5 2 4 2+1 10 4+

Example: Huntsman

Tyranid Warrior (30 points) + Rending Claws (5 points) + Devourer (5 points) + Enhanced Senses

(3 points) = 43 points

WS BS S T W I A Ld Sv

Huntsman 4 3 5 5 2 4 2 10 4+

Example: Assassin

Tyranid Warrior (30 points) + Spike Rifle (free) + Devourer (5 points) + Enhanced Senses

(3 points) = 38 points

WS BS S T W I A Ld Sv

Assassin 4 3 5 5 2 4 2 10 4+

Example: Marauder

Tyranid Warrior (30 points) + Pair of Boneswords (15 points) + Deathspitter (10 points) + Frag Spines

(1 point) + Adrenal Glands (+1 I) (5 points) + Adrenal Glands (+1 WS) (5 points) = 66 points

WS BS S T W I A Ld Sv

Marauder 5 2 5 5 2 5 2 10 4+

When you fight Tyranids you face not only those before you on the field of battle but the untold

thousands which seek to surround you, which attack your supporting units and destroy your supply lines

in perfect synchronicity.

- Lieutenant-Colonel Uskra, Imperial Guard 13th/23rd Tiger Lizards.

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SAMPLE SHRIKE BUILDS

Example: Hellbat

Shrike (35 points) + Rending Claws (5 points) + Devourer (5 points) = 45 points

WS BS S T W I A Ld Sv

Hellbat 4 2 5 5 2 4 2 10 5+

Example: Raptor

Shrike (35 points) + Additional Scything Talons (free) + Adrenal Glands (+1 I) (5 points) + Adrenal

Glands (+1 WS) (5 points) + Frag Spines (1 point) = 46 points

WS BS S T W I A Ld Sv

Raptor 5 2 5 5 2 5 2+2 10 5+

Example: Scourge

Shrike (35 points) + Lash Whip and Bonesword (+15 points) + Adrenal Glands (+1 WS) (5 points) +

Toxin Sacs (5 points) = 60 points

WS BS S T W I A Ld Sv

Scourge 5 2 5 5 2 4 2 10 5+

Genestealers are perfectly bio-engineered

infiltrators that rove ahead of the Tyranid hive

fleets seeking rich feeding grounds. These deadly

creatures work by implanting and subverting

members of the host species, striving to dominate

their victims through alien cunning or terrifying

violence as the situation requires.

-Inquisitor Grael.

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SAMPLE CARNIFEX BUILDS

Example: Screamer-Killer

Carnifex (130 points) + Bio-plasma (20 points) + Frag Spines (3 points) + Adrenal Glands (+1 I)

(4 points) = 157 points

WS BS S T W I A Ld Sv

Screamer-Killer 3 2 10 6 4 2 2+2 6 3+

Example: Venomspitter

Carnifex (130 points) + Enhanced Senses (5 points) + Venom Cannon (25 points) + Regeneration

(25 points) = 185 points

WS BS S T W I A Ld Sv

Venomspitter 3 3 10 6 4 1 2+1 6 3+

Example: Tendril-Slaughterer

Carnifex (130 points) + Crushing Claws (20 points) + Lash Whips (10 points) + Armored Shell

(20 points) Adrenal Glands (+1 WS) (6 points) + Tusked (10 points) + Extended Carapace

(15 points) = 211 points

WS BS S T W I A Ld Sv

Tendril-Slaughterer 4 2 10 7 4 1 2+D3 6 2+

Example: Bile-Beast

Carnifex (130 points) + Enhanced Senses (5 points) + Barbed Strangler (20 points), Twin-linked

Deathspitter (15 points) + Spore Cysts (5 points) + Toxic Miasma (10 points) + Toxin Sacs (10 points) +

Acid Blood (10 points) + Bio-plasma (20 points) = 225 points

WS BS S T W I A Ld Sv

Bile-Beast 3 3 10 6 4 1 2 6 3+

Example: Flak-Fiend

Carnifex (130 points) + Twin-linked Devourers (15 points) + Twin-linked Devourers (15 points) + Spine

Banks (5 points) + Enhanced Senses (5 points) = 170 points

WS BS S T W I A Ld Sv

Flak-Fiend 3 3 10 6 4 1 2 6 3+

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SAMPLE TYRANNOFEX BUILDS

Example: Hunter-Killer

Tyrannofex (260 points) + Rupture Cannon (15 points) + Shreddershard Beetles (free) + Regeneration

(30 points) = 305 points

WS BS S T W I A Ld Sv

Hunter-Killer 3 3(4) 6 7 6 1 2 6 2+

Example: Swarm-Monger

Tyrannofex (260 points) + Fleshborer Hive (25 points) + Cluster Spines (free) + Spine Banks

(5 points) + Extended Carapace (20 points) = 310 points

WS BS S T W I A Ld Sv

Swarm-Monger 3 3(4) 6 8 6 1 2 6 2+

Example: Bio-Horror

Tyrannofex (260 points) + Acid Spray (free) + Desiccator Larvae (free) + Bio-plasma (15 points) +

Spore Cysts (5 points) + Toxic Miasma (15 points) + Toxin Sacs (8 points) = 303 points

WS BS S T W I A Ld Sv

Bio-Horror 3 3(4) 6 7 6 1 2 6 2+

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-NOTABLE TYRANID SWARMS-__________________________________________________

Example: Planetary Assault Swarm (1,000 point list)

Alpha Warrior Brood – 230 points

Lash Whip and Bonesword, Scything Talons, Adrenal Glands (+1 WS)

Zoanthrope Brood – 230 points

3 Zoanthropes, Warp Blast x3, Catalyst x2, The Horror x1

Venomthrope – 55 points

Brood Cluster –

Gaunt Brood – 80 points

10 Gaunts, Without Number

Gaunt Brood – 80 points

10 Gaunts, Without Number

Tervigon – 150 points

Toxin Sacs

Carnifex – 175 points

Adrenal Glands (I), Armored Shell, Bio-plasma, Frag Spines

The torchlight showed up a trail of blood leading to the back room, so like a fool I followed it. Lying in the darkness

was one of the smaller ones, its jaws distended around the torso of what I assume used to be the father. He was

still convulsing. In my horror, I shoot the victim first. Big mistake.

-Enforcer Maitland, Epsilon Hive

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Example: The Psychic Choir (1,500 point list)

Hive Tyrant – 220 points

Barbed Strangler, Acid Blood, Armored Shell, Psychic Scream, Warp Blast

Tyranid Guard Brood – 120 points

2 Hive Guard, Acid Blood

Zoanthrope Brood – 150 points

2 Zoanthropes, Psychic Scream x2, Warp Blast x2

Zoanthrope Brood – 150 points

2 Zoanthropes, Psychic Scream x2, Warp Blast x2

Tyranid Warrior Brood – 265 points

5 Warriors, Lashwhip and Bonesword, Devourers, Enhanced Senses

Tyranid Warrior Brood – 265 points

5 Warriors, Lashwhip and Bonesword, Devourers, Enhanced Senses

Biovore Brood – 105 points

3 Biovores, Frag Mines

Trygon – 225 points

Tail Weapon, Spine Banks

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Example: Vanguard Swarm (2,000 point list)

Genestealer Patriarch – 116 points

Scything Talons, Frag Spines

Genestealers – 150 points

10 Genestealers, Frag Spines

Lictor Brood – 225 points

3 Lictors

Lictor Brood – 225 points

3 Lictors

Genestealer Brood – 252 points

18 Genestealers

Genestealer Brood – 252 points

18 Genestealers

Shrike Brood – 240 points

5 Shrikes, Deathspitters, Enhanced Senses

Gargoyle Brood – 210 points

30 Gargoyles, Toxin Sacs

Gargoyle Brood – 180 points

30 Gargoyles

Harpy – 150 points

Twin-linked Venom Cannon

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Example: The Unending Tides of Dagon (2,500 point list)

The Dagon Overlord – 280 points

Tyranid Guard Brood – 120 points

2 Tyrant Guard

Hive Tyrant – 256 points

Lash Whip and Bonesword, Venom Cannon, Toxin Sacs, Enhanced Senses, Armored Shell,

Onslaught, Catalyst

Tyranid Guard Brood – 110 points

2 Hive Guard, Spine Banks

Tervigon – 190 points

Toxin Sacs, Gaunts have Devourers

Brood Cluster –

Gaunt Brood – 270 points

30 Gaunts, Toxin Sacs, Without Number

Gaunt Brood – 270 points

30 Gaunts, Toxin Sacs, Without Number

Brood Cluster –

Gaunt Brood – 270 points

30 Gaunts, Toxin Sacs, Without Number

Gaunt Brood – 225 points

25 Gaunts, Toxin Sacs, Without Number

Trygon – 255 points

Spine Banks, Toxin Sacs, Regeneration

Trygon – 255 points

Spine Banks, Toxin Sacs, Regeneration

They come at you in a tide of creatures so thick a blind man could score a hit ten times out of ten. Any man who

can hold a gun can hit a tyranid. But no matter how many you kill with your guns, there will always be more, and it

is our job to teach the men how to fight the ones that reach our lines.

-Sergeant Learchus Abantes, Ultramarines 4th Company.

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Example: Mycetic Assault Swarm – (3,000 point list)

Hive Tyrant – 321 points

Scything Talons, Venom Cannon, Warp Field, Adrenal Glands (I), Enhanced Senses, Toxin Sacs,

Regeneration, Wings, Catalyst, Leech Essence

Hive Tyrant – 326 points

Twin-linked Devourers x2, Warp Field, Enhanced Senses, Toxin Sacs, Regeneration, Wings,

Mastery Level 2, Catalyst, Warp Blast

Genestealer Brood – 288 points

18 Genestealers, Frag Spines, Scything Talons

Genestealer Brood – 288 points

18 Genestealers, Frag Spines, Scything Talons

Genestealer Brood – 304 points

16 Genestealers, Frag Spines, Scything Talons, Feeder Tendrils

Genestealer Brood – 304 points

16 Genestealers, Frag Spines, Scything Talons, Feeder Tendrils

Spore Mine Cluster – 54 points

6 Bio-acid Mines

Carnifex – 200 points

Twin-linked Devourers x2, Enhanced Senses, Toxin Sacs, Spore Cysts, Armored Shell

Mycetic Spore – 65 points

Venom Cannon

Carnifex – 195 points

Venom Cannon, Bio-plasma, Armored Shell

Mycetic Spore – 65 points

Venom Cannon

Carnifex – 250 points

Crushing Claws, Armored Shell, Spine Banks, Adrenal Glands (+1 I and WS), Tusked, Acid

Blood, Bio-plasma, Regeneration

Mycetic Spore – 55 points

Twin-linked Deathspitter

Haruspex – 220 points

Adrenal Glands (I), Tusked, Armored Shell, Regeneration

Mycetic Spore – 65 points

Venom Cannon

We thought it was over. We really did. Then the big ones began to rain down.

-Private Yuris, Bedlam.

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