codex tyranids v 2.2
DESCRIPTION
Codex Nids fandexTRANSCRIPT
0
CODEX
TYRANIDS
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.
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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
4
THE FALL OF MALVOLION By Dan Abnett
By his wrist-chronometer, it was not yet noon,
but the air was warm and clammy. Trooper Karl
Grauss of the Mordian Iron Guard 15th let his
lasrifle swing loose on its harness strap, wiped
the perspiration from his eyes, and pushed the
angular nose of the wrench-bar into the rusty
door lock.
He paused and glanced around at Major Hecht.
The officer was tensed, his lasrifle pulled up
tight with the butt in his armpit, ready to fire.
Beads of sweat dotted his face too, and it
wasn't just the heat.
'What are you waiting for?' he hissed.
Grauss shrugged. He didn't know, exactly. He
didn't know anything except what Hecht had
told him and the others of Zwie Company that
morning: get out to that pumping station in the
delta and find out why they hadn't checked in
for three days. Grauss jiggled the wrench-bar
until the tool locked against the latch
mechanism, and then began to wind the ratchet
so that the door release slowly began to turn
manually.
Down the low hallway behind him, the major
and six other men from Zwie hugged the walls
and braced lasguns. This was the job at its
worst, thought Grauss as he cranked the tool.
Sneaking into a mystery and opening doors
blind when you had no idea what in the name
of the God-Emperor lay on the other side.
But, dammit, they were Iron Guard! More
disciplined and determined Imperial soldiers
you couldn't find.
They'd reached the pumping station early that
morning. A cluster of machine-barns and
modular habitats, it stood at a confluence of
irrigation channels which watered the entire
delta area and fed over a dozen farm steads.
The suns were low and cool. There had been no
sign of life, not even the ever-present water
birds that Grauss had seen everywhere in the
marshes.
And once they had got inside, with no answers
to their voice or vox calls, it had been so
damned hot and humid, like someone had set
the environment controls to ''tropical''.
The latch popped and Grauss kicked the door
inwards, swinging aside so that the major could
slide in, gun raised and aimed. Before them lay
some kind of hydroponics workshop, with a
high, cera-glass roof and metal support pillars
rusting in the steamy air. Samples of crops and
yield-plants stood in labeled pots and trays and
bins all around. The walkways between the bins
were metal grille. Sappy moisture dripped from
the transparent panes above.
The Mordians fanned out into the hothouse,
dripping with sweat in their temperate zone-
issue fatigues and tunics.
'What's this?' called Trooper Parnell. Grauss
moved over to him, and the major joined them
too. Parnell gestured with disgust at a rack of
culture-trays set under some daylight lamps.
Nutrient feeder sprays intermittently misted
what was in the trays with chemical washes.
Major Hecht cursed. The things in the trays
looked like rotting, globular fungi: puffy,
swollen, the size of human heads. They pulsed
irregularly. None of the Mordians had any
horticultural training and none had been on
Malvolion long enough to get a feel for the local
flora, but they all knew this stuff just wasn't
right.
'Burn it. Get a flamer in here and burn it all.'
Hecht looked away from the obscene crop.
Grauss was about to obey the command when
they heard the las-fire. Close by, two or three
buildings away. Six short, frantic bursts, then a
5
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…
6
-Tyranid Special Rules-_________________________________________________________________________________
Synapse Creature
Synapse Creatures and Tyranid units that have a model within 12” of a Synapse Creature are said to be within
synapse range. A unit that is within synapse range is not subject to the Instinctive Behavior rule (see below) and
gains the Fearless special rule as detailed in the Warhammer 40,000 rulebook.
Additionally, Tyranid units within synapse range count as being joined by a Character and may use the synapse
creature’s Leadership value in place of their own for all Leadership tests they are called upon to make. If a unit that
is falling back is within synapse range before it moves, it automatically rallies, regardless of any normal restrictions.
Instinctive Behavior
All unengaged Tyranid models that are not falling back or have gone to ground, must take a Leadership test at the
beginning of their Movement phase:
• If the test is passed, the unit acts normally that turn.
• If the test is failed the unit reverts to its baser instincts and will either Lurk, Hunt or Feed, depending on
the type of Instinctive Behavior listed in its entry, for the duration of that turn.
Lurk
A unit that Lurks may not move in the Movement phase and may not launch an assault in the Assault phase. In
the Shooting phase, the unit must fire at the nearest visible enemy. If there are no enemies in the unit’s line of
sight or within range of at least one of its ranged weapons, or if the unit has no ranged weaponry, it must instead
run towards the nearest piece of area terrain, trying to move into it if possible. If the unit is already in a piece of
area terrain it will not move and will stay where it is.
Hunt
In the Movement phase, a Hunting unit cannot move if there is an enemy unit within line of sight and in range
of its ranged biomorphs. Otherwise, it must always move as fast as possible towards the closest visible enemy
unit. In the Shooting phase, it cannot Run and must instead shoot at the closest enemy unit that is within range
and line of sight of at least one model in the Tyranid unit. If there is no viable target, the Tyranid unit can do
nothing during the Shooting phase. The unit cannot charge in the Assault phase.
Feed
A unit that Feeds is subject to Rage as detailed in the Warhammer 40,000 rulebook. In addition, the unit may
not fire any weapons in the Shooting phase, though it may still run.
The Shadow in the Warp
Due to the eclipsing influence of the ravening Tyranid Hive Mind in the Warp, all enemy Psychic tests are made on
3D6 rather than 2D6. Additionally, all instances of Perils of the Warp that would result from an attempted Psychic
test are nullified for all models.
Tyranid Ranged Biomorphs
Many Tyranid ranged biomorphs use the Strength value of the model firing it. Some of these weapons will also
modify the Strength they fire at as detailed in their profiles below. Game effects that temporarily modify a creatures
Strength do not modify the Strength values of any ranged biomorphs they use.
Additionally, some ranged weapons have an Assault value of X. In these cases, X is equal to the base number of
attacks on the profile of the creature carrying it. This value ignores any bonus attacks gained by Scything Talons.
This value may be modified on certain weapons and will be detailed on the weapons profile.
If a model is armed with two instances of the same ranged biomorph (excluding those designated as twin-linked),
then they instead count as a single twin-linked ranged biomorph of the same type.
Tyranid Close Combat Biomorphs
Tyranid models never receive bonus Attacks for fighting with more than one close combat weapon, except as
detailed with scything talons. They instead receive all benefits as described under all of the close combat biomorphs
they are armed with.
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Warp Field A model with the Warp Field special rule increases it’s Armor save to 2+ and also gains a 5+ Invulnerable save.
Living Bomb
All Spore Mines, regardless of their source, have the following rules when they are on the table.
Each Spore Mine model is treated as an individual unit.
Spore Mines are always ignored for the purposes of any and all mission objectives. Spore Mines are not subject to
Instinctive Behavior, never go to ground (voluntarily or otherwise), run or fall back.
At the beginning of the Tyranid Shooting phase before any shots are fired, each Spore Mine moves D6” in a
direction determined by the scatter dice (Tyranid player chooses the direction if a hit is rolled).
If a spore mine is in synapse range, the Synapse Creature may give up one of its shooting attacks and move the spore
mine 6” in any direction, ignoring Difficult Terrain.
If a Spore Mine suffers a wound, touches an enemy model, or it ends any move action less than 2” from an enemy
unit, it immediately explodes. Place the central hole of the appropriate blast template over the Spore Mine and
resolve any hits at the Strength and AP of the appropriate Spore Mine, then remove the Spore Mine from play.
Spore Mines that drift off the table are immediately removed from play.
Additionally, a Tyranid Synapse Creature may choose to detonate any number of Spore Mines within its synapse
range during the Tyranid Shooting phase as if the above requirements had been met.
8
-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.
10
-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.
11
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.
12
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.
13
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.
14
-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”.
15
16
The Dagon Overlord……………………………………………………280 points WS BS S T W I A Ld Sv Unit Type Unit Composition
Dagon Overlord 8 3 6 6 4 5 3 10 3+ Mc (Ch) Dagon Overlord (Unique)
Special Rules:
• Ferocity
• Hive Commander
• Psyker (Mastery Level 1)
• Synapse Creature
• Synaptic Node
• The Toxic Horde
Psychic Powers:
• Catalyst
• Onslaught
• The Horror
Biomorphs:
• Bonded Exoskeleton
• Lashwhip and Bonesword
• Venom Cannon
• Acid Blood
• Toxin Sacs
• Regeneration
Ferocity
All friendly Tyranid units within 12” of the Dagon Overlord (including the Overlord itself) gain the Preferred
Enemy special rule.
The Toxic Horde
All Toxin Sacs in an army including the Dagon Overlord grant the Poisoned (3+) special rule rather than the normal
Poisoned (4+).
17
The Swarmlord………………………………………………………….290 points WS BS S T W I A Ld Sv Unit Type Unit Composition
Swarmlord 9 3 6 6 5 6 4 10 2+ Mc (Ch) Swarmlord (Unique)
Special Rules:
• Alien Cunning
• Blade Parry
• Hive Commander
• Psyker (Mastery Level 2)
• Swarm Leader
• Synapse Creature
• Synaptic Node
• Warp Field
Biomorphs:
• Bonded Exoskeleton
• Bone Sabers
• Tusked
Psychic Powers:
• Dominion
• Leach Essence
• Paroxysm
• The Horror
Alien Cunning
Whilst the Swarmlord is alive, any
of the Tyranid player’s units
arriving using the outflank special
rule also gain the Pathfinder special
rule.
Blade Parry
The Swarmlord possesses a 4+
Invulnerable save in close combat.
Swarm Leader
At the beginning of the Tyranid
player’s Shooting phase, the
Swarmlord can bestow onto any
one friendly unit within 18”
either the Preferred Enemy, Night
Fighting or Furious Charge
special rule. These benefits last
until the end of the Tyranid
player’s turn.
Bone Sabers
The Swarmlord’s attacks inflict
instant death regardless of the
opponents Toughness. In addition,
any successful Invulnerable saves
made against hits inflicted by the
Swarmlord must be re-rolled.
Paroxysm – Warp Charge 1
This is a witchfire power that
automatically hits a single non-
vehicle enemy unit within 12”.
That unit must reduce its Weapon
Skill and Ballistic Skill to 1 until
the beginning of the Tyranid
player’s next turn.
18
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.
19
Genestealer Patriarch…………………………………110 points + Genestealers WS BS S T W I A Ld Sv Unit Type Unit Composition
Patriarch 7 4 6 5 3 7 4 10 3+ In (Ch) Patriarch (Unique)
Genestealer 6 3 4 4 1 6 2 10 5+ In 6-11 Genestealers
Special Rules:
• Bulky
• Fear
• Fleet
• Infiltrate
• Inhuman Strength
• Move Through Cover
• Pathfinder
• Planetary Subversion
• Psyker (Mastery Level 2)
• Synapse Creature
Biomorphs:
• Bonded Exoskeleton
• Rending Claws
Psychic Powers:
• Aura of Despair
• Hypnotic Gaze
• The Horror
Options:
• Must be accompanied by 6-11 genestealers.
See Genestealer entry for costs and options.
• May take any of the following:
- Frag spines +1 pt
- Feeder tendrils +3 pts
- Scything Talons +5 pts
- Toxin sacs +5 pts
- Adrenal glands – I +8 pts
- Adrenal glands – WS +8 pts
- Implant Attack +10 pts
- Acid blood +10 pts
- Regeneration +15 pts
Inhuman Strength
A Genestealer Patriarch’s close combat
attacks are AP 2.
Planetary Subversion
All reserve rolls made by the Tyranid player’s
opponent over the course of the game suffer
a -1 penalty.
"I can think of few greater xenos threats
to the Imperium than that of the
Genestealer. An apex predator
possessed of intelligence and cunning
that rival our own, they exist for the sole
purpose of reproducing in vast numbers
and sowing utter chaos in their wake."
-Inquisitor Kalistradi from The Nature of
the Beast
20
Alpha Warrior Brood…………………………………………………..180 points WS BS S T W I A Ld Sv Unit Type Unit Composition
Alpha Warrior 5 3 5 5 3 5 3+1 10 3+ In (Ch) 3 Alpha Warriors
Special Rules:
• Synapse Creature
• Brotherhood of Psykers
• Move Through Cover
• Very Bulky
Psychic Powers:
• Dominion
Biomorphs:
• Bonded Exoskeleton
• Scything Talons
• Spinefists
Dedicated Transport:
• The brood may take a Mycetic Spore as a
dedicated transport.
To think of these creatures as beasts is a grave
mistake. We have observed their vanguard
organisms herd prey like cattle into the path of the
main swarms. We have seen expend them tides of
lesser beasts so that their enemies have no
ammunition left when their leaders attack, and
armoured columns channeled into narrow defiles
where but one of their assault beasts can tear
through an entire tank company. Only yesterday we
received a pict-capture of several platoons falling
back into the keep of Gnex Bastion, only to be
trapped and slaughtered by burrowing organisms
that burst from the ground. These creatures have
shown evidence of a tactical acumen that speaks of a
far worse threat than that posed by a mere beast.
- Lexmechanic Ursis, Belis Corona.
Options:
• The brood may be given a single additional
psychic power from the following list:
- Psychic Scream +10 pts
- Onslaught +10 pts
• The entire brood may replace their
spinefists with:
- An additional set of scything talons free
- Rending claws +15 pts
• The entire brood may replace one set of
scything talons with one of the following:
- Spike rifle free
- Lash whip and bonesword or a pair of
boneswords +35 pts
• The entire brood may replace their
spinefists with:
- Fleshborers free
- Spike rifles free
- Devourers +15 pts
- Deathspitters +30 pts
• One alpha warrior in the brood may
exchange its spinefists (or whichever
biomorph replaced it’s spinefists) with one
of the following:
- Barbed strangler +15 pts
- Venom cannon +20 pts
• The entire brood may take:
- Frag spines +3 pts
- Adrenal glands – I +15 pts
- Adrenal glands – WS +15 pts
- Enhanced senses +15 pts
- Implant attack +20 pts
- Leaping +20 pts
- Toxin sacs +20 pts
- Bio-electric pulse +25 pts
- Regeneration +30 pts
- Acid blood +30 pts
21
22
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.
23
24
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.
25
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!
26
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+.
27
28
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.
29
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.
30
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.
31
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.
32
33
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.
34
35
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
36
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.
37
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
38
Genestealer Brood……………………………………………14 points per model WS BS S T W I A Ld Sv Unit Type Unit Composition
Genestealer 6 3 4 4 1 6 2 10 5+ In 6-18 Genestealers
Special Rules:
• Brood Telepathy
• Fleet
• Infiltrate
• Move Through Cover
Biomorphs:
• Reinforced Chitin
• Rending Claws
Dedicated Transport:
• The brood may take a Mycetic Spore.
Options:
• The entire brood may take:
- Frag spines +1 pt per model
- Scything talons +1 pt per model
- Adrenal glands – WS +1 pt per model
- Acid blood +2 pts per model
- Adrenal glands – I +2 pt per mdoel
- Feeder tendrils +3 pts per model
- Implant attack +3 pts per model
- Toxin sacs +3 pts per model
Brood Telepathy
Genestealers are not subject to the Instinctive Behavior rule.
I don't know where they come from. It seems highly unlikely that they evolved naturally into what they are now -
impossible, given what we know about evolution. Perhaps they are some kind of bioweapon, created millennia ago
by madmen for some long-forgotten war. If so, I suspect that their creators soon came to regret their creation. Or
perhaps they come straight from the warp. Possibly the Lords of Chaos themselves cast them out because they
were too unpleasant.
-Jarv Advent, Senior Xenobiologist, Inquisitorial Institute of Proctos Minor (on Genestealers.)
39
DEDICATED TRANSPORTS
Mycetic Spore…………………………………………………………….40 points Mycetic Spores are purchased as an upgrade to another brood, but they are always treated as a separate
nonscoring unit.
WS BS S T W I A Ld Sv Unit Type Unit Composition
Mycetic Spore 2 2 6 4 3 1 3 4 4+ Mc 1 Mycetic Spore
Special Rules:
• Deep Strike
• Fearless
• Immobile Pod
• Limited Sentience
• Transport Spore
Biomorphs:
• Hardened Carapace
• Lash Whip
• Ripper Tentacles
Options:
• May take one of the following:
- Stinger salvo +5 pts
- Cluster spines +10 pts
- Twin-linked deathspitter +15 pts
- Barbed strangler +15 pts
- Venom cannon +25 pts
Immobile Pod
A Mycetic Spore cannot move for any reason once it has entered the battle. It may never go to ground, voluntarily or
otherwise – and may not consolidate or make a sweeping advance following a close combat.
Limited Sentience
A Mycetic Spore is not subject to
Instinctive Behavior. The Mycetic Spore
automatically shoots the closest enemy
unit in each Shooting phase unless it is
engaged in close combat.
Transport Spore
A Mycetic Spore always enters play using
the Deep Strike rules, even in missions
that do not use these rules. If, when a
Mycetic Spore Deep Strikes, it scatters on
top of impassable terrain or another model
(friend or foe), reduce the scatter distance
by the minimum required to avoid the
obstacle. A Mycetic Spore can carry a
single unit of up to 20 infantry models or
a single monstrous creature within it.
Once the Mycetic Spore has landed all
creatures within must immediately
disembark – place the unit such that every
model is within 6” of the Mycetic Spore.
If any models cannot be deployed because
of impassable terrain or enemy models
within 1”, those models are destroyed. A
unit that Deep Strikes via a Mycetic Spore
cannot move or assault in the same turn it
arrives, but may shoot or run.
40
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.
41
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
42
Emperor knows what pit spawned the hideous apparition we came to know as the Red Terror. It first attacked the
outer bastion and twenty four men died before we drove it away with flamers. We never even found the bodies of
Lieutenant Borales and Captain Lowe, just a trail of slime that led away from the command post and into the
tunnels. It returned the following night, and the slaughter began anew, but this time we were ready for it… or so
we thought.’
- From ‘Twenty Days in Hell, the retreat from Devlan Primus’
43
Ravener Brood……………………………………………….35 points per model WS BS S T W I A Ld Sv Unit Type Unit Composition
Ravener 5 2(3) 5 5 2 5 2+1 5 5+ Be 3-9 Raveners
Special Rules:
• Instinctive Behavior (Feed)
• Night Vision
• Deep Strike
• Very Bulky
Biomorphs:
• Reinforced Chitin
• Rending Claws
• Scything Talons
• Enhanced Senses
Options:
• The brood may replace their rending claws
with an additional set of scything talons free
• The brood may take one of the following:
- Spinefists +5 pts per model
- Devourers +10 pts per model
- Deathspitters +10 pts per model
• The entire brood may take:
- Frag spines +1 pt per model
- Tail weapon +2 pts per mdoel
- Adrenal glands – WS +5 pts per model
- Toxin sacs +5 pts per model
The Red Terror…………………………………………………………145 points WS BS S T W I A Ld Sv Unit Type Unit Composition
The Red Terror 6 2 5 5 3 5 3+2 10 3+ Mc Be (Ch) The Red Terror (Unique)
Special Rules:
• Instinctive Behavior (Feed)
• Deep Strike
• Fearless
• Swallow Whole
Biomorphs:
• Bonded Exoskeleton
• Two Sets of Scything Talons
• Tail Weapon
Swallow Whole
If the Red Terror hits with at least four of its close combat attacks in a single phase (excluding its tail weapon
attack), you may nominate a single enemy Infantry, Jump Infantry or Jet Pack Infantry model in base contact with
the Red Terror and attempt to swallow it whole.
If you choose to do so, no To Wound rolls are made for any of the Red Terror’s Attacks (excluding its tail weapon
attack). Instead, the nominated model is immediately removed from play as a casualty. There is no need to decide
beforehand if you will attempt to swallow a model whole; declare after rolling To Hit. Enemy models with either the
Very Bulky or Extremely Bulky special rule cannot be nominated as targets to be Swallowed Whole. If no models in
the target unit can be nominated, the Red Terror cannot choose to Swallow Whole and must roll To Wound
normally.
44
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.
45
Malefactor Brood…………………………………………...110 points per model WS BS S T W I A Ld Sv Unit Type Unit Composition
Malefactor 3 2 6 6 5 3 2+1 7 3+ Mc 1-3 Malefactors
Special Rules:
• Instinctive Behavior (Feed)
• Carrier Beast
• Fearless
• Fleet
Biomorphs:
• Bonded Exoskeleton
• Scything Talons
• Leaping
• Two Sets of Spine Banks
Options:
• May replace scything talons with:
- Lash Whips +5 pts
- Crushing claws +15 pts
• Take any of the following:
- Adrenal glands – I +5 pts
- Symbiote rippers +5 pts
- Adrenal glands – WS +8 pts
- Toxin sacs +8 pts
- Toxic Miasma +10 pts
- Regeneration +20 pts
Carrier Beast
A Malefactor can carry a single unit of Infantry or Beast models within it. The combined Wounds scores of the
transported unit may not exceed 10 Wounds. A Malefactor may begin the game with a unit embarked on it. A
Malefactor may not transport Jump units, Monstrous Creatures or Flying Monstrous Creatures. Models may embark
on and disembark from the Malefactor as if it were a Transport with the Open Topped special rule. A single brood
may not embark onto multiple Malefactors in the brood.
A unit embarked on a Malefactor may disembark even if the Malefactor is locked in close combat. To do so, place
all of the models in the disembarking unit so that they are within 6 inches of the Malefactor, in unit coherency and in
base to base contact with an enemy model in the same close combat as the Malefactor. The disembarking models
may fight in the following Assault phase but do not count as charging.
46
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.
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.
48
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.
49
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.
50
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
51
52
53
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
54
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.
55
56
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
57
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
58
-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.
59
________________________________________________________-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
60
-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.
61
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+
62
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.
63
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.
64
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+
65
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+
66
67
-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
68
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
69
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
70
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.
71
72
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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