eidre's tyranid codex (unofficial codex)

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1 Eidre’s Tyranid Codex (5 th Edition) Written by Eidre, formatted and layouted by Threeshades Legal Disclaimer This online publication is completely unofficial and in no way endorsed by Games Workshop Limited. 40k, Adeptus Astartes, Blood Angels, Bloodquest, Cadian, Catachan, Chaos, the Chaos device, the Chaos logo, Citadel, Citadel Device, Cityfight, Codex, Daemonhunters, Dark Angels, Dark Eldar, Dawn of War, 'Eavy Metal, Eldar, Eldar symbol devices, Eye of Terror, Fire Warrior, the Fire Warrior logo, Forge World, Games Workshop, Games Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One, GW, GWI, the GWI logo, Inquisitor, the Inquisitor logo, the Inquisitor device, Inquisitor:Conspiracies, Keeper of Secrets, Khorne, the Khorne logo, Kroot, Lord of Change, Necron, Nurgle, the Nurgle logo, Ork, Ork skull devices, Sisters of Battle, Slaanesh, the Slaanesh logo, Space Hulk, Space Marine, Space Marine chapters, Space Marine chapter logos, Tau, the Tau caste designations, Tyranid, Tyrannid, Tzeentch, the Tzeentch logo, Ultramarines, Warhammer, Warhammer 40k Device, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Warhammer 40,000 universe are either ®, TM and/or © Copyright Games Workshop Ltd 2000-2009, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners. Design Goals Permit use of all current models and configurations (and keep them effective choices). Resurrect use of historical (2 nd Ed) models and options. For those options that are currently un-used, remove them, cost them down, or (preferably) give them new flavor that improves them or gives them a new role. For those options that are currently over-used, price them up, tone them down, or give them limitations to make other options more attractive. Balance within each FOC, throughout the army, and with other armies to encourage diversity within slots (no “automatic” HS choice, for example), diversity of army lists, and encourage people. Make the Nids unique; don’t copy existing rules, structure, and so forth from other armies. No unique / special characters. Unify Nid-unique special rules with USRs and existing common practice rules when possible. When possible, simplify the current rules to make them easier to use and interpret (close loopholes, remove ambiguity).

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And unofficial codex for Tyranids written to make them more compatible in 5th edition Warhammer 40,000.

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Page 1: Eidre's Tyranid Codex (unofficial codex)

1

Eidre’s Tyranid Codex (5th Edition) Written by Eidre, formatted and layouted by Threeshades

Legal Disclaimer This online publication is completely unofficial and in no way endorsed by Games Workshop Limited. 40k, Adeptus Astartes, Blood Angels, Bloodquest, Cadian, Catachan, Chaos, the Chaos device, the Chaos logo, Citadel, Citadel Device, Cityfight, Codex, Daemonhunters, Dark Angels, Dark Eldar, Dawn of War, 'Eavy Metal, Eldar, Eldar symbol devices, Eye of Terror, Fire Warrior, the Fire Warrior logo, Forge World, Games Workshop, Games Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One, GW, GWI, the GWI logo, Inquisitor, the Inquisitor logo, the Inquisitor device, Inquisitor:Conspiracies, Keeper of Secrets, Khorne, the Khorne logo, Kroot, Lord of Change, Necron, Nurgle, the Nurgle logo, Ork, Ork skull devices, Sisters of Battle, Slaanesh, the Slaanesh logo, Space Hulk, Space Marine, Space Marine chapters, Space Marine chapter logos, Tau, the Tau caste designations, Tyranid, Tyrannid, Tzeentch, the Tzeentch logo, Ultramarines, Warhammer, Warhammer 40k Device, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Warhammer 40,000 universe are either ®, TM and/or © Copyright Games Workshop Ltd 2000-2009, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.

Design Goals

• Permit use of all current models and configurations (and keep them effective choices). • Resurrect use of historical (2

nd Ed) models and options.

• For those options that are currently un-used, remove them, cost them down, or (preferably) give them new flavor that improves them or gives them a new role.

• For those options that are currently over-used, price them up, tone them down, or give them limitations to make other options more attractive.

• Balance within each FOC, throughout the army, and with other armies to encourage diversity within slots (no “automatic” HS choice, for example), diversity of army lists, and encourage people.

• Make the Nids unique; don’t copy existing rules, structure, and so forth from other armies. • No unique / special characters. • Unify Nid-unique special rules with USRs and existing common practice rules when possible. • When possible, simplify the current rules to make them easier to use and interpret (close

loopholes, remove ambiguity).

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TYRANID ARMIES

This section of the codex details the units of the Tyranid swarm, their special rules and wargear. Each entry gives a description of the unit and details the unit’s rules to use them in your games of Warhammer 40,000. Each entry is broken up into several categories:

Special Rules: These are rules that apply to the unit individually and make the unit individual. These rules always apply to that unit.

Biomorphs: Many Tyranid units have individual wargear detailed in their entry. These items are only used by Tyranids and are exclusive to the unit they are listed with. Some of these Biomorphs are automatically included in that unit while other items are optional, this is detailed in the army list in the next section of the codex.

TYRANID SPECIAL RULES Tyranids are an unusual foe to face and are in a lot of traits different from every other armies. They have a number of special rules applying to all or a number of different units. These rules are listed here. The individual unit entries list which of these special rules apply to each unit.

The Hive Mind Tyranid Hive Mind powers operate on a different principal from all other Psyker powers in the game, being based not on channeling raw chaotic energy from the Warp, but by directing the power of the Hive Mind collective consciousness. Tyranids with Hive Mind powers are not considered “Psykers”, and Hive Mind powers are not considered Psyker Powers (or Psychic Shooting attacks), even though they follow the same rules for how they are used (Psychic tests against Leadership, number of powers used per turn, and so forth). As such, they are not affected by rules, effects, attacks, or defenses that specifically refer to Psykers or Psyker powers, including (but not limited to) the Gray Knights Aegis, Inquisitor Null Rod, the number of shots fired by the Cullexus Assassin Animus Speculum, Dark Eldar Crucible of Malediction, Space Marine Librarian Psychic Hood, and so forth. Additionally, Tyranids do not suffer from Perils of the Warp. Suicide Troops Many of the breeds of Tyranid creatures exist solely to force the enemy to waste ammunition destroying them, creating opportunities for the more potent creatures to strike without opposition. Broods with the Suicide Troops rule do not take up a slot on the FOC and do not grant the enemy KP when they are destroyed. However, they also may not hold Objectives, although they may contest.

Shadow in the Warp Tyranid Hive Fleets are surrounded by a field of Hive Mind consciousness that blots out and Warp and makes the use of Psyker powers (especially astrotelepathy and Warp navigation) nearly impossible. However, this smothering influence also blocks out the normal dangers of the Warp, preventing daemonic intrusion into the minds of Psykers. Psykers have the following changes to their rules while they are fighting against a Tyranid army (whether they are on the table or not):

• All Psychic Tests by non-Tyranid models are taken at -2 Ld.

• Neither Tyranids nor their opponents suffer Perils of the Warp.

Death from Above / Death from Below / Death from the Shadows A shared awareness of the battlefield through the planet-wide Synaptic network allows many Tyranid subterranean and airborne forces to drive rapidly onto the battlefield and directly into close assault without stopping to find their targets. Although Lictors stalk their prey using highly advanced senses and chameleon camouflage instead of through the Synaptic sensory network, their ability to assault without warning strikes the same fear in their targets. Tyranids with this special rule can Assault in the same turn they Deepstrike. All broods assaulting in this manner have a maximum assault movement of 6”, subject to normal limitations (Difficult Terrain, etc).

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HIVE STATUS Each Tyranid unit entry has a category called Hive Status. The hive status represents the way the unit is connected to the hive mind and how it behaves in combat. Unlike other armies troops tyranid creatures usually don’t adhere the usual rules for morale. Instead each unit acts according to its hive status. There are four different hive statuses. They work as detailed below: Instinctive Behaviour Many of the lesser Tyranid genus, particularly derivatives of the Gaunt strain, are not advanced enough to participate in the Hive Mind directly, requiring an intermediary such as a Hive Tyrant or a Tyranid Warrior to maintain control over them. When separated from the influence of the Hive Mind, they revert to animalistic instincts, either attacking in frenzy or withdrawing and hiding. At the beginning of the movement phase, any brood with the Instinctive Behavior mind status must make a Morale test. If it passes, it gains the Rage USR for the rest of the Tyranid player turn, but may move, shoot, and assault as normal (subject to the restrictions of Rage). If it fails, it must Lurk; the unit may not move, run, or assault, but may shoot as normal; if it is shot at during the opponent’s turn, it must Go To Ground, and will gain +1 to its cover saves while it is doing so (in addition to the normal bonus for Going to Ground). Broods that are Lurking cannot hold or contest Objectives; those that are Raging can contest objectives, but not hold them. If a brood that is Raging or Lurking ever falls back, it will do so towards the nearest Synapse creature, or towards the Tyranid board edge if there are no Synapse creatures in play. The Fearless USR does not negate Instinctive Behavior; it does, however, cause the brood to automatically pass the required Morale test, meaning that a brood that is Fearless and Instinctive will always have the Rage USR while it is outside of Synapse coverage (and will never Lurk). Mindless Some breeds of Tyranid creatures do not require any significant intelligence to accomplish their purpose in the hive fleet. They press forward with their programmed mission heedless of enemy forces. Broods that are Mindless have the Fearless USR. They are immune to Instinctive behavior, and cannot hold Objectives (although they can contest them).

Brood Telepathy Some Tyranid broods are intended to operate far from the protective influence of the Synapse network as advance scouts or infiltrators. Such creatures share a lesser telepathic link between each other, gaining some independence at the expense of the unwavering devotion characteristic of creatures directly connected to the Hive Mind. Tyranids with Brood Telepathy follow the normal rules for Morale. If the brood is within Synapse coverage, it must revert to the modified rules for Synapse. Synapse Creature Some Tyranid creatures, most notably Hive Tyrants and Tyranid Warriors, act as resonators for the Hive Mind imperative, allowing the hordes of instinctive creatures to be controlled. Tyranids under coverage of Synapse act in the best interests of the Hive Mind, are completely devoid of self-preservation instinct, and are immune to pain, fear, and confusion. In addition to allowing the Hive Minds orders to be distributed, it also provides a shared awareness of the senses of all connected creatures. Synapse Creatures have the Synapse hive mind power. This means Synapse creatures units within the specified range of a synapse creature (referred to as “being in Synapse coverage”) gain the following special rules:

• Eternal Warrior USR • Fearless USR • Automatically pass any Leadership-

based tests they are required to make, with the exception of Psychic Tests.

• Are not subject to the Instinctive Behavior rules.

• May choose to move their full movement or assault distance through Difficult Terrain without having to roll; if a brood does this, it must take a Dangerous Terrain test (representing the hordes crushing each other underfoot in their haste to push through the terrain).

• If called to make a Night Fighting distance test (either due to actual Night Fighting or a special power such as The Shrouding or Veil of Tears), the Tyranid player can measure the distance to any other Tyranid brood also in Synapse coverage instead of the brood attempting to shoot. The brood shooting must still fulfill all of the other requirements for shooting (within weapon range, line of sight, and so forth).

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HIVE TYRANT Tyranicus Praefecto

Fluff

WS BS S T W I A Ld Sv

Hive Tyrant 5 3 5 5 4 5 3 10 3+

HIVE STATUS Synapse Creature SPECIAL RULES Optional Retinue, The Hive Mind

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TYRANT GUARD Tyranicus Scutatus

Fluff

WS BS S T W I A Ld Sv

Tyrant Guard 5 3 4 5 2 5 2 5 3+

HIVE STATUS Instinctive Behaviour SPECIAL RULES Move Through Cover, Retinue Shield Wall: if the Hive Tyrant being protected by Tyrant Guards would take an unsaved wound, that unsaved wound is instead applied to one of his Tyrant Guards, starting with any that are already wounded. This has no effect on effects or rules that explicitly ignore all defenses (such as Death or Glory) or allows direct targeting of a single model within a unit (such as the Vindicare Assassin, or the Eldar Psyker power Mind War).

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TYRANID WARRIORS Tyranicus Gladius

Fluff

WS BS S T W I A Ld Sv

Warrior 4 2 4 4 2 4 2 10 5+

HIVE STATUS Synapse Creature SPECIAL RULES Move Through Cover, The Hive Mind Biodiversity: Tyranid Warriors are extremely mutable and can fill nearly any role on the battlefield. Each brood must fill one of the following Force Organization Chart slots, and gains the specified benefits: o HQ: may choose 1 extra Hive Mind Power

(see Hive Mind Powers, below) o Elite: no benefits conferred o Fast Attack: must purchase the Winged

biomorph o Heavy Support: every model in the brood

may purchase a bio-weapon that takes 2 bio-weapon slots.

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LICTOR Tyranicus Chameleo

Fluff

WS BS S T W I A Ld Sv

Lictor 5 0 5 4 2 5 3+1 10 5+

HIVE STATUS Brood Telepathy SPECIAL RULES Death from the Shadows, Fleet, Hit and Run, Move Through Cover No Warning: Lictors must start play in Reserve. They enter the game as though they were Deepstriking, except their base must be entirely within a piece of Area Terrain and they do not scatter. They do not take Dangerous Terrain tests Deepstriking into Difficult Terrain. The Lictor must be placed such that its base is more than 1” away from any enemy models; if no such place exists in the desired piece of Area Terrain, they must roll for a Deepstrike Mishap. Fade Away: Lictors are infamous for assaulting isolated units of troops, killing one or two select troops (usually leaders or special weapon troopers), then vanishing back into the safety of cover without leaving a trace. At the end of any close combat phase, after making any Hit and Run movement, a Lictor that is not Locked in close combat (due to a Massacre, a successful Hit and Run, or just by not being involved in close combat to begin with) and whose base is in contact with Area Terrain may be immediately removed from the board and placed back in Reserve. The Lictor must Deepstrike again in subsequent turns per the No Warning rule above, although it may Deepstrike into a different piece of Area Terrain each time it returns. Loner: although the Lictors are purchased as a single brood of 1-3, each Lictor is deployed independently and is treated as a separate unit during the game. Each Lictor killed will grant the enemy 1 Kill Point.

Chameleon Scales: the Lictor gains +2 to cover saves, receiving a 5+ cover save even when in the open. All shooting against a Lictor within or touching area terrain requires a Night Fighting test. Finally, a Lictor may use its cover save as an invulnerable save in close combat (thus, 5+ invulnerable save in the open, up to a 2+ invulnerable save in 4+ or better cover). Pheromone Trail: the Tyranid player may reroll one Reserve roll per turn per Lictor in the Army, regardless of whether the Lictor is on the board, or in Reserve, or destroyed. Assassin: a Lictor that charges may choose to direct all of its attacks against any single model in the assaulted unit instead of following the normal wound allocation rules. The target model must be in the Lictor’s engagement zone (within 2” of a model in base-to-base with the Lictor), and if the Lictor kills that model, any additional wounds it inflicted are ignored and do not count for combat resolution.

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RAVENERS Tyranicus Ophidius Subterra

Fluff

WS BS S T W I A Ld Sv

Ravener 5 3 4 4 3 5 3 10 6+

HIVE STATUS Instinctive Behaviour SPECIAL RULES Death from Below, Move Through Cover

CHROMATIC TERROR Tyranicus Ophidius Horribilis

Fluff

WS BS S T W I A Ld Sv

Terror 5 0 5 5 3 5 4+3 10 4+

HIVE STATUS Instinctive Behaviour SPECIAL RULES Death from Below, Move through Cover Monster’s Retinue: the Terror may have a retinue of 0-5 Raveners. While any of these Raveners are alive, the Terror may not be picked out as a separate target for shooting. If the brood has both a retinue of Raveners and Symbiotic Rippers, the combined brood of Terror and Raveners can be shot at separately from the brood of Symbiotic Rippers. If the Terror has Symbiotic Rippers, any retinue Raveners must also purchase that biomorph.

Monstrous Beast: although a Terror is a Monstrous Creature, it has all of the movement and terrain interaction rules as though it were a Beast. Swallow Whole: Terrors are famous for swallowing their prey whole, to regurgitate them later into a convenient digestion pool. The Terror has the Assassin special rule (see the Army List entry for the Lictor, previous).

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ZOANTHROPE Tyranicus Animus Abhorrens

Fluff

WS BS S T W I A Ld Sv

Zoanthrope 3 3 4 4 2 4 2 10 6+

HIVE STATUS Synapse Creature SPECIAL RULES Move Through Cover, The Hive Mind Loner: although Zoanthropes are purchased as a single brood of 1-3, each is deployed independently and is treated as a separate unit during the game. Each Zoanthrope killed will grant the enemy 1 Kill Point. Levitation: Zoanthropes float through the battlefield on a cushion of psychic force. They are Jetpack Infantry.

BIOVORE Tyranicus Patris Boletus

Fluff

WS BS S T W I A Ld Sv

Biovore 3 3 4 4 2 1 2 10 5+

HIVE STATUS Brood Telepathy SPECIAL RULES Move Through Cover, Slow and Purposeful

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BROODLORD Corporaptor Primus

Fluff

WS BS S T W I A Ld Sv

Broodlord 6 0 4 4 2 7 3+1 10 4+

HIVE STATUS Brood Telepathy SPECIAL RULES Fleet, Mandatory Retinue, Move Through Cover

Champion of the Cult: An army with a Broodlord may take Genestealers as Troops as well as Elites. Deep Cover: The Broodlord and his retinue may Infiltrate when permitted by the deployment rules. BIOMORPHS Razor Claws: exceptionally hard, sharp claws empowered with the collective psychic force of the Hive Mind. They grant the Rending quality and ignore Armor Saves like a power weapon.

GENESTEALERS Corporaptor Hominis, Corporaptor Ymgarli

Fluff

WS BS S T W I A Ld Sv

Genestealer 5 0 4 4 1 5 2 10 5+

HIVE STATUS Brood Telepathy SPECIAL RULES Fleet, Move Through Cover

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GAUNTS Gantius Virago

Fluff

WS BS S T W I A Ld Sv

Gaunt 3 3 3 3 1 4 1 5 6+

HIVE STATUS Instinctive Behaviour SPECIAL RULES Fleet, Move Through Cover Suicide Troops: A gaunt brood that is not equipped with any bio-weapons has the Suicide Troops special rule.

STRANGLER GAUNTS Gantius Reticulus

Fluff

WS BS S T W I A Ld Sv

Gaunt 3 3 3 3 1 4 1 5 6+

HIVE STATUS Instinctive Behaviour SPECIAL RULES Fleet, Move Through Cover, Suicide Troops Specialized Organism: Strangler gaunts are an extremely specialized strain of the gaunt genus and are less common than other gaunt genotypes. There may never be more Strangler Broods than Gaunt and Hormagaunt Broods in a single Tyranid swarm.

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HORMAGAUNTS Gantius Gladius

Fluff

WS BS S T W I A Ld Sv

Hormagaunt 4 0 3 3 1 4 1+1 5 6+

HIVE STATUS Instinctive Behaviour SPECIAL RULES Move Through Cover

GARGOYLES Gantius Avius

Fluff

WS BS S T W I A Ld Sv

Gargoyle 3 3 3 3 1 4 1 10 6+

HIVE STATUS Instinctive Behaviour SPECIAL RULES Death from Above, Fleet, Move Through Cover Suicide Troops: A gaunt brood that is not equipped with any bio-weapons has the Suicide Troops special rule.

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RIPPER SWARM Minoris Omniphagea

Fluff

WS BS S T W I A Ld Sv

Rippers 3 1 3 3 3 2 3 10 6+

HIVE STATUS Mindless SPECIAL RULES Move Through Cover, Suicide Troops, Swarm

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MYCETIC SPORE POD

Fluff

WS BS S T W I A Ld Sv

Spore Pod - - - - - - - - -

HIVE STATUS n/a SPECIAL RULES Mycetic Assault: in the first stages of a planetary assault, Tyranid creatures are dropped from the Hive Ships in low orbit, forcing the planet’s defenders to spread their forces and expend fuel and ammunition trying to fight on a thousand fronts at once. A Mycetic Spore Pod must be attached to another Tyranid brood that does not have the Deepstrike, Scout, or Infiltrate special rules. This brood must start the game in Reserve. The Spore Pod (represented by a 5” radius circular marker) enters the game according to the Deepstrike rule. A Spore Pod that successfully Deepstrikes is placed on the board, becoming a 5” diameter circle of Area Terrain (granting a 4+ cover save) that is Difficult and Dangerous to all non-Tyranid models (representing the slimy wreckage of the Spore Pod after impact). Then, the attached brood is placed from the center of the circle in concentric circles (as is normal for placement of Deepstriking units). It is permissible for models to be placed outside of the Spore Pod circle on the table. A single Mycetic Spore Pod carries all of the models from a single brood, even if the models normally deploy independently (e.g. Zoanthropes). The following Tyranid creatures can fit in a single Spore Pod:

* 1 Hive Tyrant with up to 1 Tyrant Guard * 1 Screamer Killer * 5 Tyranid Warriors * 8 Genestealers * 16 Gaunts or Hormagaunts * 5 Ripper Swarms * 3 Zoanthropes * 3 Biovores * 1 Carnifex

A brood may take up to the permissible number of Symbiotic Rippers along with it in a Mycetic Spore Pod (thus, a brood of 16 Gaunts could bring along up to 8 Symbiotic Ripper Swarms and deploy from the Spore Pod with them).

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SPORE MINE CLUSTER Boletus Minoris

Fluff

WS BS S T W I A Ld Sv

Spore Mine 0 0 1 3 1 1 0 10 -

HIVE STATUS Mindless SPECIAL RULES Slow and Purposeful, Suicide Troops Living Bomb: Spore Mine clusters must enter play via Deepstrike. Spore mine clusters that Deepstrike on top of or in base to base contact with an enemy model do not roll for Deepstrike mishaps; instead, they explode immediately (see Detonation, below). Any casualties are treated as being taken in the following Tyranid Shooting Phase for the purposes of Morale tests. Drifting: spore mine clusters cannot Run, nor do they have the Move Through Cover special rule. While they are in Synapse coverage, they Move normally (subject to Slow and Purposeful). If a cluster is not in Synapse coverage, roll a scatter die for each cluster in the Movement phase; if an arrow is rolled, all of the mines moves 1d6” in the direction indicated (maintaining coherence), and if a HIT is rolled, the cluster does not move. A cluster may move into base-to-base contact with an enemy model in the Movement phase.

Detonation: normally, a Spore Mine cluster will move into base to base contact with an enemy model in the Tyranid Movement Phase and then detonate in the Tyranid shooting phase. However, the cluster will detonate immediately if it Deepstrikes on top of enemy models, is destroyed by enemy (or friendly) shooting, or it comes into base to base contact with enemy models outside of the Tyranid Player Turn (such as by being assaulted). A spore mine within Synapse coverage can also be detonated by a Synapse Creature within 12” of the cluster in place of shooting one bio-weapon, regardless of how close the cluster is to enemy models. In any case, when a Spore Mine cluster detonates, immediately place large blast templates centered on the bases of each spore mine in the cluster and resolve shooting hits on any units (friend or enemy) that are touched. If the detonation happens during the Tyranid Player turn, treat any enemy casualties as though they happened in the Shooting Phase (for the purposes of Morale checks). BIOMORPHS Spore Mines: Spore Mines have no close combat capability, having WS0 and A0; when they detonate, they have one of the following profiles (chosen when the cluster is purchased): S AP Type

Frag 4 5 Large Blast Toxin 1 4 Large Blast, Venomed (4+) Bio-Acid 3 3 Large Blast, +1d6 to Armor

Penetration roll

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CARNIFEX Carnifex Voracio, Carnifex Arbilys

Fluff

WS BS S T W I A Ld Sv

Carnifex 4 2 8 6 4 1 2 10 3+

HIVE STATUS Instinctive Behaviour SPECIAL RULES Fearless

SCREAMER KILLER Carnifex Ululare

Fluff

WS BS S T W I A Ld Sv

Screamer 3 2 7 5 4 2 2 10 3+

HIVE STATUS Instinctive Behaviour SPECIAL RULES Fearless

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TYRANID BIOMORPHS

TYRANID WEAPON-SYMBIOTES Tyranid creatures do not carry weapons in the same manner as the soldiers in most armies; their weapons are complex symbiotic creatures that are grafted directly into their bodies, drawing sustenance directly from their hosts. There are two categories of Weapon-Symbiotes. Close Combat Weapon-Symbiotes and Ranged Weapon-Symbiotes.

Close combat weapon-symbiotes are listed without a ranged weapon profile and therefor can only be used during assault. Further close combat weapon-symbiotes never grant bonus attacks for extra close combat weapons. Instead some of them grant and extra attack or the option for an extra attack individually. Unlike most other armies, a Tyranid creature may take advantage of all of their close combat bio-weapons at the same time, and unless otherwise noted all effects are additive and apply to all of the creature’s close combat attacks.

Tyranid ranged weapon symbiotes are listed with a ranged weapon profile and work the same way as all ranged weapons do. They however have characteristics that are dependent on the Tyranid creature that wields them. The “S” value in the bio-weapon entries below is equal to the Strength of the wielding creature, with any biomorph modifiers that directly affect the profile value of Strength (e.g. Hyper Metabolism), but not any bio-weapons (e.g. Bonesword) or temporary effects (e.g. Ferocious Charge). Similarly, the “X” value in the entries below is equal to the unmodified Attacks stat value of the wielding creature, without counting any biomorphs, bio-weapons, or rules that might grant additional attacks in close combat.

Many Tyranid ranged weapon-symbiotes have unique special rules:

+1 Attack (+1 A) Some shooting bio-weapons are useful in close quarters fighting in the same way as a pistol would be to a humanoid soldier. These weapons confer an extra Attack in close combat. They are in all ways normal close combat attacks and benefit from any other rules, status, biomorphs, or other bio-weapons that affect close combat. They do not increase the creature’s profile Attacks value (for the purposes

of number of shots fired by shooting bio-weapons, for example).

Entangling Some Tyranid weapons rely on sticky webs or grasping, barbed vines to enmesh and tear apart their targets. Non-tyranid units that take one or more wounds from an Entangling weapon must take a Strength test. If they fail, they must Go to Ground. Additionally, vehicles that take a Glancing or Penetrating hit from an Entangling weapon will take a “Crew Shaken” effect in addition to whatever effect is generated on the Vehicle Damage table.

Living Ammunition Tyranid weapons typically use mindless flesh-eating subcreatures as ammunition. Although not instantly lethal, being devoured from the inside is excruciating, horrific, and extremely disconcerting to other members of the unit. Tyranid bio-weapons described as having Living Ammunition reroll failed To Wound rolls. All Morale tests taken as a result of shooting by weapons with Living Ammunition are at -1.

Shattering Although the Venom Cannon is more than capable of chewing holes in the heaviest armor, killing crew, and destroying exterior components, the highly energized crystals typically shatter on impact with heavy components, limited their ability to inflict catastrophic damage to vehicles. Bio-weapons with the Shattering quality are treated as having AP- when they score a Glancing or Penetrating Hit against a vehicle.

Venomed Many Tyranid weapons use a cocktail of neurotoxins, phage cells, and other bio-agents to cripple and kill their targets. Venomed shots follow the same rules as Poisoned close combat weapons. The roll to wound is listed in the bio-weapon entry. A creature may attack without using the Venomed quality, using the normal comparison of Strength to Toughness to determine the roll to wound. In this case, they forfeit the reroll to wound if their Strength is equal to or greater than the target’s Toughness

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The following entries detail all ranged and close combat weapon-symbiotes common to tyranids and describe their function in the game.

Barbed Strangler A simple, fleshy tube that launches bio-engineered seed pods with a peristaltic muscular contraction. These plants rapidly grow and spread tendrils over a wide area, trapping animals with their barbed thorns to extract their bodily fluids and feed off of their rotting carcasses. Barbed Stranglers occupy two weapon slots and have the following profile:

Range S AP Type Special

36“ S-1 (8) 5 Assault 1 Large Blast, Entangling

Boneswords Boneswords are viciously sharp and contain a psychic organ in the hilt that directs the power of the Hive Mind through synaptic paths along the blade, surrounding it with a tightly coiled warp distortion. Each bio-weapon slot with boneswords gives a +1 Strength bonus in close combat or +1 Attack in close combat. This option can be chosen each close combat phase and for each bonesword equipped. Thus, a Tyranid Warrior with two sets of boneswords can attack in close combat with +2 Attacks, +1 Attack and +1 Strength, or +2 Strength, chosen each close combat phase.

Crushing Claws seen on only the largest Tyranid creatures, crushing claws are extremely destructive against large targets that can be trapped and crushed. Crushing Claws take two bio-weapon slots per set. Each set of Crushing Claws gives +1 Attack in close combat and adds +1 bonus hit per hit scored in close combat against Vehicles and units of multi-wound models.

Deathspitter Similar to the fleshborer, the bloated grubs incubated inside this fleshy tube are filled with highly corrosive acid nodules which rupture and spray over a wide area when they strike their target. Deathspitters occupy one weapon slot and have the following profile:

Range S AP Type Special

24“ S+1 (7) 5 Assault 1 Blast

Devourer A disgusting cone of semi-rotten flesh filled with black devourer worms; when stimulated, they are sprayed out in a putrid cloud, splattering the target area with hundreds of burrowing, brain-seeking worms. Death is quick, horrific, and agonizing. Devourers occupy one weapon slot and have the following profile:

Range S AP Type Special

18“ S-1 (5) - Assault 2X Living Ammunition

Fleshborer Although superficially appearing to be a gun, the fleshborer is actually a brood-home for sharp-fanged beetles that are electrically stimulated to fly out and bore through their targets. Fleshborers occupy one weapon slot and have the following profile:

Range S AP Type Special

12“ S+1 (6) 5 Assault X Living Ammunition

Lash Whip the multiple thrashing tendrils of the Lash Whip tangle the limbs and weapons of nearby enemies as well as strangling and crushing them. Each bio-weapon slot with Lash Whips grants either +1 Attack in close combat or deprives all enemy models in the creature’s engagement zone of 1 Attack, to a minimum of 1 Attack per enemy model, cumulative for multiple lash whips on a single model and multiple models with Lash Whips. The option may be chosen for each close combat phase and for each lashwhip equipped.

Rending Claws a set of short, powerful claws with diamond-hard tips, allowing the creature to shred through the hardest armor and structural materials with ease. Each bio-weapon slot with Rending Claws grants the Rending quality to the creature’s close combat attacks or +1 Attack in close combat. This option can be chosen each close combat phase and for each set of rending claws. If two or more bio-weapon slots are chosen to grant Rending instead of extra Attacks, the creature will causing rending hits in close combat on a To Wound roll of 5-6 instead of just on a 6.

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Scything Talons a simple and lethal bio-weapon, the scything talon is a curved, sharpened length of bone and chitin. Each bio-weapon slot with Scything Talons gives +1 Attack in close combat.

Spike Rifle A long, bony tube with a complex web of internal muscles and tendons to sling-shot a meter-long barbed, venomous harpoon to great distances. Spike Rifles occupy one weapon slot and have the following profile:

Range S AP Type Special

24“ S (6) 5 Assault 1 Venomed 4+

Spinefist Specifically engineered for close-quarters combat, the spinefist ejects a wide-angle spray of neurotoxic spines, slowly paralyzing and asphyxiating its targets. Spinefists occupy one weapon slot and have the following profile:

Range S AP Type Special

12“ S (4) - Assault X Venomed 5+, +1 A

Spore Mine Launcher Not so much a bio-weapon as a Tyranid creature using the Biovore as transportation, the Spore Mine Launcher is a genetic factory for producing clutches of Spore Mines and ejecting them in high arcs towards the enemy. All of the spore mine launchers in a single brood must fire the same kind of mine in each Shooting Phase, although they may choose different mines in different turns. The different mine types are described in the Spore Mine Cluster entry on the Army List. If the large blast template does not hit any enemy models, place a Spore Mine model in the center of where the blast template scatters. From this point on, it is treated as a normal Spore Mine. A Spore Mine Launcher does not have to be fired at an enemy unit; the initial blast template can be placed anywhere on the board, after which blast scatter is rolled as normal (which may result in the mine hitting a target unintentionally). Spore Mine Launchers occupy two weapon slots and have the following profile:

Range S AP Type Special

48“ Var. Var. Assault 1 Large Blast, Barrage

Strangleweb This unimpressive, bulbous tube is actually a parasitic web-spinning creature vaguely similar to the Terran orb-weaver spider. When stimulated with a hormonal trigger, it produces a cloud of sticky, resinous fibers. Stranglewebs occupy one weapon slot and have the following profile:

Range S AP Type Special

Template S+1 (5) 5 Assault 1 Entangling

Venom Cannon An almost unbelievable biological construct, incorporating elements from at least eight different Tyranid sub-creatures, this enormous bio-weapon produces a rapid-fire stream of magnetically accelerated metal-crystalline venom shards that puncture, poison, and electrocute their targets. Venom Cannons occupy two weapon slots and have the following profile:

Range S AP Type Special

36“ S+2 (10) 4 Assault X Rending, Venomed 2+, Shattering

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BIOMORPH ENHANCEMENTS Tyranid biomorphs are grown directly onto or within their bodies. A single creature can have any combination of biomorphs except as noted in the biomorph descriptions or Army List entries. Unless otherwise noted, no biomorph can be taken more than once. The biomorphs that directly affect the creature’s profile are not considered modifiers; the modified value just replaces the given value on the creature’s profile.

Acid Maw A creature with Acid Maw gains +1 to vehicle armor penetration rolls.

Adrenal Glands A creature with Adrenal Glands gains the Furious Charge USR.

Bonded Exoskeleton A creature with Bonded Exoskeleton gains +1 Toughness.

Burrower A creature with the Burrower biomorph gains the ability to Deepstrike.

Centauroid A creature with a Centauroid body structure replaces their secondary arms with legs, giving them more speed and mobility. A creature with this biomorph gains the Fleet of Claw USR, but loses ½ of their bio-weapon slots (e.g. a Tyranid Warrior loses 1 of their 2 bio-weapon slots, whereas a Hive Tyrant loses 2 of its 4).

Enhanced Senses Creatures with enhanced senses gain +1 Ballistic Skill and the Acute Senses USR.

Extended Carapace A creature with an extended carapace gains +1 to its Armor saving throw, so a creature with a 5+ Armor save naturally will instead have a 4+ Armor save, and so forth.

Feeder Tendrils Feeder tendrils rapidly extract genetic and biometric information from the bodily fluids of a wounded target creature; this information is then spread through the Synaptic network, allowing the rest of the Tyranid creatures to viciously target its weak points. A creature with feeder tendrils and all friendly Tyranids within 2” of it gain the Preferred Enemy USR against all enemy units.

Flesh Hooks A creature with flesh hooks counts as being equipped with Assault Grenades. In addition, it may count vertical Impassible Terrain (such as cliff faces and walls) as Difficult Terrain.

Hive Node A brood with the Hive Node biomorph is considered to be in Synapse coverage at double the normal range from a Synapse creature (i.e. 24” instead of 12”).

Hyper Metabolism A creature with Hyper Metabolism gains +1 Strength.

Implant Attack A creature with Implant Attack inflicts one additional unsaved wound to each model that takes an unsaved wound from its close combat attacks. A creature with Implant Attack twice (both mouth and tail, for example) inflicts 2 additional unsaved wounds. Note that this biomorph has no additional effect on 1-Wound models, as the extra Wounds inflicted do not carry over onto other models.

Leaping The creature gains all of the special rules as though it had the Beast/Cavalry type, although it keeps its actual type; the brood may use whichever rules are most advantageous to each situation. In addition, it may roll an extra die for movement or assault distance through Difficult Terrain in the same way as for Move Through Cover (and cumulative with that rule).

Reflex Boost A creature with a Reflex Boost gains +1 Weapon Skill and +1 Initiative.

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Regeneration At the beginning of the Tyranid Movement Phase, this creature will regain one lost Wound on a roll of 4+ on 1d6. If the creature loses its last wound (but no more), it goes into regenerative hibernation, indicated by laying the model down on the table. It may not move, shoot, run, assault, flee, use any Hive Mind powers (even ones that are continuously active), or do anything other than lay there, and is considered to have WS0. It may be shot or assaulted as normal. If the hibernating creature suffers one or more unsaved Wounds, it is destroyed and removed normally. At the end of each Assault Phase, enemy units in base to base contact with a hibernating Tyranid may either consolidate away from close combat or remain locked (in which case they will be able to attack the creature in close combat again during the next Player Turn). At the end of each subsequent Tyranid movement phase, roll 1d6; on a 4+, the creature returns to play (stand it back up) with one Wound, and counts as having already moved.

Reinforced Chitin Tyranids with reinforced chitin gain +1 Wound.

Scuttlers Tyranids with the Scuttlers biomorph gain the Scouts USR.

Spade Tail All shooting from a model with a Spade Tail may reroll failed To Hit rolls (which obviously has no effect if the weapon is already twin-linked or otherwise has a reroll). However, a brood with Spade Tailed models also gains the Slow and Purposeful USR, and loses the Fleet USR (if it possessed it already).

Spine Banks A model with spine banks counts as being equipped with Assault Grenades. In addition, it can release a spray of spines in the shooting phase with the same effect as a Spinefist, although the Spine Banks do not grant a bonus close combat attack. Spine banks may be fired in addition to the creature’s normal shooting, and even if the creature Runs.

Spore Cysts During the shooting phase, a creature with spore cysts that is not in base to base contact with any enemy models may produce a spore mine of any desired type. A spore mine may be produced in addition to the creature’s normal shooting, and even if the creature Runs. When the spore mine is created, the Tyranid player must nominate a direction, usually by laying down a range ruler or pencil; the spore mine travels 1d6+2” in this direction, measured from the spore cyst creature’s base. From this point on, the spore mine acts normally (see the Army List entry for Fast Attack Spore Mines), and may explode if it is ejected close enough to an enemy unit.

Symbiote Rippers A Tyranid creature or brood with Symbiote Rippers can take Ripper Swarms as additional models in the brood. A brood can take a maximum of one Ripper Swarm per two wounds of models in the brood (rounded up). The Rippers are purchased as an independent brood with their own biomorphs and bio-weapons, but they are permanently attached to their parent brood and do not take up a slot on the Force Organization Chart. If the brood or creature the Symbiote rippers are attached to has any of the Burrower, Leaping, Scuttlers or Winged biomorphs the symbiote Ripper swarm must also purchase these biomorph enhancements. If the Brood the Ripper Swarms are attached to consists of Beasts or Monstrous Beasts the Ripper Swarms must purchase the Leaping biomorph. The cost of Symbiotic Rippers includes the cost for the biomorph taken by the parent brood, as well as any mandatory and optional biomorphs and special rules. All rules concerning mixed T, I, and Movement apply to the mixed brood as normal, which will usually mean that the mixed brood cannot use the Fleet USR until all of the Symbiotic Ripper Swarms are removed as casualties.

Tail Weapon The creature gains one or two additional Attacks in close combat if there are three or more enemy models in base to base contact with the creature after all assault, charge reaction, and pile in moves are complete. There are two types of tail weapons available:

Scythe or Blade Tail: +2 Attacks at ½ Strength (rounded up)

Mace or Pincer Tail: +1 Attack at full Strength

These are normal close combat Attacks in all ways, and benefit from all of the creature’s other bio-weapons, biomorphs, and special rules.

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Thorax Weapon The creature has a bio-weapon recessed inside its body cavity which can shoot out of its mouth. This weapon does not take up a bio-weapon slot, but does count against the number of shooting weapons that the creature can fire in the Shooting Phase. The following can be found as Thorax Weapons (although not all options are available on all creatures): Flamespurt

Range S AP Type Special

- - - - +1 Attack

Bio-Plasma Range S AP Type Special

Template S+1 (10) 4 Assault 1 +1 Attack

Spinefist Range S AP Type Special

12“ S (4) - Assault X Venomed 5+, +1 A

Fleshborer Range S AP Type Special

12“ S+1 (7) 5 Assault X Living Ammunitíon

Devourer Range S AP Type Special

18“ S+1 (5) - Assault 2X Living Ammunitíon

Deathspitter Range S AP Type Special

24“ S+1 (7) 5 Assault 1 Blast

Thornback A creature with the Thornback biomorph determines the results of an assault (winning or losing) as though they inflicted 1d3 more unsaved Wounds than they actually inflicted. This modifier will also affect the subsequent Morale test or number of No Retreat wounds scored.

Toxic Miasma The creature is treated as being equipped with Defensive Grenades.

Toxin Sacs The creature’s close combat attacks have the Poison quality, with the fixed roll to wound given in the brood’s entry in the Army List. A creature may attack without using the Toxin Sacs, using the normal comparison of Strength to Toughness to determine the roll to wound. In this case, they forfeit the reroll to wound if their Strength is equal to or greater than the target’s Toughness.

Tusked Tusked Tyranids gain +2 Attacks when charging instead of +1.

Winged Winged creatures Deepstrike, move, run, conduct assault movement, withdraw, and interact with terrain as though they were Jump Infantry; for all other purposes they retain their normal type. A Winged creature may not have the Centauroid, Extended Carapace, or Leaping biomorphs.

Without Number Any brood Without Number that is removed from play may be brought back into play at the beginning of the next Tyranid turn. It moves onto the board as though it were arriving from Reserve (using any special rules like Outflank or Deepstrike) and has exactly the same profile and armaments as its predecessors. Kill Points are scored for the original brood and its replacements as if they were entirely separate broods.

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HIVE MIND POWERS Hive Mind powers function in the same way as Psyker powers, except as noted under the Hive Mind description, previous. No Tyranid creature may have a single Hive Mind power more than once (no getting two Warp blasts or two Psychic Screams on a single Zoanthrope, for example).

Warp blast The Tyranid creature projects a wave of psycho-spatial distortions that tear apart physical objects. This power grants the Tyranid creature a shooting attack with two modes; choose one each time it is fired:

Spread (no psychic test required) Range S AP Type Special

24“ 5 3 Assault 1 Blast

Focused (requires a psychic test) Range S AP Type Special

18“ 10 1 Assault 1 -

If a Tyranid creature has both Warp Blast and the Enhanced Senses biomorph, the Focused shot gains the Gets Hot! quality, representing the surge of psychic power overloading the creature’s advanced sensory apparatus and causing damage to its neurological structure.

Warp field A controlled psycho-spatial distortion surrounds the Tyranid, scattering and deflecting incoming attacks. The creature gains a 2+ Armor Save and a 5+ Invulnerable Save. This Hive Mind power acts continuously and does not require a psychic test.

Synapse The signature power of the Tyranid species, this psychic control network spreads through specific creatures (typically of the Tyrant, Warrior, and Zoanthrope genus) to direct the actions of the lesser instinctive creatures. All Tyranid broods within 12" of the creature with the Synapse power (including the Synapse creature itself) follow the rules defined previously for the Synapse Creature Hive Status.

Catalyst A power similar to Synapse, but narrower in scope and more powerful; the Hive Node creature can focus the will of the Hive Mind on a single creature or brood, taking direct control of their body systems to remove even autonomic physical reactions, giving them partial immunity to physical damage for a short time. A brood under the influence of Catalyst gains the Feel No Pain USR until the following Tyranid Shooting Phase. This power is used in place of firing one bio-weapon in the Shooting Phase, may be targeted at any single Tyranid brood within 24" (including the brood with this power), and requires a psychic test to activate.

The Horror The most common effect of the Hive Mind on the non-Tyranid psyche is to overwhelm it with horrific despair and a sense of the inevitability of the Hive Fleet’s victory. Enemy units within 6" of a Tyranid creature with this power count only 1/2 the unsaved wounds they inflict in close combat (rounded down) for the purposes of determining combat resolution (e.g. Morale test modifiers and No Retreat! Wounds inflicted). This power is active continuously and does not require a psychic test.

Psychic Scream The overwhelming presence of the Hive Mind collective is perceptible even to the most psychically inert soldier, invading their thoughts and perceptions in the form of a ceaseless keening wail. All non-Tyranid units within 18" of the creature with Psychic Scream are at -1 Leadership for all purposes, cumulative to a maximum of a -5 penalty applied to any single unit. The effects of Psychic Scream are not cumulative with the effects of Shadow in the Warp (defined above); apply whichever modifier is worse.

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TYRANID ARMY LIST USING THE ARMY LIST To make a choice, look in the relevant section

of the army list and decide what unit you want

to have in your army, how many models there

will be in it, and which upgrades you want (if

any). Remember that you cannot field models

that are equipped with Bio-weapons or

Biomorphs not shown on the model. Once this

is done subtract the points value of the unit

from your total points, and then go back and

make another choice. Continue doing this until

you have spent all your points. Then you're

ready to do battle!

Army List Entries Each entry consists of the following:

Unit Name: The type of unit, which may also show a limitation on the maximum number of choices you can make of that unit type and the point cost per unit or per model.

Profile: The baseline values for all characteristics, before any modifiers for biomorphs. The point value given is always for a single model.

Availability: How many of this brood can be taken in one army.

Brood: The minimum and maximum number of models for the brood.

Type: The type of unit the brood is (usually Infantry, Monstrous Creature, Beast, or Jump Infantry).

Hive Status: The psychology rules for this brood (usually Instinctive Behavior, Brood Telepathy, or Synapse creature).

Special Rules: Any special rules that apply to this brood.

Biomorphs: The mandatory biomorphs, and any optional biomorphs available to this brood. The creature’s profile will already reflect any bonuses for mandatory biomorphs.

Hive Mind Powers: Any mandatory Hive Mind powers, and the list of optional Hive Mind powers available to these creatures.

Bio-weapons: This entry will list the number of weapon slots and the bio-weapons that can or must be chosen. Weapons with two costs listed use the first cost without for creatures without Hyper Metabolism, and the second for creatures with Hyper Metabolism. The creature’s profile will reflect any bonus Attacks for mandatory bio-weapons by a ‘+’.

INFESTATION The presence of the Hive Fleet in orbit around the planet and the progressive infestation of the planet’s biosphere alters the battlefield conditions in favor of the Tyranids. This is represented by the options listed below. These are not connected to any model or unit in the army, nor do they use a slot on the FOC. Spore Cloud After an invasion has established a successful foothold on the ground, spore chimneys grow and seed the atmosphere with clouds of blinding, choking spores. This is usually a sign that the planet is doomed, as these spores are lethal to animal life and vastly accelerate plant growth, increasing the rate at which the Tyranids can extract biomass. A Spore Cloud costs points equal to 5% of the point limit of the army, rounded up. Thus, a 1000 point Tyranid army could have a Spore Cloud for 50 points, whereas for an 1850 point army it would cost 93 points. If the Tyranid army purchases the Spore Cloud option, the Night Fighting rule is in effect for both armies and for the entire game. Biomass Infestation By the final stages of a Tyraid invasion, nearly all of the indigenous animals are dead and the vegetation has extracted most of the nutrients available in the soil, overgrowing the planet into a diseased jungle of digestion pools and ferocious Rippers. Any Tyranid army that has at least one brood of Rippers can purchase the Biomass Infestation option for a point cost equal to 5% of the Army Limit for the battle, rounded up (as above). If this rule is in effect, all Area Terrain on the board becomes Dangerous Terrain for non-Tyranid units, representing the infested plants, acidic fungus, dangerous harvester creatures, and acidic pools dotting the landscape. In addition, Ripper Swarms bought as Troops lose the Suicide Troops rule and gain the ability to hold Objectives, despite their Mindless status. Symbiotic Rippers, by contrast, remain Suicide Troops.

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HQ HIVE TYRANT 60 points WS BS S T W I A Ld Sv

Hive Tyrant 5 3 5 5 4 5 3 10 3+ Brood: 1 + optional Retinue (Tyrant Guard) Unit Type: Monstrous Creature Hive Status: Synapse creature Special Rules: Optional Retinue, The Hive Mind Biomorphs: May take one of the following mouth biomorphs:

Acid Maw .............................................6 points Implant Attack.....................................12 points Thorax Bio-Plasma........................12/15 points

May take any of the following body biomorphs:

Adrenal Glands...................................12 points Bonded Exoskeleton ..........................15 points Centauroid.................................................. free Enhances Senses ..............................10 points Extended Carapace............................25 points Hyper Metabolism ..............................12 points Flesh Hooks .........................................4 points Reflex Boost .......................................17 points Regeneration......................................25 points Symbiote Rippers ...............................10 points Toxic Miasma .......................................6 points Toxin Sacs (3+) ..................................10 points

May take one of the following tail biomorphs:

Implant Attack.....................................12 points Spade Tail ..........................................15 points Tail Weapon – Blade ............................8 points Tail Weapon – Pincer ...........................8 points

May take one of the following back biomorphs: Spine Banks .......................................10 points Thornback ............................................ 8 points Winged ...............................................40 points (An army can have only one Winged Hive Tyrant. Winged Hive Tyrants may not have a retinue of Tyrant Guard)

Bio-weapons: Must fill 4 bio-weapon slots with any combination of the following:

Scything Talon ..................................... 8 points Lash Whip ..........................................10 points Bonesword .........................................18 points Spinefist .............................................12 points Devourer ...........................................6/9 points Deathspitter .....................................9/13 points Barbed Strangler ...........................15/20 points Venom Cannon .............................30/40 points

Hive Mind Powers: Synapse and The Horror May have one of the following Hive mind Powers:

Catalyst ..............................................15 points Psychic Scream .................................10 points Warp Blast..........................................20 points Warp Field..........................................35 points

TYRANT GUARD (HIVE TYRANT RETINUE) 20 points/model WS BS S T W I A Ld Sv

Tyrant Guard 5 3 4 5 2 5 2 5 3+ Brood: 0-3 Unit Type: Infantry Hive Status: Instinctive Behaviour Special Rules: Move through Cover, Retinue, Shield Wall Biomorphs: The whole brood may take one of the following mouth biomorphs:

Acid Maw ..................................3 points/model Implant Attack............................3 points/model

The whole brood may take one of the following back biomorphs:

Spine Banks ...........................4/6 points/model

The whole brood may take any of the following body biomorphs:

Bonded Exoskeleton ............... 10 points/model Centauroid.................................................. free Extended Carapace ................ 12 points/model Hyper Metabolism ..................... 5 points/model Flesh Hooks ................................1 point/model Symbiote Rippers.................... 10 points/model Toxic Miasma............................ 3 points/model Toxin Sacs (4+) ......................... 2 points/model

Bio-weapons: The whole brood must fill 2 bio-weapon slots with any combination of the following:

Scything Talon .......................... 2 points/model Rending Claws .......................... 4 points/model Lash Whip ................................. 3 points/model

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0-1 BROODLORD 55 points WS BS S T W I A Ld Sv

Broodlord 6 0 4 4 2 7 3+1 10 4+ Brood: 1 + Retinue (5-11 Genestealers) Unit Type: Infantry, Independent Character Hive Status: Brood Telepathy Special Rules: Champion of the Cult, Deep Cover, Fleet, Mandatory Retinue, Move through Cover Biomorphs: May take one of the following mouth biomorphs:

Acid Maw .............................................5 points Feeder Tendrils ....................................3 points Implant Attack.....................................12 points

May take any of the following body biomorphs: Adrenal Glands .................................... 7 points Bonded Exoskeleton ..........................12 points Extended Carapace ...........................10 points Hyper Metabolism ................................ 8 points Flesh Hooks ......................................... 3 points Reflex Boost......................................... 6 points Reinforced Chitin.................................. 5 points Toxin Sacs (3+) ..................................12 points

Bio-weapons: Scything Talons and Razor Claws

TYRANID WARRIOR BROOD 12 points/model WS BS S T W I A Ld Sv

Warrior 4 2 4 4 2 4 2 10 5+ Brood: 3-9 Unit Type: Infantry Hive Status: Synapse creature Special Rules: Biodiversity, Move through Cover, The Hive Mind Biomorphs: The whole brood may take one of the following mouth biomorphs:

Acid Maw ....................................1 point/model Implant Attack............................3 points/model Thorax Flame Spurt...................3 points/model

The whole brood may take any of the following body biomorphs:

Adrenal Glands.........................3 points /model Bonded Exoskeleton .................5 points/model Centauroid.................................................. free Enhanced Senses .......................1 point/model Extended Carapace...................2 points/model Hyper Metabolism .....................2 points/model Flesh Hooks ................................1 point/model Leaping......................................6 points/model Reflex Boost ..............................4 points/model Symbiote Rippers ........................1 point/model Toxic Miasma ............................1 points/model Toxin Sacs (4+) .........................2 points/model

The whole brood may take one of the following tail biomorphs:

Implant Attack............................3 points/model Spade Tail .................................5 points/model

The whole brood may take one of the following back biomorphs:

Winged ....................................10 points/model

Bio-weapons: Each Tyranid Warrior must fill two bio-weapon slots with any combination of the following weapon-symbiotes. Only one Warrior per brood may take a Venom Cannon or Barbed Strangler:

Scything Talon ..................................... 2 points Rending Claws ..................................... 4 points Lash Whips .......................................... 3 points Boneswords ......................................... 5 points Spinefist ............................................3/4 points Spike Rifle .........................................3/5 points Devourer ...........................................5/8 points Deathspitter .....................................8/10 points Barbed Strangler ...........................10/15 points Venom Cannon .............................15/20 points

Hive Mind Powers: Synapse. If the brood is taken as an HQ choice per the Biodiversity rule above, it may take one additional Hive Mind Power from the following list:

Catalyst ..............................................15 points Psychic Scream .................................10 points The Horror..........................................10 points

Hive Mind powers are held collectively by the entire brood, and their ranges may be measured from any model.

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ELITES

0-1 LICTOR BROOD 65 points/model WS BS S T W I A Ld Sv

Lictor 5 0 5 4 2 5 3+1 10 5+ Brood: 1-3 Unit Type: Infantry Hive Status: Brood Telepathy Special Rules: Assassin, Chameleon Scales, Death from the Shadows, Fade Away, Fleet, Hit and Run, Loner, Move through Cover, No Warning, Pheromone Trail Biomorphs: Feeder Tendrils, Flesh Hooks Each Lictor may take one of the following tail biomorphs:

Implant Attack.....................................10 points

Each Lictor may take any of the following body biomorphs:

Bonded Exoskeleton ............................ 5 points Hyper Metabolism ................................ 5 points Reinforced Chitin................................10 points Reflex Boost......................................... 8 points Toxin Sacs (4+) .................................... 3 points

Bio-weapons: Rending Claws and Scything Talons. Only the bonus attack for the Scything Talons is annotated in the profile above.

GENESTEALER BROOD 13 points/model WS BS S T W I A Ld Sv

Genestealer 5 0 4 4 1 5 2 10 5+ Brood: 6-12 Unit Type: Infantry Hive Status: Brood Telepathy Special Rules: Fleet, Move through Cover Biomorphs: The whole brood may take any of the following body biomorphs:

Adrenal Glands..........................2 points/model Extended Carapace...................3 points/model Flesh Hooks ................................1 point/model Reflex Boost ..............................3 points/model Scuttlers.....................................3 points/model Toxin Sacs (4+) .........................2 points/model

The whole brood may take one of the following mouth biomorphs:

Acid Maw ....................................1 point/model Feeder Tendrils ......................... 2 points/model Implant Attack ........................... 2 points/model

Bio-weapons: Rending Claws. The whole brood may fill 1 bio-weapon slot with one of the following:

Scything Talons......................... 2 points/model Rending Claws .......................... 4 points/model

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SCREAMER KILLER 70 points WS BS S T W I A Ld Sv

Screamer 3 2 7 5 4 2 2 10 3+ Brood: 1 Unit Type: Monstrous Creature Hive Status: Instinctive Behaviour Special Rules: Fearless Biomorphs: May take any of the following body biomorphs:

Adrenal Glands...................................12 points Enhances Senses ................................8 points Flesh Hooks .........................................4 points Hive Node.............................................5 points Reflex Boost .......................................10 points Symbiote Rippers .................................5 points Toxic Miasma .......................................6 points Toxin Sacs (3+) ....................................5 points

May take one of the following mouth biomorphs: Acid Maw ............................................. 3 points Implant Attack ...................................... 8 points Thorax Bio-Plasma.............................12 points Tusked.................................................. 6 points

Bio-weapons: Must fill 4 bio-weapon slots with any combination of the following:

Scything Talon ..................................... 8 points Lash Whip ..........................................10 points Crushing Claws ..................................18 points Devourer .............................................. 7 points Deathspitter ........................................13 points

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TROOPS

GAUNT BROOD 4 points/model WS BS S T W I A Ld Sv

Gaunt 3 3 3 3 1 4 1 5 6+ Brood: 8-32 Unit Type: Infantry Hive Status: Instinctive Behaviour Special Rules: Fleet, Move through Cover Biomorphs: The whole brood may take any of the following body biomorphs:

Adrenal Glands............................1 point/model Enhanced Senses .......................1 point/model Extended Carapace.....................1 point/model Flesh Hooks ................................1 point/model Hive Node....................................1 point/model Reflex Boost ..............................2 points/model Scuttlers.....................................2 points/model Symbiote Rippers ....................................... free Toxin Sacs (5+) ...........................1 point/model Without Number ........................3 points/model

The whole brood may take one of the following mouth biomorphs:

Acid Maw ....................................1 point/model Thorax Flame Spurt ....................1 point/model

Bio-weapons: The whole brood may fill 1 bio-weapon slot with one of the following:

Scything Talons...........................1 point/model Fleshborer ...................................1 point/model Devourer .....................................1 point/model Spinefist .................................... 2 points/model Spike Rifle ................................. 2 points/model

HORMAGAUNT BROOD 7 points/model WS BS S T W I A Ld Sv

Hormagaunt 4 0 3 3 1 4 1+1 5 6+ Brood: 8-32 Unit Type: Infantry and Beast Hive Status: Instinctive Behaviour Special Rules: Leaping, Move through Cover Biomorphs: The whole brood may take one of the following mouth biomorphs:

Acid Maw ....................................1 point/model Thorax Flame Spurt.....................1 point/model

The whole brood may take any of the following body biomorphs:

Adrenal Glands ...........................1 point/model Extended Carapace ....................1 point/model Flesh Hooks ................................1 point/model Hive node ....................................1 point/model Reflex Boost................................1 point/model Scuttlers .................................... 3 points/model Symbiote Rippers....................................... free Toxin Sacs (5+) ...........................1 point/model Without Number ........................ 3 points/model

Bio-weapons: Scything Talons

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STRANGLER BROOD 12 points/model WS BS S T W I A Ld Sv

Gaunt 3 3 3 3 1 4 1 5 6+ Brood: 2-4 Unit Type: Infantry Hive Status: Instinctive Behaviour Special Rules: Fleet, Move through Cover, Specialized Organism, Suicide Troops Biomorphs: Scuttlers, Hive Node The whole brood may take one of the following mouth biomorphs:

Acid Maw ....................................1 point/model Thorax Flame Spurt.....................1 point/model

The whole brood may take any of the following body biomorphs:

Adrenal Glands ...........................1 point/model Extended Carapace ....................1 point/model Flesh Hooks ................................1 point/model Reflex Boost.............................. 2 points/model Toxin Sacs (5+) ...........................1 point/model

Bio-weapons: Strangleweb

RIPPER SWARM 10 points/model WS BS S T W I A Ld Sv

Ripper Swarm 3 1 3 3 3 2 3 10 6+ Brood: 3-10 (or special for Symbiote Rippers) Unit Type: Infantry Hive Status: Mindless Special Rules: Move through Cover, Swarm, Suicide Troops Biomorphs: The whole brood may take any of the following body biomorphs:

Adrenal Glands............................1 point/model Burrower ....................................2 points/model Enhanced Senses .......................1 point/model Extended Carapace.....................1 point/model Flesh Hooks ................................1 point/model Leaping......................................4 points/model Reflex Boost ................................1 point/model Scuttlers.....................................2 points/model Toxin Sacs (5+) ...........................1 point/model Without Number ........................5 points/model

The whole brood may take one of the following mouth biomorphs:

Acid Maw ....................................1 point/model Thorax Flame Spurt.....................1 point/model

The whole brood may take one of the following back biomorphs:

Winged ..................................... 8 points/model If the Ripper Swarm is attached to another unit that has one of the following special rules as Symbiote Rippers Biomorph the whole Ripper Swarm must purchase all of the same special rules (ripper swarms that are not part of a unit with any of these special rules may not take any of them):

Death from Above .................... 2 points/model Death from Below...................... 2 points/model

Bio-weapons: The whole brood may fill 1 bio-weapon slot with one of the following:

Rending Claws .......................... 5 points/model Spinefist .................................... 3 points/model

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FAST ATTACK

RAVENER BROOD 25 points/model WS BS S T W I A Ld Sv

Ravener 5 3 4 4 2 5 3 10 6+ Brood: 2-6 Unit Type: Beast Hive Status: Instinctive Behaviour Special Rules: Death from Below, Move through Cover Biomorphs: Hive Node, Burrower The whole brood may take one of the following mouth biomorphs:

Acid Maw ..................................2 points/model Implant Attack............................4 points/model Thorax Spinefist ........................8 points/model Thorax Devourer .....................10 points/model Thorax Fleshborer .....................8 points/model Thorax Deathspitter...................6 points/model

The whole brood may take any of the following body biomorphs:

Adrenal Glands ........................ 3 points /model Flesh Hooks .............................. 2 points/model Reflex Boost.............................. 4 points/model Symbiote Rippers....................................... free Toxin Sacs (4+) ......................... 2 points/model

The whole brood may take one of the following tail biomorphs:

Implant Attack ........................... 4 points/model Tail Weapon – Blade................. 2 points/model Tail Weapon – Pincer................ 2 points/model

Bio-weapons: The whole brood must fill 2 bio-weapon slots with any combination of the following:

Scything Talon .......................... 2 points/model Rending Claws .......................... 4 points/model Lash Whip ................................. 3 points/model

0-1 CHROMATIC TERROR 90 points/model WS BS S T W I A Ld Sv

Terror 5 0 5 5 3 5 4+3 10 4+ Brood: 1 + optional retinue (0-5 Raveners) Unit Type: Monstrous Creature Hive Status: Instinctive Behaviour Special Rules: Death from Below, Monster’s Retinue, Monstrous Beast, Move through Cover, Swallow Whole Biomorphs: Burrower, Hive Node May take one of the following mouth biomorphs:

Acid Maw .............................................6 points Implant Attack.....................................12 points

May take any of the following body biomorphs: Adrenal Glands ..................................12 points Extended Carapace ...........................10 points Flesh Hooks ......................................... 4 points Reflex Boost.......................................15 points Symbiote Rippers................................. 5 points Toxic Miasma...................................... 6 points Toxin Sacs (3+) ..................................10 points

May take one of the following tail biomorphs:

Implant Attack ....................................12 points Tail Weapon – Blade............................ 6 points Tail Weapon – Pincer........................... 6 points

Bio-weapons: 3 sets of Scything Talons

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GARGOYLE BROOD 9 points/model WS BS S T W I A Ld Sv

Gargoyle 3 3 3 3 1 4 1 10 6+ Brood: 8-32 Unit Type: Jump Infantry Hive Status: Instinctive Behaviour Special Rules: Death from Above, Fleet, Move through Cover Biomorphs: Winged, Hive Node Biomorphs: The whole brood may take one of the following mouth biomorphs:

Thorax Flame Spurt.....................1 point/model

The whole brood may take any of the following body biomorphs:

Adrenal Glands ...........................1 point/model Enhanced Senses .......................1 point/model Flesh Hooks ................................1 point/model Reflex Boost................................1 point/model Symbiote Rippers....................................... free Toxin Sacs (5+) ...........................1 point/model Without Number ........................ 3 points/model

Bio-weapons: The whole brood may fill 1 bio-weapon slot with one of the following:

Scything Talons...........................1 point/model Fleshborer ...................................1 point/model Devourer .....................................1 point/model Spinefist .................................... 2 points/model

MYCETIC SPORE POD 25 points/model WS BS S T W I A Ld Sv

Spore Pod - - - - - - - - - Brood: 1-3 Unit Type: n/a Hive Status: n/a Special Rules: Mycetic Assault

SPORE MINE CLUSTER Frag Spore Mines Toxin Spore Mines Bio-Acid Spore Mines

15 points/model 20 points/model 25 points/model

WS BS S T W I A Ld Sv

Spore Mine 0 0 1 3 1 1 0 10 - Brood: 1-3 Unit Type: Infantry Hive Status: Mindless Special Rules: Slow and Purposeful, Suicide Troops, Living Bomb, Drifting, Detonation

Biomorphs: Without Number (Spore Mines that are produced by Spore Cysts biomorph or the Spore Mine Launcher bio-weapon do NOT have this biomorph). Bio-weapons: Themselves

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HEAVY SUPPORT 0-1 ZOANTHROPE BROOD 45 points/model WS BS S T W I A Ld Sv

Zoanthrope 3 3 4 4 2 4 2 10 6+ Brood: 1-3 (see Loner below) Unit Type: Jetpack Infantry Hive Status: Synapse creature Special Rules: Loner, Levitation, Move through Cover, The Hive Mind Biomorphs: Each Zoanthrope may take any of the following body biomorphs:

Enhanced Senses ..............................10 points Reflex Boost .........................................4 points Toxic Miasma .........................................1 point Toxin Sacs (4+) ....................................2 points

Bio-weapons: Each Zoanthrope may fill 1 bio-weapon slot with one of the following:

Scything Talon ..................................... 2 points Rending Claws ..................................... 4 points Lash Whip ............................................ 3 points Bonswords ........................................... 5 points

Hive Mind Powers: Synapse and Warp Field Additionally, each Zoanthrope must choose between 1 and 2 from the following:

Catalyst ..............................................15 points Psychic Scream .................................10 points The Horror..........................................10 points Warp Blast..........................................20 points

BIOVORE BROOD 35 points/model WS BS S T W I A Ld Sv

Biovore 3 3 4 4 2 1 2 10 5+ Brood: 1-3 Unit Type: Infantry Hive Status: Brood Telepathy Special Rules: Slow and Purposeful Biomorphs: The whole brood may take any of the following body biomorphs:

Bonded Exoskeleton .................5 points/model Enhanced Senses .......................3 point/model Extended Carapace...................2 points/model Hyper Metabolism .....................2 points/model Symbiote Rippers ........................1 point/model Toxic Miasma ............................1 points/model Toxin Sacs (4+) .........................2 points/model

Bio-weapons: Spore Mine Launcher. The whole brood may fill 1 bio-weapon slot with one of the following:

Scything Talons......................... 2 points/model Rending Claws .......................... 4 points/model

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CARNIFEX 80 points/model WS BS S T W I A Ld Sv

Gaunt 4 2 8 6 4 1 2 10 3+ Brood: 1 Unit Type: Monstrous Creature Hive Status: Instinctive Behaviour Special Rules: Fearless Biomorphs: May take one of the following mouth biomorphs:

Acid Maw .............................................3 points Implant Attack.....................................10 points Thorax Bio-Plasma........................10/15 points Tusked................................................10 points

May take any of the following body biomorphs:

Adrenal Glands.....................................8 points Bonded Exoskeleton ..........................20 points Enhanced Senses ................................8 points Extended Carapace............................25 points Flesh Hooks .........................................1 points Hive Node.............................................8 points Hyper Metabolism ................................5 points Reflex Boost .......................................10 points Regeneration......................................30 points Reinforced Chitin................................15 points Symbiote Rippers .................................5 points Toxic Miasma .......................................5 points Toxin Sacs (2+) ....................................6 points

May take one of the following tail biomorphs: Implant Attack ....................................10 points Spade Tail ..........................................15 points Tail Weapon – Mace ..........................10 points Tail Weapon – Scythe ........................10 points

May take one of the following back biomorphs:

Spine Banks ........................................ 8 points Spore Cysts........................................10 points Thornback ..........................................10 points

Bio-weapons: Must fill 4 bio-weapon slots with any combination of the following:

Scything Talon ..................................... 8 points Lash Whip ..........................................10 points Crushing Claws ..................................18 points Devourer ...........................................6/9 points Deathspitter .....................................9/13 points Barbed Strangler ...........................15/20 points Venom Cannon .............................30/40 points