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    Tyranid Hive Fleet Leviathan v3.0

    Sub Champion Barny Zombocom Skinner

    Epic Armageddon Army List

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    The Imperium of Man has many enemies; on allfronts they are assailed by traitors, aliens and

    creatures of chaos too vile to describe. Many ofthese pose a direct threat to the existenceImperium as a whole, but only one poses a threat

    to the existence of all life.

    They come from the darkness between theGalaxies, fuelled by an insatiable hunger. Primitivepeoples call them The Great Devourer; to the

    Imperium they are known as the Tyranids.

    They are a race more alien than anything else everencountered, a swarm of insectoids that engulfanything in their path. Individual Tyranids havealmost no intelligence or awareness of their own,they are controlled by an overarching gesalt Hive

    Mind, much like cells in a giant single organism.

    They appear as creatures from a nightmare, withrazor-sharp fangs and claws that can tear a manapart in seconds. They are perfectly engineeredpredators, genetically designed to feed on all livingthings. Their numbers are impossible to

    comprehend, and they advance much like a swarmof locusts, stripping planets of every resourcebefore moving on.

    Tyranids are nomadic, travelling between the starsin great Hive Fleets, each containing millions of

    living spacecraft. Each craft is home to vastnumbers of varied lesser organisms, each

    genetically designed and bred for a specific task.They exist only to serve the ship, and the ship

    exists only to serve the Hive Fleet.

    The largest, and most recent of these Hive Fleets to

    be encountered by humanity is Hive FleetLeviathan. This, of course, is the human name forthe fleet, as there is no evidence that the Tyranidshave any concept of names or even language.Leviathan has so far employed a different tactic to

    that of the earlier Hive Fleets that have assaultedthe galaxy; while they struck from the eastern rim,Leviathan has risen from beneath the galacticplane.

    The Forge World of Gryphonne IV is one of thebest-known casualties of Leviathan to-date. It was

    one of the best fortified, most well-prepared andwell-armed planets in the galaxy, with mighty TitanLegions and vast numbers of disciplined Skitarii. Inthe end, it posed little threat to Leviathan, whichhad adapted new creatures such as the Tyranofexspecifically for dealing with the heavily-armouredtitans. The world was scoured, and the fleet moved

    on.

    Those tracking Hive Fleet Leviathan have made aworrying discovery; unlike previous Hive Fleets,

    Leviathan seems to be moving in a direct pathtowards Terra, the heart of the Imperium . Whether

    this is a coincidence or something more sinisterremains to be seen.

    HIVE FLEET LEVIATHAN

    Picture Goes Here

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    SPECIAL RULE: EXPENDABLE

    A formation does not receive a Blast marker when a unit withthe Expendable special rule is destroyed, this includes the extraBlast marker from the first casualty of a crossfire and for unitsdestroyed for being out of formation after a move. If anExpendable unit is hit by a weapon with Disrupt it does notinflict a Blast marker.

    If a formation is comprised completely of Expendable units thenthey do not benefit from any of the rules above.

    Expendable units killed in an assault count for the purposes ofworking out its result (see EA 1.12.7).

    SPECIAL RULE: TUNNELER

    Formations where all of the units have the Tunneler abilitymayenter play using the Tunnellerrule as described in the Epic RuleBook, with the following changes:

    Formations of multiple Tunnelers need only record one locationwhere they will surface. Place a unit at this location, or within5cm of another unit that has already been placed, so long as allunits are placed within 15cm of the surfacing location and onthe appropriate half of the table.

    SPECIAL RULE: XENO-SOCIOLOGY

    Brood: Unit with the Brood (X) special rule (known as BroodUnits), are placed in the armys off-board Swarm Pool whenthey are destroyed. These units may be returned to play viaSwarmingfor a number of Swarm Points equal to X.

    Synapse: Formations that contain at least one unit with theSynapse ability (known as Synapse Units) may return units toplay from the Swarm Pool via the Swarming rules.

    Swarming: After a formation with at least one Synapse Unitregroups or attempts to rally, it may return units to play fromthe Swarm Pool in process known as Swarming. Roll a numberof dice based on the table below:The total rolled is the number of Swarm Points available to theformation. Units with Brood (X) in the Swarm Pool may be

    returned to play for a number of swarm points equal to X

    A formation may only return a unit to play if it started the gamewith that type of unit. For example, if a formation began thegame with Termagants but not Hormagaunts it could returnTermagants, but not Hormagaunts, via swarming. The specificunits returned need not have originally come from theformation, but the formation must have contained that unit typeat the start of the game.

    All units returned to play in this manner must be placed within5cm of a unit from the formation that was there prior toswarming. These units may not be placed in the Zone Of Controlof enemy units, or in impassable terrain.

    Not all of the swarm points available to each formation need tobe used, but any leftover are discarded.

    Augmented Swarming: Some units are noted as havingAugmented Spawning (X). Units with this ability generate anaddional number of Swarming Points equal to X when theirformation is Swarming.

    SPECIAL RULE: XENO-BIOLOGY

    Mobility: Tyranid Armored Vehicle and War Engine units do nottake dangerous terrain tests when moving through most normalterrain features. In addition, Tyranid Light Vehicle units count asinfantry for the purposes of terrain (see EA 1.8).

    Fortification terrain features such as minefields or razorwire, andspecial terrain features such as lava flows affect Tyranids

    normally.

    Regeneration: War Engine units with Regeneration can regainlost damage capacity points. Each unit with regeneration regainsone damage capacity point at the beginning of each turn's endphase.

    Regeneration cannot be used by a destroyed unit nor may itincrease a unit's damage capacity beyond the starting amount.

    SPECIAL RULE: THE HIVE MIND

    The Hive Mind of the Tyranids is a single coordinating sentience.Its influence is projected through synapse creatures thatcommunicate with their lesser kin via a form of telepathy. Underthe control of synapse creatures the slave organisms act inperfect unison. However, should the synapse creatures be slainthe basic creatures revert to their anomalistic behaviors untilother synapse creatures can exert control over them. This isrepresented by the following rules for any formation that beginsthe game containing at least one Synapse Unit, (known as aSynapse Swarm).

    Synapse Swarms ignore Brood Units for the purposes ofdetermining formation strength during Tiebreak in the GrandTournament Scenario.

    A Synapse Swarm with no remaining synapse units has aninitiative of 3+ and may not capture objectives in the GrandTournament Scenario, though may still contest them normally.

    A broken Synapse Swarm with at least one synapse unitignores the -2 modifier to Initiative for being broken when it isattempting to rally.

    At the end of its activation, A Synapse Swarm with at leastone synapse unit can absorb other Synapse Swarm formationswhich have lost all their synapse units. The absorbing formationmust have one unit within 5cm of a unit from the formation(s)being absorbed. The units and blast markers of an absorbedformation become part of the absorbing formation. An absorbedformation is considered completely destroyed for the purposesof Tiebreak and the Break Their Spirit victory condition in the

    Grand Tournament Scenario.

    HIVE FLEET LEVIATHAN SPECIAL RULES

    Formation is unbroken +D3

    Formation has no enemy units within 30cm +D3

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    Type Speed Armour Close Combat Firefight

    Armoured Vehicle 20cm 4+ 3+ 5+

    HIVE TYRANT

    Weapon Range Firepower Notes

    Bonesword (Base Contact) Assault Weapons Extra Attacks (+1), Macro Weapon

    Heavy Venom Cannon 30cm AP4+/AT5+

    Notes: Commander, Fearless, Leader, Reinforced Armour, Synapse

    Hive Tyrants are a common Tyranid leader genus, the withthe size and power of a tank but also with enough cunningintellect to make for a formidable tactician.

    Hive Tyrants tend not to risk themselves in direct battle, butinstead surround themselves with hordes of lesser Tyranidcreatures, commanding them through psychic means.Opponents of the Tyranids soon learn to target Hive Tyrantsabove all other target types if possible, as the loss of HiveTyrants tends to disproportionally disrupt Hive Mind control

    over the local area.

    Hive Tyrants have been observed bearing a multitude ofweapon symbiotes, however by far the most commonlyobserved limb configuration is a combination of Lash Whip,Bonesword and Heavy Venom Cannon. This armamentappears to afford a Hive Tyrant a balanced combination ofranged, close combat and psychic abilities and hasconsequentially risen to prominence amongst the rapidlymutating Tyranid swarms.

    HIVE TYRANT

    Type Speed Armour Close Combat Firefight

    Light Vehicle 15cm 4+ 6+ 5+

    ZOANTHROPE

    Weapon Range Firepower Notes

    Warp Blast 30cm and(15cm)

    AP5+Small Arms Macro Weapon

    Notes:Jump Packs, Invulnerable Save, Synapse

    The Zoanthrope is a highly psychically-attuned creature, littlemore than a huge floating brain, beneath which dangles anatrophied and useless body.

    In battle, Zoanthropes seem to possess two main functions.First and foremost they are a psychic weapon, capable ofkilling with a thought at distance, or projecting a beam ofpower capable of cracking even tank armour at shorter range.It is this use that is most obvious to the enemies of theTyranids, but Zoanthropes also have a second role as Hive

    Mind nexus points, relaying instructions to the swarms lessercreatures.

    Unlike Hive Tyrants, however, the Zoanthropes expend littleof their mental energy on tactical matters, and instead simplyact as a conduit for the instructions from above. TheZoanthropes have much more important and direct uses fortheir brainpower; focusing it on unleashing psychic energy todevastating effect.

    ZOANTHROPE

    Type Speed Armour Close Combat Firefight

    Light Vehicle 20cm 5+ 3+ -

    TYRANT GUARD

    Weapon Range Firepower Notes

    Talons (Base Contact) Assault Weapons

    Notes: Fearless, Reinforced Armour, Expendable

    Tyrant Guards appear to have the least amount of brainmatter of any commonly encountered Tyranid bioform. Theywill never stray more than a few paces from their Tyrantmaster, and are often seen exactly matching its tics andtwitches, almost as if directly connected to the Hive Tyrant itis attending. It seems likely that Tyrant Guards are little morethan biological puppets slaved to the Hive Tyrants brain. Thiswould explain their seeming lack of any survival instincts, sodedicated are they to protecting their Tyrant.

    There are good reasons to believe that the Tyrant Guardgenus only began to appear amongst the Hive Fleets swarmsafter the Tyranid conflict with Space Marines of theUltramarines Chapter during the Battle for Macragge. Thiscoincidence is likely more than pure happenstance, as theTyrant Guards exceptionally resilient physique at the leastlends strong credence to the theory that the Tyrant Guardgenus was created with the use of Astartes DNA.

    TYRANT GUARD

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    Type Speed Armour Close Combat Firefight

    Armoured Vehicle 25cm 4+ 3+ 5+

    MALANTHROPE

    Weapon Range Firepower Notes

    Poisoned Talons (Base Contact) Assault Weapons Extra Attacks (+1), Macro Weapon

    Ripper Swarm (15cm) or

    (Base Contact)

    Small Arms

    Assault Weapons Extra Attacks (+1)

    Notes: Fearless, Reinforced Armour, Invulnerable Save, Synapse, Jump Packs

    Normally seen hovering low over the ground in the laterstages of a Tyranid attack, surrounded by hordes of Rippers,Malanthropes pick their way across the corpse-strewnlandscapes, stopping where the battle was fiercest to ingestthe torn bodies of their opponents.

    It is theorised that this behaviour is part of a geneticscreening method undertaken by Hive Fleets, and that it isfrom the Malanthropes gristly meals that new Tyranidbio-morph adaptations are evolved.

    Malanthropes themselves do not display much evolutionarydiversity, as they are presumably already perfectly adapted totheir role within the larger Tyranid organism.

    If they are seen in battle, Malanthropes generally stick to theperiphery of the fighting until they can sweep in to consumethe freshest kills, but if caught in combat Malanthropes willlash out with their poisonous grappling talons, instantly killingeven the largest of biological opponents.

    MALANTHROPE

    Type Speed Armour Close Combat Firefight

    Infantry 20cm 5+ 2+ 5+

    TYRANID WARRIORS

    Weapon Range Firepower Notes

    Talons (Base Contact) Assault Weapons

    Venom Cannon 30cm AP5+

    Notes: Fearless, Synapse

    Tyranid Warriors are the most common, and also thesmallest, Synapse caste Tyranids. As such, they also tend tobe more numerous than other Synapse creatures to make upfor their relative weakness.

    Some earlier stage Tyranid invasions are even composedentirely of Warriors and Gaunt class creatures, which swarmin great tides over battlefields as an unstoppable living carpetof infantry-sized Xenos.

    With many Tyranid attacks, an effective counter-measure isto target the larger creatures, safe in the knowledge thatmany of these will be in Synapse control of the swarm andthat their destruction will help disrupt the coordination of theassault. However, Tyranid Warriors are small enough to hideamongst the rest of the swarm, making this tactic difficult, ifnot impossible, to use.

    TYRANID WARRIORS

    Type Speed Armour Close Combat Firefight

    War Engine 15cm 5+ 5+ 5+

    TERVIGON

    Weapon Range Firepower Notes

    Claws and Teeth (Base Contact) Assault Weapons

    Stinger Salvo (15cm) Small Arms

    Notes: Fearless, Leader, Reinforced Armour, Synapse, Augmented Swarming(d3)

    The Tervigon is so massive that it uses all its limbs to supportits weight, though it can still swing its front limbs in a deadlyarc if necessary, and fire a cloud of spines at anything thatcomes too near.

    However, its primary purpose seems to be as a cross betweena living APC and an incubator; dozens of Termagants arecontained within its swollen abdomen and can be spawned atwill.

    The Tervigon has not been well studied by the Imperium, andit is as of yet unknown whether this is some form of birthingprocess or simply a creature acting as a living transport. Itremains possible that Tervigons are the progenitors of allTermagants.

    It has been theorised, though not confirmed, that similarlymassive Tyranid creatures may exist which carry or breedother small Tyranid types, such as the Hormagaunt.

    TERVIGON

    Damage Capacity 2, Critical Hit Effect: The Tervigon is killed, and the synaptic backlash lays a hit on any tyranid unit with 5cm on a 6+

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    Type Speed Armour Close Combat Firefight

    Character - - - -

    SYNAPSE SYMBIOTE

    Weapon Range Firepower Notes

    Psychic Onslaught (15cm) Small Arms Extra Attacks (+1), Macro Weapon

    Notes: Fearless,Synapse

    Some of the larger Tyranid creatures are fused with SymbioticSynapse growths, which grow on the outside of the creatureschitin as a parasite. These are intelligent enough to providethe host creature with autonomy, meaning it can rangeacross the battlefield without a nearby Synapse creature tocontrol it. Many of these parasites are also able to channelpsychic energy into deadly, short-ranged attacks.

    Not only will this parasite control its host creature directly,but it will also take command of other nearby Tyranid brood

    creatures in a similar manner to a Hive Tyrant or TyranidWarrior. The sight of a such a huge Tyranid monster is terrify-ing enough, but to see hundreds of scuttling creatures aroundit all heading purposefully in the same direction is evenworse.

    This capacity to lead other Tyranids has led to suchparasitically upgraded beasts being known as PrimeCreatures.

    SYNAPSE SYMBIOTE

    The rarest known Symbiotic Synapse Parasite is theDominatrix Symbiote, and is only ever found on the largestBio-Titans.

    The strength of its psychic powers and connection to the HiveMind are unsurpassed; lesser Tyranid creatures within itssphere of influence become nothing more than puppets underits total control. As a consequence, a Tyranid force directedby a Dominatrix acts as a single creature with unfathomabletactical abilities.

    The Dominatrix also modifies its host Bio-Titan into a giantincubator, capable of spawning vast hordes of infantry fromits distended abdomen even in the middle of a battle.

    Fortunately for humanity, such creatures are rare; theyreonly generally found in the later stages of an invasion, whenall hope of survival is generally already lost.

    DOMINATRIX SYMBIOTE

    Type Speed Armour Close Combat Firefight

    Character - - - -

    DOMINATRIX SYMBIOTE

    Weapon Range Firepower Notes

    Engergy Pulse 60cm 3BP Macro Weapon

    Notes: Supreme Commander, Synapse, Augmented Swarming (D3)

    Type Speed Armour Close Combat Firefight

    War Engine 0cm 4+ 6+ 6+

    SYNAPSE NODE

    Weapon Range Firepower Notes

    Ripper Swarm (15cm) OR

    (Base Contact)

    Small Arms

    Assault Weapons Extra Attacks(+1)

    2x Spore Chimneys 15cm AA5+ Disrupt

    Damage Capacity 4, Critical Hit Effect: The ground beneath the nest collapses, destroying it.

    Beneath the surface of a thousand worlds, Tyranids dig vasttunnel networks. In these vast underground caverns,creatures nest and breed, ready to surge out when called

    upon. From deep within these caves, mighty creatures withpowerful links to the Hive Mind orchestrate battles on thesurface above.

    On the surface, such nests are often surrounded by SporeChimneys, which belch a constant stream of spore mines into

    the upper atmosphere. Hordes of rippers surge around theentrances, tearing apart anything that comes near, andreclaim their matter in steaming bio-digestion pools.

    These Tyranid structures are usually protected by the HiveGuard, creatures solely bred for the defence of the nest.

    SYNAPSE NODE

    Notes: Reinforced Armour, Thick Rear Armour, Fearless, Leader, Synapse, Augmented Swarming (D3)

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    Type Speed Armour Close Combat Firefight

    Infantry 20cm - 6+ 5+

    TERMAGANTS

    Weapon Range Firepower Notes

    Fleshborer (15cm) Small Arms

    Notes: Expendable, Brood(1)

    Termagants are one of the most common classes of Tyranidbio-form in most Tyranid attacks, and also amongst thephysically smallest. Even though it has a relatively diminutivestature, it is still roughly human sized, and equipped with afleshborer weapon-symbiote it is a considerable threat toinfantry and light vehicles; its weapon discharge splattersenemies with living grubs, which burrow under armour platesand dissolve the flesh beneath with their acidic saliva.

    Termagants are highly numerous amongst Tyranid swarms;

    often attack waves will include hundreds, if not thousandsof Termagants. Enemies which could under normalcircumstances deal with a massed attack will simply beswamped, for few armies can deal with the kind of tactics thatTermagant swarms employ.

    As long as a Termagant swarm retains its Synapse creaturesto command it, tools or tactics capable of stopping theonrushing swarm are few indeed.

    TERMAGANTS

    Type Speed Armour Close Combat Firefight

    Infantry 30cm - 6+ 5+

    GARGOYLES

    Weapon Range Firepower Notes

    Fleshborer (15cm) Small Arms

    Swarm Strike 15cm AA6+

    Notes: Expendable, Jump Packs, Brood(2)

    When a Tyranid attack is imminent, it is often presaged bythe distant sight of ominously dark, drifting clouds. As theclouds shift and reform, coming ever closer, the horrible truthis revealed often just too late; what may have appeared to bea natural phenomenon is in reality thousands of TyranidGargoyles on the hunt for prey.

    Once they reach the battle lines, Gargoyles are a fearsomeopponent for any human, capable of firing blasts of livingammunition from their fleshborers, or spewing bio-plasma

    over their opponent at closer range.

    Gargoyle swarms can even form a hazard to low flyingaircraft, as the dozens of mindless creatures expend everyeffort to be sucked into jet intakes. Although individually theydo not pose much of a threat, as a swarm it becomes likelythat one or two Gargoyles will be struck by the aircraft, and indoing so cause enough damage to bring the fast-flying fighterdown.

    GARGOYLES

    Type Speed Armour Close Combat Firefight

    Infantry 20cm - 4+ -

    HORMAGAUNTS

    Weapon Range Firepower Notes

    Scything Talons (Base Contact) Assault Weapons

    Notes: Infiltrators, Expendable, Brood(1)

    Hormagaunts embody the Tyranid way of war in its purestand least compromising form. Tactics, restraint, and cautionare all set aside as the Hormagaunt swarms charge headlongtowards the enemy at a sustained pace few other livingbeings can manage.

    As the swarm crashes home against the enemy lines,thousands of pairs of scything talons flash out, carving andslicing with unbridled fury. The Hormagaunts do not care howmany of their number are lost in their headlong charges, or

    even if their charge succeeds at all. All that concerns aHormagaunt is the instinctual need to close with the enemyas rapidly as possible and tear them asunder.

    Some Tyranid Hive fleets specialise in breeding Hormagauntbroods almost to the exclusion of all else, and their armiesare a terrible sight to behold. The last thing an opponent willsee is a living tide of claws and teeth that stretches fordozens of miles in every direction, to the horizon and beyond.

    HORMAGAUNTS

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    Type Speed Armour Close Combat Firefight

    Infantry 20cm 5+ 4+ -

    RAVENERS

    Weapon Range Firepower Notes

    Scything Talons (Base Contact) Assault Weapons Extra Attacks (+1)

    Notes: Expendable, Infiltrators, Tunnelers, Brood(2)

    Raveners are presumed to be a mutant strain of the Warriorgenus, more adapted for the fast, close combat role thanranged fire. They have evolved to lose their legs, insteadreplacing them with an extra row of Scything Talon weapon-limbs. Raveners can pull themselves across the battlefield ata surprisingly fast speed, outpacing all but the fastest of theiralien brethren, especially when they sense prey is near.

    As well as their feared strength in combat, Raveners are alsoknown for their ability to infiltrate defensive formations

    without warning. By tunnelling beneath the ground Ravenerscan emerge at unexpected quarters before charging intocombat, slashing their opponents apart. Digging together,these creatures are capable of tunnelling far behind enemylines before emerging in a terrifying display.

    Imperial troops have learned to fear the slightest groundtremble, as little warning is given before they emerge asdeath incarnate.

    RAVENERS

    Type Speed Armour Close Combat Firefight

    Armoured Vehicle 35cm 5+ 5+ 5+

    HARPY

    Weapon Range Firepower Notes

    Twin StranglethornCannon

    30cm AP3+ Disrupt

    Spore Mine Cyst 15cm 1BP One Shot

    Notes: Skimmer, Reinforced Armour, First Strike

    Often found accompanying Gargoyles in the early stages of aTyranid assault, Harpies are snakelike, winged creatures.Their bodies are hollow in order to keep their weight down forflight, which means they are surprisingly agile for their size.

    Harpies usually sport a pair of linked Stranglethorn cannons,which fire huge seed-pods that burst into a barbed mass ofgrowing tentacles as they fly through the air.

    They also often carry a spore cist, which explode in a cloud ofdeadly grubs, causing havoc when dropped on the battlebelow.

    Harpies favour a hit-and-run combat strategy; diving in witha piercing shriek loud enough to disable their prey, theyproceed to slash at their target in a form of strafing-run,before swooping back out of reach.

    HARPY

    Type Speed Armour Close Combat Firefight

    Light Vehicle 15cm 6+ 6+ 5+

    BIOVORES

    Weapon Range Firepower Notes

    Spore Mines 30cm AP5+/AT6+ Disrupt, Indirect Fire

    Notes:

    The Biovore is apparently a relatively recent bio-adaptationamongst the Tyranid Hive Fleets, as it was not encounteredduring the early skirmishes with Hive Fleets Behemoth. It wasonly once Hive Fleet Kraken was deep into its own invasionthat Biovores became a regular sight on the battlefields of the41stmillennium.

    Physiological examination has led Imperial analyticae topresume that the Biovore is at least partially adapted fromOrkoid DNA, and that the Biovore was only evolved by the

    Hive Fleets after their first conflicts with the Orks of the MilkyWay.

    In battle, Biovores are comparatively slow and docileconsidering their heritage, but unlike most Tyranids theypossess a large bio-weapon symbiote that is capable oflaunching Spore Mines high on a ballistic trajectory. Inessence, Biovores are a form of living artillery, and the HiveMind uses them to soften up targets before a charge fromother more active Tyranids.

    BIOVORES

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    Type Speed Armour Close Combat Firefight

    Armoured Vehicle 20cm 4+ 3+ 5+

    CARNIFEX

    Weapon Range Firepower Notes

    Large Scything Talons (Base Contact) Assault Weapons Extra Attacks (+1), Macro Weapon

    Bio-Plasma (15cm) Small Arms

    Notes: Fearless, Reinforced Armour

    The Carnifex is amongst the most feared of all Tyranidcreatures. Large and powerful enough to be an extremethreat, yet small enough that infantry are not beneath itsnotice, the Carnifex is a horrible foe.

    The Carnifex, like most Tyranid creatures, is a highly mutablebio-form, and it appears on the battlefield in many differentsub-species.

    The most common sub-genus of the Carnifex is the Scythed

    Carnifex, colloquially known as the Screamer-Killer byImperial infantry, for the noise made by its Bio-Plasma blastsas they tears through the air.

    With surprising speed for its large bulk, the Screamer-Killercharges across the battlefield heedless of its own danger,blasts that would kill a dozen men bouncing off its toughenedcarapace, before slamming into the enemy lines to rend andtear, slaying all before it with unchecked violence.

    CARNIFEX

    Type Speed Armour Close Combat Firefight

    Armoured Vehicle 20cm 4+ 4+ 3+

    DEVOURER CARNIFEX

    Weapon Range Firepower Notes

    2x Twin Devourers 15cm AP3+ Disrupt

    Notes: Fearless, Reinforced Armour

    A common sub-genus of the phenotype, the DevourerCarnifex replaces is slashing close combat arms with bio-weapon symbiotes that eject torrents of living ammunitionover short distances towards hapless targets.

    Devourer Carnifexes also possess the exceptional toughnesscommon to all of the mutant sub-types, meaning that theycan survive enemy firepower long enough to close to firingrange.

    During the invasion of Hammans World, a Tyranid swarmcomposed exclusively of Hive Tyrants and more than fiftyDevourer Carnifexes attacked the Imperial Guard outpost atTheta sub-complex nine.

    The entire assault took only forty-five minutes, during whichtime more than five hundred Guardsmen were eaten alive bythe ammunition grubs of the Devourer Carnifexes.

    DEVOURER CARNIFEX

    Type Speed Armour Close Combat Firefight

    Armoured Vehicle 20cm 4+ 5+ 4+

    BARBED CARNIFEX

    Weapon Range Firepower Notes

    Large Venom Cannon 30cm AP4+/AT5+

    Stranglethorn Cannon 30cm AP4+ Disrupt

    Notes: Fearless, Reinforced Armour

    A rarer Carnifex sub-type is the Barbed Carnifex, which issolely bred for ranged combat. Its arms are replaced entirelywith ranged weaponry, commonly Heavy Venom Cannons andStranglethorn Cannons.

    Nicknamed the Boomfex by Imperial Guardsmen, thesebiological tanks are ruthlessly efficient at mowing downopposing infantry at medium range, though they sacrifice alot in close quarters abilities to achieve this focus.

    Though other Carnifex variants are more common, theBarbed Carnifex has developed a feared reputation through-out the Imperium. Whispered tales abound about occasionswhen hordes of the unstoppable beasts have been sighted en-masse, and while no official reports of such clusters havebeen reported, this may simply be because all opposition tosuch a force has been crushed before it is able to send areport.

    BARBED CARNIFEX

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    The Trygon is a large snakelike creature, armed with multiplescything talons and a ferocious demeanour. In addition it isexceptionally fast, despite its lack of dedicated motive limbs.

    However it is the Trygons ability to burrow quickly throughthe earth that makes it a formidable opponent, as it canemerge from the ground in an unexpected quarter of thebattlefield, in the face of nearby enemies. Smaller burrowingcreatures often follow it into battle, leaving an opponent

    overrun by creatures large and small, where moments beforethere had only been empty, featureless ground.

    As the Trygon burrows it generates an enormous staticcharge, which it is capable of directing into a devastating bio-electric pulse, capable of burning the flesh and stopping thehearts of anyone foolish enough to get too close.

    TRYGON

    Type Speed Armour Close Combat Firefight

    War Engine 25cm 5+ 4+ 5+

    TRYGON

    Weapon Range Firepower Notes

    Large Scything Talons (Base Contact) Assault Weapons Extra Attacks (+1), Macro Weapon

    Bio-Electric Field (15cm) Small Arms

    Notes: Fearless, Reinforced Armour, Tunnelers

    Damage Capacity 2, Critical Hit Effect: The Trygon collapses, dead

    The Barbed Hierodule is an uncommon variant of the genus,which replaces two of its scything talons with a pair ofbio-cannons.

    Although it still has a very respectable close combat ability, itis at range where the Barbed Hierodule is most dangerous, asthe combined effect of its linked bio-cannons is devastating toinfantry and armour alike.

    Ultimately, the Barbed Hierodule has few weaknesses for anenemy to exploit. Unlike the Scythed Hierodule it does notlack for ranged firepower, and even the most powerful ofclose combat fighters will baulk at facing the destructivepower of its scything talons. Combined with its heavilyarmoured body, this makes the Barbed Hierodule a terrifyingopponent, and it is a relief that they are not more common inthe hive fleets so far encountered.

    BARBED HIERODULE

    Type Speed Armour Close Combat Firefight

    War Engine 25cm 5+ 5+ 5+

    BARBED HIERODULE

    Weapon Range Firepower Notes

    Twin Bio-Cannon 45cm 2x AP3+/AT4+ Forward Arc

    Large Scything Talons (Base Contact) Assault Weapons Extra Attacks (+1), Macro Weapon

    Notes: Fearless, Reinforced Armour

    Damage Capacity 3, Critical Hit Effect: The Hierodule is killed, but its death spasms lay a hit on all units within 5cm on a 6+

    The Scythed Hierodule is a massive living engine ofdestruction, compactly built despite its vast bulk. It bearshuge talons on its four forward limbs, which are backed up byenough strength to peel apart even Titan-class armour withease.

    As well as its enormous scything talons, the ScythedHierodule carries a symbiote creature on its back that squirtsa short-range stream of acidic compounds.

    Scythed Hierodules were first observed during the Tyraniddestruction of Hammans world, when they attacked Imperialfortifications in dozens of sectors and proved to be the largestTyranid creature encountered on that ill-fated world.

    Sometimes even slaying a Hierodule proves to be dangerous,as in its titanic death throes the Hierodule can lash out, killinganything that stands nearby.

    SCYTHED HIERODULE

    Type Speed Armour Close Combat Firefight

    War Engine 30cm 5+ 3+ 6+

    SCYTHED HIERODULE

    Weapon Range Firepower Notes

    Giant Scything Talons (Base Contact) Assault Weapons Extra Attacks (+1), Titan Killer (1)

    Bio-Acid Spray 15cm AP3+ Ignores Cover

    Notes: Fearless, Reinforced Armour

    Damage Capacity 3, Critical Hit Effect: The Hierodule is killed, but its death spasms lay a hit on all units within 5cm on a 6+

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    Type Speed Armour Close Combat Firefight

    War Engine 35cm 5+ 5+ 5+

    HARRIDAN

    Weapon Range Firepower Notes

    Bio-Cannon 45cm 2x AP4+/AT5+ Fixed Forward Arc

    Large Scything Talons (Base Contact) Assault Weapons Extra Attacks (+1), Macro Weapon

    Notes: Reinforced Armour, Skimmer, Fearless, Transport (4 Gargoyles units)

    The Harridan is a massive winged Tyranid, which typicallysoars high over the battlefield before diving towards a target,unleashing flocks of parasitic Gargoyles as it makes its rapiddescent.

    Its impact, either in shooting its bio-cannons or in swipingwith its huge talons, is considerable, but it is the Harridansspeed that makes it so terrifying.

    Clear skies over a battlefield can quickly become filled withHarridans, each a monster capable of tearing whole enemyformations to pieces.

    Harridans are masters of gliding; they are capable of flyingindefinitely without landing, swooping over whole continentswithout a moments rest.

    HARRIDAN

    Damage Capacity 3, Critical Hit Effect: The Harridan loses an extra DC

    Type Speed Armour Close Combat Firefight

    War Engine 25cm 4+ 3+ 5+

    HIEROPHANT BIO-TITAN (990.M41)

    Weapon Range Firepower Notes

    2x Bio-Titan Bio-Cannons 45cm 3x AP4+/AT5+ Forward Arc

    2x Giant Scything Talons (Base Contact) Assault Weapons Extra Attacks (+1), Titan Killer (1)

    Notes: Fearless, Reinforced Armour, Invulnerable Save, Regeneration

    The Hierophant Bio-Titan is one of the largest Tyranid landcreatures. Deceptively slender in build, its arched backreaches to the same height as a Reaver Titans cockpit. Upon

    its forelimbs it bears powerful bio-cannons larger than thosefound on the Barbed Hierodule, and its metres-long talonscan rend enemy war engines to scrap.

    During the fall of Gryphonne IV, hundreds of clashes occurredbetween Hierophants and Imperial Titans of the WarGryphons legio, as the beleaguered Imperials futilely

    defended their home planet against the Tyranid horde. Oneby one the metal behemoths of Gryphonne IV were torn apartby the onrushing Tyranid monstrosities.

    HIEROPHANT BIO-TITAN (990.M41)

    Damage Capacity 5, Critical Hit Effect: Roll a D6 and consult the chart below.

    1 The Hierophant thrashes about wildly in a blind rage; any unit in base contact recieves a MW6+ attack

    2 - 5 The Hierophant suffers a deep wound and loses an extra DC6 The Hierophant is killed

    Type Speed Armour Close Combat Firefight

    War Engine 15cm 4+ 5+ 5+

    TYRANOFEX

    Weapon Range Firepower Notes

    Claws and Teeth (Base Contact) Assault Weapons

    Rupture Cannon 45cm 2x AT4+ Fixed Forward Arc

    Thorax Swarm 15cm AP4+ Ignores Cover

    Notes: Fearless, Reinforced Armour

    The Tyranofex can only be described as a biological tank. Cladin thick, chitinous armour and with a massive implosiverupture cannon fused to it, it is as tough as any siege engineor battle tank. They are almost mindless, with noconsiderations other than to continue firing at the enemy.

    Almost all tyranids carry symbiotic parasites, but the

    Tyranofex takes this to new levels. Inside its body are severalbreeding sacs, wherein the beast spawns vast numbers ofunsavoury organisms. So fast growing are these grubs thatthe Tyranofex must regularly release them even when it isnot in combat, lest it burst from the pressure. During a battlethey spew forth to devour anything that comes close enough.

    TYRANOFEX

    Damage Capacity 2, Critical Hit Effect: The Tyranofex is killed in an explosion of grubs. All units within 5cm take a hit on a 6+.

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    Type Speed Armour Close Combat Firefight

    Character - - - -

    BROODLORD

    Weapon Range Firepower Notes

    Large Rending Claws (Base Contact) Assault Weapons Extra Attacks (+1), First Strike

    Notes: Inspiring, Invulnerable Save, Leader

    At the heart of each Genestealer swarm is a Broodlord, alarger, more powerful creature than a regular Genestealer. Aswell as exceptional strength, the Broodlord has a weakpsychic link to its underlings that inspires them to greaterfeats of combat.

    Broodlords have an instinctual understanding of battlefieldtactics, and they will lead their Genestealer followers intosecret hiding places before the battle begins and secretethemselves, waiting for the opportune moment to emerge and

    strike. When they spring from hiding, the Broodlord will leadhis Genestealers from the front, charging headlong to tearopponents to pieces.

    The very oldest of Broodlords may eventually evolve into aneven greater form known as a Patriarch, but luckily forhumanity such creatures are exceptionally rare.

    BROODLORD

    Type Speed Armour Close Combat Firefight

    Light Vehicle 20cm 5+ 3+ 6+

    LICTORS

    Weapon Range Firepower Notes

    Claws and Talons (Base Contact) Assault Weapons Sniper

    Flesh Hooks (15cm) Small Arms

    Notes: First Strike, Infiltrators, Invulnerable Save, Scout, Teleport

    A highly specialised variant of the Tyranid Warrior genus,Lictors are the scouts and assassins of the swarm. Theyspread out far ahead of the main advance, disguised by theirchameleonic skin, and moving silently though even thedensest foliage.

    Lictors are genetically designed for guerrilla warfare, capableof stalking victims for days without being noticed, picking offtargets in ones and twos and even remaining motionless fordays on end to ensure their victim is unsuspecting.

    As vanguards for the force, Lictors are capable of releasingpotent pheromones when prey is located, which allows therest of the swarm to locate them even if the Lictor itself iskilled.

    As much as anything else, Lictors are a weapon ofpsychological warfare, as those fighting against Tyranids areconstantly looking over their own shoulders expecting deathto leap from the shadows at any moment. It often does.

    LICTOR

    Type Speed Armour Close Combat Firefight

    Infantry 20cm 6+ 2+ -

    GENESTEALERS

    Weapon Range Firepower Notes

    Rending Claws (Base Contact) Assault Weapons First Strike

    Notes: Infiltrators, Scout

    Genestealers form an important component of the greaterTyranid organism; not only are they exceptional frontlinetroops, they are also the advanced scouts for the TyranidHive Fleets.

    Seeded in systems ahead of the Hive Fleets by VanguardDrone Ships, Genestealers live underground and secretly

    breed and create cults of followers to increase their numbersuntil enough have spawned that their combined psychicresonance draws the attention of the Hive Mind. Once aGenestealer infestation has reached a critical mass, a fullTyranid invasion is sure to follow.

    GENESTEALERS

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    Type Speed Armour Close Combat Firefight

    Light Vehicle 10cm 5+ 6+ 6+

    MEIOTIC SPORE

    Weapon Range Firepower Notes

    Acidic Explosions (Base Contact) Assault Weapons

    Spore Clouds 15cm AA5+ Disrupt

    Notes: Skimmer, Expendable, Scout

    Though appearing as nothing more than giant spore mines,these sacks actually contain clusters of smaller spores undertheir skin. These are released in an explosion of chokingdeath if the Meiotic Spores sensitive tentacles detect thepresence of a nearby enemy.

    Variably filled gas-bladders allow them to either drift low tothe ground, tentacles sweeping the surface for targets, or torise into the atmosphere, filling the air with dozens of smaller

    mines as they go. This aerial drifting can cause seriousproblems for aircraft, as they can often find whole areas ofsky filled with clouds of spores, each capable of setting off acascading explosion of bone shrapnel, acidic juices andcorrosive gases.

    It is a brave or foolhardy pilot who flies into the cloud createdby Meiotic Spores, for few craft make it out the other side.

    MEIOTIC SPORE

    HIVE FLEET LEVIATHAN ARMY LIST

    HOW TO USE THE ARMY LIST

    The following Army List allows you to field an army of Tyranids in epic that closely matches theTyranids as presented in their most recent form in Warhammer 40,000. Though the name HiveFleet Leviathan is used, your army could easily represent Tyranids from another Hive Fleet, suchas Kraken or Gorgon.

    Formations in a Hive Fleet Leviathan Army are referred to as Swarms. Hive Fleet LeviathanSwarms come in three types: Core Swarms, Support Swarms and Independent Swarms. The army

    may contain any number of Core Swarms, one Support Swarm for each Core Swarm in the army,and may spend up to 1/4 of its points on Independent Swarms.

    Core Swarms and Support Swarms each contain at least one Synapse Unit, so they are consideredSynapse Swarms, and so are subject to the special rule The Hive Mind. Independent Swarms arenot subject to The Hive Mind.

    Hive Fleet Leviathan Core Swarms are constructed somewhat more flexibly than formations inother armies; they are built by adding together Clusters of other units. These Clusters come inthree types: Synapse Clusters, Brood Clusters and Rare Clusters. Synapse Clusters are groups ofSynapse Units, Brood Clusters are groups of the common infantry types with the Brood special rule,

    and Rare Clusters consist of all other Synapse-needing units. The army list describes how many ofeach Cluster can be in each Core Swarm. A Core Swarm can take multiples of the same Cluster, aslong as the Swarm in question allows it.

    Some Clusters can be bought in two different sizes, Small and Large, and separate prices are listedfor each. Large Clusters contain twice the number of units listed, but still only count as a singleCluster for army construction purposes. The costs of each cluster are added together to determine

    the total Swarm cost.

    Despite being made from these Clusters, in-game Core Swarms function as normal formations; theClusters are just a tool for the army-building process.

    Support Swarms and Independent Swarms are not built from Clusters, but rather are fixed startingformations with the option to add Upgrades. These are clearly listed in the army list, along with the

    cost for each UpgradeEach Swarm may only take each Upgrade once.

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    HIVE FLEET LEVIATHAN ARMY LISTStrategy Rating of 1.

    Initiative 1+ (see The Hive Mind for the exception)

    CORE SWARMSA Hive Fleet Leviathan army may contain any number of Core Swarms. All Core Swarms are Synapse Swarms and so are subject to the special rule The Hive Mind. AllCore Swarms are composed of Clusters. There are two different Core Swarms, listed below, which have different Cluster composition requirements.

    SYNAPSE CLUSTERS

    Cluster Name Units Cost

    Warriors 2 Tyranid Warriors units 100 points

    Tyrant 1 Hive Tyrant 100 points

    Zoanthropes 2 Zoanthropes units 100 points

    Tervigon 1 Tervigon 125 points

    Malanthrope 1 Malanthrope 125 points

    Dominatrix (0-1 per army) 1 Hierophant Bio-Titan with Dominatrix Symbiote 400 points

    Node 1 Synapse Node 150 points

    BROOD CLUSTERS

    Cluster Name Units Small Cost

    Termagants 4 Termagants units 75 points

    Hormagaunts 4 Hormagaunts units 50 points

    Raveners 4 Raveners units 125 points

    Gargoyles 4 Gargoyles units 100 points

    Brood Clusters come in two sizes, Small and Large. Large Brood Clusters contain twice as many of the stated units.

    Large Cost

    125 points

    100 points

    200 points

    150 points

    RARE CLUSTERS

    Most Rare Clusters come in two sizes, Small and Large. Large Rare Clusters contain twice as many of the stated units.

    Cluster Name Units Small Cost Large Cost

    Guard 2 Tyrant Guards 50 points 75 points

    Biovores 4 Biovores units 100 points 150 points

    Carnifexes 3 Carnifex, Devourer Carnifex and/or Barbed Carnifex in any combination 125 points 200 points

    Harpies 2 Harpies 100 points 150 pointsTrygon 1 Trygon 75 points 125 points

    Tyranofex 1 Tyranofex 75 points 125 points

    Hierodule 1 Scythed Hierodule or Barbed Hierodule 150 points 250 points

    Swarmlord(0-1 per army, may not be taken ifthere is a Dominatrix in the army)

    Add Supreme Commander to a Hive Tyrant 100 points N/A

    SUPPORT SWARMSA Hive Fleet Leviathan army may contain one Support Swarm per Core Swarm in the army. All Support Swarms are Synapse Swarms and so are subject to the specialrule The Hive Mind.

    INDEPENDENT SWARMS

    Brood Name Units Upgrades Cost

    Spore Mine Cloud 6 Meiotic Spores (Meiotic Spores gain the benefits of the Expendable ruleeven though there are no units without Expendable in the formation)

    Add 2 Meiotic Spores for 50 points 150 points

    Genestealers 6 Genestealers units Add 2 Genestealers for 50 pointsAdd 1 Broodlord for 50 points

    150 points

    Lictors 4 Lictors Units Add 2 Lictors for 50 points 150 points

    CORE SWARMS

    Formation Name Synapse Clusters Brood Clusters

    Horde Swarm 1-3 1+Specialist Swarm 1 0

    Rare Clusters

    1 per Brood Cluster1-2

    A Hive Fleet Leviathan army may contain any number of Core Swarms

    SUPPORT SWARMS

    Swarm Name Units Cost

    Trygon Prime 1 Trygon with Synapse Symbiote and 4 Raveners units 250 points

    Harridan Prime 1 Harridan with Synapse Symbiote and 4 Gargoyles units 250 points

    Hierophant Prime 1 Hierophant Bio-Titan with Synapse Symbiote 350 points

    Upgrades

    Add 1 Trygon for 75 pointsAdd 4 Raveners for 100 points

    Add 1 Harridan for 150 pointsAdd 4 Gargoyles for 75 pointsAdd 2 Harpies for 100 points

    Add 1 Hierophant for 250 pointsAdd 1 Scythed Hierodule for 150 pointsAdd 1 Barbed Hierodule for 150 points

    INDEPENDENT SWARMSA Hive Fleet Leviathan army may spend up to 1/4 of its points on Independent Swarms. Independent Swarms are not subject to the special rule The Hive Mind.

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