:::

TYRANIDS

0

Codex:

An Unofficial Alternative Codex for Warhammer 40,000

By Azathoth DCLXVI

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

Adeptus Astartes, , Black Flame, , the Black Library logo, BL Publishing, Blood Angels, Bloodquest, , the Blood Bowl logo, The Blood Bowl Spike Device, Cadian, Catachan, the device, Cityfight, the Chaos logo, Citadel, Citadel Device, City of the Damned, Codex, Daemonhunters, Dark Angels, Dark , Dark Future, the Double-Headed/Imperial Eagle device, 'Eavy Metal, Eldar, Eldar symbol devices, Epic, Eye of Terror, Fanatic, the Fanatic logo, the Fanatic II logo, Fire Warrior, Forge World, Games Workshop, Games Workshop logo, Genestealer, , , Great Unclean One, the Hammer of Sigmar logo, Horned Rat logo, Inferno, Inquisitor, the Inquisitor logo, the Inquisitor device, Inquisitor:Conspiracies, Keeper of Secrets, Khemri, Khorne, Kroot, Lord of Change, Marauder, Mordheim, the Mordheim logo, , Necromunda stencil logo, Necromunda Plate logo, Necron, Nurgle, , Ork skull devices, Sisters of Battle, Skaven, the Skaven symbol devices, Slaanesh, , Space Marine, Space Marine chapters, Space Marine chapter logos, Talisman, Tau, the Tau caste designations, Tomb Kings, Trio of Warriors, Twin Tailed Comet Logo, , Tyrannid, Tzeentch, Ultramarines, Warhammer, Warhammer Historical, Warhammer Online, Warhammer 40k Device, Warhammer World logo, , White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations illustrations and images from the Blood Bowl game, the Warhammer world, the Talisaman world, and the Warhammer 40,000 universe are either ®, TM and/or © Copyright Games Workshop Ltd 2000-2012, variably registered in the UK and other countries around the world. All Rights Reserved

Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.

All art, illustrations and concepts used without permission.

1

Table of Contents______

The Fall of Malvolion ……… 4 TROOPS ……… 32 Tyranid Warrior Brood ……… 32 Tyranid Special Rules ……… 6 Genestealer Brood ……… 33 Gaunt Brood ……… 34 Tyranid Psychic Powers ……… 8 Hormagaunt Brood ……… 35 Ripper Swarm ……… 35 Biomorphs ……… 10 General Biomorphs ……… 10 DEDICATED TRANSPORTS ………36 Armor Biomorphs ……… 11 Mycetic Spore ……… 36 Ranged Biomorphs ……… 12 Close Combat Biomorphs ……… 13 FAST ATTACK ……… 37 Tyranid Shrike Brood ……… 37 Tyranid Army List ……… 14 Winged Ripper Swarm ……… 37 Ravener Brood ……… 38 HQ ……… 14 Gargoyle Brood ……… 38 Hive Tyrant ……… 14 Harpy ……… 39 The Dagon Overlord ……… 16 Meiotic Spore Sacks ……… 40 The Swarmlord ……… 17 Spore Mine Cluster ……… 41 Tyranid Guard Brood ……… 18 Genestealer Patriarch ……… 19 HEAVY SUPPORT ……… 42 Alpha Warrior Brood ……… 20 Carnifex Brood ……… 42 Malanthrope Brood ……… 22 Old One Eye ……… 43 The Parasite of Mortrex ……… 23 Trygon ……… 44 Mawloc ……… 46 ELITES ……… 24 Biovore ……… 47 Lictor Brood ……… 24 Tyrannofex ……… 48 Deathleaper ……… 25 Zoanthrope Brood ……… 26 The Doom of Malan’tai ……… 27 FORTIFICATIONS ……… 49 Venomthrope Brood ……… 28 Tyranid Flora Infestation ……… 49 Tervigon ……… 29 Pyrovore Brood ……… 30

2

______Table of Contents

Reference ……… 50 Notable Tyranid Swarms ……… 58 Planetary Assault Swarm ……… 58 Sample Tyranid Builds ……… 52 The Psychic Choir ……… 59 Hive Tyranid Builds ……… 52 Vanguard Swarm ……… 60 Alpha Warrior Brood Builds ……… 53 The Unending Tides of Dagon ……… 61 Warrior Builds ……… 54 Mycetic Assault Swarm ……… 62 Shrike Builds ……… 55 Carnifex Builds ……… 56 Tyrannofex Builds ……… 57

3

THE FALL OF MALVOLION By

By his wrist-chronometer, it was not yet noon, but They'd reached the pumping station early that the air was warm and clammy. Trooper Karl morning. A cluster of machine-barns and modular Grauss of the Mordian IronGuard 15th let his habitats, it stood at a confluence of irrigation lasrifle swing loose on its harness strap, wiped the channels which watered the entire delta area and perspiration from his eyes, and pushed the fed over a dozen farm steads. The suns were low angular nose of the wrench-bar into the rusty and cool. There had been no sign of life, not even door lock. the ever-present water birds that Grauss had seen everywhere in the marshes. He paused and glanced around at Major Hecht. The officer was tensed, his lasrifle pulled up tight And once they had got inside, with no answers to with the butt in his armpit, ready to fire. Beads of their voice or vox calls, it had been so damned hot sweat dotted his face too, and it wasn't just the and humid, like someone had set the environment heat. controls to ''tropical''.

'What are you waiting for?' he hissed. The latch popped and Grauss kicked the door inwards, swinging aside so that the major could Grauss shrugged. He didn't know, exactly. He slide in, gun raised and aimed. Before them lay didn't know anything except what Hecht had told some kind of hydroponics workshop, with a high, him and the others of Zwie Company that cera-glass roof and metal support pillars rusting in morning: get out to that pumping station in the the steamy air. Samples of crops and yield-plants delta and find out why they hadn't checked in for stood in labeled pots and trays and bins all three days. Grauss jiggled the wrench-bar until the around. The walkways between the bins were tool locked against the latch mechanism, and then metal grille. Sappy moisture dripped from the began to wind the ratchet so that the door release transparent panes above. slowly began to turn manually. The Mordians fanned out into the hothouse, Down the low hallway behind him, the major and dripping with sweat in their temperate zone-issue six other men from Zwie hugged the walls and fatigues and tunics. braced lasguns. This was the job at its worst, thought Grauss as he cranked the tool. Sneaking 'What's this?' called Trooper Parnell. Grauss into a mystery and opening doors blind when you moved over to him, and the major joined them had no idea what in the name of the God-Emperor too. Parnell gestured with disgust at a rack of lay on the other side. culture-trays set under some daylight lamps. Nutrient feeder sprays intermittently misted what But, dammit, they were Iron Guard! More was in the trays with chemical washes. disciplined and determined Imperial soldiers you couldn't find.

4

Major Hecht cursed. The things in the trays looked Looking aside from the corpse in distaste, Grauss like rotting, globular fungi: puffy, swollen, the size saw that the tractor was hitched to a big flatbed of human heads. They pulsed irregularly. None of cargo truck, with something large and strange the Mordians had any horticultural training and chain-lashed to it. Caked in the mud of the delta, it none had been on Malvolion long enough to get a looked for all the world like some kind of ship: feel for the local flora, but they all knew this stuff those bulbous projections at the rear could only just wasn't right. be propulsion units. But… it was small, not large enough for anything more than a single human, 'Burn it. Get a flamer in here and burn it all.' Hecht and it made him sick to look at it. It wasn't made looked away from the obscene crop. of metal. It wasn't technology as he understood it. Grauss was about to obey the command when It looked… organic. Fleshy, pod-like, akin to the they heard the las-fire. Close by, two or three things he had seen growing in the hothouse but buildings away. Six short, frantic bursts, then a many, many times larger. Was this something the longer report made by several guns on auto, firing station crew had found out there in the delta and together. Zwie Company's vox-intercoms hauled back for study? spluttered out an overlapping, unintelligible series of ear-splitting cries and yells. There was a cry and a burst of las-fire behind him. Grauss spun around, in time to see Trooper The platoon turned and ran towards the sounds, Parnell's body sailing across the chamber in a Hecht in the lead. Platoon Two, scouting to the welter of blood and torn flesh. Lasguns roared and left of them, was in trouble. Hecht's men burst flashed. Something was moving through the into the chamber that had been Two's last gloom with terrifying rapidity. Something with recorded position. It was a hangar barn, with claws. Four sets of claws. several big-wheeled agricultural vehicles parked in it. The air was full of smoke from discharged It sliced through Major Hecht at the waist, and his weapons. body fell in two, still firing.

There were two bodies on the floor, both men It was right on Grauss now. He howled and started from Two, both looking like they'd been to fire. dismembered by industrial crop-reapers. Platoon One crept forward through the gloom, twitching for targets. Grauss found the headless corpse of Genestealer … another man from Two leaning against the wheel- arch of one of the agri-tractors.

5

Tyranid Special Rules______

Synapse Creature Synapse Creatures and Tyranid units that have a model within 12” of a Synapse Creature are said to be within synapse range. A unit that is within synapse range is not subject to the Instinctive Behavior rule (see below) and gains the Fearless special rule as detailed in the Warhammer 40,000 rulebook. Additionally, Tyranid units within synapse range may use the synapse creature’s Leadership value in place of their own for all Leadership tests they are called upon to make. If a unit that is falling back is within synapse range before it moves, it automatically rallies, regardless of any normal restrictions.

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

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

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

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

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

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

Tyranid Ranged Biomorphs Many Tyranid ranged biomorphs use the Strength value of the model firing it. Some of these weapons will also modify the Strength they fire at as detailed in their profiles below. Game effects that temporarily modify a creatures Strength do not modify the Strength values of any ranged biomorphs they use. Additionally, some ranged weapons have an Assault value of X. In these cases, X is equal to the base number of attacks on the profile of the creature carrying it. This value ignores any bonus attacks gained by Scything Talons. This value may be modified on certain weapons and will be detailed on the weapons profile.

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

6

Living Bomb All Spore Mines, regardless of their source, have the following rules when they are on the table. Each Spore Mine model is treated as an individual unit. Spore Mines are always ignored for the purposes of any and all mission objectives. Spore Mines are not subject to Instinctive Behavior, never go to ground (voluntarily or otherwise), run or fall back. At the beginning of the Tyranid Shooting phase before any shots are fired, each Spore Mine moves D6” in a direction determined by the scatter dice (Tyranid player chooses the direction if a hit is rolled). If a spore mine is in synapse range in the Movement phase, the Synapse Creature may give up one of its shooting attacks in the following Shooting phase and move the spore mine 6” in any direction, ignoring Difficult Terrain. If a Spore Mine suffers a wound, touches an enemy model, or it ends any Movement phase within 2” of an enemy unit, it immediately explodes. Place the central hole of the appropriate blast template over the Spore Mine and resolve any hits at the Strength and AP of the appropriate Spore Mine. Spore Mines that drift off the table are immediately removed from play. Additionally, a Tyranid Synapse Creature may choose to detonate any number of Spore Mines within its synapse range during the Tyranid Shooting phase as if the above requirements had been met.

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

7

Tyranid Psychic Powers______

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

Catalyst – Warp Charge 1 This is a blessing that targets a single friendly unit within 12” of the psyker. If successful, that unit gains the Feel No Pain special rule.

Dominion – Warp Charge 1 This psychic power is used at the beginning of the Tyranid players turn before any Instinctive Behavior tests are rolled. If successful, the psyker’s synapse range is increased by 6” until the beginning of the next friendly turn.

Hypnotic Gaze – Warp Charge 1 This psychic power is used during the Tyranid players Fight sub-phase, before any blows are struck. If successful, select one model in base contact with the psyker. Both players roll a D6 and add the Leadership of their respective models. If the psyker rolls equal to or higher than the target’s score, that model may not attack in the ensuing close combat. This power cannot affect models that do not have a Leadership value.

Leech Essence – Warp Charge 1 This is a witchfire power that automatically hits a single non-vehicle enemy unit within 12”. The target immediately suffers 3, Strength 3, AP 2 hits. The psyker recovers a single lost Wound for each wound inflicted using this power, up to its starting number of Wounds.

8

Onslaught – Warp Charge 1 The Tyranids are without a doubt the most This power is a blessing that targets a single friendly rapidly evolving creatures in the galaxy. The unit within 12”. That unit may both run and then shoot in the same Shooting phase. The unit may do so Magos Biologis of Mars have observed even if it is subject to Instinctive Behavior – Feed. If developmental DNA leaps between broods a unit under the effect of Onslaught also has the Fleet originating from different hive fleets that special rule, it may launch an assault, even if it runs. would take other beasts millions of years to achieve. It appears that the Tyranid 'Norn Psychic Scream Queens' or primogenitor organisms aboard Psychic Scream is a psychic power that does not the hive ships are capable of modifying require a Psychic test to use and is always active. their progeny in response to the Any enemy unit with a model within 12” of a psyker environment and life-forms they encounter. with this power suffers a -1 penalty to their Leadership score for as long as they are within range. Newly harvested genetic codes are Penalties for being within range of multiple models assimilated, the prey's defensive measures with this power or models with the Aura of Despair are examined, and improved creatures are power are cumulative. bio-engineered to overcome that resistance. Over time the myriad The Horror improvements to the hive fleet's genepool The Horror is a psychic power that does not require a are melded with others, strengthening the Psychic test to use and is always active. Enemy units entire race. attempting to charge a unit with this power must pass a Morale test. If failed, the unit may not charge this turn. A case in point is to observe the degree of integration of the Tyranid's symbiote Warp Blast – Warp Charge 1 weapons. At first these were relatively Warp Blast is a witchfire power with the following crude and were carried and employed, profile: however distastefully, by the creatures that Range Str AP Type used them like a gun or a sword. In later 24” 5 3 Assault 1, Blast encounters Tyranids have exhibited, more

Warp Lance – Warp Charge 1 and more frequently, weaponry meshed Warp Lance is a witchfire power with the following directly into the creatures carrying them. profile: Now it has become impossible to tell where Range Str AP Type the Tyranid warrior ends and its weapon 18” 10 1 Assault 1, Lance symbiotes begin. I think we can be assured that the Norn Queens will continue to work Psychic Discipline tirelessly towards more and more perfectly Before deployment, a Tyranid psyker may trade out adapted for killing the inhabitants of this any powers it has selected from the above list and instead generate an equal number of powers from the galaxy just as they have in others before Biomancy, Telekinesis or Telepathy disciplines as ours. Simply put, over the coming centuries detailed in the Warhammer 40,000 rulebook. we may be out-evolved to the point of extinction.

- Magos Biologis Alder Garrick.

9

Biomorphs______

General: Implant Attack Acid Blood Any unsaved wounds inflicted on an enemy model by a For every unsaved wound a model with acid blood Tyranid with this biomorph are multiplied into 2 suffers in close combat, the enemy unit that struck the wounds. blow suffers an automatic hit with a Strength equal to the Toughness of the wounded Tyranid with AP 4. Leaping Vehicles are hit on the arc facing the wounded Tyranid. A Tyranid with this biomorph moves as if it were a Beast, including when making Fall Back moves. If it Acid Maw does not already have them, it also gains the Fleet and A Tyranid model with this biomorph ignores armor Move Through Cover special rules. saves in close combat. Regeneration Adrenal Glands If a model with this biomorph is alive at the start of the A model with adrenal glands has either +1 WS or +1 controlling player’s turn, roll a D6 for each wound it has Initiative as described in the unit entry. If both options below its starting total. For each roll of 5+, the creature are available, both may be purchased at the listed points regains a single wound, up to its starting number of costs. Wounds.

Enhanced Senses Spine Banks A Tyranid with this biomorph adds +1 to its Ballistic A model with spine banks counts as being armed with Skill. spinefists. They may be fired in the Shooting phase in addition to any weapons normally allowed. Spine banks Extended Carapace may be fired while running. A model with this biomorph gains a +1 bonus to its Toughness value. Spore Cysts A model with spore cysts that is not in base contact with Feeder Tendrils the enemy may produce a toxin Spore Mine in the A Tyranid with this biomorph has the Preferred Enemy Shooting phase in addition to any other shooting it special rule. Additionally, any friendly Tyranid models performs. Place a Spore Mine in base contact with the that are in the same close combat as a model with this creature – from this point on, the Spore Mine acts as biomorph gains the Preferred Enemy special rule as described in the Living Bomb special rule. Finally, roll well. a D6. On the roll of a 1, the creature with spore cysts takes a wound with no save allowed. Frag Spines A model armed with frag spines does not suffer the Symbiote Rippers Initiative penalties for charging enemies through cover, In addition to its normal attacks, a model with symbiote but instead fights at their normal Initiative in the rippers strikes with 4 Strength 3 attacks in close combat ensuing combat. at Weapon Skill 2 and Initiative 2. Armor saves may be taken against these attacks normally.

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

10

Toxic Miasma Armor: At the end of each player’s turn, every non-vehicle enemy model in base contact with a Tyranid with the Chitin toxic miasma biomorph must pass a Toughness test or A model with chitin has a 6+ Armor save. suffer a wound – saves (but not cover saves) may be taken as normal. Reinforced Chitin A model with reinforced chitin has a 5+ Armor save. Toxin Sacs A model armed with toxin sacs gains the Poisoned (4+) Hardened Carapace special rule. Any ranged biomorphs the model is armed A model with a hardened carapace has a 4+ Armor save. with benefit from this rule as well. Bonded Exoskeleton Tusked A model with a bonded exoskeleton has a 3+ Armor A model with the tusked biomorph gains an additional save. +1 attack when charging on top of any it would normally receive. Armored Shell A model with an armored shell has a 2+ Armor save. Wings Models equipped with Wings are Jump Units as described in the Warhammer 40,000 rulebook. Monstrous Creatures with the Wings biomorph are instead Flying Monstrous Creatures. An alien threat has risen from beyond the abyss, a swarm so vast that it blots out the stars. This horror fights neither for power nor territory, but rather to fee a hunger so insatiable that it will eventually devour the

entire galaxy.

-Inquisitor Lord Kryptman

11

Ranged Biomorphs:

Acid Spray Impaler Cannon Range Str AP Type Range Str AP Type Acid Template +1(Max. 3 Assault 1, Impaler Cannon 24” 8 4 Assault 2* Spray S6) Torrent *Cover saves taken against shots from an Impaler Cannon suffer a -2 penalty. Barbed Strangler Range Str AP Type Ripper Tentacles Barbed 36” -1(Max. 5 Assault 1, Range Str AP Type Strangler S8) Large Blast, Ripper Tentacles 6” 6 - Assault 2X Pinning Rupture Cannon Bioelectric Pulse Range Str AP Type Range Str AP Type Rupture Cannon 48” 10 2 Assault 2 Bio-electric Pulse 12” 5 - Assault 2X Spike Rifle Bioplasma Range Str AP Type Range Str AP Type Spike Rifle 18” As User 6 Assault X Bio-plasma 12” 7 2 Assault 1, Blast (Max. S6)

Cluster Spines Spinefists Range Str AP Type A model armed with spinefists counts as being equipped Cluster 18” As User 6 Assault 1, with frag spines. Spines (Max. S6) Large Blast Range Str AP Type Spinefists 12 As User 6 Assault X, Deathspitter (Max. S6) Twin-linked Range Str AP Type Deathspitter 24” +1(Max. 5 Assault 1, Spore Mine Launcher S7) Blast When firing a spore mine launcher, if, after the final

position of the first template of the barrage has been Devourer determined, there are no enemy models within 6” of the Range Str AP Type central hole, do not resolve the attack but instead place a Devourer 18” As User - Assault 2X, (Max. S6) Shred number of Spore Mines, equal to the number of Biovores in the unit, in base contact with each other, on Fleshborer the spot where the central hole would have landed. Range Str AP Type These then follow the rules for Spore Mines detailed in Fleshborer 12” +1(Max. 5 Assault X, the Living Bomb rule. S5) Shred Range Str AP Type Bio-acid 48” 3 3 Assault 1, Barrage, Fleshborer Hive Mine Blast, Armorbane Range Str AP Type Frag 48” 4 5 Assault 1, Barrage, Fleshborer 12” 5 5 Assault 20, Mine Large Blast Hive Shred Toxin 48” -* 4 Assault 1, Barrage, Mine Blast, Poisoned (4+) *Toxin mines have no effect on vehicles, except on

open-topped vehicles, on which they inflict a single

automatic glancing hit.

12

Stinger Salvo Thorax Swarm Range Str AP Type Range Str AP Type Stinger 18” As User 4 Assault Desiccator Template X - Assault 1, Salvo (Max. S5) 2X Larvae Fleshbane Electroshock Template 5 5 Assault 1 Strangleweb Grubs Range Str AP Type Shreddershard Template 3 - Assault 1, Strangleweb Template X* - Assault 1, Beetles Rending Pinning *When firing the strangleweb, any enemy models that Venom Cannon are hit by the template must pass a Strength test or Range Str AP Type suffer a wound. Stranglewebs do not benefit from the Venom 36” +2(Max. 4 Assault Cannon S10) X toxin sacs biomorph. *A venom cannon suffers a -1 penalty on rolls on the

Vehicle Damage Chart against vehicles which are not

open topped.

Close Combat Biomorphs:

Bonesword Lash Whip Wounds inflicted in close combat by a Tyranid with a Any enemy model that is in base contact with a Tyranid bonesword count as AP 2. In addition, if a model suffers with one or more lash whips have their Initiative value one or more unsaved wounds in close combat from a set to 1 until the end of the Assault phase. Tyranid with a bonesword, it must immediately pass a Leadership test or suffer instant death. If the Tyranid Rending Claws creature that inflicted the wound is armed with a pair of Tyranid creatures with the Rending Claws biomorph boneswords then the Leadership test must instead be gain the Rending special rule. passed on 3D6. Alternatively, if taken by a Monstrous Creature, such is their strength that if they connect they are all but Claws and Teeth guaranteed to tear their target apart. They instead cause Models with claws and teeth count as having a normal an automatic wound and roll an extra D3 in armor close combat weapon. penetration on a To-hit roll of 6.

Crushing Claws Scything Talons A Tyranid with crushing claws gains an extra D3 A model equipped with a set of scything talons gains +1 Attacks in close combat (rolled for at the beginning of attack. A second set of scything talons confers a further each round of combat) but strikes at Initiative 1, +1 attack. regardless of any modifiers. When making Smash attacks, this biomorph instead confers a single extra attack and the creature strikes at Initiative 1 as described above.

13

Tyranid Army List______

HQHQHQ

Hive Tyrant……………………………………………………………...160 points WS BS S T W I A Ld Sv Hive Tyrant 7 3 6 6 4 5 3+1 10 3+ Unit Composition: Options: • 1 Hive T yrant • Replace spinefists with an additional set of scything talons free Unit Type: • Replace one set of scything talons with lash • Monstrous Creature (Character) whip and bonesword +10 pts • Replace any set of scything talons with: Special Rules: - Rending claws +5 pts • Hive Commander - Twin-linked deathspitter or twin-linked • Psyker (Mastery Level 1) devourer +15 pts • Synapse Creature • Take one of the following, replacing one set of • Synaptic Node scything talons: - Barbed strangler +20 pts Biomorphs: - Venom cannon +35 pts • Bonded Exoskeleton • May take the warp field special rule +30 pts • Scything Talons • Take any of the following: • Spinefists - Frag spines +1 pt - Symbiote rippers +5 pts Psychic Powers: - Adrenal glands (+1 I) +5 pts A Hive Tyrant has The Horror. Additionally, it must - Adrenal glands (+1 WS) +8 pts also select any two of the following psychic powers at - Enhanced senses +8 pts the cost listed: - Implant Attack +10 pts • Catalyst +15 pts - Toxin sacs +12 pts • Leech Essence +10 pts - Toxic miasma +10 pts • Onslaught +10 pts - Acid blood +10 pts Regeneration +20 pts • Warp Blast +10 pts - • Take one of the following: • Psychic Scream +5 pts Thorax swarm with either electroshock - grubs, desiccator larvae or shreddershard

beetles +15 pts

Armored shell +20 pts - Wings +35 pts -

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

Synaptic Node A Hive Tyrant has a Synapse range of 18” rather than the usual 12”.

14

15

The Dagon Overlord……………………………………………………280 points WS BS S T W I A Ld Sv Dagon Overlord 8 3 6 6 4 5 3 10 3+ Unit Composition: Psychic Powers: • Dagon Overlord • Catalyst • Onslaught Unit Type: • The Horror • Monstrous Creature (Unique, Character) Biomorphs: Special Rules: • Bonded Exoskeleton • Ferocity • Lashwhip and Bonesword • Hive Commander • Venom Cannon • Psyker (Mastery Level 1) • Acid Blood • Synapse Creature • Adrenal Glands (+1 WS) • Synaptic Node • Toxin Sacs • The Toxic Horde • Regeneration

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

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

16

The Swarmlord………………………………………………………….290 points WS BS S T W I A Ld Sv Swarmlord 9 3 6 6 5 6 4 10 2+ Unit Composition: Biomorphs: • Swarmlord • Bonded Exoskeleton • Bone Sabers Unit Type: • Tusked • Monstrous Creature (Unique, Character) Psychic Powers: Special Rules: • Dominion • Alien Cunning • Leach Essence • Blade Parry • Paroxysm • Hive Commander • The Horror • Psyker (Mastery Level 2) • Swarm Leader • Synapse Creature • Synaptic Node • Warp Field

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

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

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

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

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

17

Guard Brood………………………………………………….50 points per model You may include one Guard brood for each Hive Tyrant (including the Dagon Overlord and the Swarmlord) in your army, so long as they do not have the Winged biomorph. These broods do not count towards your HQ allowance. WS BS S T W I A Ld Sv Hive Guard 3 4 5 6 2 4 2 6 4+ Tyrant Guard 5 3 5 6 2 4 2+1 6 3+ Unit Composition: Special Rules: • 1-3 Hive Guard • Move Through Cover • Shieldwall Unit Type: Hive Guard only • Infantry • Instinctive Behavior (Lurk) Tyrant Guard only Biomorphs: • Instinctive Behavior (Feed) Hive Guard only • Blind Rampage • Hardened Carapace • Impaler Cannon Options: • Claws and Teeth • The entire brood may be upgraded to tyrant Tyrant Guard guard +10 pts per model • Bonded Exoskeleton • All tyrant guard models may replace their • Rending Claws scything talons for one of the following: • Scything Talons - Lash Whip +5 pts per model - Bonesword +10 pts per model Shieldwall: A single Hive Tyrant (including the Dagon Overlord and the Swarmlord) may be joined to a Guard brood during the course of deployment. In this case, the unit cannot go to ground, voluntarily or otherwise.

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

18

01 Genestealer Patriarch……………………………..105 points + Genestealers WS BS S T W I A Ld Sv Patriarch 7 4 6 5 3 7 4+1 10 3+ Genestealer 6 3 4 4 1 6 2 10 5+ Unit Composition: Options: • Patriarch and 6-11 Genestealers • The patriarch must be accompanied by 6-11 genestealers. See the Genestealer entry for Unit Type: points costs and options. They may not select a • Infantry Broodlord. • May take any of the following: Special Rules: - Frag spines +1 pt • Fleet - Feeder tendrils +3 pts • Infiltrate - Toxin sacs +5 pts • Inhuman Strength - Adrenal glands (+1 I) +8 pts • Move Through Cover - Adrenal glands (+1 WS) +8 pts • Planetary Subversion - Implant Attack +10 pts • Psyker (Mastery Level 2) - Acid blood +10 pts

• Synapse Creature - Regeneration +15 pts

Biomorphs: • Bonded Exoskeleton • Rending Claws • Scything Talons

Psychic Powers: • Aura of Despair • Hypnotic Gaze

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

Planetary Subversion All reserve rolls made by your opponent over the course of the game suffer a -1 penalty.

19

Alpha Warrior Brood…………………………………………………..180 points WS BS S T W I A Ld Sv Alpha Warrior 5 3 5 5 3 5 3+1 10 3+ Unit Composition: Options: • 3 Alpha Warriors • The brood may be given a single additional psychic power from the following list: Unit Type: - Psychic Scream +10 pts • Infantry (Character) - Onslaught +10 pts • The entire brood may replace their spinefists Special Rules: with: • Synapse Creature - Spike rifle free • Brotherhood of Psykers - An additional set of scything talons free • Move Through Cover - Rending claws +15 pts • The entire brood may replace one set of Psychic Powers: scything talons with one of the following: • Dominion - Spike rifle free - Lash whip and bonesword or a pair of Biomorphs: boneswords +40 pts • Bonded Exoskeleton • The entire brood may replace their spinefists • Scything Talons with: • Spinefists - Fleshborers free - Spike rifles free Dedicated Transport: - Devourers +15 pts • The brood may take a Mycetic Spore as a - Deathspitters +30 pts dedicated transport. • One alpha warrior in the brood may exchange its spinefists (or whichever biomorph replaced it’s spinefists) with one of the following: - Barbed strangler +15 pts - Venom cannon +20 pts To think that Tyranids are mindless beasts is a grave • The entire brood may take: mistake. When you fight Tyranids you face not only - Frag spines +3 pts those before you on the battlefield, but the untold - Adrenal glands (+1 I) +15 pts thousands which seek to surround you, which attack - Adrenal glands (+1 WS) +15 pts your supporting units and destroy your supply lines in - Enhanced senses +15 pts perfect synchronicity. These aliens have shown - Implant attack +20 pts evidence of both tactics and strategy that speaks of a - Bio-electric pulse +25 pts far worse threat than that posed by a mere beast. - Toxin sacs +25 pts

- Regeneration +30 pts -Marneus Augustus Calgar, Chapter Master of the - Acid blood +30 pts Ultramarines.

20

21

Malanthrope Brood………………………………………...140 points per model WS BS S T W I A Ld Sv Malanthrope 3 3 5 5 3 5 3 10 2+ Unit Composition: Biomorphs: • 1-3 Malanthropes • Bonded Exoskeleton • Claws and Teeth Unit Type: • Feeder Tendrils • Monstrous Creature • Regeneration • Toxic Miasma Special Rules: • Toxin Sacs • Synapse Creature • Anaphylactic Shock Psychic Powers: • Fleet • The Horror • Psyker (Mastery Level 1) • Move Through Cover • Warp Field

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

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

Genetic Ingenuity For each Malanthrope brood included in a Tyranid army, the Tyranid army list may benefit from a single upgrade described below. Unique models may not benefit from this rule. Shifting Strategy A single skill from the following list may be selected. It may be applied to any model in the army at the cost of +3 points per model. Furious Charge, Hit & Run, Night Vision or Stealth . Adaptive Chitin Any model in the army may improve its armor save by +1 at the points cost listed below. A model may only improve its armor save once in this way. Armor Save Cost 6+ to 5+ +2 pts per model 5+ to 4+ +8 pts per model 4+ to 3+ +12 pts per model 3+ to 2+ +20 pts per model Caustic Monstrosities Any model in the army that may not already take it may take the Acid Blood biomorph at the listed cost: 4+ Wounds +10 pts per model 3 Wounds +5 pts per model 2 Wounds +3 pts per model 1 Wound +1 pt per model Healing Factor Any models in the army with more than one Wound (excluding Ripper Swarms and Winged Ripper Swarms) may take the Regeneration biomorph at +10 pts per model if they do not already have the option to take it.

22

The Parasite of Mortrex………………………………………………..170 points WS BS S T W I A Ld Sv Parasite of Mortrex 5 3 6 5 3 6 4 10 3+ Unit Composition: Unit Type: • Parasite of Mortrex • Jump Unit (Unique, Character)

Special Rules: Biomorphs: • Host Organism • Bonded Exoskeleton • Implant Parasite • Rending Claws • Independent Character • Implant Attack • Move Through Cover • Symbiote Rippers • Synapse Creature • Wings • “The Sarge is Acting Strangely…”

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

Implant Parasite The Tyranid player’s opponent must take a Toughness test for each model removed as a casualty because of wounds inflicted by the Parasite of Mortrex (wounds inflicted due to the Symbiote Rippers biomorph are not included). For each test failed, roll a D6. At the end of the Assault phase, place a Ripper Swarm unit with a number of bases equal to the sum total of all of the dice rolled such that all bases are within 6” of the Parasite of Mortrex. Any bases that cannot be placed due to impassible terrain, enemy units within 1” or because you have run out of models are lost.

“The Sarge is Acting Strangely…” Every enemy infantry unit that arrives using the outflank ability may harbor a squad member infested with Ripper parasites. At the end of their Movement phase, one model in each of these units (owning player’s choice) must take a Toughness test. If the test is failed, that model is instantly removed as a casualty and the Tyranid player may place a Ripper Swarm unit consisting of D6 bases anywhere within 6” of the victim. If the victim was inside a transport vehicle, it is assumed he staggered out before dying. Any bases that cannot be placed due to impassible terrain, enemy units within 1” or because you have run out of models are lost.

23

ELITES

Lictor Brood………………………………………………….70 points per model WS BS S T W I A Ld Sv Lictor 6 3 6 5 2 6 3+1 10 5+ Unit Composition: Unit Type: • 1-3 Lictors • Infantry (Character)

Special Rules: Biomorphs: • Instinctive behavior – Lurk • Reinforced Chitin • Fearless • Rending Claws • Fleet • Scything Talons • Hit and Run • Feeder Tendrils • Move Through Cover • Flesh Hooks • Pheromone trail • Chameleonic Skin • Shrouded • Toxin Sacs • Stealth • Uncanny Reflexes

Chameleonic Skin Lictors always start in Reserve, even in missions that do not normally use this rule. Independent Characters may not start the game attached to a lictor brood. When a brood of lictors become available, they are placed anywhere on the table that is within 6” of a piece of area terrain and at least 1” away from any enemy model. The lictors must be placed in unit coherency. Lictors may not move or run on the turn that they arrive, but may assault. A brood of Lictors may not be targeted for shooting if they are more than 36” away from the shooting unit.

Flesh Hooks A lictor has the frag spines biomorph. When using its Hit and Run special ability, a brood of lictors may attempt to drag an enemy along with them. Nominate a single Independent Character within 6 inches of any one Lictor in the brood that is part of the same assault. The lictors make their Hit and Run move as normal, but may roll to hit the chosen character as with a single Shooting attack each. Any hits are resolved at Strength 4 hit. If the model is slain, remove it as a casualty as normal. Otherwise, it is moved with the brood and placed in base to base contact with one or more of the lictors. They then remain locked in assault.

Pheromone Trail An army including one or more broods of Lictors adds +1 to its reserve rolls so long as one or more Lictors are alive. This applies whether the lictors have deployed from reserves or not. So long as the lictors began the player turn on the table, any friendly Tyranid units arriving by Deep Strike may arrive within 6” of them without scattering.

Uncanny Reflexes A model with this special rule has a 5+ invulnerable save. The thing that scares me most of all is that it burst out from the jungle directly in front of our ambush position. It had killed Jensen and Lucca before we knew what was happening. Nothing that large should be able to move like that.

-Sergeant Thresher, 11th Catachan Jungle Fighters.

24

Deathleaper……………………………………………………………...150 points WS BS S T W I A Ld Sv Deathleaper 9 3 6 5 2 7 4+1 10 5+ Unit Composition: Special Rules: • 1 Deathleaper • Instinctive behavior – Lurk • Fearless Unit Type: • Fleet • Infantry (Unique, Character) • Hit and Run • “It’s after me!” Biomorphs: • Killing Strike • Reinforced Chitin • Move Through Cover • Rending Claws • Pheromone trail • Scything Talons • Shrouded • Chameleonic Skin • Stealth • Feeder Tendrils • Uncanny Reflexes • Flesh Hooks • “What was that?” • Toxin Sacs • “Where is it?” • “Where’d it go?” Killing Strike All of Deathleaper’s close combat attacks count as rending on any To-Wound rolls of 5+.

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

“What was that?” All enemy infantry units within 12” of Deathleaper roll one less dice (to a minimum of one) when moving through difficult terrain.

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

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

25

Zoanthrope Brood……………………………………………70 points per model WS BS S T W I A Ld Sv Zoanthrope 3 4 4 4 2 3 1 10 2+ Unit Composition: Dedicated Transport: • 1-3 Zoanthropes • A brood of Zoanthropes may take a Mycetic Spore as a dedicated transport. Unit Type: • Infantry Options: • A brood of zoanthropes must select two Special Rules: psychic powers from the following list. • Move Through Cover Individual zoanthropes in the unit may select • Synapse Creature different powers: • Psyker (Mastery Level 1) - Psychic Scream • Warp Field - Leach Essence - Warp Blast Biomorphs: - Warp Lance • Reinforced Chitin • A single zoanthrope may select The Horror as • Claws and Teeth one of its two allowed psychic powers +5 pts

They are coming ! I feel them scratching inside my mind , scratching , screaming , running , so many – so , so many voices . They are coming for us – flesh , body and soul!

26

The Doom of Malan’tai………………………………………………….115 points WS BS S T W I A Ld Sv Doom of Malan’tai 3 4 X 4 4 3 1 10 2+ Unit Composition: Special Rules: • Doom of Malan’tai • Instinctive Behavior (Feed) • Absorb Life Unit Type: • Fearless • Infantry (Unique, Character) • Heavy Warp Field • Move Through Cover Biomorphs: • Psychic Strength • Reinforced Chitin • Psyker (Mastery Level 1) • Claws and Teeth • Spirit Leech

Psychic Powers: • Cataclysm

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

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

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

Cataclysm – Warp Charge 1 This is a witchfire power with the following profile: Range Str AP Type 24” As User 1 Assault 1, Large Blast After the power has been used, but before any additional Wounds are gained due to the Absorb Life ability, the Doom of Malan’tai suffers D3 wounds. No saves of any kind can be taken against these wounds. The Doom of Malan’tai may not trade this power for one from a psychic discipline.

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

27

Venomthrope Brood…………………………………………55 points per model WS BS S T W I A Ld Sv Venomthrope 3 3 4 4 2 3 2 5 5+ Unit Composition: Biomorphs: • 1-3 Venomthropes • Reinforced Chitin • Lash Whips Unit Type: • Feeder Tendrils • Infantry • Toxic Miasma

Special Rules: Dedicated Transport: • Instinctive Behavior (Feed) • The brood may take a Mycetic Spore as a • Move Through Cover dedicated transport. • Poisoned (2+) • Spore Cloud

Spore Cloud The Venomthrope unit and any friendly models within 6” of the unit can claim a 5+ cover save against any shooting attacks and any enemy unit that charges these units loses any bonus attacks for charging. In addition, any non- vehicle enemy model that assaults one of the affected models must take a dangerous terrain test to represent the toxic effect of the spore cloud. Should the Venomthrope be killed, these bonuses are immediately lost.

28

Tervigon…………………………………………………………………140 points For every Gaunt Brood included in your army, you may include one Tervigon as a Troops choice. WS BS S T W I A Ld Sv Tervigon 3 3 5 6 5 1 2 10 4+ Unit Composition: Options: • 1 Tervigon • Take one of the following: - Scything talons +5 pts Unit Type: - Crushing claws +15 pts • Monstrous Creature • Replace stinger salvo with: - Cluster spines free Special Rules: - Bio-plasma +15 pts • Brood Progenitor • Take any of the following: • Psyker (Mastery Level 1) - Spine banks* +5 pts • Spawn Gaunts - Spore cysts* +5 pts • Synapse Creature - Symbiote Rippers +5 pts - Tail weapon +5 pts Biomorphs: - Adrenal Glands (+1 I) +8 pts • Hardened Carapace - Adrenal Glands (+1 WS) +8 pts • Claws and Teeth - Implant Attack +8 pts • Stinger Salvo - Toxin sacs +10 pts - Acid blood +15 pts Psychic Powers: - Toxic miasma +15 pts Regeneration +25 pts • Dominion - • Take The Horror psychic power +10 pts • The gaunts the tervigon spawns may replace their spinefists with one of the following: - Fleshborer +20 pts - Devourer +40 pts *May only take one of these biomorphs. Brood Progenitor All units of Gaunts, spawned or otherwise, within 6” of a Tervigon must use the Tervigon’s Leadership for any tests they are required to make. They also gain the benefits of the Tervigon’s toxin sacs and adrenal glands (if it has any.) In addition, all Gaunt units within 6” of the Tervigon have the Counter-attack special rule. Should a Tervigon be slain, every Gaunt brood, spawned or otherwise, within Synapse range immediately suffers 3D6 Strength 3, AP – hits.

Spawn Gaunts A Tervigon can spawn Gaunts in the Tyranid Movement phase before it has moved – even if it is locked in assault. If it does so, roll 3D6. Place a new unit of Gaunts such that no model is more than 6” from the Tervigon – the size of the unit is equal to the total rolled. Models in the new unit cannot be placed in impassable terrain or within 1” of enemy models. If you cannot place some of the models due to enemy proximity, impassable terrain or simply because you have run out of models, the excess are destroyed. The unit spawned by a Tervigon is identical in every way to a Gaunt unit chosen from the Troops section of the force organization chart and is treated as such for all scenario special rules. Models in a spawned unit have no biomorphs and carry spinefists unless the Tervigon pays to upgrade their weapons. If any double is rolled when determining the size of a spawned unit, the Tervigon has temporarily exhausted its supply of larvae – the unit is created as normal, but the Tervigon may not attempt to spawn further units for the rest of the game.

29

Pyrovore Brood………………………………………………45 points per model WS BS S T W I A Ld Sv Pyrovore 3 3 4 4 2 2 2 5 4+ Unit Composition: Biomorphs: • 1-3 Pyrovores • Hardened Carapace • Acid Spray Unit Type: • Rending Claws • Infantry • Acid Blood • Acid Maw Special Rules: • Instinctive Behavior (Feed) Dedicated Transport: • Dual Mind • May take a Mycetic Spore as a dedicated • Hidden Menace transport. • Move Through Cover • Volatile

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

Hidden Menace A unit of Pyrovores may be split up and added to units of Gaunts. To do so, during deployment a single Pyrovore may be removed from the unit and added as an upgrade model to an individual unit of Gaunts. Any number of Pyrovores in the unit may do this. When doing so the Pyrovore gains the Character type. Only a single Pyrovore may be added to any one unit of Gaunts. If the Gaunts have taken a Mycetic Spore the Pyrovore counts towards the 20 wound limit the pod may transport and in such cases may not be added to units of more than 16 Gaunts. If the Gaunts have taken the Without Number special rule, then the Pyrovore does not reenter play with the unit and is left as a casualty. If any Pyrovores from the unit are not put into a unit of Gaunts in this way, then they are left together as a unit and are treated normally.

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

30

31

TROOPS

Tyranid Warrior Brood……………………………………..30 points per model WS BS S T W I A Ld Sv Tyranid Warrior 4 2 5 5 2 4 2+1 10 4+ Unit Composition: Options: • 3-9 Tyranid Warriors • The entire brood may replace their spinefists with: Unit Type: - An additional set of scything talons free • Infantry - Rending claws +5 pts per model • The entire brood may replace one set of Special Rules: scything talons with one of the following: • Synapse Creature - Spike rifle free • Move Through Cover - Lash whip and bonesword or a pair of boneswords +15 pts per model Biomorphs: • The entire brood may replace their spinefists • Hardened Carapace with: • Scything Talons - Fleshborers free • Spinefists - Spike rifles free - Devourers +5 pts per model Dedicated Transport: - Deathspitters +10 pts per model • The brood may take a Mycetic Spore. • One tyranid warrior in the brood may exchange its spinefists for: - Barbed Strangler +15 pts - Venom Cannon +20 pts • The entire brood may take: - Frag Spines +1 pt per model - Enhanced Senses +3 pts per model - Toxin sacs +5 pts per model - Adrenal glands (+1 I) +5 pts per model - Adrenal glands (+1 WS) +5 pts per model

32

Genestealer Brood……………………………………………14 points per model WS BS S T W I A Ld Sv Genestealer 6 3 4 4 1 6 2 10 5+ Broodlord 6 3 5 4 2 6 3 10 4+ Unit Composition: Psychic Powers: • 6-18 Genestealers • Aura of Despair

Unit Type: Dedicated Transport: • Infantry • The brood may take a Mycetic Spore.

Special Rules: Options: • Brood Telepathy • Upgrade one genestealer to a • Fleet broodlord +25 pts • Infiltrate • The broodlord may take: • Move Through Cover - Adrenal Glands (+1 I) +5 pts Broodlord Only - Implant attack +10 pts • Psyker (Mastery Level 1) - Acid Blood +5 pts • The entire brood may take: Biomorphs: - Frag spines +1 pt per model • Reinforced Chitin (Genestealer only) - Scything talons +1 pt per model • Hardened Carapace (Broodlord only) - Feeder tendrils +3 pts per model • Rending Claws - Toxin sacs +3 pts per model

Brood Telepathy Genestealers are not subject to the Instinctive Behavior rule.

I don't know where they come from. It seems highly unlikely that they evolved naturally into what they are now - impossible, given what we know about evolution. Perhaps they are some kind of bioweapon, created millennia ago by madmen for some long-forgotten war. If so, I suspect that their creators soon came to regret their creation. Or perhaps they come straight from the warp. Possibly the Lords of Chaos themselves cast them out because they were too unpleasant.

-Jarv Advent, Senior Xenobiologist, Inquisitorial

Institute of Proctos Minor (on Genestealers.)

33

Gaunt Brood…………………………………………………...5 points per model WS BS S T W I A Ld Sv Gaunt 3 3 3 3 1 4 1 5 6+ Unit Composition: Options: • 10-30 Gaunts • The entire brood may replace their spinefists with: Unit Type: - Spike Rifle free • Infantry - Fleshborer +1 pt per model - Devourer +4 pts per model Special Rules: • For every ten models in the brood, one gaunt • Instinctive Behavior – Lurk may replace their spinefists with a • Fleet strangleweb +5 pts per model • Move Through Cover • The entire brood may be given: - Adrenal glands (+1 I) +1 pt per model Biomorphs: - Adrenal glands (+1 WS) +1 pt per model • Chitin - Toxin sacs +1 pts per model • Claws and teeth • If the brood numbers at least 20 models, has • Spinefists not exchanged it’s spinefists for any weapon other than stranglewebs and is not mounted in Dedicated Transport: a mycetic spore, it may be given the Without • If the brood numbers 20 models or less, it may Number special rule +3 pts per model take a mycetic spore.

Without Number: Any brood of Gaunts with Without Number that is removed from play may be brought back into play at the beginning of the controlling player’s next turn. It moves onto the board as if entering from reserves and has the exact same profile and armaments as its predecessor. Victory Points are scored as usual for the brood and its replacements as if they were entirely separate broods.

34

Hormagaunt Brood……………………………………………6 points per model WS BS S T W I A Ld Sv Hormagaunt 4 3 3 3 1 5 1+1 5 6+ Unit Composition: Dedicated Transport: • 10-30 Hormagaunts • If the brood consists of 20 models or less, it may take a Mycetic Spore as a dedicated Unit Type: transport. • Beasts Options: Special Rules: • The entire brood may take: • Instinctive Behavior (Feed) - Adrenal glands (+1 I) +1 pt per model - Adrenal glands (+1 WS) +1 pt per model Biomorphs: - Toxin sacs +1 pt per model • Chitin • Scything Talons

Ripper Swarm………………………………………………….10 points per base WS BS S T W I A Ld Sv Ripper Swarm 2 2 3 3 3 2 4 4 6+ Unit Composition: Biomorphs: • 3-9 Ripper Swarm Bases • Chitin • Claws and Teeth Unit Type: • Infantry Options: • The entire brood may take: Special Rules: - Adrenal glands (+1 I) +2 pts per base • Instinctive Behavior (Feed) - Adrenal glands (+1 WS) +1 pt per base • Fearless - Toxin sacs +5 pts per base • Move Through Cover - Leaping +5 pts per base • Swarms - Spinefists +4 pts per model

35

DEDICATED TRANSPORT

Mycetic Spore…………………………………………………………….40 points Mycetic Spores are purchased as an upgrade to another brood, but they are always treated as a separate non- scoring unit. WS BS S T W I A Ld Sv Mycetic Spore 2 2 6 4 3 1 3 4 4+ Unit Composition: Biomorphs: • 1 Mycetic Spore • Hardened Carapace • Lash Whip Unit Type: • Ripper Tentacles • Monstrous Creature Options: Special Rules: • May take one of the following: • Deep Strike - Cluster spines +10 pts • Fearless - Stinger salvo +10 pts • Immobile Pod - Twin-linked deathspitter +15 pts • Limited Sentience - Barbed strangler +15 pts • Transport Spore - Venom cannon +25 pts

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

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

Transport Spore A Mycetic Spore always enters play using the Deep Strike rules, even in missions that do not use these rules. If, when a Mycetic Spore Deep Strikes, it scatters on top of impassable terrain or another model (friend or foe!), reduce the scatter distance by the minimum required to avoid the obstacle. A Mycetic Spore can carry a single unit of up to 20 infantry models or a single monstrous creature within it. Once the Mycetic Spore has landed all creatures within must immediately deploy – place the unit such that every model is within 2” of the Mycetic Spore. If any models cannot be deployed because of impassable terrain or enemy models within 1”, those models are destroyed. A unit that Deep Strikes via a Mycetic Spore cannot move or assault in the same turn it arrives, but may shoot or run as normal.

36

FAST ATTACK

Tyranid Shrike Brood………………………………………..35 points per model WS BS S T W I A Ld Sv Shrike 4 2 5 5 2 4 2+1 10 5+ Unit Composition: Options: • 3-9 Shrikes • The entire brood may replace their spinefists with: Unit Type: - An additional set of scything talons free • Jump Unit - Rending claws +5 pts per model • The entire brood may replace one set of Special Rules: scything talons with one of the following: • Synapse Creature - Lash whip and bonesword +10 pts per • Move Through Cover model - A pair of boneswords +15 pts per model Biomorphs: • The entire brood may replace their spinefists • Reinforced Chitin with: • Scything Talons - Fleshborers free • Spinefists - Devourers +5 pts per model • Wings - Deathspitters +10 pts per model • The entire brood may take: - Frag spines +1 pt per model - Enhanced senses +3 pts per model - Toxin sacs +5 pts per model - Adrenal glands (+1 I) +5 pts per model - Adrenal glands (+1 WS) +5 pts per model

Winged Ripper Swarm………………………………………...15 points per base WS BS S T W I A Ld Sv Winged Ripper Swarm 2 2 3 3 3 2 4 4 6+ Unit Composition: Biomorphs: • 3-9 Winged Ripper Swarm Bases • Chitin • Claws and Teeth Unit Type: • Wings • Jump Unit Options: Special Rules: • The entire brood may take: • Instinctive Behavior (Feed) - Adrenal glands (+1 I) +2 pts per base • Fearless - Adrenal glands (+1 WS) +1 pt per base • Move Through Cover - Toxin sacs +5 pts per base • Swarms - Spinefists +8 pts per model

37

Ravener Brood……………………………………………….35 points per model WS BS S T W I A Ld Sv Ravener 5 3 5 5 2 5 2+1 5 5+ Unit Composition: Options: • 3-9 Raveners • The brood may replace their rending claws with an additional set of scything talons free Unit Type: • The brood may take one of the following: • Beasts - Spinefists +5 pts per model - Devourers +10 pts per model Special Rules: - Deathspitters +10 pts per model • Instinctive Behavior (Feed) • Acute Senses • Deep Strike

Biomorphs: • Reinforced Chitin • Rending Claws • Scything Talons

Gargoyle Brood………………………………………………..6 points per model WS BS S T W I A Ld Sv Gargoyle Brood 3 3 3 3 1 4 1 5 6+ Unit Composition: Special Rules: • 10-30 Gargoyles • Instinctive Behavior (Lurk) • Fleet Unit Type: • Move Through Cover • Jump Unit Options: Biomorphs: • The entire brood may replace their fleshborers • Chitin with spike rifles free • Fleshborer • The entire brood may take: • Claws and Teeth - Adrenal glands (+1 I) +1 pt per model • Blinding Venom - Adrenal glands (+1 WS) +1 pt per model • Wings - Toxin sacs +1 pts per model

Blinding Venom Against non-vehicle units, any roll To Hit of 6 made by a Gargoyle in close combat automatically causes a wound – no separate roll To Wound is necessary.

38

Harpy…………………………………………………………………….125 points WS BS S T W I A Ld Sv Harpy 3 3 6 5 5 4 2+2 9 4+ Spore Mine 0 0 1 3 1 1 0 10 - Unit Composition: Options: • 1 Harpy • Replace one set of scything talons with: - Twin-linked barbed strangler +10 pts Unit Type: - Twin-linked venom cannon +25 pts • Flying Monstrous Creature • Replace stinger salvo with: - Cluster spines free Special Rules: - Bio-plasma +15 pts • Instinctive Behavior (Lurk) • A harpy may take: • Fearless - Frag Spines +1 pt • Fleet - Adrenal glands (+1 WS) +5 pts • Hit and Run - Spine banks +5 pts • Scout - Toxin sacs +5 pts • Sonic Screech - Enhanced senses +8 pts • Living Bomb (Spore Mine only) - Adrenal glands (+1 I) +10 pts - Regeneration +15 pts Biomorphs: - Toxic miasma +15 pts

• Hardened Carapace

• Two sets of Scything Talons

• Stinger Salvo

• Frag Mine Clusters • Wings

Sonic Screech On any turn in which a Harpy charges into close combat, it does not suffer the penalties for charging enemies through cover, but instead fights at their normal Initiative in the ensuing combat. In addition, any non-vehicle unit that is charged by a Harpy must halve its Initiative value (rounding up) for the remainder of that Assault phase.

Frag Mine Clusters Once per game, the Harpy may drop a cluster of Frag Spore Mines as it moves during the Movement phase. This does not count as a shooting attack. To do so, nominate any enemy model that the Harpy moved over in the Movement phase and roll for scatter exactly as if the Harpy were firing a barrage weapon at that spot with the following profile: Range Str AP Type N/A 4 5 Assault 3, Large Blast* *If, after the final position of the first template of the barrage has been determined, there are no enemy models within 6” of the central hole, do not resolve the attack but instead place 3 Frag Spore Mines in base contact with each other, on the spot where the central hole would have landed. These then follow the rules for Spore Mines detailed in the Living Bomb rule.

39

Meiotic Spore Sacks………………………………………….35 points per model 1-3 Meiotic Spores are taken as a single Fast Attack choice. Spores may be deployed separately and operate independently during the game. WS BS S T W I A Ld Sv Meiotic Spore Sack 0 0 1 5 1 1 0 10 5+ Unit Composition: Biomorphs: • 1-3 Meiotic Spore Sacks • Reinforced Chitin

Unit Type: Options: • Infantry • The entire unit must select a single type of spore mine to carry: Special Rules: - Frag spore mines free • Fearless - Toxin spore mines +5 pts per model • Deep Strike - Bio-acid spore mines +8 pts per model • Detonation • Living Bomb

Deep Strike Meiotic Spores must start the game in reserve and enter play via the Deep Strike rules.

Movement After it has arrived via Deep Strike, the Meiotic Spore may ‘drift’ D6” as in the Living Bomb special rule, but it ,ay move in any direction its owning player chooses, rather than in a random direction.

Detonation A Meiotic Spore detonates as detailed under the Living Bomb special rule, however they may be automatically detonated in the Shooting phase even if it is not within range of a synapse creature. When it detonates, the attack is resolved with the blast template centered on the spore: Range Str AP Type - 5 3 Large Blast After resolving the attack, remove the spore from play as a casualty and place D6-2 spore mines of the appropriate type on its former location, just as you would place a Deep Striking unit. These spore mines then act exactly as they would normally from this point onwards.

The more I learn about these aliens, the more I come to understand what drives them, the more I hate them. I hate them for what they are and for what they may one day become. I hate them not because they hate usus,,,, but because they are incapable of good, honest, human hatred.

---Inquisitor-Inquisitor Agmar

40

Spore Mine Cluster………………………………………………………….Varies A Tyranid army may include 0-3 Spore Mine clusters as Fast Attack choices. These units do not take up a spot on the Force Organization chart but are otherwise treated normally. WS BS S T W I A Ld Sv Spore Mine 0 0 1 3 1 1 0 10 - Unit Composition: Options: • 3-6 Spore Mines • All spore mines in the cluster must be of the same type, chosen from the following list: Unit Type: - Bio-acid +12 pts per model • Infantry - Frag +8 pts per model - Toxin +10 pts per model Special Rules: • Living Bomb • Orbital Deployment

Orbital Deployment Spore Mine Clusters are always deployed in the following manner. After both sides have selected their deployment zone, but before any units are deployed, all of your Spore Mine Clusters must Deep Strike onto the board. If any scatter off the board or into impassable terrain the entire cluster is destroyed as described in the 1-2 result on the Deep Strike Mishap table. After they have landed, the Spore Mines in the cluster are then treated as individual Spore Mines as described in the Living Bomb rule.

41

HEAVY SUPPORT

Carnifex Brood...... 130 points WS BS S T W I A Ld Sv Carnifex 3 2 10 6 4 1 2+2 6 3+ Unit Composition: Options: • 1-3 Carnifex Every Carnifex in a brood may select options from the following list. All models in the brood must select the Unit Type: same options: • Monstrous Creature • Replace one set of scything talons with one of the following: Biomorphs: - Rending claws free • Bonded Exoskeleton - Crushing claws +20 pts per model • Two sets of Scything Talons • Replace one other set of scything talons with lash whips +10 pts per model Special Rules: • If a carnifex does not take any close combat • Instinctive Behavior (Feed) biomorphs other than scything talons, it may • Fearless take Enhanced senses +5 pts per model • Living Battering Ram • Replace any set of scything talons with: - Twin-linked Dedicated Transport: deathspitter +15 pts per model • If the brood consists of only a single carnifex, - Twin-linked devourers +15 pts per model it may take a mycetic spore. • Take either of the following, replacing up to one set of scything talons each: - Barbed strangler +20 pts per model - Venom cannon +25 pts per model • May replace bonded exoskeleton with an armored shell +20 pts • Take any of the following: - Frag spines +3 pts per model - Adrenal glands(+1 I) +4 pts per model - Spine banks* +5 pts per model - Spore cysts* +5 pts per model - Tail weapon +5 pts per model - Toxin sacs +10 pts per model - Adrenal glands (+1 WS) +6 pts per model - Toxic miasma +10 pts per model - Tusked +10 pts per model - Acid blood +10 pts per model - Extended carapace +15 pts per model - Bio-plasma +20 pts per model - Regeneration +25 pts per model *A carnifex may only have one of these biomorphs.

Living Battering Ram A Carnifex gains +2 Initiative during a turn in which it launched an assault.

42

Old One Eye……………………………………………………………..235 points WS BS S T W I A Ld Sv Old One Eye 4 2 10 7 4 1 2+1+D6 10 3+ Unit Composition: Unit Type: • 1 Old One Eye • Monstrous Creature (Unique, Character)

Special Rules: Biomorphs: • Instinctive Behavior (Feed) • Bonded Exoskeleton • Alpha Beast • Gargantuan Claws • Berserk Rampage • Scything Talons • Fearless • Extended Carapace • Rapid Regeneration Gargantuan Claws These function exactly like the Crushing Claws close combat biomorph, except they grant D6 extra attacks in close combat rather than the normal D3.

Alpha Beast Any friendly Tyranid unit within 12” of Old One Eye may choose to use its Leadership for any Morale or Leadership tests they are required to make. Additionally, Old One Eye may be taken as an HQ choice in games of 1,500 points or less. If this is done, the list may include no other HQ options and may not include allies.

Berserk Rampage For every unsaved wound caused by Old One Eye in close combat, it may immediately make one additional Attack against the same unit. These additional attacks do not confer any extra Attacks if they also wound the enemy.

Rapid Regeneration This functions exactly like the Regeneration biomorph, except it regains lost Wounds on rolls of 4+ rather than 5+. Additionally, If Old One Eye is removed form play as a casualty, mark the spot where it died with an appropriate counter. At the start of the next Tyranid player’s turn, roll a D6. On a 1 or a 2, the counter is removed and Old One Eye is treated as a casualty. On a 3+, Old One Eye is returned to play with 1 wound regained on his profile and the model is placed back on the tabletop within 1” of its counter. If Old One Eye would be placed within 1” of another model, move it so that it is no longer within 1”. Old One Eye may act normally in a turn in which it “resurrects.” Old One Eye does not award Kill Points to the enemy if it is alive on the battlefield at the end of the game.

43

Trygon…………………………………………………………………...215 points WS BS S T W I A Ld Sv Trygon 4 3 7 6 6 4 3+2 6 3+ Trygon Prime 5 3 7 6 6 4 4+2 10 3+ Unit Composition : Biomorphs: • 1 Trygon • Bonded Exoskeleton • Two sets of Scything Talons Unit Type: • Bio-electric Pulse • Monstrous Creature Options: Special Rules: • Take any of the following: • Instinctive Behavior (Feed) (Trygon only) - Spine banks +5 pts • Deep Strike - Tail weapon +5 pts • Fearless - Adrenal glands (+1 WS) +10 pts • Fleet - Toxin Sacs +10 pts • Subterranean Assault - Acid blood +10 pts • Synapse Creature (Trygon Prime only) - Regeneration +25 pts • Upgrade trygon to a trygon prime +40 pts

Subterranean Assault If, when a Trygon (or Trygon Prime) deploys via Deep Strike, it scatters on top of impassable terrain or another model (friend or foe!) reduce the scatter distance by the minimum required to avoid the obstacle. After the Trygon has emerged, place a marker under the Trygon’s base when it enters play using Deep Strike. Henceforth, any Tyranid Infantry units (excluding those with wings) that arrive from reserve in subsequent turns may utilize this tunnel network and emerge from it instead of arriving as normal. If they choose to do so, place the entire unit so that all models are within 6” of the marker and in unit coherency. If any models cannot be placed because of enemy models within 1” or impassable terrain, the excess models are removed as casualties. The unit may move, shoot and assault as normal. No more than a single unit may emerge from any one tunnel entrance in the same turn. Additionally, a single non-winged infantry unit may be selected to accompany a Deep Striking Trygon (or Trygon Prime), Deep Striking as if part of the Trygon’s unit, with the Trygon in the center. If any models cannot be placed because of enemy models within 1” or impassable terrain, the excess models are removed as casualties. The Trygon then acts normally for a Deep Striking unit, but the selected infantry unit may shoot and run normally and may launch an assault.

It is well known that destroying the more intelligent creatures in the swarm is essential to stop a Tyranid advance. Training in recognition and fire discipline is of some help in identifying the best targets but the chaos and confusion of the battlefield make it difficult for troops to pick out their targets amidst the swarming mass of creatures. Ultimately it has proven best to direct fire at the largest Tyranids in sight and pray to the Emperor that some of them are the leaders.

-Inquisitor Agmar – Halting the Abomination

44

45

Mawloc…………………………………………………………………..175 points WS BS S T W I A Ld Sv Mawloc 3 3(4) 6 6 6 4 3 7 3+ Unit Composition: Biomorphs: • 1 Mawloc • Bonded Exoskeleton • Claws and Teeth Unit Type: • Enhanced Senses • Monstrous Creature Options: Special Rules: • May take any of the following: • Instinctive Behavior (Feed) - Spine Banks +5 pts • Burrow - Tail Weapon +5 pts • Deep Strike - Toxin sacs +8 pts • Fearless - Adrenal glands (+1 WS) +5 pts • Hit and Run - Adrenal glands (+1 I) +10 pts • Terror from the Deep - Regeneration +20 pts

Terror from the Deep: A Mawloc always starts in Reserve, even in missions that do not normally use this rule. When a Mawloc enters play by deep strike, rather than scattering normally, the distance rolled is reduced by the Mawloc's BS, in the same fashion as a shooting attack. If a Mawloc Deep Strikes onto a point occupied by an enemy model, do not roll on the Deep Strike Mishap table, but instead do the following. Place the large blast template directly over the spot the Mawloc is emerging from. Every unit under the template suffers a number of Str 6 AP 2 hits equal to the number of models in the unit that are wholly or partially covered by the template. These hits ignore cover saves and vehicles are always struck on their rear armor. If any unit still has surviving models under the template, move that unit by the minimum distance necessary to clear all the models from beneath the template whilst maintaining squad coherency and avoiding impassable terrain. Units that were locked in combat prior to the Mawloc's attack must remain in base contact if possible, but otherwise models cannot be moved within 1” of an enemy model. Vehicles, including immobile vehicles, retain their original facing if they are moved. Any models that cannot be moved out of the way are destroyed. After all casualties have been determined, replace the large blast template with the Mawloc. A Mawloc may shoot and run as normal after deep striking, but still may not move or assault.

Burrow: A Mawloc can, at any point during its Movement phase, elect to re-burrow provided it is not engaged in close combat. If a Mawloc chooses to do so, remove it from the table and place it into ongoing reserve. It automatically re-emerges via Deep Strike during your next Movement phase. Note that a Mawloc cannot Deep Strike and burrow in the same turn.

We cannot live through this. Mankind cannot live through this. In a single day they have covered the surface of this planet with a flood of living blades and needle-fanged mouths. Kill one and ten take its place. If they are truly without number then our race is doomed to a violent death before every shred of our civilization is scoured away by a force more voracious than the fires of hell themselves! Death! By the Machine God, Death is here!

-The last words of Magos Varnak.

46

Biovore Brood………………………………………………...35 points per model WS BS S T W I A Ld Sv Biovore 3 3 4 4 2 2 1 6 4+ Spore Mine 0 0 1 3 1 1 0 10 - Unit Composition: Biomorphs: • 1-3 Biovores • Hardened Carapace • Spore Mine Launcher Unit Type: • Claws and Teeth • Infantry Options: Special Rules: • The entire brood must choose a single type of • Instinctive Behavior (Lurk) spore mine to use with their spore mine • Move Through Cover launchers from the following list: • Living Bomb (Spore Mine only) - Frag mines free - Bio-acid mines +10 pts per model - Toxin mines +5 pts per model

47

Tyrannofex………………………………………………………………265 points WS BS S T W I A Ld Sv Tyrannofex 3 3(4) 6 8 6 1 2 6 2+ Unit Composition: Options: • 1 Tyrannofex • Replace acid spray with: - Rupture cannon +15 pts Unit Type: - Fleshborer hive +25 pts • Monstrous Creature • Replace stinger salvo with: - Cluster spines free Special Rules: - Bio-plasma +15 pts • Instinctive Behavior (Lurk) • Replace electroshock grubs with desiccator • Distress Pheromones larvae or shreddershard beetles free • Fearless • Take any of the following: • Gun Beast - Spine banks* +5 pts - Spore cysts* +5 pts Biomorphs: - Tail weapon +5 pts • Armored Shell - Toxin sacs +10 pts • Claws and Teeth - Toxic miasma +15 pts • Acid Spray - Regeneration +30 pts • Stinger Salvo *A Tyrannofex may only select one of these biomorphs. • Thorax Swarm (Electroshock Grubs) • Enhanced Senses

Distress Pheromones Any friendly Gaunt or Hormagaunt broods that assault into a close combat in which a Tyrannofex is already involved in at the start of the phase benefit from the Furious Charge special rule.

Gun Beast The Tyrannofex may fire three guns in the Shooting phase rather than the normal two guns. Also, the acid spray, or any weapon that replaces it, may be fired at a different target unit to any other weapons the unit fires, subject to the normal rules for shooting. If the Tyrannofex charges, it must charge at the unit shot by this weapon.

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

-Aun'shi of the Tau Empire.

48

Fortifications

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

Composition: 1 Capillary Tower

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

Weapons: None

Special Rules: Capillary Tower Capillary towers are often defended by brood nests filled with deadly warrior beasts. During deployment, a single unit from the below list may choose to be held in reserve and assigned to deploy at a chosen capillary tower. They do not roll for reserves as normal. Instead, when an enemy unit moves within 6” of the capillary tower for any reason, the unit that has been assigned to it is immediately deployed within 3” of the capillary tower in the exact same manner as deploying from a transport with the Assault Vehicle special rule. It may act normally from this point on. Broods deployed at a capillary tower may not be joined by Independent Characters or other units before deployment. The following units may be held in reserve at a capillary tower: - Tyranid Guard Brood (Hive Guard only) - Pyrovore Brood - Genestealer Brood - Gaunt Brood - Hormagaunt Brood - Ripper Swarm - Ravener Brood - Meiotic Spore Sacks - Carnifex Brood (brood may not contain multiple models)

Spore Chimney Any friendly Tyranid models within 6” of the spore chimney have a 5+ cover save and any enemy unit that charges these models loses any bonus attacks for charging. In addition, enemy models and friendly non-Tyranid models that enter the range of the spore cloud or end their move within it must pass a Toughness test or suffer a wound – saves (but not cover saves) may be taken as normal.

Hypertrophic Flora An area of hypertrophic flora is area terrain that functions exactly like a normal forest. It has an area of approximately 3”x5”.

Options: • May include up to two additional capillary towers +35 pts each • May include a single spore chimney +45 pts • May include up to three areas of hypertrophic flora +30 pts per area

49

Reference______

Troops WS BS S T W I A Ld Sv Type Alpha Warrior 5 3 5 5 3 5 3+1 10 3+ In (ch) Biovore 3 3 4 4 2 2 1 6 4+ In Broodlord 6 3 5 5 2 6 3 10 4+ In (ch) Carnifex 3 2 10 6 4 1 2+2 6 3+ Mc Dagon Overlord 8 3 6 6 4 5 3 10 3+ Mc (ch) Doom of Malan’tai 3 4 X 4 4 3 1 10 2+ In (ch) Deathleaper 9 3 6 5 2 7 4+1 10 5+ In (ch) Gargoyle 3 3 3 3 1 4 1 5 6+ J Gaunt 3 3 3 3 1 4 1 5 6+ In Genestealer 6 3 4 4 1 6 2 10 5+ In Harpy 3 3 6 5 5 4 2+2 9 4+ FMc Hive Guard 3 4 5 6 2 4 2 6 4+ In Hive Tyrant 7 3 6 6 4 5 3+1 10 3+ Mc (ch) Hormagaunt 4 3 3 3 1 5 1+1 5 6+ Be Lictor 6 3 6 5 2 6 3+1 10 5+ In (ch) Malanthrope 3 3 5 5 3 5 3 10 2+ Mc Mawloc 3 3(4) 6 6 6 4 3 7 3+ Mc Meiotic Spore Sack 0 0 1 5 1 1 0 10 5+ In Mycetic Spore 2 2 6 4 3 1 3 4 4+ Mc Old One Eye 3 2 10 7 4 1 2+1+D6 10 3+ Mc (ch) Parasite of Mortrex 5 3 6 5 3 6 4 10 3+ J (ch) Patriarch 7 3 6 5 3 7 4+1 10 3+ In (ch) Pyrovore 3 3 4 4 2 2 2 5 4+ In Ravener 5 3 5 5 2 5 2+1 5 5+ Be Ripper Swarm 2 2 3 3 3 2 4 4 6+ In Shrike 4 2 5 5 2 4 2+1 10 5+ J Spore Mine 0 0 1 3 1 1 0 10 - In Swarmlord 9 3 6 6 5 6 4 10 2+ Mc (ch) Tervigon 3 3 5 6 5 1 3 10 4+ Mc Trygon 4 3 7 6 6 4 3+2 6 3+ Mc Trygon Prime 5 3 7 6 6 4 4+2 10 3+ Mc (ch) Tyranid Warrior 4 2 5 5 2 4 2+1 10 4+ In Tyrannofex 3 3(4) 6 8 6 1 2 6 2+ Mc Tyrant Guard 5 3 5 6 2 4 2+1 6 3+ In Venomthrope 3 3 4 4 2 3 2 5 5+ In Winged Ripper Swarm 2 2 3 3 3 2 4 4 6+ J Zoanthrope 3 4 4 4 2 3 1 10 5+ In

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

50

______Reference

Ranged Biomorphs Weapon Range Strength AP Type Acid Spray Template +1 (Max. S6) 3 Assault 1, Torrent Barbed Strangler 36” -1 (Max. S8) 5 Assault 1, Large Blast, Pinning Bio-electric Pulse 12” 5 - Assault 2X Bio-plasma 12” 7 2 Assault 1, Blast Cluster Spines 18” As User (Max. S6) 6 Assault 1, Large Blast Deathspitter 24” +1 (Max. S7) 5 Assault 1, Blast Devourer 18” As User (Max. S6) - Assault 2X, Shred Fleshborer 12” +1 (Max. S5) 5 Assault X, Shred Fleshborer Hive 12” 5 5 Assault 20, Shred Impaler Cannon* 24” 8 4 Assault 2 Ripper Tentacles 6” 6 - Assault 2X Rupture Cannon 48” 10 2 Assault 2 Spike Rifle 18” As User (Max. S6) 6 Assault X Spinefists* 12” As User (Max. S6) 6 Assault X, Twin-linked Spore Mine Launcher Bio-acid Mine 48” 3 3 Assault 1, Barrage, Blast, Armorbane Frag Mine 48” 4 5 Assault 1, Barrage, Large Blast Toxin Mine * 48” X 4 Assault 1, Barrage, Blast, Poisoned (4+) Stinger Salvo 18” As User (Max. S5) 4 Assault 2X Strangleweb* Template X - Assault 1, Pinning Thorax Swarm Desiccator Larvae Template X - Assault 1, Fleshbane Electroshock Grubs Template 5 5 Assault 1 Shreddershard Beetles Template 3 - Assault 1, Rending Venom Cannon* 36” +2 (Max. S10) 4 Assault X

51

SAMPLE TYRAID BUILDS______

SAMPLE HIVE TYRANT BUILDS

Example: Hell’s Harbinger Hive Tyrant (160 points) + Scything Talons (Free) + Frag Spines (1 point) + Adrenal Glands (+1 I) (5 points) + Toxic Miasma (10 points) + Warp Field (30 points) + Wings (35 points) + Warp Blast (10 points) + Leech Essence (10 points) = 261 points

WS BS S T W I A Ld Sv Hell’s Harbinger 7 3 6 6 4 6 3+2 10 2+

Example: Swarm Marshal Hive Tyrant (160 points) + Lash Whip and Bonesword (10 points) + Implant Attack (5 points) + Symbiote Rippers (5 points) + Adrenal Glands (+1 WS) (8 points) + Armored Shell (20 points) + Onslaught (10 points) + Catalyst (15 points) = 233 points

WS BS S T W I A Ld Sv Swarm Marshal 8 3 6 6 4 5 3+1 10 2+

Example: Swooping Terror Hive Tyrant (160 points) + Venom Cannon (35 points) + Twin-linked Devourers (15 points) + Enhanced Senses (8 points) + Warp Field (30 points) + Wings (35 points) + Catalyst (15 points) + Onslaught (10 points) = 308 points

WS BS S T W I A Ld Sv Swooping Terror 7 4 6 6 4 5 3 10 2+

Example: Caustic Ravager Hive Tyrant (160 points) + Lash Whip and Bonesword (10 points) + Barbed Strangler (20 points) + Frag Spines (1 point) + Toxin Sacs (12 points) + Toxic Miasma (10 points) + Acid Blood (10 points) + Regeneration (20 points) + Desiccator Larvae (15 points) + Leech Essence (10 points) + Psychic Scream (5 points) = 273 points

WS BS S T W I A Ld Sv Caustic Ravager 7 3 6 6 4 5 3 10 3+

As I looked into its dead black eyes, I saw the terrible sentience it had in place of a soul. Behind that was the steel will of its leader. Further still I could feel its primogenitor coldly assessing me from the void. And looking back from the furthest recesses of the alien's mind... I can only describe it as an immortal hunger. It is this we cannot kill.

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

52

SAMPLE ALPHA WARRIOR BROOD BUILDS

Example: Shrieking Coven Alpha Warrior Brood (180 points) + Psychic Scream (10 points) + Pair of Boneswords (30 points) + Rending Claws (15 points) + Toxin Sacs (+30 points) = 280 points

WS BS S T W I A Ld Sv Shrieking Coven Warrior 5 3 5 5 3 5 3 10 3+

Example: Hive Champions Alpha Warrior Brood (180 points) + Lash Whip and Bonesword (30 points) + Scything Talons (free) + Frag Spines (3 points) + Adrenal Glands (+1 WS) (15 points) + Bio-electric Pulse (30 points) + Toxin Sacs (30 points) + Regeneration (30 points) = 318 points

WS BS S T W I A Ld Sv Hive Champion 6 3 5 5 3 5 3+1 10 3+

Example: Swarm Drivers Alpha Warrior Brood (180 points) + Onslaught (10 points) + Devourers (15 points) + Venom Cannon (20 points) + Enhanced Senses (15 points) = 240 points WS BS S T W I A Ld Sv Swarm Driver 5 3 5 5 3 5 3+1 10 3+

53

SAMPLE WARRIOR BUILDS

Example: Gladiator Tyranid Warrior (30 points) + Lash Whip and Bonesword (10 points) + Scything Talons (free) + Adrenal Glands (+1 WS) (5 points) = 45 points

WS BS S T W I A Ld Sv Gladiator 5 2 5 5 2 4 2+1 10 4+

Example: Huntsman Tyranid Warrior (30 points) + Rending Claws (5 points) + Devourer (5 points) + Enhanced Senses (3 points) = 43 points

WS BS S T W I A Ld Sv Huntsman 4 3 5 5 2 4 2 10 4+

Example: Assassin Tyranid Warrior (30 points) + Spike Rifle (free) + Devourer (5 points) + Toxin Sacs (5 points) + Enhanced Senses (3 points) = 43 points

WS BS S T W I A Ld Sv Assassin 4 3 5 5 2 4 2 10 4+

Example: Marauder Tyranid Warrior (30 points) + Pair of Boneswords (15 points) + Deathspitter (10 points) + Frag Spines (1 point) + Adrenal Glands (+1 I) (5 points) + Adrenal Glands (+1 WS) (5 points) = 66 points

WS BS S T W I A Ld Sv Marauder 5 2 5 5 2 5 2 10 4+

54

SAMPLE SHRIKE BUILDS

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

WS BS S T W I A Ld Sv Hellbat 4 2 5 5 2 4 2 10 5+

Example: Raptor Shrike (35 points) + Scything Talons (free) + Adrenal Glands (+1 I) (5 points) + Adrenal Glands (+1 WS) (5 points) + Frag Spines (1 point) = 46 points

WS BS S T W I A Ld Sv Raptor 5 2 5 5 2 5 2+2 10 5+

Example: Scourge Shrike (35 points) + Lash Whip and Bonesword (+15 points) + Adrenal Glands (+1 WS) (5 points) + Toxin Sacs (5 points) = 60 points

WS BS S T W I A Ld Sv Scourge 5 2 5 5 2 4 2 10 5+

Genestealers are perfectly bio-engineered infiltrators that rove ahead of the Tyranid hive fleets seeking rich feeding grounds. These deadly creatures work by implanting and subverting members of the host species, striving to dominate their victims through alien cunning or terrifying violence as the situation requires.

-Inquisitor Grael.

55

SAMPLE CARNIFEX BUILDS

Example: ScreamerKiller Carnifex (130 points) + Bio-plasma (20 points) + Frag Spines (1 point) + Adrenal Glands (+1 I) (4 points) = 155 points

WS BS S T W I A Ld Sv Screamer-Killer 3 2 10 6 4 2 2+2 6 3+

Example: Venomspitter Carnifex (130 points) + Enhanced Senses (5 points) + Venom Cannon (25 points) + Regeneration (25 points) = 185 points

WS BS S T W I A Ld Sv Venomspitter 3 3 10 6 4 1 2+1 6 3+

Example: TendrilSlaughterer Carnifex (130 points) + Crushing Claws (25 points) + Lash Whips (10 points) + Armored Shell (20 points) Adrenal Glands (+1 WS) (6 points) + Tusked (10 points) + Extended Carapace (+15 points) = 216 points

WS BS S T W I A Ld Sv Tendril-Slaughterer 4 2 10 7 4 1 2+D3 6 2+

Example: BileBeast Carnifex (130 points) + Enhanced Senses (5 points) + Barbed Strangler (20 points), Twin-linked Deathspitter (15 points) + Spore Cysts (5 points) + Toxic Miasma (10 points) + Toxin Sacs (10 points) + Acid Blood (10 points) + Bio-plasma (20 points) = 225 points

WS BS S T W I A Ld Sv Bile-Beast 3 3 10 6 4 1 2 6 3+

Example: FlakFiend Carnifex (130 points) + Twin-linked Devourer (15 points) + Twin-linked Devourer (15 points) + Spine Banks (5 points) + Enhanced Senses (5 points) = 170 points

WS BS S T W I A Ld Sv Flak-Fiend 3 3 10 6 4 1 2 6 3+

56

SAMPLE TYRANNOFEX BUILDS

Example: HunterKiller Tyrannofex (265 points) + Rupture Cannon (15 points) + Shreddershard Beetles (free) + Regeneration (30 points) = 310 points

WS BS S T W I A Ld Sv Hunter-Killer 3 3 (4) 6 8 6 1 2 6 2+

Example: Swarmmonger Tyrannofex (265 points) + Fleshborer Hive (25 points) + Cluster Spines (free) + Spine Banks (5 points) + Toxin Sacs (20 points) = 315 points

WS BS S T W I A Ld Sv Swarmmonger 3 3 (4) 6 8 6 1 2 6 2+

Example: BioHorror Tyrannofex (265 points) + Acid Spray (free) + Desiccator Larvae (free) + Bio-plasma (+15 points) + Spore Cysts (+5 points) + Toxic Miasma (+15 points) = 300 points

WS BS S T W I A Ld Sv Bio-Horror 3 3 (4) 6 8 6 1 2 6 2+

57

NOTABLE TYRANID SWARMS______

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

Alpha Warrior Brood – 245 points Lash Whip and Bonesword, Scything Talons, Bio-electric Pulse

Zoanthrope Brood – 210 points 3 Zoanthropes, Warp Lance x3, Warp Blast x3

Venomthrope – 55 points

Gaunt Brood – 160 points 20 Gaunts, Without Number

Tervigon – 175 points Toxin Sacs, Regeneration

Carnifex – 170 points Armored Shell, Bio-plasma

Total – 1,000 points

58

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

Hive Tyrant – 215 points Barbed Strangler, Armored Shell, Psychic Scream , Warp Blast Tyranid Guard Brood – 100 points 2 Hive Guard

Zoanthrope Brood – 140 points 2 Zoanthropes, Psychic Scream x2, Warp Lance x2

Zoanthrope Brood – 140 points 2 Zoanthropes, Psychic Scream x2, Warp Lance x2

Tyranid Warrior Brood – 265 points 5 Warriors, Lashwhip and Bonesword, Devourers, Enhanced Senses

Tyranid Warrior Brood – 265 points 5 Warriors, Lashwhip and Bonesword, Devourers, Enhanced Senses

Biovore Brood – 105 points 3 Biovores, Frag Mines

Trygon – 225 points Tail Weapon, Spine Banks

Total – 1,500 points

The torchlight showed up a trail of blood leading to the back room, so like a fool I followed it. Lying in the darkness was one of the smaller ones, its jaws distended around the torso of what I assume used to be the father. He was still convulsing. In my horror, I shoot the victim first. Big mistake.

-Enforcer Maitland, Epsilon Hive

59

Example: Vanguard Swarm (2,000 point list)

Genestealer Patriarch – 121 points Frag Spines, Regeneration Genestealers – 160 points 10 Genestealers, Frag Spines, Scything Talons

Lictor Brood – 210 points 3 Lictors

Lictor Brood – 210 points 3 Lictors

Genestealer Brood – 252 points 18 Genestealers

Genestealer Brood – 252 points 18 Genestealers

Genestealer Brood – 295 points 14 Genestealers, Broodlord, Feeder Tendrils, Frag Spines

Gargoyle Brood – 175 points 25 Gargoyles, Toxin Sacs

Gargoyle Brood – 175 points 25 Gargoyles, Toxin Sacs

Harpy – 150 points Twin-linked Venom Cannon

Total – 2,000 points

60

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

The Dagon Overlord – 280 points Tyranid Guard Brood – 140 points 2 Tyrant Guard, Boneswords

Hive Tyrant – 270 points Lash Whip and Bonesword, Venom Cannon, Toxin Sacs, Enhanced Senses, Armored Shell, Onslaught , Catalyst Tyranid Guard Brood – 100 points 2 Hive Guard

Tervigon – 190 points Toxin Sacs, Gaunts have Devourers

Gaunt Brood – 270 points 30 Gaunts, Toxin Sacs, Without Number

Gaunt Brood – 270 points 30 Gaunts, Toxin Sacs, Without Number

Gaunt Brood – 270 points 30 Gaunts, Toxin Sacs, Without Number

Gaunt Brood – 270 points 30 Gaunts, Toxin Sacs, Without Number

Trygon – 255 points Spine Banks, Toxin Sacs, Regeneration

Trygon – 255 points Spine Banks, Toxin Sacs, Regeneration

Total – 2,500 points

They come at you in a tide of creatures so thick a blind man could score a hit ten times out of ten. Any man who can hold a gun can hit a tyranid. But no matter how many you kill with your guns, there will always be more, and it is our job to teach the men how to fight the ones that reach our lines.

-Sergeant Learchus Abantes, Ultramarines 4th Company.

61

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

Hive Tyrant – 325 points Scything Talons, Venom Cannon, Warp Field, Enhanced Senses, Toxin Sacs, Regeneration, Wings, Catalyst , Leech Essence

Hive Tyrant – 325 points Twin-linked Devourers x2, Warp Field, Enhanced Senses, Toxin Sacs, Regeneration, Wings, Catalyst , Warp Blast

Genestealer Brood – 275 points 14 Genestealers, Frag Spines, Scything Talons, Broodlord, Implant Attack

Genestealer Brood – 275 points 14 Genestealers, Frag Spines, Scything Talons, Broodlord, Implant Attack

Genestealer Brood – 320 points 14 Genestealers, Frag Spines, Scything Talons, Feeder Tendrils, Broodlord, Implant Attack

Genestealer Brood – 320 points 14 Genestealers, Frag Spines, Scything Talons, Feeder Tendrils, Broodlord, Implant Attack

Spore Mine Cluster – 72 points 6 Bio-acid Mines

Spore Mine Cluster – 40 points 5 Frag Mines

62

Carnifex – 200 points Twin-linked Devourers x2, Enhanced Senses, Toxin Sacs, Spore Cysts, Armored Shell Mycetic Spore – 55 points Barbed Strangler

Carnifex – 198 points Venom Cannon, Bio-plasma, Armored Shell, Frag Spines Mycetic Spore – 65 points Venom Cannon

Carnifex – 230 points Crushing Claws, Armored Shell, Spine Banks, Tail Weapon, Adrenal Glands (+1 I and WS), Tusked, Acid Blood, Bio-plasma Mycetic Spore – 55 points Twin-linked Deathspitter

Carnifex – 195 points Crushing Claws, Barbed Strangler, Armored Shell, Spore Cysts Mycetic Spore – 55 points Barbed Strangler

Total – 3,000 points

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

-Private Yuris, Bedlam.

63

STELLAR ·LOCUSTAE · QUAE ·CONSUMAT · ANIMAS ·HOMINUM

64