TYRANIDS FANDEX WRITTEN BY ANDILUS GREATSWORD WITH HELP (TONS!) FROM: jy2 -Loki - Lukus 83 rigeld2 Pilau R ice Reanimator NPeutron oison Ratius ordorofdeath MINOR CHANGES Changes in V1.0: Termagants have been renamed Termagaunts; reduced point costs for various units and biomorphs, and added options for some units; gave the Swarmlord the Warp Shield power and changed Psychic Monstrosity.; Spike Rifles and Spinefists are now a free upgrade for Termagaunts; Acid spray, flamespurt, fleshborer hives, shreddershard beetles, lash whips, toxic miasma have been changed slightly; Genestealers and Ymgarl Genestealers can now take frag spines; added Warp Shield and Hive Will to help make expensive units more survivable; added Tail Weapons, Spore Cysts, Symbiote Rippers and Tusked; changed the effects of the strangeweb, acid maw, flesh hooks, crushing claws, regeneration; added the Hormagon creature and brought back the Red Terror; overhauled the Pyrovore and moved it to Fast Attack. It is now more of a suicide-bomber creature, meant to get into the enemy lines quickly, and then take down as many enemies with it as it can; gave greater access to frag spines throughout the army list for combat units; Carnifexes are now much cheaper, and have a lot more worthwhile options, which will make them worth fielding again; overhauled Old One Eye to make him worth taking again; modified the Harpy to make it less of a glass cannon; fixed some of the contentious issues from the FAQ; most of the Monstrous Creatures have been given Stubborn to make up the exploit where people will kill a ton of Termagaunts, then force those saves on Monstrous Creatures through No Retreat saves. Synapse Creatures have also been given Stubborn; made Tyrannofexes cheaper and raised their BS. Changes in V1.1: Lowered the cost of upgrades on Genestealers, Mycetic Spores and Hormagaunts; lowered the cost of Warriors; changed crushing claws; added Mutations for Tyranid Warriors and Shrikes; actually put the rules for The Red Terror in...; added Apocalyptic Units section; reformatted sections of the Army List Changes in V1.2: Fixed the price of Gargoyles; fixed more formatting issues; made Trygon Primes Synapse Creatures; changed Hive Commander; took out Stubborn on Fearless creatures because it's redundant; reduced a few of the options on the Carnifex; gave Genestealers the “They're in the Walls!” rule; changed Harpy's Spore Seeding rule; streamlined the Unit Special Rules section; changed cost of various biomorphs and units; changed the Pyrovore a bit more and moved him back to Elites; reduced Red Terror's WS to 4; changed Hive Node; clarified Lictor's Chameleonic Skin rule; expanded the Mutations section; clarified Impaler Cannon; took Hive Will away from Tervigons/Hormagons; clarified rules for Zoanthropes riding in Mycetic Spores; fixed Spore Mine Army List entry Changes in V1.3: Fixed minor spelling/grammar errors; changed Pyrovore (...again), Harpy, Lictor and Deathleaper; added Psychic Beacon Biomorph; made “They're in the Walls!” optional; allowed Carnifexes to take Enhanced Senses; reduced cost of Raveners and Hormagon and gave them some more options; raised cost of Carnifexes; changed the cost of some biomorphs and mutations; added Furious Assault psychic power; allowed Raveners to take Mutations for the same cost as Shrikes Changes in V1.4: Removed Instinctive Behaviour from the Doom of Malan'tai, added a summary chart at the end; fixed Mycetic Spore Profile; reworded Pheromone Trail; lowered cost of Hormagon FORCES OF THE TYRANID CLOSE COMBAT UNIT SPECIAL RULES WEAPONS, SYNAPSE CREATURE, Relevant special rules for each unit are listed in SHADOW IN THE WARP, the Unit Special Rules section – for a unit's full INSTINCTIVE BEHAVIOUR profile, see their Army List entry. See the Tyranids , page 33. UNIT SPECIAL RULES See the Army List for a full list of special rules for each unit. Note that, unless otherwise specified, Tyranid units use the special rules listed in the Tyranids 5th Edition Codex. This section lists the changed rules, which supersede or replace previous rules. HIVE TYRANT HARPY Hive Commander: Some Hive Tyrants are Spore Seeding: As the Harpy flies, it drops spores tactical geniuses, knowing when to direct their onto enemies below, many of which are explosive. troops to arrive and devour their prey. Once per game, in the Movement phase, the Whilst a Hive Tyrant with the Hive Commander Harpy may move up 24” and drop Spore Mines on ability is alive, you may choose to add +1 to your any enemy unit within that it passes over. Roll to reserves rolls. scatter as if the Harpy were firing a barrage weapon at the unit with the following profile: GENESTEALERS Range Strength AP Type “They're in the Walls!”: Genestealers are master infiltrators, able to scale walls, crawl through air N/A 4 4 Assault D3, Large ducts and leap through trees to reach their prey. Blast* Genestealers with this special rule count as being The Harpy may not shoot after this special move, armed with assault grenades. but counts as moving Flat-Out as if it were a Skimmer. LICTORS *If, after the final position of the first template in Chameleonic Skin: A Lictor's skin is able to the barrage has been determined, there are no change colour to blend in to its environment, enemy models within 6” of the central hole, do better enabling it to sneak up upon its prey. not resolve the attack, but instead place D3 Spore Lictors always start the game in reserves. When Mines in base contact with each other on the spot they arrive, they must be placed in area terrain, at where the central hole would have landed. These least 1” away from an enemy model. They may then follow the rules for Spore Mines detailed in not move in the turn they arrive, but can shoot and the Living Bomb rule on page 48 of the Tyranids assault normally. If the Lictor cannot be placed in Codex. area terrain, then they must deploy within 3” of area terrain, but may not assault when it arrives. PYROVORES Pheromone Trail: Lictors exude a pheromone Volatile: Pyrovores are essentially walking signature that acts as a signal to other Tyranids. flamethrowers, and risk detonation if their liquid For each Lictor brood in the army, the Tyranid sacs are ruptured. player may add +1 to their reserves rolls. In When a Pyrovore is killed, roll a D6. On a 4+, the addition, any units arriving from Deep Strike do strike has caused the beast to explode. All models not roll to scatter if they arrive within 6” of a within D3” of the slain Pyrovore suffer a Strength Lictor. 4 AP- hit. Vehicles suffer a glancing hit on a 6+. Chain Fire: Only one Pyrovore in a brood may fire per Shooting Phase – however, the more addition, the Swarmlord may use two psychic Pyrovores in the brood, the more powerful their powers a turn. shot is (see Flamespurt entry for details). Alien Cunning: Whilst the Swarmlord is alive, you may add +1 to any of your reserves rolls. In TRYGON addition, if any of your units arrive from reserves See Tyranids Codex, page 50, with amendment – using the outflank ability, you may reroll the dice units may assault the turn they arrive from the to determine which table edge they arrive from. Trygon's tunnel. OLD ONE EYE MAWLOC Rapid Regeneration: Old One Eye's form Terror from the Deep: See Tyranids Codex, page constantly regenerates itself – it is speculated that 51, with amendment – cover saves are not allowed he is some sort of genetic experiment abandoned against this attack. by the Hive Mind. At the start of the Tyranid player's turn, as long as HORMAGON Old One Eye is still alive, roll a D6 for each Spawn Hormagaunts: A Hormagon can spawn Wound he has lost from his starting number of Hormagaunts in the Tyranid Movement phase Wounds. For every 5 or 6 rolled, Old One Eye before it has moved – even if it is locked in recovers a single lost wound. assault. If it does so, roll 3D6. Place a new unit of If Old One Eye is slain, lie him down on his side. Hormagaunts such that no model is more than 6” At the start of the next Tyranid Movement phase, from the Hormagon – the size of the unit is equal roll a D6 – on a 5 or a 6, he stands back up with 1 to the total rolled. Models in this new unit cannot wound remaining. He not roll to regenerate more be placed in impassable terrain, or within 1” of wounds this turn. enemy models. If you cannot place some of the models, the excess are destroyed. The spawned THE DOOM OF MALAN'TAI unit may move, shoot and assault normally. A unit See Tyranids Codex, page 58, with amendment – spawned by a Hormagon is identical to a cover saves may not be taken against wounds Hormagaunt unit chosen from the Troops section caused by Spirit Leech. of the army list, and is treated as such. Models in a spawned unit have no biomorphs. DEATHLEAPER If any double is rolled when determining the size Chameleonic Cloaking: This rule is identical to of the spawned unit, the Hormagon has Chameleonic Skin, except that the Deathleaper temporarily exhausted its supply of larvae – the may deploy anywhere on the board, and may unit is created as normal, but the Hormagon shoot and assault when it does. cannot attempt to spawn further units for the rest “Where'd it go?”: See Tyranids Codex, page 59 of the game. with amendment – uses the rules for Chameleonic Swarm Progenitor: Should a Hormagon be slain, Cloaking, instead of Chameleonic Skin. every Hormagaunt brood, spawned or otherwise, within 6” immediately takes 3D6 Strength 3 hits. THE RED TERROR Terror from the Deep: See Mawloc entry. MYCETIC SPORE Fast: The Red Terror may assault up to 12” as if it See Tyranids Codex, page 54, with amendment – was a Beast. Independent characters may ride with a unit they Swallow Whole: The Red Terror has a nasty habit are attached to in a Mycetic Spore. of stuffing its victims into its gaping maw, turning them into a messy meal. THE SWARMLORD If The Red Terror hits with all of its Attacks in the Psychic Monstrosity: The Swarmlord has a Assault phase, the Tyranid player may choose a synapse and Shadow in the Warp range of 18”. In single enemy model in base contact with The Red Terror. The attacks are discarded, and the victim is • Models with an unmodified Strength stuffed into The Red Terror's mouth – the elected and/or Toughness of 5 or more model is removed from play with no saves of any • Bikes or cavalry kind allowed, and may not be resurrected by any • Anything with an Armour Value means. The following models cannot be swallowed:

TYRANID PSYCHIC POWERS Aura of Despair: See Tyranids Codex, page 62. This psychic power is cast at the beginning of the Catalyst: See Tyranids Codex, page 62. Tyranid Movement phase. If it is passed, a single Dominion: See Tyranids Codex, page 62. Tyranid unit within 12” gains the Eternal Warrior Furious Assault: The Hormagon drives a Tyranid universal special rule until the beginning of the unit mad with the need to feed. next Tyranid turn. The target of this power can be This psychic power is cast at the beginning of the the caster, if you wish. Tyranid Movement phase. If it is passed, a single Hypnotic Gaze: See Tyranids Codex, page 62. Tyranid unit within 12” gains the Furious Charge Leech Essence: See Tyranids Codex, page 62. universal special rule until the beginning of the Onslaught: See Tyranids Codex, page 62. next Tyranid turn. Paroxysm: See Tyranids Codex, page 62. Hive Will: The Hive Mind projects its power into Psychic Scream: See Tyranids Codex, page 62. a unit, protecting them from harm and forcing The Horror: See Tyranids Codex, page 62. them to continue fighting, even if they suffer Warp Blast: See Tyranids Codex, page 62. grievous wounds. Warp Lance: See Tyranids Codex, page 62.

MUTATIONS Tyranids often show a variety of genetic differentiation, allowing them to adapt to any situation the Hive Fleet may need them for. Creatures that may take mutations will be clearly listed in their relevant Army List profile. Mutations must be purchased for every model in the same brood at the points cost listed. Each mutation may only be purchased once per model. A mutated character may join an applicable non-mutated brood, and vice versa (for example, an unmutated Tyranid Prime may join a squad of Termagaunts with Enhanced Senses, and a mutated Hive Tyrant may join a squad of Tyrant Guard). The effects of these mutations change the creature's basic profile (eg, T7 rather than T6[7]). WEAPONS AND BIOMORPHS RANGED WEAPONS Acid Spray: See Tyranids Codex, page 53. *A unit firing a fleshborer hive may reroll any Barbed Strangler: See Tyranids Codex, page 81. failed wounds. Bio-electric Pulse: See Tyranids Codex, page 50. Heavy Venom Cannon: See Tyranids Codex, page 82. Bio-plasma: See Tyranids Codex, page 46. Impaler Cannon: The impaler cannon fires large Cluster Spines: See Tyranids Codex, page 81. solid spines which are designed to penetrate the Deathspitter: See Tyranids Codex, page 81. armour on a battle tank or pierce all but the toughest of personal armour. The spines have a Devourer: See Tyranids Codex, page 81. life of their own, able to steer themselves towards Brainleech Devourer: Large Tyranids sport their targets with terrifying accuracy. Devourers with the voracious Brainleech Worms, Range Strength AP Type more lethal versions of the standard Devourers. 30” 8 4 Assault 2* Range Strength AP Type *See Tyranids Codex, page 47, for the special 18” 6 - Assault 6* rules governing this shot. *If an enemy unit suffers any casualties because Ripper Tentacles: See Tyranids Codex, page 54. of a devourer and is required to take a Morale test at the end of the phase, it suffers a -1 penalty to Rupture Cannon: See Tyranids Codex, page 53. its Leadership. Spike Rifle: See Tyranids Codex, page 39. Flamespurt: Pyrovores are characterized by the Spinefists: See Tyranids Codex, page 82. bio-weapon protruding from their backs. When an enemy draws near, this weapon fires a spray of Spore Mine Launcher: See Tyranids Codex, blazing flame which reduces any foe to ash. page 48. Stinger Salvo: See Tyranids Codex, page 82. Range Strength AP Type Stranglethorn Cannon: See Tyranids Codex, Template* 6* 4 Assault 1* page 82. *Place the template so that the narrow end is up to 6” away, and the wide end is no closer than 6”. Strangleweb: This composite creature fires a Then determine wounds normally. The Pyrovore mesh of sticky webbing which constricts its prey may fire its flamespurt even if it is subject to and leaves them at the mercy of the swarm. Instinctive Behaviour. For each Pyrovore in the Range Strength AP Type brood, the Strength of the attack is increased by +1 and the range is increased by +6”. Template 3* - Assault 1, Pinning *If the target suffers any casualties from the Fleshborer: See Tyranids Codex, page 81. strangleweb, the unit that fired it counts as having Fleshborer Hive: Tyrannofexes are so large that assault grenades in the next Assault phase. they can house an entire colony of borer beetles, Thorax Swarm: See Tyranids Codex, page 82. which they have to expel at a regular rate or risk being consumed from the inside out. Venom Cannon: See Tyranids Codex, page 82. Range Strength AP Type 12” 4 5 Assault 20* CLOSE COMBAT WEAPONS Bonesword: See Tyranids Codex, page 83. Lash Whip: Some Tyranid organisms are armed Claws and Teeth: See Tyranids Codex, page 83. with whips which they use to entangle their foes Crushing Claws: These gigantic crab-like claws to make them easy prey. are found on the largest Tyranid creatures. The Enemy models in base contact with a model with sheer bulk of these claws allows the creature to lash whips will strike at I1 OR fight with -1 tear apart tanks with ease, or decimate entire Attack (to a minimum of 1) until the start of the squads in a single swipe. next Assault phase (decide which effect takes A model with crushing claws gains +D3 attacks place at the start of the Assault phase). when in close combat. Rending Claws: See Tyranids Codex, page 83. Scything Talons: See Tyranids Codex, page 83. BIOMORPH UPGRADES Acid Blood: See Tyranids Codex, page 84. the unit's Leadership is increased to 7. Acid Maw: Acid drips from the creature's fanged Implant Attack: See Tyranids Codex, page 84. maw, spraying its victims as it strikes. Psychic Beacon: The Hive Mind will turn some A model with this upgrade may reroll failed to of its Synapse creatures into hubs of psychic wound rolls in close combat. power, used to strengthen their swarms. Adrenal Glands: See Tyranids Codex, page 84. A Tyranid psyker with this biomorph may cast 2 Armoured Shell: Some of the largest creatures in psychic powers per turn (this may be the same the Tyranid swarm have nigh-impenetrable power if the Tyranid player chooses). armour, able to shrug off all but the strongest Regeneration: Some of the largest Tyranid attacks directed at it. creatures display the disturbing ability to re-knit Models with the armoured shell biomorph have a flesh and recover from the most horrific injuries. 2+ armour save. At the start of the Tyranid Movement phase, roll a Blinding Venom: See Tyranids Codex, page 42. D6 for each wound the creature has lost from its Containment Spines: See Tyranids Codex, page starting number of wounds. For each 6 rolled, the 50. model may recover a single wound. If the creature Flesh Hooks: Some of the stealthier creatures in is slain, leave it lying on its side. In the next the Tyranid swarm have hooks built into their Tyranid Movement phase roll a D6 – on a 6, it bodies, which they use to scale obstacles with stands back up with 1 wound remaining. ease. They also fire these hooks when charging Spore Cysts: Biovores aren't the only creatures in into combat. the Tyranid swarm that can produce Spore Mines. Models with flesh hooks count as being equipped Some creatures have been mutated with cysts that with frag grenades. In addition, they may fire can expel these living weapons. them in the Shooting phase with the following An unengaged model with spore cysts can profile: produce a Spore Mine in the Movement Phase. Range Strength AP Type Place the mine within 2” of the model with spore cysts. It then follows the rules for Living Bomb, 6” 6 - Assault 2, Rending but may not move until the following Tyranid Frag Spines: See Tyranids Codex, page 46. turn. After this, roll a D6 – on a 1, the model Hive Node: Occasionally, the Hive Mind will which spawned the Mine takes a wound with no produce Gaunts with a glimmer of intelligence – armour saves allowed. these leader-Gaunts act as a lesser-synapse beacon Symbiote Rippers: At the height of a Tyranid to ensure that the Hive Mind's will is enacted. invasion, Ripper Swarms scuttle under the feet of As long as the model with the Hive Node is alive, the larger Tyranid creatures, overwhelming defences through sheer weight of numbers. Toxic Miasma: Some Tyranids have exhaust Symbiote Rippers provide bonus attacks to the vents on their back, which billow with poisonous creature in the Assault phase. The creature gains fumes which choke nearby enemies. D6 S3 attacks, striking at I1. At the end of each player's turn, all enemy models Synapse Node: When there is need for additional in base contact with a Tyranid with toxic miasma psychic beacons, the Hive Mind will equip suffer a wound on a 4+. Saves (but not cover Mycetic Spores with synaptic nodes to ensure its saves) may be taken as normal. control of the swarm. Toxin Sacs: See Tyranids Codex, page 84. Synapse Nodes count as Synapse Creatures with a Tusked: It isn't uncommon for the larger Tyranid Synapse range of 6”. creatures' maws to sprout large tusks which they Tail Weapons: Carnifexes are living engines of impale their victims with when they charge. destruction. Occasionally, a brood of Carnifexes A model with the tusked biomorph gains +2 will be spawned with a weapon attached to their attacks when it charges, rather than +1. tail, making the Carnifex even more lethal. Warp Shield: Some Tyranid creatures are able to There are two different types of tail weapons: project a shield of energy, which can deflect • Mace Tails add +1 attacks to the incoming attacks, even those that would bypass its Carnifexes' profile (so normally a Carnifex normal armour. will have 4+1 attacks). A model with the Warp Shield biomorph has a 5+ • Scything Tails add D3 attacks to the invulnerable save. Carnifexes' profile, striking at half the Wings: See Tyranids Codex, page 84. creature's base strength, rounding down. ARMY LIST ~HQ ~ HIVE TYRANT ...... 170pts Options May take a third psychic power ...... 30 points WS BS S T W I A Ld Sv Replace lash whip and bonesword with: 8 3 6 6 4 5 4 10 3+ -An additional set of scything talons ...... free Replace any set of scything talons with: -Twin-linked deathspitter ...... 15 points Composition: Psychic Powers: -Twin-linked brainleech devourers . . . . .15 points -1 Hive Tyrant A Hive Tyrant has 2 of May replace a single set of scything talons with: the following powers: -Stranglethorn cannon ...... 15 points Unit Type: -The Horror -Heavy venom cannon ...... 20 points -Monstrous Creature -Leech Essence Take any of the following abilities: -Paroxysm -The Horror ...... 15 points Weapons and -Psychic Scream -Hive Commander ...... 25 points Biomorphs: -Hive Will -Old Adversary ...... 25 points -Lash Whip and May take any of the following biomorphs: Bonesword Mutations: -Toxin sacs ...... 5 points -Scything Talons -May take up to 3 of the -Adrenal glands ...... 10 points -Warp Shield following mutations: -Toxic miasma ...... 10 points -Predictive Fighter -Acid blood ...... 15 points Special Rules: (+1WS) . . . . .15 points -Implant attack ...... 15 points -Synapse Creature -Enhanced Senses -Symbiote rippers ...... 15 points -Psyker (+1BS) . . . . . 10 points -Regeneration ...... 20 points -Shadow in the Warp -Inhuman Strength -Thorax swarm with either electroshock grubs, (+1S) ...... 15 points desiccator larvae or shreddershard beetles ...... -Reinforced Chitin ...... 25 points (+1T) ...... 15 points May take one of the following: -Enhanced Reflexes -Armoured Shell ...... 30 points (+1I) ...... 15 points -Wings ...... 50 points

SWARMLORD ...... 310pts WS BS S T W I A Ld Sv 9 3 6 6 5 6 4 10 3+ Special Rules: Psychic Powers: Composition: Weapons and -Synapse Creature -The Horror -1 (Unique) Biomorphs: -Shadow in the Warp -Psychic Scream -Bonesabres -Alien Cunning -Paroxysm Unit Type: -Warp Shield -Blade Parry -Leech Essence -Monstrous Creature -Psychic Monstrosity -Hive Will -Psyker -Swarm Leader TYRANT GUARD . . . 50pts each Options The entire brood may replace their scything talons You may include a single unit of Tyrant Guard with: for each Hive Tyrant or Swarmlord in your -Lash whips ...... 5 points army. They do not use up an HQ slot. -Bonesword ...... 10 points WS BS S T W I A Ld Sv The whole unit may take: -Armoured shell ...... 20 points per model 5 3 5 6 2 4 3 10 3+

Composition: Weapons and -1-3 Tyrant Guard Biomorphs: -Scything Talons Unit Type: -Rending Claws -Infantry Special Rules: -Instinctive Behaviour (Feed) -Blind Rampage -Shieldwall

TERVIGON ...... 160pts Options Take one of the following: WS BS S T W I A Ld Sv -Scything talons ...... 5 points 3 3 5 6 6 1 3 10 3+ -Crushing claws ...... 25 points Take any of the following: -Adrenal glands ...... 10 points Composition: Special Rules: -Toxin sacs ...... 10 points -1 Tervigon -Synapse Creature -Acid blood ...... 10 points -Brood Progenitor -Toxic miasma ...... 10 points Unit Type: -Psyker -Acid maw ...... 15 points -Monstrous Creature -Spawn Termagaunts -Implant attack ...... 15 points -Regeneration ...... 20 points Weapons and Psychic Powers: -Psychic Beacon ...... 50 points Biomorphs: -Dominion Replace stinger salvo with: -Claws and teeth -Cluster spines ...... free -Stinger Salvo Take any additional psychic powers: -Catalyst ...... 15 points -Onslaught ...... 15 points HORMAGON ...... 175pts Options May replace its scything talons with: WS BS S T W I A Ld Sv -Crushing claws ...... 25 points 3 3 5 6 6 1 3 10 3+ Take any of the following: -Adrenal glands ...... 10 points -Toxin sacs ...... 10 points Composition: Special Rules: -Acid blood ...... 10 points -1 Hormagon -Synapse Creature -Toxic miasma ...... 10 points -Swarm Progenitor -Acid maw ...... 15 points Unit Type: -Psyker -Implant attack ...... 15 points -Monstrous Creature -Spawn Hormagaunts -Regeneration ...... 20 points -Psychic Beacon ...... 50 points Weapons and Psychic Powers: Replace stinger salvo with: Biomorphs: -Dominion -Cluster spines ...... free -Scything Talons Take any additional psychic powers: -Stinger Salvo -Catalyst ...... 15 points -Furious Assault...... 15 points

TYRANID PRIME . . . . . 80pts Options Replace scything talons with: Up to two Tyranid Primes may be taken for the -Rending claws ...... 5 points cost of a single HQ choice (so normally you -A pair of boneswords ...... 10 points may have a maximum of four Tyranid Primes -Lash whip and bonesword ...... 15 points in a single army). Replace devourer with: WS BS S T W I A Ld Sv -Rending claws ...... free -Spinefists ...... free 6 4 5 5 3 5 4 10 3+ -Deathspitter ...... 5 points -An additional set of scything talons (cannot be Composition: Special Rules: further exchanged) ...... free -1 Tyranid Prime -Synapse Creature -Barbed Strangler ...... 10 points -Independent Character -Venom Cannon ...... 15 points Unit Type: -Alpha Warrior May take any of the following biomorphs: -Infantry -Shadow in the Warp -Toxin sacs ...... 10 points -Adrenal glands ...... 10 points Weapons and Mutations: -Regeneration ...... 10 points Biomorphs: -May take up to 2 of the -Wings ...... 25 points -Devourer following mutations: -Scything Talons -Predictive Fighter (+1WS) ...... 5 points -Inhuman Strength (+1S) ...... 10 points -Enhanced Reflexes (+1I) ...... 10 points THE PARASITE OF MORTREX ...... 140pts WS BS S T W I A Ld Sv Special Rules: 5 3 6 4 3 6 4 10 3+ -Synapse Creature -Host Organism Composition: Weapons and -Implant Parasite -1 (Unique) Biomorphs: -Independent Character -Implant Attack -Shadow in the Warp Unit Type: -Rending Claws -“The Sarge is Acting -Jump Infantry -Wings Strangely...”

~ELITES ~ HIVE GUARD BROOD ...... 55pts each WS BS S T W I A Ld Sv 4 4 5 6 2 2 2 7 4+

Special Rules: Composition: Weapons and -Instinctive Behaviour (Lurk) -1-3 Hive Guard Biomorphs: -Claws and teeth Unit Type: -Impaler cannon -Infantry

VENOMTHROPE BROOD ...... 45pts each WS BS S T W I A Ld Sv Special Rules: -Instinctive Behaviour (Feed) 3 4 4 4 2 3 2 6 5+ -Spore Cloud -Toxic Touch Composition: Weapons and -1-3 Venomthropes Biomorphs: Dedicated Transport: -Lash Whips -The brood may take a Mycetic Spore. Unit Type: -Toxic Miasma -Infantry LICTOR BROOD . . . 80pts each Special Rules: -Instinctive Behaviour (Lurk) 1-3 Lictors may be taken as a single Elites -Fleet choice, but may be deployed as separate units. -Hit and Run WS BS S T W I A Ld Sv -Move Through Cover -Pheromone Trail 6 3 6 4 3 6 3 10 5+ -Chameleonic Skin -Stealth Composition: Weapons and -1-3 Lictors Biomorphs: Options: -Flesh hooks -One Lictor may be upgraded to the Unit Type: -Rending claws Deathleaper ...... +60 points -Infantry -Scything talons

DEATHLEAPER Special Rules: -Instinctive Behaviour (Lurk) 1 Lictor in the army may be upgraded to the -Fleet Deathleaper for the points cost indicated. It -Killing Strike must be deployed as a separate unit. -“It's after me!” WS BS S T W I A Ld Sv -Move Through Cover -Pheromone Trail 9 3 6 4 3 7 4 10 5+ -Chameleonic Skin -Stealth Composition: Weapons and -Hit and Run -1 (Unique) Biomorphs: -“What was that?” -Flesh hooks -“Where is it?” Unit Type: -Scything talons -“Where'd it go?” -Infantry -Rending claws

YMGARL GENESTEALER BROOD . . . . . 26pts per model WS BS S T W I A Ld Sv 6 0 4 4 1 6 2 10 4+ Special Rules: Composition: Weapons and -Alter Form -5-10 Ymgarl Biomorphs: -Brood Telepathy Genestealers -Rending claws -Dormant -Fleet Unit Type: -Move Through Cover -Infantry -“They're in the Walls!” ZOANTHROPE BROOD 60pts each Special Rules: 1-3 Zoanthropes may be taken as a single Elites -Synapse Creature choice, but may be deployed as separate units. -Psyker WS BS S T W I A Ld Sv -Shadow in the Warp -Warp Field 3 4 4 4 2 3 1 10 5+ Options: Composition: Weapons and -One Zoanthrope may be upgraded to The Doom -1-3 Zoanthropes Biomorphs: of Malan'tai ...... +60 points -Claws and teeth Unit Type: Dedicated Transport: -Infantry Psychic Powers: -The brood may take a Mycetic Spore. If the -Warp Blast brood deploys separately, only 1 group may ride -Warp Lance in the Mycetic Spore.

THE DOOM OF MALAN'TAI Special Rules: -Absorb Life 1 Zoanthrope in the army may be upgraded to -Fearless The Doom of Malan'tai for the points cost -Psychic Strength indicated. It must be deployed separately. -Psyker WS BS S T W I A Ld Sv -Synapse Creature -Shadow in the Warp 4 4 X 4 4 4 3 10 5+ -Spirit Leech -Warp Field Composition: Weapons and -1 (Unique) Biomorphs: Dedicated Transport: -Claws and teeth -May take a Mycetic Spore. Unit Type: -Infantry Psychic Powers: -Cataclysm

PYROVORE BROOD 50pts per model WS BS S T W I A Ld Sv 3 3 4 4 2 1 1 6 4+ Special Rules: -Instinctive Behaviour (Feed) -Volatile Composition: Weapons and -Chained Fire -1-3 Pyrovores Biomorphs: -Flamespurt Dedicated Transport: Unit Type: -Acid blood -The brood may take a Mycetic Spore. -Infantry -Acid maw -Claws and teeth ~TROOPS ~ TYRANID WARRIOR Options: BROOD . . . . . 25pts per model The entire brood may exchange its scything talons WS BS S T W I A Ld Sv for: -Rending claws ...... 5 points per model 5 3 4 4 3 4 3 10 4+ -A pair of boneswords ...... 10 points per model -Lash-whip and bonesword . . 15 points per model Composition: Dedicated Transport: One Tyranid Warrior in the brood may exchange -3-9 Tyranid Warriors -The brood may take a its devourer for: Mycetic Spore. -Barbed strangler ...... 10 points per model Unit Type: -Venom cannon ...... 15 points per model -Infantry Mutations: The entire brood may exchange its devourers for: -May take up to 3 of the -Rending claws ...... free Weapons and following mutations: -Spinefists ...... free Biomorphs: -Predictive Fighters -Deathspitter ...... 5 points per model -Devourer (+1WS) . .5 points each -An additional set of scything talons (cannot be -Scything Talons -Inhuman Strength further exchanged) ...... free (+1S) . . 8 points each The entire brood may take: Special Rules: -Reinforced Chitin -Adrenal glands ...... 5 points per model -Synapse Creature (+1T) . . 10 points each -Toxin sacs ...... 5 points per model -Shadow in the Warp -Reinforced Carapace -Frag spines ...... 5 points per model (+1Sv) . 10 points each -Warp shield ...... 10 points per model

MYCETIC SPORE . . . .40 points Special Rules: -Deep Strike Mycetic spores are purchased as an upgrade to -Fearless another brood, but are always treated as a -Immobile Pod separate, non-scoring unit. -Limited Sentience WS BS S T W I A Ld Sv -Transport Spore 2 2 6 4 3 1 3 5 4+ Options: Take one of the following: Composition: Weapons and -Cluster spines ...... 5 points -1 Mycetic Spore Biomorphs: -Stinger salvo ...... 5 points -Lash whip -Twin-linked deathspitter ...... 5 points Unit Type: -Ripper Tentacles -Barbed strangler ...... 10 points -Monstrous Creature -Venom Cannon ...... 15 points -Synapse Node ...... 25 points GENESTEALER BROOD . . . . . 14pts per model WS BS S T W I A Ld Sv Options: Upgrade one Genestealer to a Broodlord ...... 6 0 4 4 1 6 2 10 5+ ...... +44 points The Broodlord may take: Composition: Special Rules: -Scything Talons ...... 2 points per model -5-20 Genestealers -Brood Telepathy -Acid Blood ...... 10 points per model -Fleet -Implant Attack ...... 10 points per model Unit Type: -Infiltrate -Acid Maw ...... 15 points per model -Infantry -Move Through Cover All Genestealers in the brood may take: -Psyker (Broodlord) -Scything Talons ...... 2 points per model Weapons and The entire brood may take: Biomorphs: Psychic Powers: -Adrenal glands ...... 2 points per model -Rending Claws -Aura of Despair -Toxin sacs ...... 2 points per model -Hypnotic Gaze -“They're In the Walls!” ...... 2 points per model Dedicated Transport: -The brood may take a (See Tyranids Codex, Mutations: Mycetic Spore. page 40, for the May take the following mutation: Broodlord's profile) Reinforced Carapace (+1Sv) . . . . . 4 points each* *A Broodlord may purchase this for 15 points

TERMAGAUNT Options: BROOD . . . . . 5pts per model For every 10 Termagaunts in the brood, one may WS BS S T W I A Ld Sv replace its fleshborer with: Strangleweb ...... 10 points per model 3 3 3 3 1 4 1 6 6+ The entire brood may replace their fleshborers for: -Spinefists ...... free Composition: Special Rules: -Spike rifle ...... free -10-30 Termagaunts -Instinctive Behaviour -Devourer ...... 3 points per model (Lurk) One model may take: Unit Type: -Move Through Cover -Hive node ...... 15 points -Infantry The entire brood may take: Mutations: -Adrenal glands ...... 1 point per model Weapons and -May take up to 2 of the -Toxin sacs ...... 1 point per model Biomorphs: following mutations: -Claws and Teeth -Enhanced Senses The Scuttling Swarm: For each Termagaunt -Fleshborer (+1BS) . . 4 points each brood in your army, you may include one -Enhanced Reflexes Tervigon as a Troops choice. Dedicated Transport: (+1I) . . . .2 points each -The brood may take a -Reinforced Carapace Mycetic Spore. (+1Sv) . . 1 points each HORMAGAUNT Options: BROOD . . . . . 6pts per model One model may take: WS BS S T W I A Ld Sv -Hive node ...... 15 points The entire brood may take: 3 3 3 3 1 5 2 6 6+ -Adrenal glands ...... 1 point per model -Toxin sacs ...... 1 point per model Composition: Special Rules: -10-30 Hormagaunts -Instinctive Behaviour The Bounding Swarm: For each Hormagaunt (Feed) brood in your army, you may include one Unit Type: -Move Through Cover Hormagon as a Troops choice. -Infantry -Bounding Leap Mutations: Weapons and Dedicated Transport: May choose 1 of the following mutations: Biomorphs: -The brood may take a -Enhanced Reflexes (+1I) . . . .2 points each -Scything Talons Mycetic Spore. -Reinforced Carapace (+1Sv) . . 1 points each

RIPPER SWARM Special Rules: -Instinctive Behaviour (Feed) BROOD . . . . . 10pts per model -Fearless WS BS S T W I A Ld Sv -Swarms 2 2 3 3 3 2 4 5 6+ Options: The entire brood may take: Composition: Weapons and -Tunnel swarm ...... 2 points per model -3-9 Ripper Swarms Biomorphs: -Spinefists ...... 3 points per model -Claws and Teeth -Adrenal glands ...... 3 points per model Unit Type: -Toxin sacs ...... 3 points per model -Infantry

~FAST ATTACK ~

GARGOYLE BROOD 6pts per model Special Rules: WS BS S T W I A Ld Sv -Instinctive Behaviour (Lurk) 3 3 3 3 1 4 1 6 6+ Options: The entire brood may take: Composition: Weapons and -Adrenal glands ...... 1 point per model -10-30 Gargoyles Biomorphs: -Toxin sacs ...... 1 point per model -Blinding venom Unit Type: -Claws and teeth -Jump Infantry -Fleshborer -Wings TYRANID SHRIKE Options: One Tyranid Warrior in the brood may exchange BROOD . . . . . 25pts per model its devourer for: WS BS S T W I A Ld Sv -Barbed strangler ...... 10 points per model -Venom cannon ...... 15 points per model 5 3 4 4 3 4 3 10 5+ The entire brood may exchange its scything talons for: Composition: Special Rules: -Rending claws ...... 5 points per model -3-9 Tyranid Shrikes -Synapse Creature The entire brood may exchange its devourers for: -Shadow in the Warp -Spinefists ...... free Unit Type: -Deathspitter ...... 5 points per model -Jump Infantry Mutations: -A pair of boneswords ...... 10 points per model -May take up to 3 of the -Lash whips and boneswords 15 points per model Weapons and following mutations: -An additional set of scything talons (cannot be Biomorphs: -Predictive Fighters further exchanged) ...... free -Devourer (+1WS) . .5 points each The entire brood may take: -Scything Talons -Inhuman Strength -Adrenal glands ...... 5 points per model -Wings (+1S) . . 8 points each -Toxin sacs ...... 5 points per model -Reinforced Chitin -Frag spines ...... 5 points per model (+1T) . . 10 points each -Warp shield ...... 10 points per model -Reinforced Carapace (+1Sv) . 10 points each

RAVENER BROOD 28pts per model Options: WS BS S T W I A Ld Sv The entire brood may exchange a set of scything 5 3 4 4 3 5 4 6 5+ talons for: -Rending claws ...... 5 points per model The entire brood may take one of the following: Composition: Special Rules: -Spinefists ...... 5 points per model -3-9 Raveners -Instinctive Behaviour -Devourer ...... 5 points per model (Feed) -Deathspitter ...... 10 points per model Unit Type: -Acute Senses The entire brood may take: -Beasts -Deep Strike -Adrenal glands ...... 4 points per model -Move Through Cover -Toxin sacs ...... 4 points per model Weapons and -Scouts -Frag Spines ...... 5 points per model Biomorphs: -Scything Talons (two Mutations: sets) -May take up to 2 of the following mutations: -Enhanced Reflexes (+1I) . . . .8 points each -Inhuman Strength (+1S) . . 8 points each -Reinforced Carapace (+1Sv) . 10 points each SKY-SLASHER Special Rules: BROOD . . . . . 13pts per model -Instinctive Behaviour (Feed) WS BS S T W I A Ld Sv -Fearless -Swarms 2 2 3 3 3 2 4 5 6+ Options: Composition: Weapons and The entire brood may take: -3-9 Sky-Slasher Biomorphs: -Spinefists ...... 3 points per model Swarms -Claws and Teeth -Adrenal glands ...... 3 points per model -Wings -Toxin sacs ...... 3 points per model Unit Type: -Jump Infantry

HARPY ...... 140pts Special Rules: -Fearless -Instinctive Behaviour -Sonic Screech WS BS S T W I A Ld Sv (Lurk) -Living Bomb (Spore 3 3 5 5 4 5 2 10 3+ -Spore Seeding Mine only)

Composition: Weapons and Options: -1 Harpy Biomorphs: Replace twin-linked stranglethorn cannon for: -Scything talons -Twin-linked heavy venom cannon . . . . .10 points Unit Type: -Stinger salvo Replace stinger salvo with: -Monstrous Creature -Twin-linked -Cluster spines ...... free stranglethorn cannon May take: -Wings -Adrenal glands ...... 5 points -Toxin sacs ...... 5 points -Regeneration ...... 20 points THE RED TERROR . . . 170pts

WS BS S T W I A Ld Sv Special Rules: 4 0 6 5 4 4 5 10 3+ -Instinctive Behaviour (Feed) -Deep Strike -Fearless Composition: Weapons and -Hit and Run -1 (Unique) Biomorphs: -Terror From the Deep -Scything talons (two -Fast Unit Type: sets) -Fleet -Monstrous Creature -Swallow Whole SPORE MINE CLUSTER 7pts per model Weapons and Biomorphs: WS BS S T W I A Ld Sv -Spore Mines - - 1 1 1 1 - 1 - Special Rules: -Living Bomb Composition: Unit Type: -Orbital Deployment -1-6 Spore Mines -Infantry

~HEAVY SUPPORT ~ BIOVORE BROOD 45pts per model Special Rules: WS BS S T W I A Ld Sv -Instinctive Behaviour (Lurk) 3 3 4 4 2 1 1 6 4+ -Living Bomb (Spore Mine only)

Composition: Weapons and -1-3 Biovores Biomorphs: -Claws and teeth Unit Type: -Spore Mine launcher -Infantry

TRYGON ...... 210pts Special Rules: -Instinctive Behaviour (Feed) (Trygon only) WS BS S T W I A Ld Sv -Deep Strike 5 3 6 6 6 4 6 8 3+ -Fearless -Fleet -Subterranean Assault Composition: Weapons and -Synapse Creature (Trygon Prime only) -1 Trygon Biomorphs: -Shadow in the Warp (Trygon Prime only) -Bio-electric pulse Unit Type: -Scything talons (two Options: -Monstrous Creature sets) May take: -Containment spines -Toxin sacs ...... 5 points (See Tyranids Codex, (Trygon Prime only) -Adrenal glands ...... 10 points page 50, for the Trygon -Regeneration ...... 20 points Prime's profile) -Armoured shell ...... 40 points Upgrade to Trygon Prime ...... 30 points MAWLOC ...... 160pts WS BS S T W I A Ld Sv 3 0 6 6 6 4 3 8 3+

Options: Composition: Special Rules: May take: -1 Mawloc -Instinctive Behaviour -Toxin sacs ...... 5 points (Feed) -Adrenal glands ...... 10 points Unit Type: -Burrow -Regeneration ...... 20 points -Monstrous Creature -Deep Strike -Fearless Weapons and -Hit and Run Biomorphs: -Terror From the Deep -Claws and teeth

CARNIFEX BROOD 140pts per model Options* Replace one set of scything talons with: WS BS S T W I A Ld Sv -Crushing claws ...... 25 points per model 3 2 9 6 4 1 4 7 3+ Replace any set of scything talons with: -Twin-linked deathspitter ...... 5 points points per model Composition: Mutations: -Twin-linked brainleech devourers ...... -1-3 Carnifexes -May take up to 3 of the ...... 15 points per model following mutations: May replace a single set of scything talons with: Unit Type: -Predictive Fighters -Stranglethorn cannon ...... 15 points per model -Monstrous Creature (+1WS) .10 points each -Heavy venom cannon ...... 20 points per model -Enhanced Senses May take any of the following biomorphs: Weapons and (+1BS) . 10 points each -Frag spines ...... 5 points per model Biomorphs: -Inhuman Strength -Acid maw ...... 10 points per model -Scything talons (two (+1S) . . 10 points each -Adrenal glands ...... 10 points per model sets) -Reinforced Chitin -Tusked ...... 10 points per model (+1T) . . 20 points each -Bio-plasma ...... 15 points per model Special Rules: -Reinforced Carapace -Symbiote rippers ...... 15 points per model -Instinctive Behaviour (+1Sv) . 30 points each -Regeneration ...... 20 points per model (Feed) May take one of the following: -Fearless Dedicated Transport: -Tail weapon (mace) ...... 15 points per model -Living Battering Ram -The brood may take a -Tail weapon (scythe) ...... 20 points per model Mycetic Spore. *All Carnifexes in the brood must have the same options. OLD ONE EYE . . . . . 230pts WS BS S T W I A Ld Sv 4 3 10 6 4 1 4+1 9 2+

Special Rules: Composition: Weapons and -Instinctive Behaviour (Feed) -1 (Unique) Biomorphs: -Alpha Leader -Crushing Claws -Berserk Rampage Unit Type: -Scything Talons -Fearless -Monstrous Creature -Tail weapon – mace -Living Battering Ram (included in profile) -Rapid Regeneration -Frag Spines

TYRANNOFEX ...... 230pts Special Rules: -Instinctive Behaviour (Lurk) WS BS S T W I A Ld Sv -Fearless 3 4 6 6 6 1 3 8 2+ Options: Replace acid spray with: Composition: Weapons and -Fleshborer hive ...... 10 points -1 Tyrannofex Biomorphs: -Rupture cannon ...... 15 points -Acid spray Replace stinger salvo with cluster spines . . . . free Unit Type: -Claws and teeth Replace electroshock grubs with: -Monstrous Creature -Stinger salvo -Desiccator larvae ...... free -Thorax swarm -Shreddershard beetles ...... free (electroshock grubs) May take: -Toxin sacs ...... 5 points -Adrenal glands ...... 10 points -Regeneration ...... 25 points ~APOCALYPTIC UNITS ~ Note: These units may only be fielded in Apocalypse or with your opponent's permission.

HIERODULE ...... 600pts Special Rules: Agile: In the Shooting phase, the Hierodule may WS BS S T W I A Ld Sv choose to either: 4 3 10 8 6 3 5 10 3+ -Fire all ranged weapons -Fire one ranged weapon and move an extra D6” Composition: Weapons and -Fire no weapons and move an extra 2D6” -1 Hierodule Biomorphs: The Hierodule may assault afterwards, no matter -Scything talons (two which option is chosen. Unit Type: sets) -Gargantuan Creature Options: May replace a single set of scything talons with: Hierodule bio-cannon: -Two stranglethorn cannons ...... free Range Strength AP Type -Two Hierodule bio-cannons ...... 100 points 48” 10 3 Assault 6 May take: -Regeneration ...... 50 points

MALANTHROPE ...... 250pts Special Rules: Anaphylactic Shock: So noxious is the WS BS S T W I A Ld Sv Malanthrope, its attacks count as Poisoned (2+). 4 3 6 6 4 5 4 10 6+ In addition, any wounds they inflict cause Instant Death. Composition: Weapons and -1 Hierodule Biomorphs: Special Rules: -Toxic Miasma -Psyker Unit Type: -Lash Whips -Synapse Creature -Monstrous Creature -Shadow in the Warp Psychic Powers: -Warp Field (see Zoanthrope entry) -The Horror -Preferred Enemy -Anaphylactic Shock

MEIOTIC SPORE . . . . . 25pts Movement: The Meiotic Spore functions exactly like a Spore Mine, but explodes with the WS BS S T W I A Ld Sv following profile: 1 0 1 1 1 1 0 10 5+ Range Strength AP Type N/A 5 3 Assault 1, Large Composition: Weapons and Blast -1 Meiotic Spore Biomorphs: -Meiotic Spores Unit Type: -Infantry Special Rules: -Deep Strike -Movement HIEROPHANT BIO-TITAN . 1300pts Special Rules: Agile: In the Shooting phase, the Hierodule may: WS BS S T W I A Ld Sv -Fire all ranged weapons 6 3 10 9 10 3 8 10 2+ -Fire one ranged weapon and move an extra D6” -Fire no weapons and move an extra 2D6” Composition: Weapons and The Hierophant may assault afterwards, no -1 Hierophant Biomorphs: matter which option is chosen. -Two Hierophant bio- Spore Cloud: The Hierophant is surrounded by Unit Type: cannons corrosive spores. They automatically hit all non- -Gargantuan Creature -Spore cloud vehicle enemy models in base contact in the -Scything talons Assault phase, at Initiative 1. They always -Lash whips wound on a 4+. -Regenerate Hierophant bio-cannon: -Toxic miasma Range Strength AP Type -Warp shield 48” 10 3 Assault 8

HARRIDAN ...... 900pts Special Rules: Flyer: The Harridan can fly up to 24” per turn WS BS S T W I A Ld Sv ignoring all terrain. In addition, the Harridan 4 3 10 8 6 3 4 10 3+ follows the rules for shooting as a Flyer and for being shot at, as detailed in the Apocalypse Composition: Weapons and rulebook on page 94. In all other aspects, it is -1 Harridan Biomorphs: treated as a Gargantuan Creature. -Two Harridan bio- Gargoyle Brood: A Harridan may carry a single Unit Type: cannons Brood of Gargoyles, chosen from this Codex. -Gargantuan Creature -Scything talons (two They do not take up a force organization slot. sets) The Gargoyles may detach themselves at the start -Regenerate of the Movement phase. Place them within 2” of the Harridan. They may then move normally. If Harridan bio-cannon: the Harridan is hit by a blast weapon, roll a D6 Range Strength AP Type for each Gargoyle in the brood – on a 5+ they are 48” 10 3 Assault 6 hit. If the Harridan is killed, then the Gargoyles are deployed where the Harridan was killed. Harridan bio-cannon: Range Strength AP Type 48” 10 3 Assault 6 SUMMARY TROOP TYPES WEAPON TYPES

WS BS S T W I A Ld Sv Range S AP Type Biovore 3 3 4 4 2 1 1 6 4+ Acid Spray Template* 6 4 Assault 1 Broodlord 7 0 5 5 3 7 4 10 4+ Barbed Strangler 36” 4 5 Assault 1, Large Blast, Pinning Carnifex 3 2 9 6 4 1 4 7 3+ Brainleech 18” 6 - Assault 6* Deathleaper 9 3 6 4 3 7 4 10 5+ Devourer The Doom of 4 4 X 4 4 4 3 10 5+ Bio-electric Pulse 12” 5 5 Assault 6 Malan'tai Bio-plasma 12” 7 2 Assault 1, Blast Gargoyle 3 3 3 3 1 4 1 6 6+ Containment 18” 5 5 Assault 12 Genestealer 6 0 4 4 1 6 2 10 5+ Spines Harpy 3 3 5 5 4 5 2 10 3+ Cluster Spines 18” 5 - Assault 1, Large Blast Hive Guard 4 4 5 6 2 2 2 7 4+ Deathspitter 18” 5 5 Assault 3 Hive Tyrant 8 3 6 6 4 5 4 10 3+ Devourer 18” 4 - Assault 3* Hormagaunt 3 3 3 3 1 5 2 6 6+ Flamespurt Template* 6* 4 Assault 1* Hormagon 3 3 5 6 6 1 3 10 3+ Fleshborer 12” 4 5 Assault 1 Lictor 6 3 6 4 3 6 3 10 5+ Fleshborer Hive 12” 4 5 Assault 20* Mawloc 3 0 6 6 6 4 3 8 3+ Flesh Hooks 6” 6 - Assault 2, Rending Mycetic Spore 2 2 6 4 3 1 3 5 4+ Heavy Venom 36” 9 4 Assault 1, Blast* Old One Eye 4 3 10 6 4 1 4+1 9 2+ Cannon The Parasite of 5 3 6 4 3 6 4 10 3+ Impaler Cannon 30” 8 4 Assault 2* Mortrex Ripper Tentacles 6” 6 - Assault 6 Pyrovore 3 3 4 4 2 1 1 6 4+ Rupture Cannon 48” 10 4 Assault 2 Ravener 5 3 4 4 3 5 4 6 5+ Spike Rifle 18” 3 - Assault 1 The Red Terror 4 0 6 5 4 4 5 10 3+ Spore Mine Cysts N/A 4 4 Assault D3, Large Ripper Swarm 2 2 3 3 3 2 4 5 6+ Blast* Sky-slasher Swarm 2 2 3 3 3 2 4 5 6+ Spore Mine 48” 4 4 Assault 1, Barrage, Launcher Large Blast* Spore Mine - - 1 1 1 1 - 1 - Spinefists 12” 3 5 Assault X*, Twin- The Swarmlord 9 3 6 6 5 6 4 10 3+ linked Termagaunt 3 3 3 3 1 4 1 6 6+ Stinger Salvo 18” 5 4 Assault 4 Tervigon 3 3 5 6 6 1 3 10 3+ Stranglethorn 36” 6 5 Assault 1, Large Blast, Trygon 5 3 6 6 6 4 6 8 3+ Cannon Pinning Trygon Prime 5 3 6 6 6 4 6 8 3+ Strangleweb Template 2* - Assault 1, Pinning* Tyranid Warrior 5 3 4 4 3 4 3 10 4+ Thorax Swarm (Electroshock Template 5 5 Assault 1 Tyranid Prime 6 4 5 5 3 5 4 10 3+ Grubs) Tyranid Shrike 5 3 4 4 3 4 3 10 5+ (Desiccator Larvae) Template 1 - Assault 1* (Shreddershard Template 3 - Assault 1, Rending Tyrant Guard 5 3 5 6 2 4 3 10 3+ Beetles) Tyrannofex 3 4 6 6 6 1 3 8 2+ Venom Cannon 36” 6 4 Assault 1, Blast* Venomthrope 3 4 4 4 2 3 2 6 5+ *These weapons have additional special rules as detailed in their entries. Ymgarl Genestealer 6 0 4 4 1 6 2 10 4+ Zoanthrope 3 4 4 4 2 3 1 10 5+ This C odex is not an official product of G ames W orkshop PLC and your opponent’ s permission should be asked before use .

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