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Eidre's Tyranid Codex (Unofficial Codex)
Eidre's Tyranid Codex (Unofficial Codex)
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Design Goals
• Permit use of all current models and configurations (and keep them effective choices).
nd
• Resurrect use of historical (2 Ed) models and options.
• For those options that are currently un-used, remove them, cost them down, or (preferably)
give them new flavor that improves them or gives them a new role.
• For those options that are currently over-used, price them up, tone them down, or give them
limitations to make other options more attractive.
• Balance within each FOC, throughout the army, and with other armies to encourage diversity
within slots (no “automatic” HS choice, for example), diversity of army lists, and encourage
people.
• Make the Nids unique; don’t copy existing rules, structure, and so forth from other armies.
• No unique / special characters.
• Unify Nid-unique special rules with USRs and existing common practice rules when possible.
• When possible, simplify the current rules to make them easier to use and interpret (close
loopholes, remove ambiguity).
1
TYRANID ARMIES
This section of the codex details the units of the Biomorphs: Many Tyranid units have individual
Tyranid swarm, their special rules and wargear. wargear detailed in their entry. These items are
Each entry gives a description of the unit and only used by Tyranids and are exclusive to the
details the unit’s rules to use them in your games unit they are listed with. Some of these
of Warhammer 40,000. Each entry is broken up Biomorphs are automatically included in that unit
into several categories: while other items are optional, this is detailed in
the army list in the next section of the codex.
Special Rules: These are rules that apply to the
unit individually and make the unit individual.
These rules always apply to that unit.
2
Brood Telepathy
HIVE STATUS Some Tyranid broods are intended to operate far
Each Tyranid unit entry has a category called from the protective influence of the Synapse
Hive Status. The hive status represents the way network as advance scouts or infiltrators. Such
the unit is connected to the hive mind and how it creatures share a lesser telepathic link between
behaves in combat. Unlike other armies troops each other, gaining some independence at the
tyranid creatures usually don’t adhere the usual expense of the unwavering devotion
rules for morale. Instead each unit acts characteristic of creatures directly connected to
according to its hive status. There are four the Hive Mind.
different hive statuses. They work as detailed Tyranids with Brood Telepathy follow the normal
below: rules for Morale. If the brood is within Synapse
coverage, it must revert to the modified rules for
Instinctive Behaviour Synapse.
Many of the lesser Tyranid genus, particularly
derivatives of the Gaunt strain, are not advanced Synapse Creature
enough to participate in the Hive Mind directly, Some Tyranid creatures, most notably Hive
requiring an intermediary such as a Hive Tyrant Tyrants and Tyranid Warriors, act as resonators
or a Tyranid Warrior to maintain control over for the Hive Mind imperative, allowing the hordes
them. When separated from the influence of the of instinctive creatures to be controlled. Tyranids
Hive Mind, they revert to animalistic instincts, under coverage of Synapse act in the best
either attacking in frenzy or withdrawing and interests of the Hive Mind, are completely devoid
hiding. of self-preservation instinct, and are immune to
At the beginning of the movement phase, any pain, fear, and confusion. In addition to allowing
brood with the Instinctive Behavior mind status the Hive Minds orders to be distributed, it also
must make a Morale test. provides a shared awareness of the senses of all
If it passes, it gains the Rage USR for the rest of connected creatures.
the Tyranid player turn, but may move, shoot, Synapse Creatures have the Synapse hive mind
and assault as normal (subject to the restrictions power. This means Synapse creatures units
of Rage). within the specified range of a synapse creature
If it fails, it must Lurk; the unit may not move, (referred to as “being in Synapse coverage”) gain
run, or assault, but may shoot as normal; if it is the following special rules:
shot at during the opponent’s turn, it must Go To
• Eternal Warrior USR
Ground, and will gain +1 to its cover saves while
• Fearless USR
it is doing so (in addition to the normal bonus for
Going to Ground). • Automatically pass any Leadership-
Broods that are Lurking cannot hold or contest based tests they are required to make,
Objectives; those that are Raging can contest with the exception of Psychic Tests.
objectives, but not hold them. If a brood that is • Are not subject to the Instinctive
Raging or Lurking ever falls back, it will do so Behavior rules.
towards the nearest Synapse creature, or • May choose to move their full movement
towards the Tyranid board edge if there are no or assault distance through Difficult
Synapse creatures in play. Terrain without having to roll; if a brood
The Fearless USR does not negate Instinctive does this, it must take a Dangerous
Behavior; it does, however, cause the brood to Terrain test (representing the hordes
automatically pass the required Morale test, crushing each other underfoot in their
meaning that a brood that is Fearless and haste to push through the terrain).
Instinctive will always have the Rage USR while • If called to make a Night Fighting
it is outside of Synapse coverage (and will never distance test (either due to actual Night
Lurk). Fighting or a special power such as The
Shrouding or Veil of Tears), the Tyranid
Mindless player can measure the distance to any
Some breeds of Tyranid creatures do not require other Tyranid brood also in Synapse
any significant intelligence to accomplish their coverage instead of the brood attempting
purpose in the hive fleet. They press forward to shoot. The brood shooting must still
with their programmed mission heedless of fulfill all of the other requirements for
enemy forces. shooting (within weapon range, line of
Broods that are Mindless have the Fearless sight, and so forth).
USR. They are immune to Instinctive behavior,
and cannot hold Objectives (although they can
contest them).
3
HIVE TYRANT
Tyranicus Praefecto
Fluff
WS BS S T W I A Ld Sv
Hive Tyrant 5 3 5 5 4 5 3 10 3+
HIVE STATUS
Synapse Creature
SPECIAL RULES
Optional Retinue, The Hive Mind
4
TYRANT GUARD
Tyranicus Scutatus
Fluff
WS BS S T W I A Ld Sv
Tyrant Guard 5 3 4 5 2 5 2 5 3+
HIVE STATUS
Instinctive Behaviour
SPECIAL RULES
Move Through Cover, Retinue
5
TYRANID WARRIORS
Tyranicus Gladius
Fluff
WS BS S T W I A Ld Sv
Warrior 4 2 4 4 2 4 2 10 5+
HIVE STATUS
Synapse Creature
SPECIAL RULES
Move Through Cover, The Hive Mind
6
LICTOR
Tyranicus Chameleo
Fluff
7
RAVENERS
Tyranicus Ophidius Subterra
Fluff
WS BS S T W I A Ld Sv
Ravener 5 3 4 4 3 5 3 10 6+
HIVE STATUS
Instinctive Behaviour
SPECIAL RULES
Death from Below, Move Through Cover
CHROMATIC TERROR
Tyranicus Ophidius Horribilis
Fluff
8
ZOANTHROPE
Tyranicus Animus Abhorrens
Fluff
WS BS S T W I A Ld Sv
Zoanthrope 3 3 4 4 2 4 2 10 6+
HIVE STATUS
Synapse Creature
SPECIAL RULES
Move Through Cover, The Hive Mind
BIOVORE
Tyranicus Patris Boletus
Fluff
WS BS S T W I A Ld Sv
Biovore 3 3 4 4 2 1 2 10 5+
HIVE STATUS
Brood Telepathy
SPECIAL RULES
Move Through Cover, Slow and Purposeful
9
BROODLORD
Corporaptor Primus
Fluff
WS BS S T W I A Ld Sv
Broodlord 6 0 4 4 2 7 3+1 10 4+
HIVE STATUS
Brood Telepathy
SPECIAL RULES
Fleet, Mandatory Retinue, Move Through
Cover
BIOMORPHS
Razor Claws: exceptionally hard, sharp claws
empowered with the collective psychic force of
the Hive Mind. They grant the Rending quality
and ignore Armor Saves like a power weapon.
GENESTEALERS
Corporaptor Hominis, Corporaptor Ymgarli
Fluff
WS BS S T W I A Ld Sv
Genestealer 5 0 4 4 1 5 2 10 5+
HIVE STATUS
Brood Telepathy
SPECIAL RULES
Fleet, Move Through Cover
10
GAUNTS
Gantius Virago
Fluff
WS BS S T W I A Ld Sv
Gaunt 3 3 3 3 1 4 1 5 6+
HIVE STATUS
Instinctive Behaviour
SPECIAL RULES
Fleet, Move Through Cover
STRANGLER GAUNTS
Gantius Reticulus
Fluff
WS BS S T W I A Ld Sv
Gaunt 3 3 3 3 1 4 1 5 6+
HIVE STATUS
Instinctive Behaviour
SPECIAL RULES
Fleet, Move Through Cover, Suicide Troops
11
HORMAGAUNTS
Gantius Gladius
Fluff
WS BS S T W I A Ld Sv
Hormagaunt 4 0 3 3 1 4 1+1 5 6+
HIVE STATUS
Instinctive Behaviour
SPECIAL RULES
Move Through Cover
GARGOYLES
Gantius Avius
Fluff
WS BS S T W I A Ld Sv
Gargoyle 3 3 3 3 1 4 1 10 6+
HIVE STATUS
Instinctive Behaviour
SPECIAL RULES
Death from Above, Fleet, Move Through
Cover
12
RIPPER SWARM
Minoris Omniphagea
Fluff
WS BS S T W I A Ld Sv
Rippers 3 1 3 3 3 2 3 10 6+
HIVE STATUS
Mindless
SPECIAL RULES
Move Through Cover, Suicide Troops, Swarm
13
MYCETIC SPORE POD
Fluff
WS BS S T W I A Ld Sv
Spore Pod - - - - - - - - -
HIVE STATUS
n/a
SPECIAL RULES
Mycetic Assault: in the first stages of a
planetary assault, Tyranid creatures are dropped
from the Hive Ships in low orbit, forcing the
planet’s defenders to spread their forces and
expend fuel and ammunition trying to fight on a
thousand fronts at once.
A Mycetic Spore Pod must be attached to
another Tyranid brood that does not have the
Deepstrike, Scout, or Infiltrate special rules. This
brood must start the game in Reserve. The
Spore Pod (represented by a 5” radius circular
marker) enters the game according to the
Deepstrike rule.
A Spore Pod that successfully Deepstrikes is
placed on the board, becoming a 5” diameter
circle of Area Terrain (granting a 4+ cover save)
that is Difficult and Dangerous to all non-Tyranid
models (representing the slimy wreckage of the
Spore Pod after impact). Then, the attached
brood is placed from the center of the circle in
concentric circles (as is normal for placement of
Deepstriking units). It is permissible for models
to be placed outside of the Spore Pod circle on
the table.
A single Mycetic Spore Pod carries all of the
models from a single brood, even if the models
normally deploy independently (e.g.
Zoanthropes). The following Tyranid creatures
can fit in a single Spore Pod:
* 1 Hive Tyrant with up to 1 Tyrant Guard
* 1 Screamer Killer
* 5 Tyranid Warriors
* 8 Genestealers
* 16 Gaunts or Hormagaunts
* 5 Ripper Swarms
* 3 Zoanthropes
* 3 Biovores
* 1 Carnifex
A brood may take up to the permissible number
of Symbiotic Rippers along with it in a Mycetic
Spore Pod (thus, a brood of 16 Gaunts could
bring along up to 8 Symbiotic Ripper Swarms
and deploy from the Spore Pod with them).
14
SPORE MINE CLUSTER
Boletus Minoris
Fluff
15
CARNIFEX
Carnifex Voracio, Carnifex Arbilys
Fluff
WS BS S T W I A Ld Sv
Carnifex 4 2 8 6 4 1 2 10 3+
HIVE STATUS
Instinctive Behaviour
SPECIAL RULES
Fearless
SCREAMER KILLER
Carnifex Ululare
Fluff
WS BS S T W I A Ld Sv
Screamer 3 2 7 5 4 2 2 10 3+
HIVE STATUS
Instinctive Behaviour
SPECIAL RULES
Fearless
16
TYRANID BIOMORPHS
TYRANID WEAPON-SYMBIOTES
Tyranid creatures do not carry weapons in the of number of shots fired by shooting bio-
same manner as the soldiers in most armies; weapons, for example).
their weapons are complex symbiotic creatures
Entangling
that are grafted directly into their bodies, drawing
Some Tyranid weapons rely on sticky webs or
sustenance directly from their hosts.
grasping, barbed vines to enmesh and tear apart
There are two categories of Weapon-Symbiotes.
their targets.
Close Combat Weapon-Symbiotes and Ranged
Non-tyranid units that take one or more wounds
Weapon-Symbiotes.
from an Entangling weapon must take a Strength
Close combat weapon-symbiotes are listed test. If they fail, they must Go to Ground.
without a ranged weapon profile and therefor Additionally, vehicles that take a Glancing or
can only be used during assault. Further close Penetrating hit from an Entangling weapon will
combat weapon-symbiotes never grant bonus take a “Crew Shaken” effect in addition to
attacks for extra close combat weapons. Instead whatever effect is generated on the Vehicle
some of them grant and extra attack or the Damage table.
option for an extra attack individually. Unlike
Living Ammunition
most other armies, a Tyranid creature may take
Tyranid weapons typically use mindless flesh-
advantage of all of their close combat bio-
eating subcreatures as ammunition. Although not
weapons at the same time, and unless otherwise
instantly lethal, being devoured from the inside is
noted all effects are additive and apply to all of
excruciating, horrific, and extremely
the creature’s close combat attacks.
disconcerting to other members of the unit.
Tyranid ranged weapon symbiotes are listed with Tyranid bio-weapons described as having Living
a ranged weapon profile and work the same way Ammunition reroll failed To Wound rolls. All
as all ranged weapons do. They however have Morale tests taken as a result of shooting by
characteristics that are dependent on the weapons with Living Ammunition are at -1.
Tyranid creature that wields them. The “S” value
Shattering
in the bio-weapon entries below is equal to the
Although the Venom Cannon is more than
Strength of the wielding creature, with any
capable of chewing holes in the heaviest armor,
biomorph modifiers that directly affect the profile
killing crew, and destroying exterior components,
value of Strength (e.g. Hyper Metabolism), but
the highly energized crystals typically shatter on
not any bio-weapons (e.g. Bonesword) or
impact with heavy components, limited their
temporary effects (e.g. Ferocious Charge).
ability to inflict catastrophic damage to vehicles.
Similarly, the “X” value in the entries below is
Bio-weapons with the Shattering quality are
equal to the unmodified Attacks stat value of the
treated as having AP- when they score a
wielding creature, without counting any
Glancing or Penetrating Hit against a vehicle.
biomorphs, bio-weapons, or rules that might
grant additional attacks in close combat. Venomed
Many Tyranid weapons use a cocktail of
Many Tyranid ranged weapon-symbiotes have
neurotoxins, phage cells, and other bio-agents to
unique special rules:
cripple and kill their targets.
+1 Attack (+1 A) Venomed shots follow the same rules as
Some shooting bio-weapons are useful in close Poisoned close combat weapons. The roll to
quarters fighting in the same way as a pistol wound is listed in the bio-weapon entry. A
would be to a humanoid soldier. creature may attack without using the Venomed
These weapons confer an extra Attack in close quality, using the normal comparison of Strength
combat. They are in all ways normal close to Toughness to determine the roll to wound. In
combat attacks and benefit from any other rules, this case, they forfeit the reroll to wound if their
status, biomorphs, or other bio-weapons that Strength is equal to or greater than the target’s
affect close combat. They do not increase the Toughness
creature’s profile Attacks value (for the purposes
17
The following entries detail all ranged and close combat weapon-symbiotes common to tyranids and
describe their function in the game.
18
Scything Talons Strangleweb
a simple and lethal bio-weapon, the scything This unimpressive, bulbous tube is actually a
talon is a curved, sharpened length of bone and parasitic web-spinning creature vaguely similar to
chitin. the Terran orb-weaver spider. When stimulated
Each bio-weapon slot with Scything Talons gives with a hormonal trigger, it produces a cloud of
+1 Attack in close combat. sticky, resinous fibers.
Stranglewebs occupy one weapon slot and have
Spike Rifle the following profile:
A long, bony tube with a complex web of internal Range S AP Type Special
muscles and tendons to sling-shot a meter-long Template S+1 (5) 5 Assault 1 Entangling
barbed, venomous harpoon to great distances.
Spike Rifles occupy one weapon slot and have Venom Cannon
the following profile: An almost unbelievable biological construct,
Range S AP Type Special incorporating elements from at least eight
24“ S (6) 5 Assault 1 Venomed 4+ different Tyranid sub-creatures, this enormous
bio-weapon produces a rapid-fire stream of
Spinefist magnetically accelerated metal-crystalline venom
Specifically engineered for close-quarters shards that puncture, poison, and electrocute
combat, the spinefist ejects a wide-angle spray their targets.
of neurotoxic spines, slowly paralyzing and Venom Cannons occupy two weapon slots and
asphyxiating its targets. have the following profile:
Spinefists occupy one weapon slot and have the Range S AP Type Special
following profile: 36“ S+2 (10) 4 Assault X Rending, Venomed
Range S AP Type Special 2+, Shattering
12“ S (4) - Assault X Venomed 5+, +1 A
Spore Mine Launcher
Not so much a bio-weapon as a Tyranid creature
using the Biovore as transportation, the Spore
Mine Launcher is a genetic factory for producing
clutches of Spore Mines and ejecting them in
high arcs towards the enemy.
All of the spore mine launchers in a single brood
must fire the same kind of mine in each Shooting
Phase, although they may choose different
mines in different turns. The different mine types
are described in the Spore Mine Cluster entry on
the Army List.
If the large blast template does not hit any
enemy models, place a Spore Mine model in the
center of where the blast template scatters.
From this point on, it is treated as a normal
Spore Mine. A Spore Mine Launcher does not
have to be fired at an enemy unit; the initial blast
template can be placed anywhere on the board,
after which blast scatter is rolled as normal
(which may result in the mine hitting a target
unintentionally).
Spore Mine Launchers occupy two weapon slots
and have the following profile:
Range S AP Type Special
48“ Var. Var. Assault 1 Large Blast, Barrage
19
BIOMORPH ENHANCEMENTS
Tyranid biomorphs are grown directly onto or within their bodies. A single creature can have any
combination of biomorphs except as noted in the biomorph descriptions or Army List entries. Unless
otherwise noted, no biomorph can be taken more than once. The biomorphs that directly affect the
creature’s profile are not considered modifiers; the modified value just replaces the given value on the
creature’s profile.
20
Regeneration Spore Cysts
At the beginning of the Tyranid Movement During the shooting phase, a creature with spore
Phase, this creature will regain one lost Wound cysts that is not in base to base contact with any
on a roll of 4+ on 1d6. If the creature loses its enemy models may produce a spore mine of any
last wound (but no more), it goes into desired type. A spore mine may be produced in
regenerative hibernation, indicated by laying the addition to the creature’s normal shooting, and
model down on the table. It may not move, even if the creature Runs. When the spore mine
shoot, run, assault, flee, use any Hive Mind is created, the Tyranid player must nominate a
powers (even ones that are continuously active), direction, usually by laying down a range ruler or
or do anything other than lay there, and is pencil; the spore mine travels 1d6+2” in this
considered to have WS0. It may be shot or direction, measured from the spore cyst
assaulted as normal. If the hibernating creature creature’s base. From this point on, the spore
suffers one or more unsaved Wounds, it is mine acts normally (see the Army List entry for
destroyed and removed normally. At the end of Fast Attack Spore Mines), and may explode if it
each Assault Phase, enemy units in base to is ejected close enough to an enemy unit.
base contact with a hibernating Tyranid may
either consolidate away from close combat or Symbiote Rippers
remain locked (in which case they will be able to A Tyranid creature or brood with Symbiote
attack the creature in close combat again during Rippers can take Ripper Swarms as additional
the next Player Turn). At the end of each models in the brood. A brood can take a
subsequent Tyranid movement phase, roll 1d6; maximum of one Ripper Swarm per two wounds
on a 4+, the creature returns to play (stand it of models in the brood (rounded up). The
back up) with one Wound, and counts as having Rippers are purchased as an independent brood
already moved. with their own biomorphs and bio-weapons, but
they are permanently attached to their parent
Reinforced Chitin brood and do not take up a slot on the Force
Tyranids with reinforced chitin gain +1 Wound. Organization Chart. If the brood or creature the
Symbiote rippers are attached to has any of the
Scuttlers Burrower, Leaping, Scuttlers or Winged
Tyranids with the Scuttlers biomorph gain the biomorphs the symbiote Ripper swarm must also
Scouts USR. purchase these biomorph enhancements. If the
Spade Tail Brood the Ripper Swarms are attached to
consists of Beasts or Monstrous Beasts the
All shooting from a model with a Spade Tail may
Ripper Swarms must purchase the Leaping
reroll failed To Hit rolls (which obviously has no
biomorph. The cost of Symbiotic Rippers
effect if the weapon is already twin-linked or
includes the cost for the biomorph taken by the
otherwise has a reroll). However, a brood with
parent brood, as well as any mandatory and
Spade Tailed models also gains the Slow and
optional biomorphs and special rules. All rules
Purposeful USR, and loses the Fleet USR (if it
concerning mixed T, I, and Movement apply to
possessed it already).
the mixed brood as normal, which will usually
Spine Banks mean that the mixed brood cannot use the Fleet
A model with spine banks counts as being USR until all of the Symbiotic Ripper Swarms are
equipped with Assault Grenades. In addition, it removed as casualties.
can release a spray of spines in the shooting
phase with the same effect as a Spinefist,
Tail Weapon
The creature gains one or two additional Attacks
although the Spine Banks do not grant a bonus
in close combat if there are three or more enemy
close combat attack. Spine banks may be fired
models in base to base contact with the creature
in addition to the creature’s normal shooting, and
after all assault, charge reaction, and pile in
even if the creature Runs.
moves are complete. There are two types of tail
weapons available:
Scythe or Blade Tail: +2 Attacks at ½
Strength (rounded up)
Mace or Pincer Tail: +1 Attack at full
Strength
These are normal close combat Attacks in all
ways, and benefit from all of the creature’s other
bio-weapons, biomorphs, and special rules.
21
Thorax Weapon Winged
The creature has a bio-weapon recessed inside Winged creatures Deepstrike, move, run,
its body cavity which can shoot out of its mouth. conduct assault movement, withdraw, and
This weapon does not take up a bio-weapon interact with terrain as though they were Jump
slot, but does count against the number of Infantry; for all other purposes they retain their
shooting weapons that the creature can fire in normal type. A Winged creature may not have
the Shooting Phase. The following can be found the Centauroid, Extended Carapace, or Leaping
as Thorax Weapons (although not all options are biomorphs.
available on all creatures):
Flamespurt Without Number
Range S AP Type Special Any brood Without Number that is removed from
- - - - +1 Attack play may be brought back into play at the
beginning of the next Tyranid turn. It moves onto
Bio-Plasma the board as though it were arriving from
Range S AP Type Special Reserve (using any special rules like Outflank or
Template S+1 (10) 4 Assault 1 +1 Attack Deepstrike) and has exactly the same profile and
armaments as its predecessors. Kill Points are
Spinefist scored for the original brood and its
Range S AP Type Special replacements as if they were entirely separate
12“ S (4) - Assault X Venomed 5+, +1 A broods.
Fleshborer
Range S AP Type Special
12“ S+1 (7) 5 Assault X Living Ammunitíon
Devourer
Range S AP Type Special
18“ S+1 (5) - Assault 2X Living Ammunitíon
Deathspitter
Range S AP Type Special
24“ S+1 (7) 5 Assault 1 Blast
Thornback
A creature with the Thornback biomorph
determines the results of an assault (winning or
losing) as though they inflicted 1d3 more
unsaved Wounds than they actually inflicted.
This modifier will also affect the subsequent
Morale test or number of No Retreat wounds
scored.
Toxic Miasma
The creature is treated as being equipped with
Defensive Grenades.
Toxin Sacs
The creature’s close combat attacks have the
Poison quality, with the fixed roll to wound given
in the brood’s entry in the Army List. A creature
may attack without using the Toxin Sacs, using
the normal comparison of Strength to Toughness
to determine the roll to wound. In this case, they
forfeit the reroll to wound if their Strength is
equal to or greater than the target’s Toughness.
Tusked
Tusked Tyranids gain +2 Attacks when charging
instead of +1.
22
HIVE MIND POWERS
Hive Mind powers function in the same way as Psyker powers, except as noted under the Hive Mind
description, previous. No Tyranid creature may have a single Hive Mind power more than once (no
getting two Warp blasts or two Psychic Screams on a single Zoanthrope, for example).
23
TYRANID ARMY LIST
USING THE ARMY LIST INFESTATION
To make a choice, look in the relevant section The presence of the Hive Fleet in orbit around
of the army list and decide what unit you want the planet and the progressive infestation of
to have in your army, how many models there the planet’s biosphere alters the battlefield
will be in it, and which upgrades you want (if conditions in favor of the Tyranids. This is
any). Remember that you cannot field models represented by the options listed below. These
that are equipped with Bio-weapons or are not connected to any model or unit in the
Biomorphs not shown on the model. Once this army, nor do they use a slot on the FOC.
is done subtract the points value of the unit
Spore Cloud
from your total points, and then go back and
After an invasion has established a successful
make another choice. Continue doing this until
foothold on the ground, spore chimneys grow
you have spent all your points. Then you're
and seed the atmosphere with clouds of
ready to do battle! blinding, choking spores. This is usually a sign
Army List Entries that the planet is doomed, as these spores are
Each entry consists of the following: lethal to animal life and vastly accelerate plant
growth, increasing the rate at which the
Unit Name: The type of unit, which may also Tyranids can extract biomass.
show a limitation on the maximum number of A Spore Cloud costs points equal to 5% of the
choices you can make of that unit type and the point limit of the army, rounded up. Thus, a
point cost per unit or per model. 1000 point Tyranid army could have a Spore
Profile: The baseline values for all Cloud for 50 points, whereas for an 1850 point
characteristics, before any modifiers for army it would cost 93 points.
biomorphs. The point value given is always for If the Tyranid army purchases the Spore Cloud
a single model. option, the Night Fighting rule is in effect for
both armies and for the entire game.
Availability: How many of this brood can be
taken in one army. Biomass Infestation
Brood: The minimum and maximum number By the final stages of a Tyraid invasion, nearly
of models for the brood. all of the indigenous animals are dead and the
vegetation has extracted most of the nutrients
Type: The type of unit the brood is (usually available in the soil, overgrowing the planet
Infantry, Monstrous Creature, Beast, or Jump into a diseased jungle of digestion pools and
Infantry). ferocious Rippers.
Hive Status: The psychology rules for this Any Tyranid army that has at least one brood
brood (usually Instinctive Behavior, Brood of Rippers can purchase the Biomass
Telepathy, or Synapse creature). Infestation option for a point cost equal to 5%
of the Army Limit for the battle, rounded up (as
Special Rules: Any special rules that apply to above).
this brood. If this rule is in effect, all Area Terrain on the
board becomes Dangerous Terrain for non-
Biomorphs: The mandatory biomorphs, and
Tyranid units, representing the infested plants,
any optional biomorphs available to this brood.
acidic fungus, dangerous harvester creatures,
The creature’s profile will already reflect any
and acidic pools dotting the landscape.
bonuses for mandatory biomorphs.
In addition, Ripper Swarms bought as Troops
Hive Mind Powers: Any mandatory Hive Mind lose the Suicide Troops rule and gain the
powers, and the list of optional Hive Mind ability to hold Objectives, despite their
powers available to these creatures. Mindless status. Symbiotic Rippers, by
contrast, remain Suicide Troops.
Bio-weapons: This entry will list the number of
weapon slots and the bio-weapons that can or
must be chosen. Weapons with two costs
listed use the first cost without for creatures
without Hyper Metabolism, and the second for
creatures with Hyper Metabolism. The
creature’s profile will reflect any bonus Attacks
for mandatory bio-weapons by a ‘+’.
24
HQ
HIVE TYRANT 60 points
WS BS S T W I A Ld Sv
Hive Tyrant 5 3 5 5 4 5 3 10 3+
Brood: 1 + optional Retinue (Tyrant Guard) May take one of the following back biomorphs:
Unit Type: Monstrous Creature Spine Banks ....................................... 10 points
Hive Status: Synapse creature Thornback ............................................ 8 points
Special Rules: Optional Retinue, The Hive Mind Winged ............................................... 40 points
(An army can have only one Winged Hive
Biomorphs: Tyrant. Winged Hive Tyrants may not have a
May take one of the following mouth biomorphs: retinue of Tyrant Guard)
Acid Maw .............................................6 points
Implant Attack.....................................12 points Bio-weapons:
Thorax Bio-Plasma........................12/15 points Must fill 4 bio-weapon slots with any combination
of the following:
May take any of the following body biomorphs: Scything Talon ..................................... 8 points
Adrenal Glands...................................12 points Lash Whip .......................................... 10 points
Bonded Exoskeleton ..........................15 points Bonesword ......................................... 18 points
Centauroid .................................................. free Spinefist ............................................. 12 points
Enhances Senses ..............................10 points Devourer ........................................... 6/9 points
Extended Carapace............................25 points Deathspitter ..................................... 9/13 points
Hyper Metabolism ..............................12 points Barbed Strangler ........................... 15/20 points
Flesh Hooks .........................................4 points Venom Cannon ............................. 30/40 points
Reflex Boost .......................................17 points
Regeneration ......................................25 points Hive Mind Powers: Synapse and The Horror
Symbiote Rippers ...............................10 points
Toxic Miasma .......................................6 points May have one of the following Hive mind Powers:
Toxin Sacs (3+) ..................................10 points Catalyst .............................................. 15 points
Psychic Scream ................................. 10 points
May take one of the following tail biomorphs: Warp Blast.......................................... 20 points
Implant Attack.....................................12 points Warp Field .......................................... 35 points
Spade Tail ..........................................15 points
Tail Weapon – Blade ............................8 points
Tail Weapon – Pincer ...........................8 points
WS BS S T W I A Ld Sv
Tyrant Guard 5 3 4 5 2 5 2 5 3+
Brood: 0-3 The whole brood may take any of the following
Unit Type: Infantry body biomorphs:
Hive Status: Instinctive Behaviour Bonded Exoskeleton ............... 10 points/model
Special Rules: Move through Cover, Retinue, Centauroid.................................................. free
Shield Wall Extended Carapace ................ 12 points/model
Hyper Metabolism ..................... 5 points/model
Biomorphs: Flesh Hooks ................................ 1 point/model
The whole brood may take one of the following Symbiote Rippers.................... 10 points/model
mouth biomorphs: Toxic Miasma ............................ 3 points/model
Acid Maw .................................. 3 points/model Toxin Sacs (4+) ......................... 2 points/model
Implant Attack............................ 3 points/model
Bio-weapons:
The whole brood may take one of the following The whole brood must fill 2 bio-weapon slots with
back biomorphs: any combination of the following:
Spine Banks ...........................4/6 points/model Scything Talon .......................... 2 points/model
Rending Claws .......................... 4 points/model
Lash Whip ................................. 3 points/model
25
0-1 BROODLORD 55 points
WS BS S T W I A Ld Sv
Broodlord 6 0 4 4 2 7 3+1 10 4+
Brood: 1 + Retinue (5-11 Genestealers) May take any of the following body biomorphs:
Unit Type: Infantry, Independent Character Adrenal Glands .................................... 7 points
Hive Status: Brood Telepathy Bonded Exoskeleton .......................... 12 points
Special Rules: Champion of the Cult, Deep Extended Carapace ........................... 10 points
Cover, Fleet, Mandatory Retinue, Move through Hyper Metabolism ................................ 8 points
Cover Flesh Hooks ......................................... 3 points
Reflex Boost......................................... 6 points
Biomorphs: Reinforced Chitin.................................. 5 points
May take one of the following mouth biomorphs: Toxin Sacs (3+) .................................. 12 points
Acid Maw .............................................5 points
Feeder Tendrils ....................................3 points Bio-weapons: Scything Talons and Razor Claws
Implant Attack.....................................12 points
WS BS S T W I A Ld Sv
Warrior 4 2 4 4 2 4 2 10 5+
26
ELITES
0-1 LICTOR BROOD 65 points/model
WS BS S T W I A Ld Sv
Lictor 5 0 5 4 2 5 3+1 10 5+
Brood: 1-3
Unit Type: Infantry Each Lictor may take any of the following body
Hive Status: Brood Telepathy biomorphs:
Special Rules: Assassin, Chameleon Scales, Bonded Exoskeleton ............................ 5 points
Death from the Shadows, Fade Away, Fleet, Hit Hyper Metabolism ................................ 5 points
and Run, Loner, Move through Cover, No Reinforced Chitin................................ 10 points
Warning, Pheromone Trail Reflex Boost......................................... 8 points
Toxin Sacs (4+) .................................... 3 points
Biomorphs: Feeder Tendrils, Flesh Hooks
Bio-weapons: Rending Claws and Scything
Each Lictor may take one of the following tail Talons. Only the bonus attack for the Scything
biomorphs: Talons is annotated in the profile above.
Implant Attack.....................................10 points
WS BS S T W I A Ld Sv
Genestealer 5 0 4 4 1 5 2 10 5+
Brood: 6-12 The whole brood may take one of the following
Unit Type: Infantry mouth biomorphs:
Hive Status: Brood Telepathy Acid Maw .................................... 1 point/model
Special Rules: Fleet, Move through Cover Feeder Tendrils ......................... 2 points/model
Implant Attack ........................... 2 points/model
Biomorphs:
The whole brood may take any of the following Bio-weapons: Rending Claws.
body biomorphs:
Adrenal Glands.......................... 2 points/model The whole brood may fill 1 bio-weapon slot with
Extended Carapace................... 3 points/model one of the following:
Flesh Hooks ................................1 point/model Scything Talons......................... 2 points/model
Reflex Boost .............................. 3 points/model Rending Claws .......................... 4 points/model
Scuttlers..................................... 3 points/model
Toxin Sacs (4+) ......................... 2 points/model
27
SCREAMER KILLER 70 points
WS BS S T W I A Ld Sv
Screamer 3 2 7 5 4 2 2 10 3+
28
TROOPS
GAUNT BROOD 4 points/model
WS BS S T W I A Ld Sv
Gaunt 3 3 3 3 1 4 1 5 6+
Brood: 8-32 The whole brood may take one of the following
Unit Type: Infantry mouth biomorphs:
Hive Status: Instinctive Behaviour Acid Maw .................................... 1 point/model
Special Rules: Fleet, Move through Cover Thorax Flame Spurt .................... 1 point/model
Biomorphs: Bio-weapons:
The whole brood may take any of the following The whole brood may fill 1 bio-weapon slot with
body biomorphs: one of the following:
Adrenal Glands............................1 point/model Scything Talons........................... 1 point/model
Enhanced Senses .......................1 point/model Fleshborer ................................... 1 point/model
Extended Carapace.....................1 point/model Devourer ..................................... 1 point/model
Flesh Hooks ................................1 point/model Spinefist .................................... 2 points/model
Hive Node....................................1 point/model Spike Rifle ................................. 2 points/model
Reflex Boost .............................. 2 points/model
Scuttlers..................................... 2 points/model
Symbiote Rippers ....................................... free
Toxin Sacs (5+) ...........................1 point/model
Without Number ........................ 3 points/model
WS BS S T W I A Ld Sv
Hormagaunt 4 0 3 3 1 4 1+1 5 6+
Brood: 8-32 The whole brood may take any of the following
Unit Type: Infantry and Beast body biomorphs:
Hive Status: Instinctive Behaviour Adrenal Glands ........................... 1 point/model
Special Rules: Leaping, Move through Cover Extended Carapace .................... 1 point/model
Flesh Hooks ................................ 1 point/model
Biomorphs: Hive node .................................... 1 point/model
The whole brood may take one of the following Reflex Boost................................ 1 point/model
mouth biomorphs: Scuttlers .................................... 3 points/model
Acid Maw ....................................1 point/model Symbiote Rippers....................................... free
Thorax Flame Spurt.....................1 point/model Toxin Sacs (5+) ........................... 1 point/model
Without Number ........................ 3 points/model
29
STRANGLER BROOD 12 points/model
WS BS S T W I A Ld Sv
Gaunt 3 3 3 3 1 4 1 5 6+
Brood: 2-4 The whole brood may take any of the following
Unit Type: Infantry body biomorphs:
Hive Status: Instinctive Behaviour Adrenal Glands ........................... 1 point/model
Special Rules: Fleet, Move through Cover, Extended Carapace .................... 1 point/model
Specialized Organism, Suicide Troops Flesh Hooks ................................ 1 point/model
Reflex Boost.............................. 2 points/model
Biomorphs: Scuttlers, Hive Node Toxin Sacs (5+) ........................... 1 point/model
The whole brood may take one of the following Bio-weapons: Strangleweb
mouth biomorphs:
Acid Maw ....................................1 point/model
Thorax Flame Spurt.....................1 point/model
WS BS S T W I A Ld Sv
Ripper Swarm 3 1 3 3 3 2 3 10 6+
Brood: 3-10 (or special for Symbiote Rippers) The whole brood may take one of the following
Unit Type: Infantry back biomorphs:
Hive Status: Mindless Winged ..................................... 8 points/model
Special Rules: Move through Cover, Swarm,
Suicide Troops If the Ripper Swarm is attached to another unit
that has one of the following special rules as
Biomorphs: Symbiote Rippers Biomorph the whole Ripper
The whole brood may take any of the following Swarm must purchase all of the same special
body biomorphs: rules (ripper swarms that are not part of a unit
Adrenal Glands............................1 point/model with any of these special rules may not take any
Burrower .................................... 2 points/model of them):
Enhanced Senses .......................1 point/model Death from Above .................... 2 points/model
Extended Carapace.....................1 point/model Death from Below...................... 2 points/model
Flesh Hooks ................................1 point/model
Leaping...................................... 4 points/model Bio-weapons:
Reflex Boost ................................1 point/model The whole brood may fill 1 bio-weapon slot with
Scuttlers..................................... 2 points/model one of the following:
Toxin Sacs (5+) ...........................1 point/model Rending Claws .......................... 5 points/model
Without Number ........................ 5 points/model Spinefist .................................... 3 points/model
30
FAST ATTACK
RAVENER BROOD 25 points/model
WS BS S T W I A Ld Sv
Ravener 5 3 4 4 2 5 3 10 6+
Brood: 2-6 The whole brood may take any of the following
Unit Type: Beast body biomorphs:
Hive Status: Instinctive Behaviour Adrenal Glands ........................ 3 points /model
Special Rules: Death from Below, Move Flesh Hooks .............................. 2 points/model
through Cover Reflex Boost.............................. 4 points/model
Symbiote Rippers....................................... free
Biomorphs: Hive Node, Burrower Toxin Sacs (4+) ......................... 2 points/model
The whole brood may take one of the following The whole brood may take one of the following
mouth biomorphs: tail biomorphs:
Acid Maw .................................. 2 points/model Implant Attack ........................... 4 points/model
Implant Attack............................ 4 points/model Tail Weapon – Blade................. 2 points/model
Thorax Spinefist ........................ 8 points/model Tail Weapon – Pincer................ 2 points/model
Thorax Devourer .....................10 points/model
Thorax Fleshborer ..................... 8 points/model Bio-weapons:
Thorax Deathspitter................... 6 points/model The whole brood must fill 2 bio-weapon slots with
any combination of the following:
Scything Talon .......................... 2 points/model
Rending Claws .......................... 4 points/model
Lash Whip ................................. 3 points/model
WS BS S T W I A Ld Sv
Terror 5 0 5 5 3 5 4+3 10 4+
Brood: 1 + optional retinue (0-5 Raveners) May take any of the following body biomorphs:
Unit Type: Monstrous Creature Adrenal Glands .................................. 12 points
Hive Status: Instinctive Behaviour Extended Carapace ........................... 10 points
Special Rules: Death from Below, Monster’s Flesh Hooks ......................................... 4 points
Retinue, Monstrous Beast, Move through Cover, Reflex Boost....................................... 15 points
Swallow Whole Symbiote Rippers................................. 5 points
Toxic Miasma ...................................... 6 points
Biomorphs: Burrower, Hive Node Toxin Sacs (3+) .................................. 10 points
May take one of the following mouth biomorphs: May take one of the following tail biomorphs:
Acid Maw .............................................6 points Implant Attack .................................... 12 points
Implant Attack.....................................12 points Tail Weapon – Blade............................ 6 points
Tail Weapon – Pincer........................... 6 points
31
GARGOYLE BROOD 9 points/model
WS BS S T W I A Ld Sv
Gargoyle 3 3 3 3 1 4 1 10 6+
Brood: 8-32 The whole brood may take any of the following
Unit Type: Jump Infantry body biomorphs:
Hive Status: Instinctive Behaviour Adrenal Glands ........................... 1 point/model
Special Rules: Death from Above, Fleet, Move Enhanced Senses ....................... 1 point/model
through Cover Flesh Hooks ................................ 1 point/model
Reflex Boost................................ 1 point/model
Biomorphs: Winged, Hive Node Symbiote Rippers....................................... free
Toxin Sacs (5+) ........................... 1 point/model
Biomorphs: Without Number ........................ 3 points/model
The whole brood may take one of the following
mouth biomorphs: Bio-weapons:
Thorax Flame Spurt.....................1 point/model The whole brood may fill 1 bio-weapon slot with
one of the following:
Scything Talons........................... 1 point/model
Fleshborer ................................... 1 point/model
Devourer ..................................... 1 point/model
Spinefist .................................... 2 points/model
WS BS S T W I A Ld Sv
Spore Pod - - - - - - - - -
Brood: 1-3
Unit Type: n/a
Hive Status: n/a
Special Rules: Mycetic Assault
WS BS S T W I A Ld Sv
Spore Mine 0 0 1 3 1 1 0 10 -
32
HEAVY SUPPORT
0-1 ZOANTHROPE BROOD 45 points/model
WS BS S T W I A Ld Sv
Zoanthrope 3 3 4 4 2 4 2 10 6+
WS BS S T W I A Ld Sv
Biovore 3 3 4 4 2 1 2 10 5+
33
CARNIFEX 80 points/model
WS BS S T W I A Ld Sv
Gaunt 4 2 8 6 4 1 2 10 3+
34