Beruflich Dokumente
Kultur Dokumente
Tyranids and all associated marks, names, races, race insignia, characters,
vehicles, locations, units, illustrations and images from the Warhammer 40,000
universe are either R, TM And/or C, Copyright Games Workshop Ltd. 2000-2009,
variably registered in the UK and other countries around the world. Used without
permission. No challenge to their status intended. All rights reserved to their
respective owners.
Any stat marked with an “s” or any biomorph without points is assumed to be the
same points value as in the current codex.
(Same as before)
-Tyranid Monstrous creatures in synaps are immune to the effects of instant death.
Any attack that would
kill a tyranid monstrous creature outright will cause D3 wounds instead.
-Tyranid creatures will always fall back towards the nearest synaps creature.
Instinctive behavior
If all models in a brood begin their movement phase more than 12” away from a
synaps creature, and are not falling back or already in combat, it will revert to
instinctive behavior.
-Tyranid creatures outside of synaps who are subject to instinctive behavior will
have to make a leadership test or immediately move its full movement toward the
nearest enemy unit. In the shooting phase they must either shoot at or fleet
toward the nearest enemy unit, and must fleet the full amount of the dice roll. In
the assault phase they must charge an enemy unit in range.
Living Ammunition
(same as before)
Spore Mine Clusters
A spore mine cluster is always a unit of three spore mines of the same type.
Spore mine clusters are mindless cannot capture or contest objectives they are
never worth a kill point. They will automatically pass any leadership based test
they are called upon to make, and cannot run. They may assault as normal.
A spore mine will always move D6” in the direction rolled on a scatter dice. (same
as before)
A spore mine that deep strike onto an enemy unit will detonate, and will not roll
on the deep strike misshape table.
Acute senses
All tyranid creatures have the Acute Senses USR.
TYRANID WEAPON-SYMBIOTES
Barbed Strangler
Rng St Ap Type
S - s Heavy 1/large blast, pinning, Rapid growth
Rapid Growth
All models hit are wounded on a 4+. Vehicles even partially under the template
must make an immediate dangerous terrain test.
Fleshborer
Rng Str Ap Type
18 (same as before)
Spinefist
Rng Str Ap Type
18 s - Assault X, twin linked, poison
Venom Cannon
Rng Str Ap Type
S s s Heavy X The venom cannon suffers a -1
on all vehicle damage rolls for non open topped vehicles.
Bonesword
Reroll all close combat attacks even against vehicles without a weapon skill.
Crushing Claws
A unit wounded by a creature with crushing claws suffers an additional d3 wounds.
A creature with crushing claws adds +1 to its vehicle damage rolls. Add +2 if two
sets are taken.
Lash Whip
Models attacking a model armed with a lash whip lose one attack, to a minimum of
one attack.
The shadow of the warp drives all demons before it. Tyranid creatures do not
suffer Perils Of The Warp.
Catalyst
Effects all broods with a model within 6”.
Psychic Scream
All enemy units within 16” must make a pinning check. Add a -1 to the roll for
every member of the unit with this power that makes a successful psychic test.
Warp Field
A model with warp field has cover and a 5+ invulnerable save.
Biomorph Enhancements
Acid maw (same as before)
All CC attacks will cause a single glancing hit to vehicles, on a to hit roll of a
6.
Adrenal Glands
Gives the model furious charge.
Bonded Exoskeleton
Creature gains+1 toughness
Extended Carapace
Adds an additional wound.
Flesh Hooks
Units may not make counter attack moves against a model armed with flesh hooks.
Spine Banks
Counts as Frag grenades.
Spore cysts
A creature with spore cysts fires a toxin spore mine cluster up to 12” in the
shooting phase in addition to its regular shooting. This attack does not need to
target a unit.
Symbiote Rippers
A brood armed with symbiote rippers may ignore 1 wound from “No Retreat“.
Thorn back
Counts as defensive grenades.
Toxin sacs
All CC attacks become poisoned.
HQ
Hive Tyrant
Pts WS BS S T W I A Ld Sv
85 s s 6 7 s s s
s -
Special Rules
(same as before)
Brood Lord
Pts WS BS S T W I A Ld Sv
80 s s s 6 s s s
s -
Brood: (same as before)
Bio-weapons (same as before)
Warrior Brood
Pts WS BS S T W I A Ld Sv
20 s 3 s 6 s s s
8 -
Brood: (same as before)
A warrior brood may take the Catalyst psychic power at a cost of 10pts. Roll once
for the entire brood when casting this power. Measure range from any model in the
brood.
Elites
Lictors 0-1
Pts WS BS S T W I A Ld Sv
s s 0 s 6 s s 4
s -
Brood: (same as before)
Biomorphs
Implant attack 4pts Extended carapace 15pts
Toxin sacs 2+ 4pts Symbiote Rippers 4pts
Genestealers
Pts WS BS S T W I A Ld Sv
17 s 0 s 5 s s s
9 -
Brood: (same as before)
Gaunts
Pts WS BS S T W I A Ld Sv
3 s s s s s s s
s -
Brood: (same as before)
Ripper Swarm
Pts WS BS S T W I A Ld Sv
6 2 s 2 2 s s s
5 -
Brood: 3 to 10 rippers may be taken as a single troop’s choice. All ripper broods
taken will be formed into one large brood.
Biomorphs
Adrenal glands 2pts Leaping * 4pts
Toxin sacs 5+ 2pts Winged * 6pts
* May not be taken together.
Fast Attack
Pts WS BS S T W I A Ld Sv
125 5 3 6 6 3 5 3 9
-
Biomorphs
Acid maw 10pts Adrenal glands 10pts
Extended Carapace 16pts Spine Banks 6pts
Bioweapons
The Red Terror comes with two sets of scything talons.
Special Rules
Monstrous Creature
Fearless
Swallow whole: all attacks from the Red Terror cause Instant Death. Montrous
creatures are immune to this effect.
Tunneling: On the turn the Red Terror arrives place a 3” dia tunnel marker on the
board. Role the scatter dice and move the template 2d6” in that direction. If the
template would end up under an enemy unit stop the template 1” away. The Red
Terror and all further reserves may enter play from the template. Just as if they
entered play from your table edge.
If there is no room to place the models any remaining models will be destroyed.
Ravener Brood
Pts WS BS S T W I A Ld Sv
40 s s s 6 s s 3+2
8 -
Biomorphs
Adrenal Glands 4pts Bioplasma * 4pts
Spine Banks 2pts Symbiote Rippers 2pts
Toxin Sacs 3+ 4pts Acid Maw 5pts
Weapon-symbiots
Death spitter Devourer
Spine Fists 4+ 2pts Flesh borer 8pts
Pts WS BS S T W I A Ld Sv
80 s s s s s s s
s s
A spore mine cluster of the player’s choice will arrive via deepstrike each turn.
Heavy Support
0-1 Zoanthropes
Pts WS BS S T W I A Ld Sv
S s s s s s s s
9 -
Brood: (same as before)
They may also join together to form a single brood.
Hive Mind Powers: Zoanthropes always have the synaps, and warp field psychic
powers.
In addition they may choose one power from the list below.
Catalyst 10pts
Psychic Scream
The Horror
Warp Blast
Biovores
Pts WS BS S T W I A Ld Sv
80 s s s 6 s s s
8 -
Carnifex
Pts WS BS S T W I A Ld Sv
S s s s 7 s 2 s
s -
Brood: 1-3
Biomorphs
Acid Maw* Adrenal Glands 10pts
Bio-plasma * 15pts Bonded Exoskeleton 25pts
Enhanced Senses Extended Carapace 15pts
Flesh Hooks 15pts Implant Attack 5pts
Regenerate 20pts Spine Banks 2pts
Spore Cysts Symbiote Rippers
Tail Weapon -mace** 5pts Tail weapon -scythe** 5pts
Thorn Back 10pts Toxic Miasma
Tusked*
*Only one of this biomorph may be chosen.
**Only one of this biomorph may be chosen.
Weapon Symbiotes
Barbed Strangler 10pts Crushing claws 15pts
Lash Whip 15pts Scything Talons
Twin-Linked Deathspitter 10pts Twin-linked Devourer
Venom Cannon 30pts
Add a second Venom Cannon 15pts
Special Rules
Monstrous Creature
Fearless