Sie sind auf Seite 1von 10

This is not an official codex

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.

TYRANIDS 5ED CODEX

Any stat marked with an “s” or any biomorph without points is assumed to be the
same points value as in the current codex.

Tyranid Army Special Rules

Hive Mind and Synaps

(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.

- Spore mine cluster explosion. (same as before)

-Tyranid creatures will always fall back towards the nearest synaps creature.

-Tyranid synaps creatures are scoring units.

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.

Move Through Cover


All Tyranid creatures have the” Move Through Cover “special rule.

Shadow Of The Warp


All tyranid armies have the shadow of the warp power. (works the same as before,
but no one will ever take perils of the warp)

We Live For The Hive Mind


-Tyranid creatures in synaps that are in the same close combat are treated as one
brood when distributing wounds from no retreat.

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)

Detonation (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

Strength (Same as before)


Rate of Fire (same as before)

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.

Devourers (same as before)

Deathspitter (Same as before)

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.

Rending claws (same as before)

Scything Talons (Same as before)

Hive Mind Powers

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”.

The Horror (same as Before)

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 Blast (same as before)

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.

Bio plasma (same as before)


-Bioplasma will cause a single glancing hit to vehicles, on a to hit roll of a 6.
-Tyranid monstrous creatures can also make a single vomit attack, in the shooting
phase, with the following profile.
Rng St Ap Type
Template 6 3 Assault 1

Bonded Exoskeleton
Creature gains+1 toughness

Enhanced senses (same as before)

Extended Carapace
Adds an additional wound.

Feeder Tendrils (same as Before)

Flesh Hooks
Units may not make counter attack moves against a model armed with flesh hooks.

Implant Attack (same as before)


Leaping (same as before)

Mace tail +1 attack at In1

Scythe Tail +d3 attacks at half strength and In1.

Regenerate (same as before)


If a model with regenerate is killed roll a d6, on a role of a 6 the model is left
in place with one wound remaining.

Scuttlers (same as before)

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.

Toxic Miasma (same as before)

Toxin sacs
All CC attacks become poisoned.

Tusks (same as before)

Winged (same as before)

HQ

Hive Tyrant

Pts WS BS S T W I A Ld Sv
85 s s 6 7 s s s
s -

Acid Maw** Spine Banks 4pts


Adrenal glands 15pts Implant attack
Bio Plasma** 15pts Symbiote Rippers
Toxin sacs 2+ Enhanced Senses
Toxic Miasma Extended Carapace 20pts
Winged* Feeder tendrils 20pts
Tusked ** 10pts Mace Tail 5pts***
Scythed Tail 5pts***
* only one still
** only one can be chosen
*** only one

Barbed stragler 15pts Scything talons


Twin linked Deathspitter 10pts Twin linked Devourer 10pts
Spine Fists3+ 4pts Lash Whip & Bone Sword
20pts
Venom Canon 25pts Twin linked Fleshborer 10pts

Hive Mind Powers


Comes with synaps creature, and the horror. Can choose one of the following from
the list below.
Catalyst
Psychic Scream
Warp Blast
Warp Field 40pts

Special Rules
(same as before)

Up to two tyrant guard my be chosen as a retinue. (same points)

Tyrant Guard (same as before)

Change to T7 with no save.

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)

Acid Maw Spine Banks 3pts


Adrenal glands 8pts Implant Attack 10pts
Extended Carapace 15pts Toxin Sacs 3+ 5pts
Feeder Tendrils 10pts

Special Rules (same as before)


Add fleet

Vanguard organism: genestealers in the army can be taken as troops.

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)

Adrenal glands 5pts Spine Banks 1pt


Leaping Bioplasma *
Toxin Sacs 3+ Thorn Back 5pts
Winged 10pts Acid Maw 3pts*
Tusked 3pts* Enhanced Senses 5pts
Thorn Back 5pts
*Only one of these bimorphs can be taken.

The entire brood may take symbiote rippers for 10 points.

Barbed Strangler 15pts** Rending claws 5pts


Death spitter 10pts Scything talons 4pts
Devourer 5pts Spine Fists 4+
Twin-linked Fleshborer 10pts Lash whip &Bonesword 15pts
Venom Cannon 20pts **
** only one weapon can be taken per brood.

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.

Special Rules (same as before)

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)

Weapons: Rending claws, feeder tendrils, flesh hooks spine banks.

Biomorphs
Implant attack 4pts Extended carapace 15pts
Toxin sacs 2+ 4pts Symbiote Rippers 4pts

Special Rules (same as before)


Add fleet, and infiltrate.

Genestealers

Pts WS BS S T W I A Ld Sv
17 s 0 s 5 s s s
9 -
Brood: (same as before)

Bioweapons: Rending claws and spine banks.

Acid Maw Implant attack 2pts


Scything talons Feeder Tendrils 2pts
Scuttlers 4pts Toxin Sacs 4+ 1pts

Special Rules (same as before)


Troops

Gaunts

Pts WS BS S T W I A Ld Sv
3 s s s s s s s
s -
Brood: (same as before)

Adrenal glands 2pts Spine banks 1pt


Scuttlers * 2pts Leaping * 2pts
Winged * 4pts Toxin sacs 4+
Acid Maw ** 2pts Bioplasma ** 2pts
Tusked** 2pts WON 3pts

Devourer 2pts Fleshborer 2pts


Spinefist 5+ 2pts Scything talons 2pts

Special Rules (same as before)


Add gaunts are made to die for the good of the hive mind. They are not scoring
units.

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.

Spine Fists 5+ 2pts

Special Rules (same as before)


Add the Eternal Warrior USR.

Fast Attack

The Red Terror

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 -

Brood: (same as before)

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

Special Rules (same as before)


Their Beneath us: On the turn Raveners deep strike they may chose to stay below
the surface. Place the models as normal. They may not shoot this turn. Any attacks
made against the models are made at half strength. They may be assaulted as normal
(@½ str), but cannot fight back. The following turn they will surface and move and
fight as normal.

Spore Mine Clusters

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.

Frag becomes S6 Ap5 Toxin now ignores cover.

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.

Biomorphs: (same as before)

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 -

Brood: (same as before)

Bio-weapons: Biovores fire spormines as their main weapons, defending themselves


with tooth and claw if attacked. They come armed with all three types of spore
mine standard. Choose what type of spore mine you will fire before you fire.
Independent fire: Each Biovore may shoot at a different target.
Special Rules: (same as before)

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

Das könnte Ihnen auch gefallen