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Tyranids
The Great Devourer Detachment allows you to represent the writhing masses of the Tyranid hive fleets on the
Warhammer 40,000 battlefield. Whether you want to represent a hive fleet that is new to the galaxy, or one that
has been sating itself upon millions of worlds here already, the choices below will offer a fun and versatile way to
pick your army.
Restrictions
This detachment must include at least one Core choice. For each Core choice you must include between 1 and 12
Auxiliary choices, in any combination, and you may also include up to one Command choice. Only the datasheets
listed here may be included in this detachment.
Command Benefits
Adaptive Instincts: You can re-roll Instinctive Behavior tests for any unit in this detachment.
Evolutionary Advantage: If this detachment is your Primary Detachment, you can re-roll the result on the
Warlord Traits table in Codex: Tyranids.
Sporefield
Auxiliary
Tyranid Vanguard
Auxiliary
Neural Node
Auxiliary
1 Maleceptor
2-4 Zoanthrope Broods
Gunbeast Node
Auxiliary
1 Tyranid Warrior Brood
1-2 Exocrines
1-3 Hive Guard Broods
1-3 Biovore Broods
0-2 Tyrannofexes
1-2 Haruspexes
1-2 Venomthropes
2-5 Ripper Swarms
0-2 Toxicrenes
0-4 Pyrovore Broods
Subterranean Terrors
Auxiliary
Insatiable Swarm
Auxiliary
Skytide Swarm
Auxiliary
1 Trygon Prime
1-4 Ravener Broods
1-3 Mawlocs
0-2 Trygons
Screamer Killers
Auxiliary
1 unit of Carnifexes
Basic Bio-cannons
Monstrous Bio-cannons
A model may replace any pair of Scything Talons with one of
the following:
Melee Bio-weapons
A model may replace any pair of Scything Talons with one of
the following:
Biomorphs
Thorax Biomorphs
A model may take up to one of the following:
Apex Biomorphs
Only one of each Apex Biomorph may be taken per army. A
model may replace any pair of Scything Talons with one of
the following:
WS BS
Hive Tyrant
Ld
Sv
Unit Type
Unit Composition
10
3+
1 Hive Tyrant
Special Rules:
Options:
Psyker:
May take items from the Monstrous Bio-cannons, Melee Bioweapons, Biomorphs, Thorax Biomorphs, and Apex Biomorphs
lists.
May take any of the following upgrades:
Indescribable Horror ................................................................. 10 pts
Old Adversary ............................................................................. 10 pts
Hive Commander ....................................................................... 10 pts
May take any of the following:
Prehensile Pincer tail biomorph ................................................ 10 pts
Flesh Hooks ................................................................................ 10 pts
Wings ......................................................................................... 40 pts
If Wings are not taken, the model may take the Reinforced Carapace
upgrade ............................................................................................. 25 pts
If Wings are not taken, the model can take a Tyrannocyte as a Dedicated
Transport.
Indescribable Horror: Units taking Fear tests caused by this model must roll an extra D6 when taking the
test. In most circumstances, this will mean the unit rolls 3D6.
Old Adversary: The Hive Tyrant has the Preferred Enemy special rule during the Assault phase.
Hive Commander: For each Hive Tyrant in your army with this upgrade, choose a single Troops selection
from the same detachment. All models in the selected unit gain the Outflank special rule.
WS BS
Tyrant Guard
Ld
Sv
Unit Type
Unit Composition
3+
Infantry
1 Tyrant Guard
Rending Claws
Scything Talons
Options:
Special Rules:
Blind Rampage
Instinctive Behavior (Feed)
Shield Wall
Extremely Bulky
Blind Rampage: If a Hive Tyrant (or the Swarmlord) is killed whilst part of a unit of Tyrant Guard (see the
Shieldwall special rule, below), from the end of that turn the surviving Tyrant Guard have the Furious Charge
and Rage special rules for the remainder of the battle.
Shieldwall: You may include one Tyrant Guard Brood for each Hive Tyrant (including the Swarmlord) in your
army. These broods do not use up a Force Organization slot and count as a part of the Hive Tyrant's (or the
Swarmlord's) formation and detachment. Additionally, a single Hive Tyrant (or the Swarmlord) may join a unit
of Tyrant Guard exactly as if it were an Independent Character. A Hive Tyrant (or the Swarmlord) in a unit that
contains at least one model with this special rule automatically passes Look Out, Sir rolls.
WS BS
Tyranid Prime
Ld
Sv
Unit Type
Unit Composition
10
3+
Infantry (Character)
1 Tyranid Prime
Devourer
Scything Talons
Options:
Special Rules:
Alpha Warrior
Know Not of Honor
Independent Character
Shadow in the Warp
Synapse Creature
Very Bulky
Alpha Warrior: All Tyranid Warriors or Tyranid Shrikes in the same unit as a Tyranid Prime use its Weapon
Skill and Ballistic Skill rather than their own, unless their own would be higher for any reason.
WS BS
Tervigon
Ld
Sv
Unit Type
Unit Composition
10
3+
Monstrous Creature
1 Tervigon
Scything Talons
Stinger Salvo
Special Rules:
Brood Progenitor
Psyker (Master Level 1)
Shadow in the Warp
Spawn Termagants
Synapse Creature
Synaptic Backlash
Psyker:
A Tervigon generates its powers from the Hive Mind's Command discipline.
Options:
May take items from the Biomorphs, Thorax Biomorphs, and Apex
Biomorphs lists.
May replace Scything Talons with Crushing Claws .......................... 15 pts
May replace Stinger Salvo with Cluster Spines .................................. 5 pts
May take any of the following upgrades:
Spawn Hormagaunts ................................................................ 20 pts
Reinforced Carapace ................................................................ 30 pts
May take a Tyrannocyte as a Dedicated Transport.
Brood Progenitor: All friendly Termagant units within synapse range of the Tervigon can use the Tervigon's Leadership for
any tests they are required to make, and they have the Counter-attack special rule.
Brood Spawning: At the end of your Movement Phase, a Tervigon can spawn a unit of Termagants, even if it is locked in
close combat. If it does so, roll 3D6 - this is the number of models spawned. Place the new unit of Termagants on the table so
that it is completely within 6 of the Tervigon. Models in this new unit cannot be placed in impassable terrain or within 1 of
enemy models. If you cannot place some of the models due to the restrictions above or because you have run out of models
Termagant models, the excess is discarded.
The spawned unit cannot move during the Movement phase in which it is spawned, nor can it charge this turn, but is free to
shoot or Run as normal. A unit spawned by a Tervigon is identical in every way to a Termagant unit chosen from the Troops
selection of the army list, is counted as part of the Tervigon's formation and detachment, and is treated as such for all mission
special rules. Models in a spawned unit are armed with Fleshborers and may not purchase options.
If any double is rolled when determining the size of a spawned unit, the Tervigon has temporarily exhausted its supply of
larvae the Termagant unit is created as normal, but the Tervigon cannot spawn any further units for the rest of the game.
Synaptic Backlash: If a Tervigon is slain, before removing the model as a casualty, each friendly unit of Termagants within
synapse range of the Tervigon immediately suffers a number of Strength 3 AP - hits equal to the number of models in the
unit. Cover saves may not be taken against these hits and Wounds are allocated as per shooting, with the Tervigon as the firer.
After all Termagant casualties have been resolved (if any), remove the Tervigon from play.
Spawn Hormagaunts: A Tervigon with this option replaces all instances of Termagant in its Brood Progenitor, Brood
Spawning, and Synaptic Backlash special rules with Hormagaunt. Hormagaunts spawned from Brood Spawning are armed
with a pair of Scything Talons (not Fleshborers) and may not purchase options.
WS BS
Trygon Prime
Ld
Sv
Unit Type
Unit Composition
10
3+
Monstrous Creature
1 Trygon Prime
Special Rules:
Options:
May take items from the Biomorphs and Apex Biomorphs lists.
May take any of the following tail biomorphs:
Prehensile Pincer ........................................................................ 10 pts
Toxinspike .................................................................................. 10 pts
Deep Strike
Fleet
Shadow in the Warp
Snake Body
Subterranean Assault
Synapse Creature
Snake Body: A model with this special rule automatically passes Dangerous Terrain tests and never suffers the
Initiative penalty when charging through difficult terrain.
Subterranean Assault: If, when a model with this special rule deploys via Deep Strike, it scatters on top of
impassable terrain or another model (friend or foe), reduce the scatter distance by the minimum required to
avoid the obstacle.
After the model with this special rule has emerged, mark the position under the creature's base with a suitable
marker this represents the tunnel left by its emergence. Any friendly Infantry unit with the Tyranids faction
that arrives from reserves in during this turn or any subsequent turns may emerge from the tunnel instead of
arriving from reserve as normal. Only one unit may emerge from each tunnel marker each turn.
If any unit chooses to do so, place the entire unit so that all of its models are completely within 6 of the center of
the marker and in unit coherency. These models cannot be placed within 1 of enemy models or within
impassable terrain; if any models cannot be placed, these excess models are removed as casualties. A unit may
not move or charge on the same turn it arrives from a the tunnel, but may shoot or Run.
WS BS
The Parasite of Mortrex
Ld
Sv
Unit Type
Unit Composition
10
4+
1 (Unique)
Flesh Hooks
Two pairs of Rending Claws
Warlord Trait
Urban Predator
Special Rules:
Host Organism
Implant Parasites
Independent Character
Know Not of Honor
Shadow in the Warp
Synapse Creature
The Sarge is Acting Strangely!
Host Organism: Friendly Ripper Swarms and Sky-slasher Swarms treat the Parasite of Mortrex as having a
synapse range of 24.
Implant Parasites: In close combat, each model that is removed as a casualty from Wounds caused by the
Parasite of Mortrex must roll a Toughness test before being removed from play. For each test failed, roll a D3. At
the end of the Assault phase, place a number of Ripper Swarm bases equal to the cumulative result of these D3s
completely within 6 of the Parasite of Mortrex and in unit coherency. These bases cannot be placed within 1 of
enemy models or within impassable terrain; if any bases cannot be placed or you have run out of Ripper Swarm
bases, these excess bases are lost. These act as a new Ripper Swarm Brood for the remainder of the game and do
not award Victory Points when slain.
The Sarge is Acting Strangely!: Any enemy Infantry, Cavalry, Beasts, or Bike unit, with or without Jet or
Jump type, that arrives via Outflanking may harbor a squad member infested with Ripper parasites. At the end
of their Movement phase in which they arrived from Outflank, one random model in each of these units must
take a Toughness test. If the test is failed that model is instantly removed as a casualty and you roll a D6. Then
place a number of Ripper Swarm bases equal to the result of the D6 completely within 6 of the slain models unit
and in unit coherency. These bases cannot be placed within 1 of enemy models or within impassable terrain; if
any bases cannot be placed or you have run out of Ripper Swarm bases, these excess bases are lost. If the victim
was inside a transport vehicle, it is assumed that he staggered out before dying. These act as a Ripper Swarm
Brood for the remainder of the game and do not award Victory Points when slain.
WS BS
Deathleaper
Ld
Sv
Unit Type
Unit Composition
10
10
5+
Infantry (Character)
1 (Unique)
Flesh Hooks
Two pairs of Sinister Talons
Warlord Trait
Mind Eater
Special Rules:
Chameleonic Skin
Deep Strike
Fear
Fearless
Fleet
Hit & Run
Infiltrate
Instinctive Behavior (Lurk)
Chameleonic Skin: A model with this special rule does not scatter when arriving from Deep Strike Reserves.
Its after me!: Nominate an enemy character at the beginning of the game and roll a D3. Whilst Deathleaper
is alive, that model's Leadership is reduced by the result.
Its too fast!: Deathleaper has a 4+ Invulnerable save during the Assault phase.
Pheromone Trail: If a friendly unit with the Tyranids faction arrives via Deep Strike, it will not scatter as long
as the first model in the unit is placed within 6 of a model with this special rule. Note that the model with the
Pheromone Trail special rule must already be on the table at the start of the turn for this ability to be used.
Where is it?: Enemy models can only fire Snap Shots when targeting Deathleaper.
WS BS
Tyranid Warrior
Ld
Sv
Unit Type
Unit Composition
10
4+
Infantry
3 Tyranid Warriors
Devourer
Scything Talons
Special Rules:
Options:
WS BS
Ld
Sv
Unit Type
Unit Composition
5 Genestealers
Genestealer
10
5+
Infantry
Broodlord
10
4+
Infantry (Character)
Options:
Rending Claws
Special Rules:
Psyker:
A Broodlord knows the The Horror
and the Cerebral Agony psychic
powers.
WS BS
Termagant
Ld
Sv
Unit Type
Unit Composition
6+
Infantry
10 Termagants
Fleshborer
Special Rules:
Options:
WS BS
Hormagaunt
Ld
Sv
Unit Type
Unit Composition
6+
Infantry
10 Hormagaunts
Scything Talons
Special Rules:
Bounding Leap
Fleet
Instinctive Behavior (Feed)
Move Through Cover
Options:
Bounding Leap: Units entirely composed of models with this special rule Run an additional 3 (this will
normally be D6+3).
WS BS
Ripper Swarm
Ld
Sv
Unit Type
Unit Composition
6+
Infantry
3 Ripper Swarms
Special Rules:
Consume Biomass
Fearless
Instinctive Behavior (Feed)
Swarms
Options:
Consume Biomass: If a model with this special rule is involved in any close combat which results in an nonvehicle enemy unit or units being destroyed in combat (including Sweeping Advances), this unit may not perform
a consolidation move, but they instead feed upon the biomass left by their prey. At the beginning of your next
Movement phase, roll a D3. Add a number of bases of this unit to the feeding unit equal to the result. These new
bases have any options purchased by the original unit. These new bases must be placed within unit coherency
and cannot be placed within impassable terrain or within 1 of an enemy model.
WS BS
Mucolid Spore
Ld
Sv
Special Rules:
Deep Strike
Fearless
Massive Floating Bomb
Shrouded
Skyblast
Unit Type
Unit Composition
Infantry
1 Mucolid Spore
Options:
Massive Floating Bomb: Each Mucolid Spore uses the Floating Death and Living Bomb rules that apply to
Spore Mines. All references to Spore Mines and Spore Mine Clusters in these special rules apply to Mucolid
Spores also, except that hits inflicted when a Mucoilid Spore explodes are Strength 8 AP 3 instead of Strength 4
AP 4. Increase the Strength of the attack for additional Mucolid Spores as for Spore Mines.
Skyblast: Mucolid Spore Clusters are allowed to assault Zooming Flyers, Zooming Super Heavy Flyers,
Swooping Monstrous Creatures, and Swooping Gargantuan Creatures. If they do so successfully then they will
explode as described in the Floating Death special rule, hitting the target automatically, with Strength and AP as
described above. Hits on Zooming Flyers and Zooming Super Heavy Flyers are always resolved against the
model's side armor.
WS BS
Hive Guard
Ld
Sv
Unit Type
Unit Composition
4+
Infantry
1 Hive Guard
Impaler Cannon
Special Rules:
Options:
Three-Dimensional Thought Patterns: At the beginning of your Shooting phase, a unit composed entirely
of models with this special rule may elect for its weapons to gain the Skyfire special rule until the end of the
phase. If it chooses to do so, any Shockcannons in the unit lose the Blast type until the end of the phase.
WS BS
Lictor
Ld
Sv
Unit Type
Unit Composition
10
5+
Infantry
1 Lictor
Flesh Hooks
Two pairs of Sinister Talons
Special Rules:
Chameleonic Skin
Deep Strike
Fear
Fearless
Fleet
Hit & Run
Infiltrate
Chameleonic Skin: A model with this special rule does not scatter when arriving from Deep Strike Reserves.
Pheromone Trail: If a friendly unit with the Tyranids faction arrives via Deep Strike, it will not scatter as long
as the first model in the unit is placed within 6 of a model with this special rule. Note that the model with the
Pheromone Trail special rule must already be on the table at the start of the turn for this ability to be used.
Quick Reflexes: A Lictor has a 6+ Invulnerable save during the Assault phase.
We can't find it! Whenever a enemy unit selects a unit composed entirely of models with this special rule as
the target of a shooting attack, reduce the firing unit's Ballistic Skill by 1, to a minimum of 1, until they are
finished firing at the unit.
WS BS
Ld
Sv
Unit Type
Unit Composition
1 Zoanthrope
Zoanthrope
10
Infantry
Neurothrope
10
Infantry (Character)
Special Rules:
Brotherhood of Psykers
(Mastery Level 2)
Know Not of Honor
(Neurothrope only)
Psychic Brood
Shadow in the Warp
Synapse Creature
Very Bulky
Warp Field
Psychic Powers:
A Zoanthrope Brood knows the Warp
Blast psychic power. The unit
generates one additional power from
the Hive Mind's Wrath discipline.
A brood which includes a
Neurothrope knows Spirit Leech in
addition to its other psychic powers so
long as the Neurothrope is alive.
Options:
Psychic Brood: If a Zoanthrope Brood uses the Warp Blast psychic power, the number of shots fired is equal
to the number of Zoanthropes and Neurothropes in that brood.
Warp Field: A model with this special rule has a 3+ invulnerable save.
WS BS
Maleceptor
Ld
Sv
Unit Type
Unit Composition
10
4+
Monstrous Creature
1 Maleceptor
Scything Talons
Special Rules:
Psychic Barrier
Psyker (Mastery Level 2)
Shadow in the Warp
Synapse Creature
Psychic Powers:
Psychic Overload is a focussed witchfire power with a range of 18. The target
must take a Leadership test on 3D6. Vehicles are treated as having a Leadership of
10. If the test is failed, non-vehicle models suffer D3 Wounds with no armor or cover
saves allowed, and vehicle models suffer a single glancing hit with no cover saves
allowed.
The Psyker can attempt to manifest this psychic power up to 2 times in each of its
Psychic phases. Each attempt is resolved separately. However, an enemy unit cannot
be selected as the target of Psychic Overload manifested by the same Psyker more
than once each Psychic phase.
Options:
Psychic Barrier: A model with this special rule has a 5+ invulnerable save.
WS BS
Venomthrope
Ld
Sv
Unit Type
Unit Composition
5+
Infantry
1 Venomthrope
Options:
Lash Whips
Toxic Miasma
Special Rules:
Sport Cloud: All friendly models with the Tyranids faction within 6 of at least one model with this special rule
has the Shrouded special rule.
WS BS
Haruspex
Ld
Sv
Unit Type
Unit Composition
3+
Monstrous Creature
1 Haruspex
Acid Blood
Crushing Claws
Grasping Tongue
Options:
Special Rules:
Fearless
Feeder-beast
Instinctive Behavior (Feed)
Rapacious Hunger
Feeder-beast: If a Haruspex inflicts at least one unsaved Wound in the Assault phase, then at the end of that
phase it recovers a single Wound lost earlier in the battle.
Rapacious Hunger: In the turn in which a Haruspex charges, every unsaved Wound that it inflicts in close
combat immediately allows it to make an additional Attack. These bonus Attacks cannot generate further Attacks.
Wounds that inflict Instant Death only generate one bonus Attack. Not that Wounds caused by its Hammer of
Wrath, Acid Blood, or tail biomorph do no benefit from this rule.
WS BS
Pyrovore
Ld
Sv
Unit Type
Unit Composition
4+
Infantry
1 Pyrovore
Options:
Acid Blood
Acid Maw
Flamespurt
Special Rules:
Volatile: If a Pyrovore is slain by a Wound that inflicted Instant Death, each unit (excluding Pyrovores) suffers a
number of Strength 4, AP - hits for each model in that unit that is within 6 of the slain Pyrovore (resolve damage
before removing the Pyrovore as a casualty).
WS BS
Tyranid Shrike
Ld
Sv
Unit Type
Unit Composition
10
4+
Jump Infantry
3 Tyranid Shrikes
Devourer
Scything Talons
Special Rules:
Options:
WS BS
Ravener
Ld
Sv
Unit Type
Unit Composition
5+
Beasts
3 Raveners
Options:
Special Rules:
Deep Strike
Instinctive Behavior (Feed)
Snake Body
Very Bulky
Snake Body: A model with this special rule automatically passes Dangerous Terrain tests and never suffers the
Initiative penalty when charging through difficult terrain.
Ld
Sv
Unit Type
Unit Composition
4+
Beasts (Character)
1 (Unique)
Prehensile Pincer
Two pairs of Scything Talons
Special Rules:
Deep Strike
Instinctive Behavior (Feed)
Know Not of Honor
Snake Body
Swallow Whole
Very Bulky
Swallow Whole: If the Red Terror hits with at least three of its close combat attacks in a single phase
(excluding its Prehensile Pincer attack), you may nominate a single enemy Infantry, Jump Infantry, or Jet Pack
Infantry model in base contact with the Red Terror and attempt to swallow it whole.
If you choose to do so, no To Wound rolls are made for any of the Red Terror's Attacks (excluding its Prehensile
Pincer attack). Instead the nominated model must pass a single invulnerable save (if it has one) or be removed
from play as a casualty. There is no need to decide beforehand if you will attempt to swallow a model whole;
declare after rolling To Hit. Enemy models with either the Very Bulky or Extremely Bulky special rule cannot be
nominated as targets to be Swallowed Whole. If no models in the target unit can be nominated, the Red Terror
cannot choose to Swallow Whole and must roll To Wound normally.
WS BS
SkySlasher Swarm
Ld
Sv
Unit Type
Unit Composition
6+
Jump Infantry
3 Sky-slasher Swarms
Special Rules:
Consume Biomass
Fearless
Instinctive Behavior (Feed)
Swarms
Options:
Consume Biomass: If a model with this special rule is involved in any close combat which results in an nonvehicle enemy unit or units being destroyed in combat (including Sweeping Advances), this unit may not perform
a consolidation move, but they instead feed upon the biomass left by their prey. At the beginning of your next
Movement phase, roll a D3. Add a number of bases of this unit to the feeding unit equal to the result. These new
bases have any options purchased by the original unit. These new bases must be placed within unit coherency
and cannot be placed within impassable terrain or within 1 of an enemy model.
WS BS
Gargoyle
Ld
Sv
Unit Type
Unit Composition
6+
Jump Infantry
10 Gargoyles
Options:
Binding Venom
Fleshborer
Special Rules:
Blinding Venom: In close combat, a model with this biomorph can exchange all of its normal Attacks to make
a single Blinding Venom attack, which uses the following profile:
Range
AP
Type
Melee, Blind,
Poisoned (2+)
WS BS
Harpy
Ld
Sv
Unit Type
Unit Composition
10
4+
1 Harpy
Scything Talons
Spore Mine Cysts
Twin-linked Stranglethorn
Cannon
Special Rules:
Options:
Fearless
Hungering Dive
Instinctive Behavior (Hunt)
Sonic Screech
Hungering Dive: A Harpy may declare a charge in the same turn that it changed flight modes from Swooping
to Gliding. If it does so, it does not suffer the Initiative penalty for charging through difficult terrain and its
Hammer of Wrath Attack is resolved at Strength 8.
Sonic Screech: When a Harpy charges into combat, all enemy models in the combat suffer -5 to their Initiative
(to a minimum of 1) until the end of that Assault phase.
WS BS
Hive Crone
Ld
Sv
Unit Type
Unit Composition
10
4+
1 Hive Crone
Drool Cannon
Four Tentaclids
Scything Talons
Special Rules:
Options:
Fearless
Instinctive Behavior (Hunt)
Raking Strike
Skyborne
Vector Dancer
WS BS
Spore Mine
Special Rules:
Deep Strike
Fearless
Floating Death
Living Bomb
Ld
Sv
Unit Type
Unit Composition
Infantry
3 Spore Mines
Options:
Floating Death: Spore Mines move 3 in the Movement phase and, when they Run or charge, move half the
distance rolled. Spore Mines are never slowed by difficult terrain, but must take Dangerous Terrain tests as
normal.
Spore Mines do not attack in close combat. Instead, at the Initiative 10 step, the entire cluster detonates! To
resolve this, center the large blast marker over any one of the unit's Spore Mines. Every other unit (friend and
foe) under the blast marker suffer a number of hits equal to the number of its models under the blast marker.
The Strength of these hits is equal to 4, but is increased by 1 for each additional Spore Mine in the detonating
cluster (to a maximum of Strength 10). These hits are resolved at AP 4 and ignore cover saves. Once all hits have
been resolved, remove all models in the Spore Mine Cluster as casualties.
Living Bomb: Spore Mine Clusters are non-scoring, non-denial units. They do not award Victory Points when
destroyed, and Wound suffered by Spore Mines in close combat (including those caused by a Floating Death
detonation) are not counted when determining assault results.
WS BS
Tyrannocyte
Ld
Sv
Unit Type
Unit Composition
4+
Monstrous Creature
1 Tyrannocyte
Five Deathspitters
Special Rules:
Options:
Deep Strike
Drifting Death
Fearless
Instinctive Fire
Transport Spore
Drifting Death: Tyrannocytes cannot Run or charge. They can consolidate but may not make a Sweeping
Advance.
Instinctive Fire: Each weapon on this model automatically fires at the nearest enemy unit within range and
line of sight. Treat these weapons as if they were hull-mounted weapons on a vehicle for the purposes of line of
sight. The shots are resolved at the end of the Shooting phase before Morale checks are taken.
Each weapon can fire at a different target unit, but they cannot be fired in any other way or at any other time.
Transport Spore: A Tyrannocyte does not use up a slot on the Force Organization Slot and it counts as part of
the formation and detachment of any unit purchasing it as a Dedicated Transport. It can carry a single unit with
the Tyranids faction (excluding other Tyrannocytes) and has a Transport Capacity of 20 Monstrous Creatures
with 5 or fewer Wounds count as 10 models, and Monstrous Creatures with 6 or more Wounds count as 20
models for the purposes of Transport Capacity. Declare which unit is being carried during deployment.
A Tyrannocyte always enters play using the Deep Strike rules. If, when a Tyrannocyte Deep Strikes, it scatters on
top of impassable terrain or another model (friend or foe), reduce the scatter distance by the minimum required
to avid the obstacle.
Once a Tyrannocyte Deep Strikes, a unit carried by it must disembark. Place the unit such that every model is
wholly within 12 of the Tyrannocyte and non are within 1 of an enemy or within impassable terrain. Any model
that cannot be placed is removed as a casualty. A unit cannot move or charge in the same turn it disembarks, but
can shoot or Run. No unit can embark inside a Tyrannocyte for the rest of the game.
WS BS
Carnifex
Ld
Sv
Unit Type
Unit Composition
3+
Monstrous Creature
1 Carnifex
Special Rules:
Fearless
Instinctive Behavior (Feed)
Living Battering Ram
Options:
Living Battering Ram: When a model with this special rule charges, it inflicts D3 Hammer of Wrath Attacks,
rather than just 1.
WS BS
Biovore
Ld
Sv
Unit Type
Unit Composition
4+
Infantry
1 Biovore
Special Rules:
Options:
WS BS
Toxicrene
Ld
Sv
Unit Type
Unit Composition
4+
Monstrous Creature
1 Toxicrene
Options:
Acid Blood
Choking Cloud
Lash Whips
Toxic Miasma
Special Rules:
Fearless
Hypertoxic
Instinctive Behavior (Feed)
Poisoned (2+)
Shrouded
Hypertoxic: Any hit inflicted by this model that has the Poisoned special rule (including any hits caused by its
Choking Cloud) gains the Instant Death special rule on a To Wound roll of a 6.
WS BS
Sporocyst
Ld
Sv
Unit Type
Unit Composition
4+
Monstrous Creature
1 Sporocyst
Five Deathspitters
Special Rules:
Options:
Fearless
Immobile Pod
Infiltrate
Instinctive Fire
Psychic Resonator
Spore Node
Immobile Pod: A model with this special rule cannot move under any circumstance. It can never go to ground
(voluntary or otherwise) and cannot consolidate or make a Sweeping Advance.
Instinctive Fire: Each weapon on this model automatically fires at the nearest enemy unit within range and
line of sight. Treat these weapons as if they were hull-mounted weapons on a vehicle for the purposes of line of
sight. The shots are resolved at the end of the Shooting phase before Morale checks are taken.
Each weapon can fire at a different target unit, but they cannot be fired in any other way or at any other time.
Psychic Resonator: And friendly Synapse Creature within 6 of this model adds 6 to its synapse range.
Spore Node: A model with this special rule can produce a Spore Mine Cluster with three Spore Mines in the
Shooting phase, in addition to any attacks it makes. Place the Spore Mines wholly within 6 of the model, in unit
coherency, and not in impassable terrain or within 1 of an enemy model. After they are placed, the Spore Mines
are treated as a separate unit for the rest of the battle and count as being a part of the formation and detachment
of its parent Sporocyst.
Once per battle, a Sporocyst can produce a single Mucolid Spore instead of a Spore Mine Cluster. This is placed
in the same way as a Spore Mine Cluster.
WS BS
Trygon
Ld
Sv
Unit Type
Unit Composition
3+
Monstrous Creature
1 Trygon
Special Rules:
Options:
Deep Strike
Fearless
Fleet
Instinctive Behavior (Feed)
Snake Body
Subterranean Assault
Subterranean Assault: If, when a model with this special rule deploys via Deep Strike, it scatters on top of
impassable terrain or another model (friend or foe), reduce the scatter distance by the minimum required to
avoid the obstacle.
After the model with this special rule has emerged, mark the position under the creature's base with a suitable
marker this represents the tunnel left by its emergence. Any friendly Infantry unit with the Tyranids faction
that arrives from reserves in during this turn or any subsequent turns may emerge from the tunnel instead of
arriving from reserve as normal. Only one unit may emerge from each tunnel marker each turn.
If any unit chooses to do so, place the entire unit so that all of its models are completely within 6 of the center of
the marker and in unit coherency. These models cannot be placed within 1 of enemy models or within
impassable terrain; if any models cannot be placed, these excess models are removed as casualties. A unit may
not move or charge on the same turn it arrives from a the tunnel, but may shoot or Run.
WS BS
Mawloc
Ld
Sv
Unit Type
Unit Composition
3+
Monstrous Creature
1 Mawloc
Special Rules:
Burrow
Deep Strike
Fearless
Hit & Run
Instinctive Behavior (Feed)
Snake Body
Terror from the Deep
Options:
Burrow: An unengaged Mawloc can, at any point during its Movement phases from the second game turn
onwards, elect to Burrow. If it does so, remove it from the table and place it into Ongoing Reserves. A Mawloc
cannot Deep Strike and Burrow in the same turn.
Terror from the Deep: When arriving from Deep Strike Reserve, a Mawloc can choose to Deep Strike onto a
point occupied by another model (friend or foe) roll for scatter as normal. If a Mawloc Deep Strikes onto a
point occupied by another model, do not roll on the Deep Strike Mishap table. Instead, place the large blast
marker directly over the spot the Mawloc is deep striking onto. All units except Zooming Flyers and Swooping
Flying Monstrous Creatures, beneath the blast marker suffer a number of Strength 6 AP2 hits with the Ignores
Cover special rule equal to the number of models that unit has underneath the blast marker. For Wound
allocation purposes, assume the attack is coming from the center of the blast marker. Hits against vehicles are
resolved against their rear armor.
If, after removing casualties, it is now possible to place the Mawloc on the table n the spot where the blast marker
landed, then do so, even if this is within 1 of another model (but not if it would be in base contact with, or
occupying the same space as, another model). If it is not possible to place the Mawloc, replace the large blast
marker on the spot and resolve another round of damage as detailed above. If, after removing casualties for a
second time, it is still not possible to place the Mawloc, roll on the Deep Strike Mishap table.
WS BS
Exocrine
Ld
Sv
Unit Type
Unit Composition
3+
Monstrous Creature
1 Exocrine
Bio-plasmic Cannon
Scything Talons
Options:
Special Rules:
Fearless
Instinctive Behavior (Hunt)
Symbiotic Targeting
Symbiotic Targeting: If an model with this special rule does not move in its Movement phase, it gains a +1
bonus to its Ballistic Skill until the end of its turn. A model with this special rule cannot declare a charge during
the same turn that it uses this special rule.
WS BS
Tyrannofex
Ld
Sv
Unit Type
Unit Composition
2+
Monstrous Creature
1 Tyrannofex
Options:
Acid Spray
Stinger Salvo
Special Rules:
Fearless
Instinctive Behavior (Hunt)
May take items from the Biomorphs and Thorax Biomorphs lists.
May replace Acid Spray with one of the following:
Fleshborer Hive .......................................................................... 10 pts
Rupture Cannon ......................................................................... 15 pts
May purchase the Symbiotic Targeting special rule ......................... 10 pts
The model can take a Tyrannocyte as a Dedicated Transport.
WS BS
The Swarmlord
10
Ld
Sv
Unit Type
Unit Composition
10
2+
1 (Unique)
Apex Biomorphs
Special Rules:
Alien Cunning
Eternal Warrior
Know Not of Honor
Psychic Monstrosity
Psyker (Mastery Level 3)
Shadow in the Warp
Swarm Leader
Synapse Creature
Bone Sabers: The Swarmlord wields two pairs of serrated bone sabers.
Through the core of each blade lies a crystalline growth. These alien
crystals are not indigenous to this galaxy, and the bone sabers crackle
with lethal power.
The Swarmlord has two pairs of Bone Sabers. Each pair counts as a Melee
weapon with the following profile:
Warlord Trait:
Synaptic Lynchpin
Psyker:
The Swarmlord generates its powers
from the Wrath of the Hive Mind
and Hive Mind's Command
disciplines.
Range
AP
User
Type
Melee, Crystalline Blades,
Instant Death, Parry
Options:
Alien Cunning: Whilst the Swarmlord is alive, you may re-roll any of your Reserve Rolls.
Psychic Monstrosity: Enemy Psykers within the Swarmlord's Shadow in the Warp range do not generate any
Warp Charges (i.e. they do not add dice to their owning player's Warp Charge Pool in the Psychic phase).
Swarm Leader: If the Swarmlord is in your Primary Detachment, it must be your Warlord. Additionally, at the
beginning of your turn, choose either the Swarmlord's unit, or a single friendly unit with the Tyranids faction
within synapse range of the Swarmlord. Then, choose one of the following special rules: Furious Charge, Monster
Hunter, Preferred Enemy, or Rage. The chosen unit has that special rule until the end of your turn.
WS BS
Old One Eye
Ld
Sv
Unit Type
Unit Composition
10
2+
1 (Unique)
Regeneration
Scything Talons
Thresher Scythe
Warlord Trait
Adaptive Biology
Special Rules:
Alpha Leader
Berserk Rampage
Fearless
Instinctive Behavior (Feed)
Is it dead yet?
Know Not of Honor
Living Battering Ram
Options:
Alpha Leader: All friendly units with the Tyranids faction within 12 of Old One Eye can choose to use Old One
Eye's Leadership for any tests they are required to make.
Berserk Rampage: For every successful To Hit roll that Old One Eye makes in close combat (excluding those
from its Thresher Scythe), it may immediately make one additional Attack against the same unit. These
additional Attacks do not confer extra Attacks.
Is it dead yet?: When Old One Eye would be removed as a casualty, instead leave the model in place. It is
treated as a Citadel scenery model with the difficult terrain type, then at the end of each of your turns until it
passes this roll, if there are no enemy models within 1 of Old One eye, roll a D6. On a result of a 5 or 6, Old One
Eye returns to play with D3 Wounds. Old One Eye does not make a Regeneration roll the turn it returns to play
from this special rule.
Swarm Host
Formation
Formation:
Restrictions:
None.
Special Rules:
Evolutionary Advantage: If this formation is your
Primary Detachment, you can re-roll the result when rolling
on the Warlord Traits table in Codex: Tyranids.
Incubation Sacs: When rolling the dice for this
Formation's Tervigon's Brood Spawning special rule, you
may re-roll any result of a 1.
Endless Swarm: As long as this Formation's Hive Tyrant,
Tyranid Prime, or Trygon Prime is alive, each time a
Termagant Brood, Hormagaunt Brood, or Ripper Swarms
from this Formation is completely destroyed, roll a D6: on a
result of a 5+ you can immediately place a new unit into
Ongoing Reserve that is identical in terms of the original
number of models, weapons, and upgrades to the unit that
was just destroyed. These new units count as being a part of
the original Formation and detachment, so roll a D6 as
described above if they are subsequently destroyed. Victory
points are awarded as normal for new units in the Formation
that have been completely destroyed.
Sporefield
Formation
Formation:
Restrictions:
None.
Special Rules:
Minefield: All Spore Mine Clusters and Mucolid Spore
Clusters in this Formation have the Infiltrate special rule.
Sporefield: Each time a Spore Mine Cluster or Mucolid
Spore Cluster from this Formation is completely destroyed,
roll a D6: on a 5+ you can immediately place a new unit into
Ongoing Reserve that is identical in terms of the original
number of models, weapons, and upgrades to the unit that
was just destroyed. These new units count as being a part of
the original Formation and detachment, so roll a D6 as
described above if they are subsequently destroyed. Victory
points are awarded as normal for new units in the Formation
that have been completely destroyed.
Tyranid Vanguard
Formation
Formation:
Restrictions:
None.
Special Rules:
Acute Senses
Paranoia and Ill Discipline: Any enemy unit within 12
of Deathleaper or a Lictor Brood from this Formation suffers
a -1 penalty to their Leadership characteristic.
They Came from the Shadows: All units in this
formation get +1 to their cover saves during the first game
turn in which they Infiltrated or on any game turn in which
they arrived from Reserves.
Neural Node
Formation
Formation:
1 Maleceptor
2-4 Zoanthrope Broods
Special Rules:
Shield of Voices: All friendly units with the Tyranids
faction within synapse range of the Maleceptor from this
Formation (including the Maleceptor itself) has the
Adamantium Will special rule.
Skytide Swarm
Formation
Formation:
Restrictions:
The Hive Tyrant or Tyranid Prime must take the Wings
biomorph.
Special Rules:
Evolutionary Advantage: If this formation is your
Primary Detachment, you can re-roll the result when rolling
on the Warlord Traits table in Codex: Tyranids.
Evasive Maneuvers: If a Flying Monstrous Creature in
this Formation chooses to Jink, it can re-roll failed cover
saves until the start of its next turn.
Skyswarm: As long as this Formation's HQ unit is alive,
each time a Gargoyle Brood or Sky-slasher Swarms from this
Formation is completely destroyed, roll a D6: on a result of a
5+ you can immediately place a new unit into Ongoing
Reserve that is identical in terms of the original number of
models, weapons, and upgrades to the unit that was just
destroyed. These new units count as being a part of the
original Formation and detachment, so roll a D6 as described
above if they are subsequently destroyed. Victory points are
awarded as normal for new units in the Formation that have
been completely destroyed.
Gunbeast Node
Formation
Formation:
Restrictions:
The Tyranid Warrior Brood must include a model that has
taken an item from the Basic Bio-cannons list.
Special Rules:
Organic Bombardment: All ranged weapons fired by
models in this Formation have the Pinning special rule. In
addition, weapons with the Blast or Large Blast type fired by
models in this Formation that are within synapse range of
this Formation's Tyranid Warrior Brood (including the
Tyranid Warrior Brood itself) have the Twin-linked special
rule.
Weapon Symbiosis: If a unit with in this Formation is
within synapse range of this Formation's Tyranid Warrior
Brood (including the Tyranid Warrior Brood itself), it has the
Symbiotic Targeting special rule if it doesn't already have it.
Subterranean Terrors
Formation
Formation:
1 Trygon Prime
1-4 Ravener Broods
1-3 Mawlocs
0-2 Trygons
Restrictions:
None.
Special Rules:
Evolutionary Advantage: If this formation is your
Primary Detachment, you can re-roll the result when rolling
on the Warlord Traits table in Codex: Tyranids.
Sensory Spines: Units in this Formation arriving by Deep
Strike roll one D6 less for scatter.
Tunnel Network: When the Trygon Prime in this
Formation arrives via Deep Strike, choose a friendly Infantry
unit with the Tyranids faction that is currently in Reserves
also arrive with the Trygon Prime. After resolving the Trygon
Prime's Deep Strike scatter, place the chosen unit so that all
models are wholly within 6 of the Trygon Prime, not in
impassable terrain, or within 1 of an enemy model. Models
that can't be placed are lost.
Insatiable Swarm
Formation
Formation:
1-2 Haruspexes
1-2 Venomthrope Broods
2-5 Ripper Swarms
0-2 Toxicrenes
0-4 Pyrovore Broods
Restrictions:
Ripper Swarms must consist of five or more bases.
Special Rules:
Crusader, Rampage
Grand Feast: Whenever a unit in this Formation charges a
Monstrous Creature or Gargantuan Creature (with or without
the Flying, Jump, or Jet unit type), the unit gets the
Preferred Enemy special rule until the end of the phase.
Appendix
Army Special Rules
A Tyranid army uses a number of special rules that are
common to several of its units, which are collected here for
your convenience. Special rules that are unique to particular
units are presented in the relevant datasheet instead. Other,
more common rules are simply listed by the name these
are all described in full in the Special Rules section of
Warhammer 40,000: The Rules.
Instinctive Behavior
At the beginning of each of your turns, units that are outside
the range of friendly units with the Synapse Creature special
rule must take a Leadership test unless they are: engaged in
combat, falling back,have gone to ground, or arrived from
reserve this turn. If they pass, they act normally. If not, roll
on the appropriate Instinctive Behavior table (opposite). The
result lasts until the beginning of your next turn, unless
otherwise specified.
Synapse Creature
Models with the Synapse Creature special rule have a
synapse range of 12". Friendly models with the Tyranids
faction within this synapse range, including the Synapse
Creatures themselves, have the Fearless special rule. Units
automatically rally if they are within synapse range when
they begin their move.
D6
1
Nature's Bane: At the beginning of each of your Movement phases, choose a wood, jungle, forest, or twisted copse
terrain piece within synapse range of your warlord. That terrain piece becomes Dangerous Terrain for all models
without the Tyranids faction for the remainder of the game.
Heightened Senses: Your Warlord, and all friendly units with the Tyranids faction within its synapse range, gain
the Night Vision and Counter-attack special rules.
Synaptic Lychpin: Your Warlords synapse range is increased by 6. If your Warlord does not already have the
Synapse Creature special rule, it instead gains the the Synapse Creature special rule and has a synapse range of 6.
Mind Eater: Receive 1 Victory Point for each Character slain by your Warlord in a challenge. Receive D3 Victory
Points instead if that Character was Unique.
Urban Predator: Your Warlord, and all friendly units with the Tyranids faction within its synapse range, have the
Stealth (Ruins) and Move Through Cover (Ruins) special rules, and do not suffer Initiative penalties for charging
through Ruins.
Adaptive Biology: The first time your Warlord suffers one or more unsaved wounds, it gains the Feel No Pain (5+)
special rule at the end of that phase.
Lurk Result
D6
Hunt Result
D6
Feed Result
1-2
1-2
1-2
3-5
3-5
3-5
Psychic Powers
Wrath of the Hive Mind
D6
Result
D6
Result
Template
Assault 1, Shred
Burst
24
Assault 1, Blast
Lance
18
10
Assault 1, Lance
Melee Weapons
Boneswords and Lash Whips
Scything Talons
Range
AP Type
Boneswords
User
Lash Whips
User
Melee, Swiftstrike
Bonesword and
User
3 Melee, Life Drain,
Lash Whip
Swiftstrike
Life Drain: Any To Wound roll of a 6 made by this weapon
has the Instant Death special rule. A model equipped with
two pairs of weapons with this special rule, any To Wound
roll of a 5+ made by this weapon has the Instant Death
special rule instead.
Parry: A model equipped a weapon with this special rule has
a 5+ Invulnerable save during the Fight sub-phase. A model
equipped with two pairs of weapons with this special rule
have a 4+ Invulnerable save during the Fight sub-phase
instead.
Swiftstrike: A model equipped with this weapon has a +3
bonus to its Initiative during the Fight sub-phase.
Range
+1
AP Type
2
Melee,
Armourbane,
Unwieldy
Crushing Claw
+1
2 Melee, Sunder,
and Bio-flail
Sweep Attack
Sunder: Weapons with this special rule may re-roll all failed
Armour Penetration rolls
Sweep Attack: Rather than use their own Attacks value, a
model using a weapon with this special rule may, if they
wish, instead make a number of attacks equal to the number
of enemy models in base contact with them.
Range
AP
Type
User
Melee, Slashing Attacks
Slashing Attacks: A model equipped with a weapon with
this special rule may re-roll To Hit rolls of 1. Attacks made by
models with two pairs of weapons with this special rule may
re-roll all failed To Hit rolls instead.
Rending Claws
Range
AP
Type
User
5
Melee, Gouge
Gouge: Attacks made by a model equipped with a weapon
with this special rule has the Rending special rule. Attacks
made by a model equipped with two pairs of weapons with
this special rule also gains the Shred special rule.
Sinister Talons
Range
AP
User
Type
Melee, Gouge, Slashing
Attacks, Precision Strikes
Ranged Weapons
Acid Spray
Deathspitter Weapons
Range
AP Type
4
Assault 1, Torrent
Strangleweb
Template
Assault 1, Pinning
Barbed
Strangler
36
Assault 1, Large
Blast, Pinning
Stranglethorn
Cannon
36
Assault 1, Large
Blast, Pinning
Range
AP Type
Deathspitter
18
Assault 3
Heavy
Deathspitter
24
Assault 4,
Twin-linked
AP Type
Devourer Weapons
Range
18
Devourer
AP Type
-
Assault 3,
Brain Borer
Range
Bio-electric
Pulse
12
Assault 6
Devourer with
18
6
- Assault 6,
Brainleech
Twin-linked,
Worms
Brain Borer
Brain Borer: Units that suffer casualties from this weapon
during receive a -1 modifier to their Leadership until the end
of that phase.
Bio-electric
Pulse with
Containment
Spines
18
Assault 12
Drool Cannon
Bio-plasma
Range
12
AP Type
Assault 1, Blast,
Maw Cannon
Maw Cannon: Weapons with this special rule do not count
towards the maximum number of weapons fired in the
Shooting phase.
Range
Template
AP Type
4
Assault 1
Flamespurt
This weapon is a Flamer weapon, as described in
Warhammer 40,000: The Rules.
Range
AP Type
Spurt
Template
Assault 1
Spray
Template
Assault 1, Torrent
Fleshborer Weapons
Bio-plasmic Cannon
Range
AP Type
Blast
24
Assault 1,
Large Blast
Fusillade
24
Assault 6
Choking Cloud
Range
AP Type
Fleshborer
12
Assault 1
Fleshborer
Hive
24
Assault 20
Grasping Tongue
Range
AP
12
Type
Range
AP Type
Assault 1,
12
6
2 Assault 1,
Large Blast, Ignores
Precision Shots
Cover, Poisoned
(2+), Predatory
Impaler Cannon
Sentience
Range
S
AP Type
Predatory Sentience: Attacks made with this weapon gain
the Armourbane special rule against open-topped vehicles
24
8
4 Assault 2, Homing,
and against vehicles that are not at their maximum hull
Ignores Cover
points.
Homing: This weapon can be fired at targets outside of the
unit's line of sight.
Cluster Spines
Range
18
AP Type
-
Assault 3, Blast
Rupture Cannon
Stinger Salvo
Range
48
10
AP Type
3
Assault 2,
Chain Reaction
Chain Reaction: If this weapon hits the same unit with both
shots in the same Shooting phase, gains the Armourbane
special rule and has AP1.
Shock Cannon
Range
24
AP Type
5
Assault 1, Blast,
Haywire
Spinefists
Range
12
AP Type
3
Assault X*,
Twin-linked
* Spinefists get one shot for every Attack on the unmodified
characteristic profile of the model firing them. For example,
a Termagant (1 Attack) fires 1 shot, while a Ravener (3
Attacks) fires 3 shots.
AP Type
Spore Mine
Cysts
Spore Mine
Launcher
48
Assault 1, Barrage,
Large Blast, Spore
Bomb, Spore Burst
Range
24
AP Type
4
Assault 4,
Twin-linked
Tentaclids
Range
24
AP Type
5
Assault 1, Haywire,
Independent
Missiles, Seeking,
One Use Only
Independent Missiles: Weapons with this special rule do
not count towards the maximum number of weapons fired in
the Shooting phase.
Seeking: If a model makes a shooting attack with this
weapon against either a Skimmer, Zooming Flyer, or a
Swooping Monstrous Creature, it re-rolls failed To Hit rolls
made with this weapon.
Thorax Weapons
Range
AP Type
Dessicator
Larvae
Template
Assault 1,
Fleshbane, Thorax
Electroshock
Grubs
Template
Assault 1, Haywire,
Thorax
Shreddershard Template
3
6 Assault 1, Rending,
Beetles
Thorax
Thorax: Weapons with this special rule do not count
towards the maximum number of weapons fired in the
Shooting phase.
Assault 1, Barrage,
Large Blast,
Spore Burst
Spore Bomb: Unlike other weapons, Spore Mine Cysts are Venom Cannon Weapons
fired during the Movement phase. A Harpy can fire its Spore
Range
S
Mine Cysts once in each of its Movement phases. If it does so,
it counts as having fired one weapon in its following Shooting Venom Cannon
36
6
phase; however, any other weapons it fires that turn can
(Blast)
choose a different target to the Spore Mine Cysts. To fire the
Venom Cannon
36
6
Spore Mine Cysts, the Harpy must be Swooping. After the
(Fusillade)
Harpy has finished moving, center the large blast marker on
any one model the Harpy has passed over that turn and
Heavy Venom
36
9
scatter it D6. Units take a hit for each model that is even
Cannon (Blast)
partially under the blast markers final position, resolved
Heavy Venom
36
9
using the profile above.
Cannon
Spore Burst: If, when the final position of the first blast
(Fusillade)
marker in the barrage is determined, there are no models
(friend or foe) under it, place D3 Spore Mine models
anywhere under the blast marker so that they are in unit
coherency and not within impassable terrain or 1 of an
enemy model (any that cannot be placed are lost). These act
as a Spore Mine Cluster for the rest of the game.
AP Type
4
Assault 1, Blast
Assault 2
Assault 1, Blast
Assault 2
Biomorphs
Acid Blood
For each unsaved Wound a model with the Acid Blood
biomorph suffers in close combat, the enemy unit that
inflicted the Wound must take an Initiative test at the end of
the current Initiative step. For each test that is failed, the
unit that inflicted the Wound immediately suffers a Strength
4 AP2 hit with the Ignores Cover special rule.
Spine Banks
Models with the Spine Banks biomorph dont suffer the penalty to
their Initiative for charging enemies through difficult terrain. In
addition, the Spine Banks can be fired with the following profile:
Range
AP Type
-
Assault 1, Blast
Tail Biomorphs
A tail biomorph is a Melee weapon that allows its wielder to
make a single additional Attack. Note that this Attack is
resolved separately from a models other close combat
attacks and uses the appropriate profile below. Also note that
a tail Attack is not affected by other Melee weapons,
6
2 Melee
biomorphs, upgrades, or special rules belonging to the
owning model, or vice versa. For example, a Hive Tyrant with
a Heavy Venom Cannon, a Bonesword and Lash Whip, a
Adrenal Glands
A model with the Adrenal Glands biomorph has the Fleet and Prehensile Pincer, and Toxin Sacs does not gain an
additional Attack for fighting with two close combat
Furious Charge special rules.
weapons, nor does its Prehensile Pincer tail attack have
either the Smash or Poisoned special rules.
Blinding Venom
In close combat, a model with this biomorph can exchange
Range S
AP Type
all of its normal Attacks to make a single Blinding Venom
Bone Mace
8
- Melee, Unwieldy
attack, which uses the following profile:
Prehensile
6
5 Melee
Range
S
AP Type
Pincer
User
- Melee, Blind,
Thresher
4
4 Melee, Rending
Poisoned (6+)
Scythe
Acid Maw
In close combat, a model with this biomorph can make a
single additional attack at the Initiative 1 step, using the
following profile:
Range
S
AP Type
Flesh Hooks
Models with the Flesh Hooks biomorph dont suffer the
penalty to their Initiative for charging enemies through
difficult terrain. In addition, the Flesh Hooks can be fired
with the following profile:
Range
S
AP Type
6
User
Assault 2
Regeneration
At the end of each friendly turn, roll a D6 for each model
with the Regeneration biomorph that has less than its
starting number of Wounds, but has not been removed as a
casualty. On a result of a 4+, that model regains a single
Wound lost earlier in the battle.
Reinforced Carapace
A model with this biomorph has its Armour Save improved
by 1, to a maximum of 2+.
Toxin Spike
Melee,
Poisoned (2+)
Toxic Miasma
Once per game, in any Assault phase, a unit with this
biomorph can unleash its Toxic Miasma. If it does so, at the
Initiative 1 step, all enemy units engaged in the combat suffer
a number of hits equal to the number of models from their
unit in base contact with any model from the Tyranid unit
unleashing the Toxic Miasma. These hits are resolved at
Strength 1 AP- and have the Poisoned (2+) and Ignores Cover
special rules.
Toxin Sacs
If a model has the Toxin Sacs biomorph, its close combat
attacks gain the Poisoned (4+) special rule.
Wings
If a Monstrous Creature has this biomorph, its unit type is
Flying Monstrous Creature. If a non-Monstrous Creature has
this biomorph, it adds Jump to its unit type.
Apex Biomorphs
The Maw-claws of Thyrax
Range
S
-
User
AP Type
4
Melee, Assimilate,
Gouge,
Slashing Attacks
Assimilate: If this weapons close combat attacks cause an
enemy model to be removed from play as a casualty, the
model equipped with the Maw-claws of Thyrax gains the
Preferred Enemy special rule against all units chosen from
the same codex as the model removed as a casualty.
The Norn Crown
A model with the Norn Crown adds 6 to its synapse range
and counts as having a Psychic Hood (see Warhammer
40,000: The Rules).
Range
36
Assault 1,
Large Blast,
Poisoned (2+)
Assault 1, Torrent,
Poisoned (2+)
AP Type
+1
AP Type
2
Melee, Shred,
Parry, Life Drain,
Swiftstrike
36
Fusillade
36
Assault 1,
Large Blast,
Shred, therbane
Assault 3, Shred,
therbane
therbane: Successful Invulnerable saves of 6 from
models with the Daemon, Psyker, Psychic Pilot, or
Brotherhood of Psykers/Sorceres from Wounds caused by a
weapon with this special rule must be re-rolled.