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Forces of the

Tyranids

The Great Devourer Detachment

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.

Swarm Host (1+)


Core

1 Hive Tyrant, Tyranid Prime, or Trygon Prime


1 Tervigon
3-9 Termagant Broods, Hormagaunt Broods,
and/or Ripper Swarms (in any combination)
1-3 Tyranid Warrior Broods
0-2 Venomthrope Broods

Monsters of the Void


(0-1 per Synapse Host)
Command

1- 12 Auxiliary choices per Synapse Host

Sporefield
Auxiliary

3-5 Spore Mine Clusters


1-3 Mucolid Spore Clusters
1-2 Biovore Broods
0-1 Sporocyst

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

1 Hive Tyrant, Tyranid Prime, or


The Parasite of Mortrex
3-6 Gargoyle Broods and/or Skyslasher Swarms (in any
combination)
1-2 Hive Crones
1-2 Harpies
1-3 Tyranid Shrike Broods

Subterranean Terrors
Auxiliary

Insatiable Swarm
Auxiliary

3-5 Genestealer Broods


2-4 Lictor Broods
1-3 Tyranid Shrike Broods
0-1 Deathleaper

Skytide Swarm
Auxiliary

1 The Swarmlord or Old One Eye

1 Trygon Prime
1-4 Ravener Broods
1-3 Mawlocs
0-2 Trygons

Screamer Killers
Auxiliary

1 unit of Carnifexes

Tyranid Weapons and Biomorphs List


These lists detail the point values of various items of weapons and biomorphs available to units in your army.
Many units entries in the datasheets that follow may include options from one or more of these lists in each
instance, the datasheet will tell you (in bold text) exactly which of these lists you may use. Rules for these items
can be found in the Appendix.
Basic Bio-weapons

A model may replace its Devourer with one of the following:

Scything Talons .............................................. free

Spinefists ........................................................ free

Deathspitter .................................................. 5 pts

Basic Bio-cannons

A model may replace its Devourer with one of the following:

Barbed Strangler ......................................... 10 pts

Venom Cannon ........................................... 10 pts

Monstrous Bio-cannons
A model may replace any pair of Scything Talons with one of
the following:

Heavy Deathspitter ..................................... 15 pts

Devourer with Brainleech Worms .............. 15 pts

Stranglethorn Cannon (1) ............................ 15 pts

Heavy Venom Cannon (1) ........................... 20 pts

Melee Bio-weapons
A model may replace any pair of Scything Talons with one of
the following:

Rending Claws .............................................. 5 pts

Boneswords ................................................. 15 pts

Bonesword and Lash Whip ......................... 15 pts

Crushing Claws ........................................... 15 pts

Biomorphs

A model may take up to one of each of the following:

Acid Blood (2) .............................................. 10 pts

Acid Maw .................................................... 10 pts

Adrenal Glands ........................................... 10 pts

Toxic Miasma ............................................. 10 pts

Toxin Sacs ................................................... 10 pts

Regeneration .............................................. 20 pts

Thorax Biomorphs
A model may take up to one of the following:

Desiccator Larvae ....................................... 10 pts

Electroshock Grubs .................................... 10 pts

Shreddershard Beetles ............................... 10 pts

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:

The Maw-claws of Thyrax ........................... 15 pts

The Miasma Cannon (3) .............................. 25 pts

The Venom Cannon of Sondheim (3) ............ 30 pts

The Norn Crown (4) .................................... 30 pts

The Ymgarl Factor (4) ................................. 30 pts

The Reaper of Obliterax ............................. 35 pts


Notes
(1) One per model. A model cannot have both a Stranglethorn
Cannon and a Heavy Venom Cannon.
(2) Cannot be chosen by a Haruspex.
(3) One per model and can only be chosen by a Monstrous
Creature or Flying Monstrous creature. A model cannot
have both The Miasma Cannon and The Venom Cannon
of Sondheim.
(4) Does not replaces the model's Scything Talons and so can
be taken in addition to any other weapons and upgrades.

Hive Tyrant ............................................................................................ 160 pts


FOC Slot: HQ

WS BS
Hive Tyrant

Ld

Sv

Unit Type

Unit Composition

10

3+

Monstrous Creature (Character)

1 Hive Tyrant

Weapons and Biomorphs:

Two pairs of Scything Talons

Special Rules:

Know Not of Honor


Psyker (Mastery Level 2)
Shadow in the Warp
Synapse Creature

Options:

Psyker:

A Hive Tyrant generates its powers


from the Wrath of the Hive Mind
and Hive Mind's Command
disciplines.

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.

Tyrant Guard Brood .............................................................................. 50 pts


FOC Slot: HQ

WS BS
Tyrant Guard

Ld

Sv

Unit Type

Unit Composition

3+

Infantry

1 Tyrant Guard

Weapons and Biomorphs:

Rending Claws
Scything Talons

Options:

Special Rules:

Blind Rampage
Instinctive Behavior (Feed)
Shield Wall
Extremely Bulky

May include up to two additional Tyrant Guard .................. 50 pts/model


Any model may replace its Scything Talons with one of the following:
Crushing Claws .............................................................. 10 pts/model
Bonesword and Lash Whip .............................................. 10 pts/model
May take any of the following:
Adrenal Glands ............................................................... 5 pts/model
Toxin Sacs ....................................................................... 5 pts/model
Reinforced Carapace ..................................................... 15 pts/model

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.

Tyranid Prime ......................................................................................... 90 pts


FOC Slot: HQ

WS BS
Tyranid Prime

Ld

Sv

Unit Type

Unit Composition

10

3+

Infantry (Character)

1 Tyranid Prime

Weapons and Biomorphs:

Devourer
Scything Talons

Options:

Special Rules:

Alpha Warrior
Know Not of Honor
Independent Character
Shadow in the Warp
Synapse Creature
Very Bulky

May take items from the Basic Bio-weapons, Basic Bio-cannons,


Melee Bio-weapons, Biomorphs, and Apex Biomorphs lists.
May take any of the following upgrades:
Flesh Hooks .................................................................................. 5 pts
Wings .......................................................................................... 15 pts
If Wings are not taken, the model may take the Reinforced Carapace
upgrade .............................................................................................. 20 pts

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.

Tervigon .............................................................................................. 170 pts


FOC Slot: HQ

WS BS
Tervigon

Ld

Sv

Unit Type

Unit Composition

10

3+

Monstrous Creature

1 Tervigon

Weapons and Biomorphs:

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.

Trygon Prime ........................................................................................ 200 pts


FOC Slot: HQ

WS BS
Trygon Prime

Ld

Sv

Unit Type

Unit Composition

10

3+

Monstrous Creature

1 Trygon Prime

Weapons and Biomorphs:

Two pairs of Scything Talons


Bio-electric Pulse with
Containment Spines

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.

The Parasite of Mortrex ...................................................................... 155 pts


FOC Slot: HQ

WS BS
The Parasite of Mortrex

Ld

Sv

Unit Type

Unit Composition

10

4+

Jump Infantry (Character)

1 (Unique)

Weapons and Biomorphs:

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.

Deathleaper ........................................................................................... 130 pts


FOC Slot: HQ

WS BS
Deathleaper

Ld

Sv

Unit Type

Unit Composition

10

10

5+

Infantry (Character)

1 (Unique)

Weapons and Biomorphs:

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)

Its after me!


Its too fast!
Move Through Cover
Pheromone Trail
Shrouded
Very Bulky
Where is it?

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.

Tyranid Warrior Brood ........................................................................... 66 pts


FOC Slot: Troops

WS BS
Tyranid Warrior

Ld

Sv

Unit Type

Unit Composition

10

4+

Infantry

3 Tyranid Warriors

Weapons and Biomorphs:

Devourer
Scything Talons

Special Rules:

Shadow in the Warp


Synapse Creature
Very Bulky

Options:

May include up to six additional Tyranid Warriors .............. 22 pts/model


For every three Tyranid Warriors, one may take an item from the Basic
Bio-cannons list.
Any model may take items from the Basic Bio-weapons and Melee
Bio-weapons lists.
The unit may take any of the following biomorphs:
Toxin Sacs ......................................................................... 3 pts/model
Flesh Hooks ................................................................... 4 pts/model
Adrenal Glands ................................................................. 5 pts/model
The unit may take the Reinforced Carapace upgrade ........... 10 pts/model
The unit can take a Tyrannocyte as a Dedicated Transport.

Genestealer Brood .................................................................................... 55 pts


FOC Slot: Troops

WS BS

Ld

Sv

Unit Type

Unit Composition
5 Genestealers

Genestealer

10

5+

Infantry

Broodlord

10

4+

Infantry (Character)

Weapons and Biomorphs:

Options:

Rending Claws

Special Rules:

Bulky (Broodlord only)


Fleet
Infiltrate
Know Not of Honor
(Broodlord only)
Move Through Cover
Psyker (Mastery Level 1)
(Broodlord only)
Stealth

Psyker:
A Broodlord knows the The Horror
and the Cerebral Agony psychic
powers.

May include up to fifteen additional Genestealers ................ 11 pts/model


Any model in the unit may take one of the following:
Scything Talons ................................................................ 3 pts/model
Rending Claws .................................................................. 4 pts/model
Any Genestealer in the unit may take any of the following biomorphs:
Adrenal Glands ................................................................ 2 pts/model
Toxin Sacs ..................................................................... 3 pts/model
May add a Broodlord ........................................................................ 50 pts
A Broodlord may take items from the Biomorphs list.

Termagant Brood ..................................................................................... 40 pts


FOC Slot: Troops

WS BS
Termagant

Ld

Sv

Unit Type

Unit Composition

6+

Infantry

10 Termagants

Weapons and Biomorphs:

Fleshborer

Special Rules:

Instinctive Behavior (Lurk)


Move Through Cover

Options:

May include up to twenty additional Termagants .................. 4 pts/model


For every ten Termagants, one may replace its Fleshborer with a
Strangleweb .......................................................................................... free
Any model may replace its Fleshborer with one of the following:
Spinefists ....................................................................................... free
Devourer ....................................................................... 4 pts/model
The unit may take any of the following biomorphs:
Adrenal Glands ................................................................ 2 pts/model
Toxin Sacs ........................................................................ 2 pts/model
The unit can take a Tyrannocyte as a Dedicated Transport.

Hormagaunt Brood .................................................................................. 50 pts


FOC Slot: Troops

WS BS
Hormagaunt

Ld

Sv

Unit Type

Unit Composition

6+

Infantry

10 Hormagaunts

Weapons and Biomorphs:

Scything Talons

Special Rules:

Bounding Leap
Fleet
Instinctive Behavior (Feed)
Move Through Cover

Options:

May include up to twenty additional Hormagaunts ............... 5 pts/model


The unit may take any of the following biomorphs:
Adrenal Glands ................................................................ 2 pts/model
Toxin Sacs ........................................................................ 2 pts/model
The unit can take a Tyrannocyte as a Dedicated Transport.

Bounding Leap: Units entirely composed of models with this special rule Run an additional 3 (this will
normally be D6+3).

Ripper Swarms ....................................................................................... 33 pts


FOC Slot: Troops

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:

May include up to six additional Ripper Swarms ..................... 11 pts/base


The unit may take Spinefists ...................................................... 3 pts/base
The unit may take any of the following biomorphs:
Adrenal Glands ................................................................... 4 pts/base
Toxin Sacs ........................................................................... 4 pts/base
The unit may purchase the Deep Strike special rule ................. 2 pts/base

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.

Mucolid Spore Cluster ........................................................................... 15 pts


FOC Slot: Troops

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:

May include up to two additional Mucolid Spores ................ 15 pts/model

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.

Hive Guard Brood .................................................................................. 55 pts


FOC Slot: Elites

WS BS
Hive Guard

Ld

Sv

Unit Type

Unit Composition

4+

Infantry

1 Hive Guard

Weapons and Biomorphs:

Impaler Cannon

Special Rules:

Instinctive Behavior (Hunt)


Very Bulky

Options:

May include up to two additional Hive Guard ...................... 55 pts/model


Any model may replace its Impaler Cannon
with a Shockcannon ................................................................ 5 pts/model
The unit may take any of the following biomorphs:
Toxin Sacs ........................................................................ 3 pts/model
Adrenal Glands ................................................................ 4 pts/model
The unit may purchase the Three-Dimensional Thought
Patterns special rule .............................................................. 10 pts/model
The unit can take a Tyrannocyte as a Dedicated Transport.

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.

Lictor Brood ............................................................................................... 60 pts


FOC Slot: Elites

WS BS
Lictor

Ld

Sv

Unit Type

Unit Composition

10

5+

Infantry

1 Lictor

Weapons and Biomorphs:

Flesh Hooks
Two pairs of Sinister Talons

Special Rules:

Chameleonic Skin
Deep Strike
Fear
Fearless
Fleet
Hit & Run
Infiltrate

Instinctive Behavior (Lurk)


Move Through Cover
Pheromone Trail
Quick Reflexes
Stealth
Very Bulky
We can't find it!

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.

Zoanthrope Brood .................................................................................... 50 pts


FOC Slot: Elites

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.

Spirit Leech ......................................................... Warp Charge 1


Spirit Leech is a witchfire power that targets a non-vehicle enemy unit within 18.
That unit must take a Leadership test on 3D6. If the test if failed, the enemy unit
suffers 1 Wound for each point the test was failed by, with no armor or cover saves
allowed. Add 1 dice to your Warp Charge pool for each Wound inflicted by Spirit
Leech. These additional dice can only be used by the unit that manifested Spirit
Leech and only to manifest Warp Blast.

Options:

May include up to five additional Zoanthropes .................... 50 pts/model


If the unit numbers three models or more, one Zoanthrope
may be upgraded to a Neurothrope .................................................. 25 pts
The unit can take a Tyrannocyte as a Dedicated Transport.

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.

Maleceptor ................................................................................................ 180 pts


FOC Slot: Elites

WS BS
Maleceptor

Ld

Sv

Unit Type

Unit Composition

10

4+

Monstrous Creature

1 Maleceptor

Weapons and Biomorphs

Scything Talons

Special Rules:

Psychic Barrier
Psyker (Mastery Level 2)
Shadow in the Warp
Synapse Creature

Psychic Powers:

A Maleceptor knows the Psychic


Overload psychic power. A
Maleceptor generates its remaining
powers from the Wrath of the Hive
Mind and the Hive Mind's
Command disciplines.

Psychic Overload ............................................... Warp Charge 1

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:

May take items from the Biomorphs list.


May take a Tyrannocyte as a Dedicated Transport.

Psychic Barrier: A model with this special rule has a 5+ invulnerable save.

Venomthrope Brood ................................................................................ 45 pts


FOC Slot: Elites

WS BS
Venomthrope

Ld

Sv

Unit Type

Unit Composition

5+

Infantry

1 Venomthrope

Weapons and Biomorphs

Options:

Lash Whips
Toxic Miasma

May include up to two additional Venomthropes ................. 45 pts/model


The unit can take a Tyrannocyte as a Dedicated Transport.

Special Rules:

Instinctive Behavior (Feed)


Poisoned (2+)
Shrouded
Spore Cloud
Very Bulky

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.

Haruspex ................................................................................................... 160 pts


FOC Slot: Elites

WS BS
Haruspex

Ld

Sv

Unit Type

Unit Composition

3+

Monstrous Creature

1 Haruspex

Weapons and Biomorphs

Acid Blood
Crushing Claws
Grasping Tongue

Options:

May take items from the Biomorphs list.


May take the Thresher Scythe tail biomorph .................................... 10 pts
May take a Tyrannocyte as a Dedicated Transport.

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.

Pyrovore Brood ........................................................................................ 40 pts


FOC Slot: Elites

WS BS
Pyrovore

Ld

Sv

Unit Type

Unit Composition

4+

Infantry

1 Pyrovore

Weapons and Biomorphs

Options:

Acid Blood
Acid Maw
Flamespurt

May include up to two additional Pyrovores ........................ 40 pts/model


The unit can take a Tyrannocyte as a Dedicated Transport.

Special Rules:

Instinctive Behavior (Feed)


Very Bulky
Volatile

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).

Tyranid Shrike Brood .............................................................................. 84 pts


FOC Slot: Fast Attack

WS BS
Tyranid Shrike

Ld

Sv

Unit Type

Unit Composition

10

4+

Jump Infantry

3 Tyranid Shrikes

Weapons and Biomorphs:

Devourer
Scything Talons

Special Rules:

Shadow in the Warp


Synapse Creature
Very Bulky

Options:

May include up to six additional Tyranid Shrikes ................ 28 pts/model


For every three Tyranid Shrikes, one may take an item from the Basic
Bio-cannons list.
Any model may take items from the Basic Bio-weapons and Melee
Bio-weapons lists.
The unit may take any of the following biomorphs:
Toxin Sacs ......................................................................... 3 pts/model
Flesh Hooks ................................................................... 4 pts/model
Adrenal Glands ................................................................. 5 pts/model
The unit may take the Reinforced Carapace upgrade ........... 10 pts/model

Ravener Brood .......................................................................................... 72 pts


FOC Slot: Fast Attack

WS BS
Ravener

Ld

Sv

Unit Type

Unit Composition

5+

Beasts

3 Raveners

Weapons and Biomorphs:

Options:

Two pairs of Scything Talons

Special Rules:

Deep Strike
Instinctive Behavior (Feed)
Snake Body
Very Bulky

May include up to six additional Raveners ........................ 24 pts/model


Any Ravener may exchange any pair of
Scything Talons for Rending Claws ......................................... 5 pts/model
Any Ravener may take one of the following:
Spinefists .......................................................................... 3 pts/model
Devourer ........................................................................... 5 pts/model
Deathspitter .................................................................... 10 pts/model
One Ravener Brood in the army may add The Red Terror ............... 75 pts

Snake Body: A model with this special rule automatically passes Dangerous Terrain tests and never suffers the
Initiative penalty when charging through difficult terrain.

The Red Terror


WS BS
The Red Terror

Ld

Sv

Unit Type

Unit Composition

4+

Beasts (Character)

1 (Unique)

Weapons and Biomorphs:

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.

Sky-slasher Swarms.................................................................................. 45 pts


FOC Slot: Fast Attack

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:

May include up to six additional Sky-slasher Swarms................. 15 pts/base


The unit may take Spinefists ...................................................... 3 pts/base
The unit may take any of the following biomorphs:
Adrenal Glands ................................................................... 4 pts/base
Toxin Sacs ........................................................................... 4 pts/base

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.

Gargoyle Brood ......................................................................................... 60 pts


FOC Slot: Fast Attack

WS BS
Gargoyle

Ld

Sv

Unit Type

Unit Composition

6+

Jump Infantry

10 Gargoyles

Weapons and Biomorphs:

Options:

Binding Venom
Fleshborer

Special Rules:

May include up to twenty additional Gargoyles ..................... 6 pts/model


The unit may take any of the following biomorphs:
Adrenal Glands ................................................................ 2 pts/model
Toxin Sacs ........................................................................ 2 pts/model

Instinctive Behavior (Hunt)

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+)

Harpy ....................................................................................................... 145 pts


FOC Slot: Fast Attack

WS BS
Harpy

Ld

Sv

Unit Type

Unit Composition

10

4+

Flying Monstrous Creature

1 Harpy

Weapons and Biomorphs:

Scything Talons
Spore Mine Cysts
Twin-linked Stranglethorn
Cannon

Special Rules:

Options:

May take items from the Biomorphs list.


May replace Twin-linked Stranglethorn Cannon with
a Twin-linked Heavy Venom Cannon ................................................. 5 pts
May take one of the following:
Stinger Salvo ............................................................................... 10 pts
Cluster Spines ............................................................................. 15 pts

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.

Hive Crone ............................................................................................. 165 pts


FOC Slot: Fast Attack

WS BS
Hive Crone

Ld

Sv

Unit Type

Unit Composition

10

4+

Flying Monstrous Creature

1 Hive Crone

Weapons and Biomorphs:

Drool Cannon
Four Tentaclids
Scything Talons

Special Rules:

Options:

May take the Regeneration biomorph .............................................. 20 pts


May take one of the following:
Stinger Salvo ............................................................................... 10 pts
Cluster Spines ............................................................................. 15 pts

Fearless
Instinctive Behavior (Hunt)
Raking Strike
Skyborne
Vector Dancer

Raking Strike: A Hive Crone's Vector Strike is resolved at Strength 8.


Skyborne: A Hive Crone automatically passes Grounded tests. Additionally, a Hive Crone must start the game
in Reserves, must always remain Swooping, and cannot change flight modes.

Spore Mine Cluster ................................................................................... 12 pts


FOC Slot: Fast Attack

WS BS
Spore Mine

Special Rules:

Deep Strike
Fearless
Floating Death
Living Bomb

Ld

Sv

Unit Type

Unit Composition

Infantry

3 Spore Mines

Options:

May include up to six additional Spore Mines ........................ 4 pts/model

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.

Tyrannocyte ............................................................................................. 75 pts


FOC Slot: Fast Attack

WS BS
Tyrannocyte

Ld

Sv

Unit Type

Unit Composition

4+

Monstrous Creature

1 Tyrannocyte

Weapons and Biomorphs:

Five Deathspitters

Special Rules:

Options:

May replace all five Deathspitters with one of the following:


Five Barbed Stranglers .................................................................. 25 pts
Five Venom Cannons ................................................................. 25 pts

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.

Carnifex Brood ...................................................................................... 120 pts


FOC Slot: Heavy Support

WS BS
Carnifex

Ld

Sv

Unit Type

Unit Composition

3+

Monstrous Creature

1 Carnifex

Weapons and Biomorphs:

Two pairs of Scything Talons

Special Rules:

Fearless
Instinctive Behavior (Feed)
Living Battering Ram

Options:

May include up to two additional Carnifexes ...................... 120 pts/model


Any model may replace one pair of Scything Talons
with one of the following:
Crushing Claws ........................................................................... 15 pts
Crushing Claw and Bio-flail ....................................................... 20 pts
Any model may take items from the Monstrous Bio-cannons and
Biomorphs lists.
Any model may take any of the following:
Spine Banks .................................................................................. 5 pts
Bio-plasma .................................................................................. 15 pts
Any model may take one of the following tail biomorphs:
Thresher Scythe .......................................................................... 10 pts
Bone Mace .................................................................................. 10 pts
The unit may take the Reinforced Carapace upgrade .......... 25 pts/model
The unit can take a Tyrannocyte as a Dedicated Transport.

Living Battering Ram: When a model with this special rule charges, it inflicts D3 Hammer of Wrath Attacks,
rather than just 1.

Biovore Brood ........................................................................................ 40 pts


FOC Slot: Heavy Support

WS BS
Biovore

Ld

Sv

Unit Type

Unit Composition

4+

Infantry

1 Biovore

Weapons and Biomorphs:

Spore Mine Launcher

Special Rules:

Instinctive Behavior (Hunt)


Very Bulky

Options:

May include up to four additional Biovores ......................... 40 pts/model

Toxicrene ................................................................................................ 150 pts


FOC Slot: Heavy Support

WS BS
Toxicrene

Ld

Sv

Unit Type

Unit Composition

4+

Monstrous Creature

1 Toxicrene

Weapons and Biomorphs:

Options:

Acid Blood
Choking Cloud
Lash Whips
Toxic Miasma

The model can take a Tyrannocyte as a Dedicated Transport.

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.

Sporocyst .................................................................................................. 75 pts


FOC Slot: Heavy Support

WS BS
Sporocyst

Ld

Sv

Unit Type

Unit Composition

4+

Monstrous Creature

1 Sporocyst

Weapons and Biomorphs:

Five Deathspitters

Special Rules:

Options:

May replace all five Deathspitters with one of the following:


Five Barbed Stranglers .................................................................. 25 pts
Five Venom Cannons ................................................................. 25 pts

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.

Trygon ..................................................................................................... 180 pts


FOC Slot: Heavy Support

WS BS
Trygon

Ld

Sv

Unit Type

Unit Composition

3+

Monstrous Creature

1 Trygon

Weapons and Biomorphs:

Two pairs of Scything Talons


Bio-electric Pulse

Special Rules:

Options:

May take items from the Biomorphs list.


May take any of the following tail biomorphs:
Prehensile Pincer ........................................................................ 10 pts
Toxinspike .................................................................................. 10 pts

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.

Mawloc .................................................................................................... 140 pts


FOC Slot: Heavy Support

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:

May take items from the Biomorphs list.


May take any of the following tail biomorphs:
Prehensile Pincer ........................................................................ 10 pts
Toxinspike .................................................................................. 10 pts

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.

Exocrine .................................................................................................. 170 pts


FOC Slot: Heavy Support

WS BS
Exocrine

Ld

Sv

Unit Type

Unit Composition

3+

Monstrous Creature

1 Exocrine

Weapons and Biomorphs:

Bio-plasmic Cannon
Scything Talons

Options:

May take items from the Biomorphs list.


May take any of the Thresher Scythe tail biomorph ......................... 10 pts
The model can take a Tyrannocyte as a Dedicated Transport.

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.

Tyrannofex ............................................................................................. 175 pts


FOC Slot: Heavy Support

WS BS
Tyrannofex

Ld

Sv

Unit Type

Unit Composition

2+

Monstrous Creature

1 Tyrannofex

Weapons and Biomorphs:

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.

The Swarmlord ..................................................................................... 280 pts


FOC Slot: Lord of War

WS BS
The Swarmlord

10

Ld

Sv

Unit Type

Unit Composition

10

2+

Monstrous Creature (Character)

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

Crystalline Blades: Successful invulnerable saves made from Wounds


caused by a weapon with this special rule must be re-rolled.

Options:

The model can take a Tyrannocyte as a Dedicated Transport.

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.

Old One Eye ........................................................................................... 250 pts


FOC Slot: Lord of War

WS BS
Old One Eye

Ld

Sv

Unit Type

Unit Composition

10

2+

Monstrous Creature (Character)

1 (Unique)

Weapons and Biomorphs:

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:

The model can take a Tyrannocyte as a Dedicated Transport.

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:

1 HQ unit chosen from the following:


Hive Tyrant
Tyranid Prime
Trygon Prime
1 Tervigon
3-9 units chosen from the following (in any
combination):
Termagant Brood
Hormagaunt Brood
Ripper Swarms
1-3 Tyranid Warrior Broods
0-2 Venomthrope Broods

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:

3-5 Spore Mine Clusters


1-3 Mucolid Spore Clusters
1-2 Biovore Broods
0-1 Sporocyst

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:

3-5 Genestealer Broods


2-4 Lictor Broods
1-3 Tyranid Shrike Broods
0-1 Deathleaper

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.

Power of the Hive Mind: All units in this Formation can


Restrictions:
At least one Zoanthrope Brood must include a Neurothrope. re-roll rolls of 1 when they take a Psychic test.

Skytide Swarm
Formation

Formation:

1 HQ unit chosen from the following:


Hive Tyrant
Tyranid Prime
The Parasite of Mortrex
3-6 units chosen from the following (in any
combination):
Gargoyle Brood
Sky-slasher Swarms
1-2 Hive Crones
1-2 Harpies
1-3 Tyranid Shrike Broods

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:

1 Tyranid Warrior Brood


1-2 Exocrines
1-3 Hive Guard Broods
1-3 Biovore Broods
0-2 Tyrannofexes

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.

Know Not of Honor


Characters and Independent Characters with this special rule
may refuse challenges, suffering no penalties for doing so.

Shadow in the Warp


Models with the Shadow in the Warp special rule have a
Shadow in the Warp range identical to their synapse range.
All enemy units and models with the Psyker, Psychic Pilot, or
Brotherhood of Psykers/Sorcerers special rules suffer a -3
penalty to their Leadership and suffer a -1 penalty to Psychic
tests while they are within Shadow in the Warp range of one
or models with this special rule.

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.

Warlord Traits Table


Warlord Trait

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.

Instinctive Behavior (Lurk)


D6

Lurk Result

Instinctive Behavior (Hunt)

Instinctive Behavior (Feed)

D6

Hunt Result

D6

Feed Result

1-2

Survive: The unit is treated as


having failed a Morale test and
must immediately Fall Back.

1-2

Hide: The unit must


immediately Go to Ground. Units
that contain at least one model
with the Fearless special rule
treat this as Prowl, instead.

1-2

Frenzy: The unit immediately


suffers a number of hits equal to
the number of models in that
unit. These hits are resolved at
the units majority Strength and
AP -. Wounds are allocated by
the owning player and cover
saves cannot be taken. The unit
can do nothing else for the
remainder of the turn. Units
consisting of only one model
treat this result as Devour,
instead.

3-5

Seek Cover: In the Movement


phase this turn, the unit is not
slowed by difficult terrain. In the
Shooting phase, only models in
this unit that are within a
building or terrain may shoot.
The unit cannot charge in the
Assault Phase

3-5

Prowl: In the Shooting phase


this turn, the unit cannot Run
and must instead shoot at the
closest enemy unit that is within
range and line of sight. If there is
no such enemy unit, the unit can
do nothing during the Shooting
phase. The unit cannot charge in
the Assault phase.

3-5

Devour: In the Shooting phase


this turn, the unit cannot shoot
or Run. In the Assault phase, the
unit must declare a charge
against the closest viable enemy
unit. If it cannot, it does nothing
else in the Assault phase.

Stalk: Same as Seek Cover. The


unit also has the Stealth special
rule.

Destroy: Same as Prowl. The


unit also has the Preferred
Enemy special rule.

Kill: Same as Devour. The unit


also has the Rage special rule.

Psychic Powers
Wrath of the Hive Mind

Hive Mind's Command

D6

Result

D6

Result

The Horror ................................. Warp Charge 1


The Horror is a malediction power that targets a
single enemy unit within 24. The target unit must
immediately take a Pinning test with a -2 modifier to
their Leadership.

Dominion .................................... Warp Charge 1


Dominion is a blessing power that targets the Psyker.
Whilst the power is in effect, the Psyker adds 6 to its
synapse range. If the Psyker does not have the Synapse
Creature special rule, it gains it for the duration of this
power and has a synapse range of 6.

Cerebral Agony ............................ Warp Charge 1


Cerebral Agony is a malediction power that targets
a single enemy non-vehicle unit within 24. The
target must immediately take a Leadership test. If the
test is failed, the unit receives a -1 penalty to Psychic
tests and can only make Snap Shots during its next
turn.

Catalyst ........................................ Warp Charge 1


Catalyst is a blessing power that targets the Psyker's
unit and another friendly unit with the Tyranids faction
within the Psykers synapse range. Whilst this power is
in effect, both of those units have the Feel No Pain (5+)
special rule.

Psychic Scream ............................ Warp Charge 1


Psychic Scream is a nova power with a range of 6.
For each target unit, roll 2D6+2 ans subtract their
Leadership. That unit suffers a number of Wounds
equal to the result. Armor and cover saves cannot be
taken against Wounds caused by Psychic Scream.

Onslaught ....................................... Warp Charge 1


Onslaught is a blessing power that targets a single
friendly unit with the Tyranids faction within the
Psykers synapse range. Whilst this power is effect, the
target unit can either Shoot and then Run, or Run and
then Shoot in the same Shooting phase. It must
complete both actions before you move onto the next
unit.

Obliterate ................................... Warp Charge 1


Obliterate is a witchfire power with the following
profile:
Range
S
AP Type

Genetic Alteration ........................ Warp Charge 1


Genetic Alteration is a blessing that targets a single
friendly unit with the Tyranids faction within the
Psykers synapse range. Whilst this power is in effect,
the target unit gains one of the following (your choice):
+1 Strength, +1 Toughness, +1 Attack, or +1 Armor Save
(to a maximum of 2+).

Template

Assault 1, Shred

Paroxysm .................................... Warp Charge 1


Paroxysm is a malediction power that targets a
single enemy unit within 24. Whilst this power is in
effect, the target unit's Weapon Skill and Ballistic
Skill is reduced by D3 (roll once and apply the result
to both characteristics).

Empathic Feedback ..................... Warp Charge 1


Empathic Feedback is a blessing power that targets a
single friendly unit with the Tyranids faction within the
Psykers synapse range. Whilst this power is in effect,
whenever the target suffers one or more unsaved
Wounds from an enemy units Psychic power or
Shooting attack (not including Overwatch), that enemy
unit suffers a number of Strength 3, AP - hits equal to
the number of unsaved wounds the target unit suffered.
Wounds are allocated as per shooting, with the target
unit as the firer.

Alien Voice ................................. Warp Charge 2


Alien Voice is a focussed witchfire power that
targets a single enemy non-vehicle model within 12.
Both the Psyker and the target model roll a D6 and
add their respective Leadership values. If the target
unit's result is lower than the Psyker's the model
suffers D3 Wounds with no armor of cover saves
allowed.

Induce Range Pheromones .... Warp Charge 2


Induce Rage Pheromones is a blessing power that
targets a single friendly unit with the Tyranids faction
within the Psykers synapse range. Until the end of this
turn, the target unit gains the Furious Charge, Rage,
Fleet, Hatred, and Feel No Pain (4+) special rules. At
the end of this turn, the target unit must pass a
Leadership test or be removed from play as a casualty.

Warp Blast ................................. Warp Charge 2


Warp Blast is a witchfire power. Warp Blast can be
used as either a Burst or Lance. Each time this power
is manifested, the controlling player must choose
which profile is being used, the target is chosen:
Range
S AP Type

Synaptic Guidance ....................... Warp Charge 2


Synaptic Guidance is a blessing power that targets the
Psyker. Whilst this power is in effect, all other friendly
units with the Tyranids faction within synapse range of
the Psyker gain +1 to their Weapon Skill and Ballistic
Skill, and those units may choose to use the Psyker
when determining Line of Sight during the Shooting
phase

Burst

24

Assault 1, Blast

Lance

18

10

Assault 1, Lance

Weapons and Biomorphs


Designers Note: Tyranid Melee weapons come as pairs. For game purposes, each pair is treated as a single
Melee weapon. This means that Tyranid models must fight with two pairs of any Tyranid Melee weapons to
gain a bonus Attack in close combat for fighting with two weapons. For example, a Hormagaunt armed with a
single pair of Scything Talons does not gain a bonus Attack, but a Ravener with two pairs of Scything Talons,
or a Genestealer with a pair of Rending Claws and a pair of Scything Talons, does.

Melee Weapons
Boneswords and Lash Whips

Scything Talons

Range

AP Type

Boneswords

User

Melee, Life Drain,


Parry

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.

Crushing Claws and Bio-flails


Crushing Claws

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

Barbed Stranger Weapons


Range

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-electric Pulse Weapons


AP Type

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.

Spore Mine Weapons


Range

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).

The Miasma Cannon


Miasmic Spit

Range

36

Assault 1,
Large Blast,
Poisoned (2+)

Assault 1, Torrent,
Poisoned (2+)

Misamic Spray Template

AP Type

The Ymgarl Factor


At the start of every Assault phase, a model with the Ymgarl
Factor must alter their form into one of the three listed
below. The bonus gained lasts until the end of the models
next Movement phase. The same form cannot be chosen in
two consecutive turns.
Slashing Claws: The model has +D3 Strength.
Tentacled Limbs: The model has +D3 Attacks.
Protective Carapace: The model has +1 Toughness.
The Reaper of Obliterax
Range

+1

AP Type
2

Melee, Shred,
Parry, Life Drain,
Swiftstrike

The Venom Cannon of Sondheim


Range
S
AP Type
Blast

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.

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