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It is essentially an upgraded 6th edition Codex. Read it an let me know what you think about it, feedback is always nice.
If you don't want to download it, it is in the spoiler below:
Spoiler:
FORCES OF THE HIVE MIND
TYRANID SPECIAL RULES
TYRANIDS FACTION
All units described in this Codex have the Tyranids Faction.
BURROW
Models with the Burrow special rule also have the Hit & Run special rule. At the beginning of the Movement phase, an unengaged unit composed entirely of models with the Burrow special rule can leave the table and be placed on Ongoing Reserves. A model cannot deploy and Burrow in the same turn.
INSTINCTIVE BEHAVIOUR
This special rule is always followed, in brackets, by a type: Lurk, Hunt or Feed. At the beginning of each of your turns, all Tyranids Faction units with this special rule that are outside of the synapse range of any friendly Synapse Creatures (see below) must take a Leadership test unless they are: engaged in combat, falling back, have gone to ground or arrived from reserve this turn. If the test is passed, the unit acts normally during this turn. If the test is failed, the unit must roll a D6 on the appropriate Instinctive Behaviour table. The effects of last until the beginning of your next turn, unless specified otherwise.
SHADOW IN THE WARP
All enemy units and models with the Psyker, Psychic Pilot, Brotherhood of Psykers or Daemon special rules suffer a -3 penalty to their Leadership whilst they are within synapse range of one or more models with the Shadow in the Warp special rule.
Psychic tests made by enemy models within synapse range of one or more models with this rule have a -1 modifier.
SYNAPTIC CREATURE
Models with the Synapse Creature special rule have a synapse range of 12". Friendly Tyranids Faction models within this synapse range, including the Synapse Creatures themselves, have the Fearless special rule. If a unit With the Tyranids Faction is falling back and at least one of the unit’s models is within a friendly Synapse Creature’s synapse range before the unit moves, the unit automatically Regroups.
UNNATURAL LEADERSHIP
Tyranid faction characters don’t suffer the negative effects of refusing a challenge while locked in combat, all of them can strike blows normally and their Leadership can be used by their respective units.
WARLORD TRAITS
When generating its Warlord Traits, a Tyranid Warlord may either roll on one of the Warlord Traits tables in the Warhammer 40,000 rulebook, or instead roll on the Warlord Traits table presented here.
D6 - WARLORD TRAIT
1- Synaptic Lynchpin:
The synapse range of all the models in your army with the Synapse Creature special rule is increased by 6”
2- Digestive Denial:
After deployment, but before Scout redeployments and Infiltrate deployments, nominate D3 pieces of terrain on the table (this may not be one your opponent has purchased as part of their army). The terrain pieces’ cover save is reduced by one for the duration of the game (to a minimum of 6+). Note that a piece of terrain can only be affected by this ability once
3- Night Predator:
The first D3 turns of the game use the Night Fight special rule and all models in your army have the Night Vision special rule.
4- Strategic Monstrosity:
Your Reserve Rolls and Seize the Initiative rolls gain a +1 modifier.
5- Psychic Monstrosity:
Your Warlord’s Mastery Level is increased by one. If your Warlord doesn’t have the Psyker special rule then it gains the Psyker (Mastery level 1) special rule.
6- Cunning Monstrosity:
Your Warlord and D3 units of your choice have the Infiltrate and Acute senses special rules.
D6 –INSTICTIVE BEHAVIOUR (LURK)
1-2 – Survive:
The unit is treated as having failed a Morale test and must immediately Fall Back.
3-6 – Seek Cover:
In the Movement phase, the unit is not slowed by difficult terrain, though its models must take Dangerous Terrain tests as normal. In the Shooting phase, the unit can Run, but it can only shoot if it is in a building or area terrain (if the unit is partially within area terrain, only those models within area terrain are allowed to shoot). The unit cannot charge in the Assault phase.
D6 –INSTICTIVE BEHAVIOUR (HUNT)
1-2 – Burrow and Hide:
The unit immediately Goes to Ground. Units that contain at least one model with the Fearless special rule treat this result as Prowl (below), instead.
3-6 – Prowl:
In the Shooting phase, the unit cannot Run and must instead shoot at the closest enemy unit that is within range and line of sight of at least one model in the Tyranid unit. If there is no viable target, the Tyranid unit can do nothing during the Shooting phase. The unit cannot charge in the Assault phase.
D6 –INSTICTIVE BEHAVIOUR (FEED)
1-2 – Cannibalistic Hunger:
The unit immediately suffers a number of hits equal to the number of models in that unit. These hits are resolved using the unit’s majority Strength (if drawn, use the highest) and AP-. Wounds are allocated by the owning player and armour saves (but not cover saves) may be taken. After resolving casualties (if any) the unit can do nothing else until the end of its turn. Units consisting of only a single model treat this result as Devour (below), instead.
3-6 – Devour:
In the Shooting phase, the unit cannot shoot or Run. In the Assault phase, if the unit is able to declare a charge, it must do so against the closest viable enemy unit. If the unit cannot declare a charge, it does nothing in the Assault phase.
HIVE TYRANTS
WSBS S T W I A LdSv Hive Tyrant 8 4 6 6 4 5 4 10 3+
UNIT TYPE: Monstrous Creature (Character).
WEAPONS & BIOMORPHS: Two pairs of Monstrous Talons.
SPECIAL RULES: Psyker (Mastery Level 2), Shadow in the Warp, Synaptic Creature.
PSYKER: A Hive Tyrant generates its Psychic powers from the Adaptation and Devastation Disciplines.
UPGRADES:
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.
Old Adversary: The Hive Tyrant and friendly Tyranids Faction units within 6” the Hive Tyrant have the Preferred Enemy special rule.
Indescribable Horror: Enemy units taking a Moral Test within 6” of the Hive Tyrant must take the test on 3D6.
TERVIGONS
WSBS S T W I A LdSv Tervigon 3 3 6 6 6 3 3 10 3+
UNIT TYPE: Monstrous Creature (Character).
WEAPONS & BIOMORPHS: Monstrous Talons, Stinger Salvo.
SPECIAL RULES: Psyker (Mastery Level 1), Shadow in the Warp, Synaptic Creature.
Brood Progenitor: All Termagants broods within 12" of the Tervigon can use the Tervigon Leadership and have the Counter-Attack special rule.
Spawn Termagants: At the end of your Movement phase, a Tervigon can spawn Termagants (see army list), 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 wholly 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 Termagant models, the excess is discarded.
The spawned unit cannot move during the Movement phase in which it is spawned, but it is free to shoot, Run or Charge as normal. A unit spawned by a Tervigon is identical in every way to a Termagant unit chosen from the Troops section of the army list, 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, roll 3D6 before removing the model as a casualty. Each friendly unit of Termagants within 6" of the Tervigon immediately suffers a number of Strength 3 AP- hits equal to the result. 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.
PSYKER: A Tervigon generates its Psychic powers from the Adaptation and Devastation Disciplines.
TYRANT GUARDS
WSBS S T W I A LdSv Tyrant Guard 5 3 5 6 2 4 2 6 3+
UNIT TYPE: Infantry.
WEAPONS & BIOMORPHS: Rending Claws, Scything Talons.
SPECIAL RULES: Fearless, Instinctive Behaviour (Feed), Move Through Cover, Very 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 Guards have the Furious Charge and Rage special rules for the remainder of the battle.
Shieldwall: 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 WARRIORS
WSBS S T W I A LdSv Tyranid Prime 6 4 5 5 3 5 4 10 3+
Tyranid Warrior 4 3 5 5 2 4 3 10 4+
Tyranid Shrike 4 3 5 5 2 4 3 10 5+
UNIT TYPE: Tyranid Prime is Infantry (Character). Tyranid Warriors are Infantry. Tyranid Shrikes are Jump Infantry
WEAPONS & BIOMORPHS: Two pairs of Scything Talons.
SPECIAL RULES: Independent Character (Tyranid Prime only), Move through Cover (Tyranid Prime and Tyranid Warriors only), Shadow in the Warp, Synaptic Creature, Very Bulky.
Alpha Warrior (Tyranid Prime only): 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.
GENESTEALERS
WSBS S T W I A LdSv Genestealer 6 3 4 4 1 6 3 10 5+
Broodlord 7 3 5 5 3 7 4 10 4+
UNIT TYPE: Infantry. Broodlord is Infantry (Character).
WEAPONS & BIOMORPHS: 2 pairs of Rending Claws.
SPECIAL RULES: Bulky (Broodlord only), Deep Strike, Fleet, Infiltrate, Move Through Cover, Psyker (Mastery Level 1) (Broodlord only).
Infestation: A Genestealer brood does not scatters when deep striking, but it only can Deep Strike into a piece of terrain. A Genestealer brood cannot Deep Strike into impassable terrain.
PSYKER: A Broodlord always knows The Horror psychic power.
HORMAGAUNTS
WSBS S T W I A LdSv Hormagaunt 3 3 3 3 1 5 2 6 6+
UNIT TYPE: Infantry.
WEAPONS & BIOMORPHS: Scything Talons.
SPECIAL RULES: Fearless, Fleet, Instinctive Behaviour (Feed), Move Through Cover.
Bounding Leap: A Hormagaunt adds an additional 3” to its Run move (this will normally be D6+3") and to its charge range (normally 2D6+3").
TERMAGANTS
WSBS S T W I A LdSv Termagant 3 3 3 3 1 4 1 6 6+
UNIT TYPE: Infantry.
WEAPONS & BIOMORPHS: Fleshborer.
SPECIAL RULES: Instinctive Behaviour (Lurk), Move Through Cover.
RIPPER SWARMS
WSBS S T W I A LdSv Ripper Swarm 2 2 3 3 4 2 4 5 6+
Sky-Slasher Swarm 2 2 3 3 4 2 4 5 6+
UNIT TYPE: Ripper Swarms are Infantry. Sky-Slasher Swarms are Jump Infantry
SPECIAL RULES: Fearless, Instinctive Behaviour (Feed), Swarms.
HARUSPEXES
WSBS S T W I A LdSv Haruspex 3 3 6 6 5 3 4 8 3+
UNIT TYPE: Monstrous Creature.
WEAPONS & BIOMORPHS: Acid Blood, Crushing Claws.
Grappling Tongue:
Range S AP Type
12” 8 2 Assault 1, Armourbane, Grapple
Grapple: After resolving damage rolls, an enemy vehicle that has suffered a penetrating hit caused by the Grappling Tongue will be moved 1D6” towards the firing Haruspex even if the vehicle is immobilized. Vehicles cannot be rotated or moved within 1” of enemy models or into impassable terrain, but Dangerous Terrain tests must be rolled if required.
SPECIAL RULES: Fearless, Instinctive Behaviour (Feed).
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. Note that Wounds caused by its Hammer of Wrath, Acid Blood or tail biomorph do not benefit from this rule.
HIVE GUARDS
WSBS S T W I A LdSv Hive Guard 4 4 5 6 2 4 2 8 4+
UNIT TYPE: Infantry.
WEAPONS & BIOMORPHS:
Impaler Cannon:
Range S AP Type
24” 8 4 Assault 2, Homing, Ignores Cover
Homing: Impaler Cannons can be fired at targets out of the unit’s line of sight.
Shockcannon:
Range S AP Type
18” 5 5 Assault 2, Haywire
SPECIAL RULES: Instinctive Behaviour (Hunt), Very Bulky.
Synaptic Targeting: A Hive Guard brood can choose whether or not to use the Skyfire special rule at the start of each phase.
LICTORS
WSBS S T W I A LdSv Lictor 7 4 6 5 2 7 4 10 4+
Deathleaper 9 5 7 5 2 9 5 10 5+
UNIT TYPE: Lictors are Infantry, Deathleaper is Infantry (Character).
WEAPONS & BIOMORPHS: Flesh Hooks, Rending Claws, Scything Talons.
SPECIAL RULES: Deep Strike, Fear, Fleet, Hit & Run, Infiltrate, Move Through Cover, Precision Shots, Precision Strikes, Shrouded, Stealth, Very Bulky.
Chameleonic Skin: A unit composed entirely of models with this special rule does not scatter when arriving from Deep Strike Reserve. Also, at the beginning of the Movement phase, an unengaged unit composed of models with this special rule can leave the table and be placed on Ongoing Reserves. A model with this rule cannot Deep Strike and leave the table in the same turn.
Pheromone Trail: If a friendly unit with the Tyranids Faction arrives on the battlefield via Deep Strike, it will not scatter so long as the first model in the unit is placed within 6" of a model with this special rule.
‘It’s after me!’ (Deathleaper only): 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.
‘Where is it?’ (Deathleaper only): Enemy models can only fire Snap Shots when targeting Deathleaper unless the Deathleaper is part of a larger unit.
Killing Strike (Deathleaper only): The Deathleaper’s attacks count as Precision Shots or Precision Strikes on any To Hit roll of a 5 or a 6. Also the Deathleaper’s Flesh Hooks and Rending Claws count as Rending on any To Wound roll of a 5 or a 6.
MALECEPTOR
WSBS S T W I A LdSv Maleceptor 4 4 6 6 5 3 3 10 3+
UNIT TYPE: Monstrous Creature.
WEAPONS & BIOMORPHS: Monstrous Talons.
SPECIAL RULES: Psyker (Mastery Level 2), Shadow in the Warp, Synapse Creature.
Psychic Barrier: A model with this rule has a 5+ invulnerable save.
Secondary Brain: A Maleceptor generates 4 psychic powers.
PSYKER: A Maleceptor generates its Psychic powers from the Adaptation and Devastation Disciplines.
WSBS S T W I A LdSv Pyrovore 3 3 4 4 3 3 2 6 4+
PYROVORES
UNIT TYPE: Infantry.
WEAPONS & BIOMORPHS: Acid blood.
Acid Maw: In close combat, a model with this biomorph can exchange all of its normal Attacks to make a single Attack with the following profile.
Range S AP Type
- 5 2 Melee
Flamespurt:
Range S AP Type
Template 5 4 Assault 1, Instinctive Weapon, Torrent
Instinctive Weapon: The Pyrovore can fire its weapon even if it is subject to Instinct Behaviour (Feed)
SPECIAL RULES: Fearless, Instinctive Behaviour (Feed), Very Bulky.
Volatile: If a Pyrovore is slain by a Wound that inflicted Instant Death, center a large blast marker over the slain Pyrovore. Units take a Strength 3 AP- hit for each model that is even partially beneath the blast marker.
VENOMTHROPES
WSBS S T W I A LdSv Venomthrope 3 3 4 4 2 5 3 7 5+
UNIT TYPE: Infantry.
WEAPONS & BIOMORPHS: Lash Whip, Toxic Miasma.
SPECIAL RULES: Instinctive Behaviour (Lurk), Poisoned (2+), Shrouded, Very Bulky.
Spore Cloud: All friendly models with the Tyranids Faction that are within 6" of at least one Venomthrope have the Shrouded special rule.
ZOANTHROPES
WSBS S T W I A LdSv Zoanthrope 3 4 4 4 2 4 2 10 5+
Neurothrope 3 5 4 4 2 4 2 10 5+
UNIT TYPE: Infantry.
SPECIAL RULES: Brotherhood of Psykers (Mastery level 2) Shadow in the Warp, Synapse Creature, Very Bulky.
Psychic Brood: A Zoanthrope brood generates 2 Warp Charge points for each Zoanthrope and Neurothropes in the unit.
If a Zoanthrope Brood uses the Warp Blast power, the normal number of shots fired is equal to the number of Zoanthropes and Neurothropes in that unit.
Warp Field: A model with this rule has a 3+ invulnerable save.
PSYKER: A Zoanthrope Brood always knows the Warp Blast psychic power and it can generate one additional power from the Adaptation or Devastation Disciplines. A Brood which includes a Neurothrope always knows the Spirit Leech psychic power in addition to its other psychic powers as long as the Neurothrope is alive.
GARGOYLES
WSBS S T W I A LdSv Gargoyle 3 3 3 3 3 4 1 7 6+
UNIT TYPE: Jump Infantry.
WEAPONS & BIOMORPHS: Fleshborer.
Blinding Venom: The close combat attacks of a model with this rule have the Blind and Poisoned (6+) special rules.
SPECIAL RULES: Instinctive Behaviour (Hunt).
HARPIES
WSBS S T W I A LdSv Harpy 3 3 5 5 5 5 3 10 4+
UNIT TYPE: Flying Monstrous Creature.
WEAPONS & BIOMORPHS: Monstrous Talons, Twin-linked Stranglethorn Cannon.
Spore Mine Cysts:
Range S AP Type
- 4 4 Assault 1, Barrage, Large Blast, Spore Bomb, Spore Burst
Spore Bomb: Unlike other weapons, Spore Mine Cysts are used during the Movement phase. A Harpy can fire its Spore Mine cysts once in each of its Movement phases. If it does so, it counts as having fired one weapon in its following Shooting phase; however, any other weapons it fires that turn can choose a different target to the Spore Mine cysts. To fire the Spore Mine cysts, the Harpy must be Swooping. After the Harpy has finished moving, center the large blast marker on any one model the Harpy has passed over that turn and scatter it D6". Units take a hit for each model that is even partially under the blast marker’s final position, resolved using the profile above.
Spore Burst: If, when the final position of the first blast marker in the barrage is determined, there are no models (friend or foe) under it, place a number of Spore Mine models, equal to the number of models in the firing unit armed with a weapon with this rule, anywhere under the blast marker so that they are in unit coherency and not within impassable terrain or 1" of an enemy model (any Spore Mine that cannot be placed will be lost). These act as a Spore Mine Cluster for the rest of the game.
SPECIAL RULES: Fearless, Instinctive Behaviour (Hunt), Strafing Run.
Sonic Screech:
Swoop mode: If the Harpy is Swooping, at the end of the Movement phase, nominate an enemy unit the Harpy has moved over that turn. All the models in that unit suffer a -5 to their Initiative (to a minimum of 1). In addition, Tyranids Faction units that charge the affected unit will not suffer the initiative penalty from charging trough terrain. The effects last until the end of the next Assault phase.
Charge mode: If the Harpy is Gliding and charges into combat, all enemy models in the combat suffer -5 to their Initiative (to a minimum of 1). In addition, Tyranids Faction units that charge the affected units will not suffer the initiative penalty from charging trough terrain. The effects last until the end of the Assault phase.
HIVE CRONES
WSBS S T W I A LdSv Hive Crone 3 3 5 5 5 5 3 10 4+
UNIT TYPE: Flying Monstrous Creature.
WEAPONS & BIOMORPHS: Monstrous Talons.
Drool Cannon:
Range S AP Type
Template 6 4 Assault 1
Tentaclids:
Range S AP Type
36 5 5 Assault 1, Haywire, One use only, Seeking
Seeking: If a model makes a shooting attack with this weapon against either a Zooming Flyer or a Swooping Flying Monstrous Creatures, it re-rolls failed To Hit rolls.
SPECIAL RULES: Fearless, Instinctive Behaviour (Feed).
Raking Strike: A Hive Crone’s Vector Strike is resolved at Strength 8 and it causes 2 additional hits (this would normally be 3 hits unless the target is an enemy Flyer in Zoom mode, or an enemy Swooping Flying Monstrous Creature, then takes 2+D3 hits).
RAVENERS
WSBS S T W I A LdSv Ravener 5 3 5 5 2 5 3 6 4+
The Red Terror 6 3 5 5 3 5 4 8 3+
UNIT TYPE: Raveners are Beasts. The Red Terror is Beast (Character).
WEAPONS & BIOMORPHS: Two pairs of Scything Talons, Prehensile Pincer (the Red Terror only).
SPECIAL RULES: Burrow, Deep strike, Fearless, Instinctive Behaviour (Feed), Very Bulky.
Homing Predator: If a Ravener brood is deep striking within 6” of an enemy model, unless the enemy model is a Zooming Flyer or a Swooping Flying Monstrous Creature, then the Ravener brood will not scatter.
Swallow Whole (the Red Terror only): If the Red Terror hits with at least four 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.
SPORE MINE CLUSTERS
WSBS S T W I A LdSv Spore Mine - - 1 1 1 1 - 1 -
Mucolid Spore - - 1 3 3 1 - 1 -
UNIT TYPE: Infantry.
SPECIAL RULES: Deep Strike, Fearless, Infiltrate, Shrouded (Mucolid Spore only).
Floating Death: Spore Mines and Mucolids Spores move 3" in the Movement phase and, when they Run or charge, move half the distance rolled. Spore Mines and Mucolid Spores are never slowed by difficult terrain, but must take Dangerous Terrain tests as normal. Spore Mines and Mucolid Spores 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 or Mucolid Spores. Every other unit (friend or foe) under the blast marker suffers a number of hits equal to the number of its models under the blast marker multiplied by the number of Spore Mines or Mucolid Spores in the detonating cluster. Resolve this hits at Strength 4, AP 4 and with the Ignore Cover special rule if the detonating cluster is made of Spore Mines or at Strength 8 AP 3 and with the Ignore Cover special rule if the detonating Cluster is made of Mucolid Spores. Once all hits have been resolved, remove all models in the Spore Mine Cluster from play as casualties.
Living Bomb: Spore Mine Clusters are non-scoring, non-denial units. They do not award Victory Points when destroyed, and Wounds suffered by Spore Mines or by Mucolids in close combat (including those caused by a Floating Death detonation) are not counted when determining assault results.
Skyblast (Mucolid Spore only): A unit composed completely of models with this rule can assault Zooming Flyers or Swooping Monstrous Flying 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 are always resolved against the target model’s side armour.
BIOVORES
WSBS S T W I A LdSv Biovore 3 4 4 4 3 2 2 8 4+
UNIT TYPE: Infantry
WEAPONS & BIOMORPHS:
Spore Mine Launcher:
Range S AP Type
48” 4 4 Assault 1, Barrage, Large Blast, Spore Burst.
SPECIAL RULES: Instinctive Behaviour (Hunt), Very Bulky.
CARNIFEXES
WSBS S T W I A LdSv Carnifex 4 3 9 6 4 2 4 8 3+
Old One Eye 5 3 9 6 5 2 5 10 2+
UNIT TYPE: Carnifexes are Monstrous Creature, Old One Eye is Monstrous Creature (Character).
WEAPONS & BIOMORPHS: Crushing Claws (Old One Eye only), Monstrous Talons, Monstrous Talons (Carnifex Only), Regeneration (Old One Eye only), Thresher Scythe (Old One Eye only).
SPECIAL RULES: Eternal Warrior (Old One Eye only), Fearless, Instinctive Behaviour (Feed).
Living Battering Ram: When this model charges, it inflicts D3 Hammer of Wrath Attacks, rather than just 1.
Alpha Leader (Old One Eye only): Any friendly unit within 12" of Old One Eye can choose to use Old One Eye’s Leadership for any Morale or Leadership tests they are required to make.
Berserk Rampage (Old One Eye only): 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.
Immortal Nightmare (Old One Eye only): Old One Eye’s Feel No Pain and It Will Not Die rolls have a +1 modifier.
EXOCRINES
WSBS S T W I A LdSv Exocrine 3 4 6 6 5 2 3 8 3+
UNIT TYPE: Monstrous Creature.
WEAPONS & BIOMORPHS: Monstrous Talons.
Bio-Plasmic Cannon:
Range S AP Type
Blast 36” 7 2 Large Blast
Streams 36” 7 2 Assault 6
SPECIAL RULES: Fearless, Instinctive Behaviour (Hunt).
MAWLOCS
WSBS S T W I A LdSv Mawloc 4 3 6 6 6 4 3 8 3+
UNIT TYPE: Monstrous Creature.
SPECIAL RULES: Burrow, Deep Strike, Instinctive Behaviour (Feed).
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 Flyers and 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. If the blast marker is on a multi-level ruin, only models on the lowest level of the ruin count as being under 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 side armour.
If, after removing casualties, it is now possible to place the Mawloc on the table on 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.
SPOROCYSTS
WSBS S T W I A LdSv Sporocyst 2 2 5 5 6 3 3 8 4+
UNIT TYPE: Monstrous Creature.
WEAPONS & BIOMORPHS: Five Deathspitters
SPECIAL RULES: Deep Strike, Fearless, Infiltrate.
Instinctive Fire: Each weapon on this model automatically fires at the nearest enemy unit within range and 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.
Immobile Pod: A model with this special rule cannot move. It can never go to ground (voluntarily or otherwise) and cannot consolidate or make a sweeping advance.
Psychic Resonator: Any 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 (see Codex: Tyranids) 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.
A Sporocyst also can produce a single Mucolid Spore instead of the three Spore Mines. Place the Mucolid Spore in the same way as described above.
TOXICRENE
WSBS S T W I A LdSv Toxicrene 4 3 5 6 5 3 6 8 3+
UNIT TYPE: Monstrous Creature.
WEAPONS & BIOMORPHS: Acid Blood, Lash Whip, Toxic Miasma.
Choking Cloud:
Range S AP Type
12” 3 - Assault 1, Ignores Cover, Large Blast, Poisoned 2+, Predatory Sentience
Predatory Sentience: When making armour penetration rolls against vehicles that are Open-topped or that have lost 1 or more of their Hull Points add a +6 modifier to the roll.
SPECIAL RULES: Fearless, Instinctive Behaviour (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.
TRYGONS
WSBS S T W I A LdSv Trygon 5 3 6 6 6 4 5 8 3+
Trygon Prime 7 3 6 6 6 4 5 10 3+
UNIT TYPE: A Trygon is a Monstrous Creature. A Trygon Prime Is a Monstrous Creature (Character)
WEAPONS & BIOMORPHS: Two pairs of Monstrous Talons.
Bio-electric Pulse:
Range S AP Type
12” 5 5 Assault 6
Bio-electric Pulse with Containment Spines:
Range S AP Type
18” 5 5 Assault 12, Bio-electric Field
Bio-electric Field: If this weapon isn’t fired on the Shooting phase, it grants its wearer a 5+ invulnerable save until the next friendly Shooting phase.
SPECIAL RULES: Burrow, Deep Strike, Fearless (Trygon Only), Fleet, Instinctive Behaviour (Feed) (Trygon only), Shadow in the Warp (Trygon Prime only), Synapse Creature (Trygon Prime only).
Subterranean Assault: If, when a Trygon (or Trygon Prime) 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 a Trygon (or Trygon Prime) has arrived from Deep Strike, mark the position under the creature’s base with a suitable marker.
Any friendly Tyranid Infantry unit that arrives from reserves the same turn as the Trygon can be deployed wholly within 6” of the Trygon and in unit coherency. In subsequent turns, any friendly Tyranid Infantry unit that arrives from reserves can be deployed wholly within 6" of the center of the tunnel marker and in unit coherency. In both cases the models of the units 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.
TYRANNOCYTES
WSBS S T W I A LdSv Tyrannocyte 2 2 5 5 6 3 3 8 4+
UNIT TYPE: Monstrous Creature.
WEAPONS & BIOMORPHS: Five Deathspitters
SPECIAL RULES: Deep Strike, Fearless, Instinctive Fire.
Drifting Death: Tyrannocytes cannot Run or charge. They can consolidate but may not make a Sweeping Advance
Transport Spore: A Tyrannocyte can carry a single unit with the Tyranids Faction and has a Transport Capacity of 20 –Monstrous Creatures 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 avoid the obstacle.
Once a Tyrannocyte Deep Strikes, a unit carried by it must disembark. Place the unit such that every model is wholly within 6" of the Tyrannocyte and none 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.
TYRANNOFEXES
WSBS S T W I A LdSv Tyrannofex 3 4 6 6 6 2 3 8 2+
UNIT TYPE: Monstrous Creature.
WEAPONS & BIOMORPHS: Stinger Salvo.
Acid Spray:
Range S AP Type
Template 6 4 Assault 1, Torrent
Fleshborer Hive:
Range S AP Type
12” 4 5 Assault 20, Twin-linked
Rupture Cannon:
Range S AP Type
48” 10 1 Assault 2, Implosion
Implosion: A weapon with this rule has a +1 modifier when rolling on the Vehicle Damage and Building Damage tables.
SPECIAL RULES: Fearless, Instinctive Behaviour (Hunt).
THE SWARMLORD
WSBS S T W I A LdSv The Swarmlord 10 5 6 6 5 6 5 10 2+
UNIT TYPE: Monstrous Creature (Character).
WEAPONS & BIOMORPHS:
Two pairs of Bone Sabres.
Range S AP Type
- User 1 Melee, Blade Parry, Instant Death, Trans-galactic Crystals.
Blade Parry: The Swarmlord has a 4+ invulnerable save against Wounds caused by Melee weapons.
Trans-galactic Crystals: A To Wound roll of 6 made with a weapon with this rule automatically wounds with no saves of any kind allowed. Similarly, an armour penetration roll of 6 made with a weapon with this rule automatically causes D3 penetration hits with no saves of any kind allowed.
SPECIAL RULES: Eternal Warrior, Psyker (Mastery Level 3), Shadow in the Warp, Synaptic Creature.
Embodiment of the Hive Mind: If possible, the Swarmlord always must be your Warlord and he cannot roll on the Warlord Traits tables in the Warhammer 40,000 rulebook. Instead, the Swarmlord must roll two times on the Tyranid Warlord Traits table. If a double is rolled, reroll one of the results and the Swarmlord gains another additional roll on the table. Any further repeated result on the Warlord Traits table must be re-rolled. This means the Swarmlord will always have 2 or 3 Warlord Traits.
Swarm Leader: At the beginning of your turn, choose either the Swarmlord’s unit or one friendly unit with the Tyranids Faction within 18" of the Swarmlord. Then, choose one of the following special rules: Monster Hunter, Tank Hunter or Preferred Enemy. The chosen unit has that special rule until the beginning of your next turn.
PSYKER: The Swarmlord generates its Psychic powers from the Adaptation and Devastation.
SCYTHED HIERODULE
WSBS S T W I A LdSv Scythed Hierodule 4 3 10 8 6 3 4 10 3+
UNIT TYPE: Gargantuan Creature.
WEAPONS & BIOMORPHS: Two pairs of Gargantuan Talons.
Heavy Acid Spray:
Range S AP Type
Hellstorm 6 3 Assault 1, Fleshbane
SPECIAL RULES: Fearless, Instinctive Behaviour (Feed).
Agile: In the Shooting phase, this model can choose to either fire all available weapons, fire a single weapon and then Run or fire no weapons at all and Run twice.
BARBED HIERODULE
WSBS S T W I A LdSv Barbed Hierodule 4 3 10 8 6 3 4 10 3+
UNIT TYPE: Gargantuan Creature.
WEAPONS & BIOMORPHS: Two Bio-cannons, Gargantuan Talons.
SPECIAL RULES: Agile, Fearless, Instinctive Behaviour (Hunt).
HARRIDAN
WSBS S T W I A LdSv Harridan 4 3 10 8 8 3 4 10 3+
UNIT TYPE: Flying Gargantuan Creature.
WEAPONS & BIOMORPHS: Two Bio-cannons, Gargantuan Talons.
SPECIAL RULES: Fearless, Instinctive Behaviour (Hunt), Strafing Run.
Gargoyle Brood: The Harridan may act as an Open-topped Transport for a single brood of up to 20 Gargoyles. If the Harridan is slain while Gargoyles are being transported, each Gargoyle takes an Initiative test. Those that fail the Initiative test are removed as casualties. Then, remove the Harridan model and place the surviving Gargoyles in the space it used to occupy, more than 1" from any enemy models. The brood acts normally from then on.
HIEROPHANT
WSBS S T W I A LdSv Hierophant 6 4 10 9 10 3 8 10 2+
UNIT TYPE: Gargantuan Creature.
WEAPONS & BIOMORPHS: Two Bio-cannons, Gargantuan Talons, Lash whip, Regeneration, Toxic Miasma.
SPECIAL RULES: Agile, Fearless, Synapse Creature, Shadow in the Warp.
Bio-titan Warp Shield: A model with this rule has a 5+ invulnerable save.
WEAPONS AND BIOMORPHS
MELEE WEAPONS
Tyranid Melee weapons come as pairs. For game purposes, each pair is treated as a single Melee weapon. This means that Tyranid models only gain an additional bonus attack if they have 2 pairs of Melee weapons (tail biomorphs don’t count for this). For example, a Hormagaunt armed with a single pair of scything talons does not gain a bonus Attack, but a Tyranid Warrior with a pair of Boneswords and a pair of scything talons s of Scything Talons, or the Swarmlord with two pairs of Bone Sabres, does.
BONESWORDS
Range S AP Type
- User 3 Melee, Life Drain
Life Drain: Any To Wound roll of a 6 made by a Tyranid armed with a Bonesword in close combat has the Instant Death special rule.
CRUSHING CLAWS
Range S AP Type
- +2 1 Melee, Armourbane, Unwieldy
LASH WHIP
Range S AP Type
- user - Melee, Swiftstrike
Swiftstrike: A model attacking with this weapon has a +3 bonus to its Initiative during the Fight sub phase.
LASHWHIP & BONESWORD
Range S AP Type
- User 3 Melee, Life Drain, Swiftstrike
RENDING CLAWS
Range S AP Type
- user 5 Melee, Rending
SCYTHING TALONS
Range S AP Type
Scything Talons - user 6 Melee, Flurry of Blows
Monstrous Talons - user 2 Melee, Armourbane, Flurry of Blows
Gargantuan Talons - D 2 Melee, Flurry of Blows
Flurry of Blows: A Tyranid armed with this weapon re-rolls any To Hit roll of a 1 made in close combat.
RANGED WEAPONS
BARBED STRANGLER WEAPONS
Range S AP Type
Barbed Strangler 36” 4 5 Assault 1, Large Blast, Pinning
Stranglethorn Cannon 36” 6 5 Assault 1, Large Blast, Pinning
BIO-CANNON
Range S AP Type
48” 10 2 Assault 4
BIO-PLASMA
Range S AP Type
12” 7 2 Assault 1, Blast
CLUSTER SPINES
Range S AP Type
18” 4 5 Assault 1, Large Blast
DEATHSPITTER
Range S AP Type
18” 5 5 Assault 1, Blast
DEVOURER WEAPONS
Range S AP Type
Devourer 12” 4 - Assault 3
Devourer with Brainleech Worms 18” 6 - Assault 6
THORAX BIOMORPHS
Range S AP Type
Desiccator Larvae Template 1 - Assault 1, Fleshbane, Thorax Swarm
Electroshock Grubs Template 5 5 Assault 1, Haywire, Thorax Swarm
Shreddershard Beetles Template 3 - Assault 1, Rending, Shred, Thorax Swarm
Thorax Swarm: This weapon doesn’t count when determining the maximum numbers of weapons a model can shoot. This means a Monstrous Creature can fire two weapons and an additional weapon with the Thorax Swarm special rule.
FLESHBORER
Range S AP Type
12” 4 5 Assault 1
SPIKE RIFLE
Range S AP Type
18” 3 5 Assault 1
SPINEFISTS
Range S AP Type
12” 3 5 Assault X*, Twin-linked
* Spinefists get one shot for every Attack on the unmodified characteristic profile of the Tyranid creature firing them.
STINGER SALVO
Range S AP Type
18” 5 4 Assault 4
STRANGLEWEB
Range S AP Type
TEMPLATE 3 - Pinning
VENOM CANNON WEAPONS
Range S AP Type
Venom Cannon 36” 7 4 Assault 3, Poisoned (4+)
Heavy Venom Cannon 36” 9 4 Assault 3, Poisoned (4+)
BIOMORPHS UPGRADES
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 5 AP2 hit with the Ignores Cover special rule.
ADRENAL GLANDS
A model with the adrenal glands biomorph has Furious Charge special rule and has a +1 modifier to its Initiative.
FLESH HOOKS AND SPINE BANKS
Models equipped with either of these biomorphs don’t suffer the penalty to their Initiative for charging enemies through difficult terrain but fight at their normal Initiative. In addition, they can each be fired as a ranged weapon with the relevant profile below.
Range S AP Type
Flesh Hooks 12” user - Assault 2, Hooks, Rending
Spine Banks 12” 3 - Assault 1, Blast.
Hooks: After Making saving throws and Feel No Pain rolls, any Infantry, Jump Infantry o Jet-Pack Infantry model without the Very Bulky and Extremely Bulky special rules that has suffered at least one unsaved wound caused by Flesh Hooks will be moved D6” towards the firing unit. These models cannot be moved within 1” of enemy models or into impassable terrain, but Dangerous Terrain tests must be rolled if required.
REGENERATION
Models with this biomorph have the It Will Not Die and Fell No Pain (5+) special rules.
TAIL BIOMORPHS
A tail biomorph is a Melee weapon that allows its wielder to make usually a single additional Attack. Note that this Attack is resolved separately from a model’s other close combat attacks and uses the appropriate profile below. Also note that a tail Attack is not affected by other Melee weapons, biomorphs, upgrades or special rules belonging to the owning model, or vice versa.
Range S AP Type
Bone Mace - 8 2 Melee, Unwieldy
Prehensile Pincer - 6 3 Melee
Thresher Scythe - 4 4 Melee*, Rending
Toxinspike - 1 6 Melee, Poisoned (2+)
* A Thresher Scythe makes D3 Attacks, the other tail biomorphs only make one Attack.
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 3 AP- and have the Poisoned (4+) and Ignores Cover special rules.
TOXIN SACS
If a model has the toxin sacs biomorph, its melee weapons have the Poisoned (4+) special rule.
TYRANID BIO-ARTEFACTS
THE MAW-CLAWS OF THYRAX
Range S AP Type
- User 5 Melee, Assimilate, Rending
Assimilate: If this weapon’s close combat attacks cause an enemy model to be removed as a casualty, the model equipped with the Maw-claws of Thyrax will re-roll all failed To Hit rolls and To Wound rolls when attacking units chosen from the same codex as the model removed as a casualty. This effect last until the end of the game.
THE MIASMA CANNON
Range S AP Type
Miasmic Spit 36” 1 3 Assault, Blast, Poisoned (2+)
Miasmic Spray Template 1 3 Assault, Poisoned (2+)
THE NORN CROWN
A model with the Norn Crown adds 6" to its synapse range.
THE REAPER OF OBLITERAX
The Reaper of Obliterax is always paired with a Lash Whip
Range S AP Type
- +1 3 Melee, Life Drain*, Shred, Swiftstrike
*The Reaper of Obliterax is considered a Bonesword for the Life Drain special rule.
THE YMGARL FACTOR
At the beginning of a Movement phase, A models with the Ymgarl Factor must alter its form into one of the four listed below. The bonus gained lasts until the beginning of the next friendly Movement phase. The same form cannot be chosen in two consecutive turns
Slashing Claws: The model with the Ymgarl Factor has +1 Strength.
Tentacled Limbs: The model with the Ymgarl Factor has +1 Attack.
Protective Carapace: The model with the Ymgarl Factor has its armour save improved by 1.
Hardened Exoskeleton: The model with the Ymgarl Factor has +1 Toughness.
POWERS OF THE HIVE MIND
D6 – ADAPTATION
PRIMARIS POWER
DOMINION Warp Charge: Variable
Dominion is a blessing that targets the Psyker. Whilst this power is in effect the Psyker adds 6" to its synapse range for each Warp Charge point generated to cast this power.
1 – CATALIST Warp Charge: 1
Catalyst is a blessing that targets a single friendly unit with the Tyranids Faction within 12". Whilst this power is in effect, all models in the target unit have +1 to their Strength, Toughness and a +1 modifier to their Feel No Pain rolls. Models that do not have an invulnerable save gain the Feel No Pain (6+) special rule.
2 – CONTROL Warp Charge: 1
Control is a blessing that targets a single friendly unit with the Tyranids Faction within 24". Whilst this power is in effect, the target unit’s Weapon Skill and Ballistic Skill are both improved by D3 (roll once and apply the result to both characteristics).
3 – ONSLAUGHT Warp Charge: 1
Onslaught is a blessing that targets a single friendly unit with the Tyranids Faction within 24". Whilst this power is in effect, the target unit can both Run and then shoots in its Shooting phase or Run in its Shooting phase and then declare a charge in the Assault phase.
4 – PSYCHIC SATURATION Warp Charge: 1
Psychic Saturation is a blessing/malediction that targets a single unit within 24”. Whilst this power is in effect, any other blessings and maledictions don’t have any effect on the target unit.
5 - RECONSTITUTION Warp Charge: 2
Reconstitution is a conjuration with a range of 12 that creates one of the following units (your choice): 3D6 Hormagaunt, 3D6 Termagants, 2D6 Gargoyles or D6 Ripper Swarms. The created unit may not purchase any options.
6 – Warp Dome Warp Charge: 1
Warp dome is a blessing that targets the Psyker. Whilst this power is in effect, the Psyker has a +2 bonus to its invulnerable save. If it does not have an invulnerable save then it gains an invulnerable save of 5+.
Friendly models within 12” of the Psyker have a +1 bonus to their invulnerable save against shooting attacks. Models that do not have an invulnerable save gain an invulnerable save of 6+ against shooting attacks.
D6 – DEVASTATION
PRIMARIS POWER
THE HORROR Warp Charge: 1
The Horror is a malediction that targets a single enemy unit within 24”. The target must immediately take a Pinning test (as described for the Pinning special rule in the Warhammer 40,000 rulebook) with a -2 modifier to their Leadership.
1 – ILUSSION Warp Charge: 1
ILUSSION is a malediction that targets a single enemy unit within 24". Whilst this power is in effect, the targets unit’s initiative is reduced to 1 and any unit gets the Shrouded special rule against shooting from the affected unit.
2 – PSYCHIC OVERLOAD Warp Charge: 1
Psychic overload is a witchfire power that only can be casted at the beginning of the opponent’s Psychic phase (after rolling for Warp Charge dice but before any of the opponent’s powers) and targets an enemy unit within 24”. If that unit has 1 model with the Psyker, Psychic Pilot or Brotherhood of Psykers special rules then the model automatically suffers Perils of the Warp. If the model needs to take a Leadership test while resolving Perils of the Warp, it must be taken on 3D6.
If the target unit has more than 1 model with the Psyker, Psychic Pilot or Brotherhood of Psykers special rules, randomly determine the affected model.
3 – 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 is failed, the enemy unit suffers 1 Wound for each point the test was failed by, with no armour or cover saves allowed.
Add 1 dice to your Warp Charge pool for each Wound inflicted by Spirit Leech.
4 – PAROXISM Warp Charge: 1
Paroxysm is a malediction that targets a single enemy unit within 24". Whilst this power is in effect, the target unit’s Weapon Skill and Ballistic Skill are both reduced by D3 (roll once and apply the result to both characteristics).
5 – PSYCHIC SCREAM Warp Charge: 1
Psychic Scream is a nova power with a range of 12". For each target unit, roll 2D6 +2 and subtract their Leadership. That unit suffers a number of Wounds equal to the result. Armour and cover saves cannot be taken against Wounds caused by Psychic Scream.
6 – WARP BLAST Warp Charge: 2
Warp Blast is a witchfire power. Warp Blast can be used as either a Blast or a Lance. Each time this power is manifested, the controlling player must choose which profile is being used before the target is chosen:
Range S AP Type
Blast 24” 5 2 Assault, Blast
Lance 18” 10 1 Assault 1, Lance
*The Swarmlord may be taken in place of a Hive Tyrant.
RESTRICTIONS: This Detachment must include at least one Core choice. For each Core choice you must include between 1 and 10 Auxiliary choices, in any combination, and you may also include up to one of each Command choice. Only the datasheets listed above may be included in this detachment.
COMMAND BENEFITS:
Synaptic Web: The synapse range of all the models in this detachment with the Synapse Creature special rule is increased by 6”
WARGEAR LIST
BASIC BIO-WEAPONS
A model may replace one pair of Scything Talons with one of the following:
• Devourer – free
• Spinefists – free
• Deathspitter – 5 pts
BASIC BIO-CANNONS
A model may replace a pair of Scything Talons with one of for the following:
• Barbed Strangler* – 10 pts
• Venom Cannon* – 15 pts
* One per model. A model cannot have both a Barbed Strangler and a Venom Cannon.
MONSTROUS BIO-CANNONS
A model may replace any pair of Monstrous Talons with one of for the following:
• Twin-linked Deathspitter – free
• Twin-linked Devourer with Brainleech Worms – 15 pts
• Stranglethorn Cannon* – 15 pts
• Heavy Venom Cannon* – 20 pts
* One per model. A model cannot have both a Stranglethorn Cannon and a Heavy Venom Cannon.
MELEE BIO-WEAPONS
A model may replace any pair of Scything Talons or Monstrous Talons with one of for the following:
• Rending Claws – 5 pts
• Two Boneswords – 10 pts
• A Bonesword and a Lash Whip – 15 pts
• Crushing Claws – 20 pts
BIOMORPHS
A model may take up to one of each of the following:
• Toxin Sacs – 10 pts
• Acid Blood – 10 pts
• Adrenal Glands – 15 pts
• Regeneration – 30 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
TYRANID BIO-ARTEFACTS
A model may replace any pair of scything talons with one of the following. Only one of each Tyranid Bio-artefacts may be taken per army.
• The Maw-Claws of Thyrax – 10 pts
• The Miasma Cannon – 20 pts
• The Norn Crown* – 30 pts
• The Reaper of Obliterax – 30 pts
• The YMGARL Factor* – 30 pts
*Does not replace the model’s scything talons and so can be taken in addition to any other weapon/upgrade.
HIVE TYRANT – 155 pts.
WSBS S T W I A LdSv Hive Tyrant 8 4 6 6 4 5 4 10 3+
UNIT TYPE: Monstrous Creature (Character)
UNIT COMPOSITION: 1 Hive Tyrant
WEAPONS AND BIOMORPHS:
• Two pairs of monstrous talons
SPECIAL RULES:
• Psyker (Mastery Level 2)
• Shadow in the Warp
• Synapse Creature
PSYKER: A Hive Tyrant generates its Psychic powers from the Adaptation and Devastation Disciplines.
OPTIONS:
• May take items from the Monstrous Bio-cannons, Melee Bio-weapons, Biomorphs, Thorax Biomorphs and Tyranid Bio-artefacts lists.
• May take any of the following upgrades
o Indescribable Horror – 15 pts
o Old Adversary – 20 pts
o Hive Commander – 20 pts
• May take up to one of the following:
o Prehensile pincer – 10 pts
o Toxinspike – 10 pts
• May take up to one of the following:
o Extended Carapace (Armour save improved to 2+) – 25 pts
o Wings (Becomes Flying Monstrous Creature (Character)) – 35 pts
TERVIGON – 170 pts.
WSBS S T W I A LdSv Tervigon 3 3 6 6 6 3 3 10 3+
UNIT TYPE: Monstrous Creature (Character)
UNIT COMPOSITION: 1 Tervigon
WEAPONS & BIOMORPHS:
• Scything Talons
• Stinger Salvo
SPECIAL RULES:
• Brood Progenitor
• Psyker (Mastery Level 1)
• Shadow in the Warp
• Spawn Termagants
• Synaptic Backlash
• Synaptic Creature
PSYKER: A Tervigon generates its Psychic powers from the Adaptation and Devastation Disciplines.
OPTIONS:
• May take items from the Biomorphs, Thorax Biomorphs and Tyranid Bio-artefacts lists.
• May replace Scything Talons with Crushing Claws – 15 pts
• May replace Stinger Salvo with Cluster Spines – 5 Pts
TYRANID PRIME – 75 pts.
WSBS S T W I A LdSv Tyranid Prime 6 4 5 5 3 5 4 10 3+
UNIT TYPE: Infantry (Character) UNIT COMPOSITION: 1 Tyranid Prime WEAPONS & BIOMORPHS:
• Two pairs of Scything Talons
SPECIAL RULES:
• Alpha Warrior
• Independent Character
• Move through Cover
• Shadow in the Warp
• Synaptic Creature
• Very Bulky
OPTIONS:
• May take items from the Basic Bio-weapons, Basic Bio-cannons, Melee Bioweapons, Biomorphs and Tyranid Bio-artefacts lists.
• May take Spine Banks – 5 pts
• May take Flesh Hooks – 10 pts
• May take up to one of the following:
o Wings (becomes Jump Infantry (Character)) – 15 pts
o Extended Carapace (Armour save improved to 2+) – 20 pts
TYRANT GUARD BROOD – 40 pts
WSBS S T W I A LdSv Tyrant Guard 5 3 5 6 2 4 2 6 3+
UNIT TYPE: Infantry
UNIT COMPOSITION: 1 Tyrant Guard
WEAPONS & BIOMORPHS:
• Rending Claws
• Scything Talons
SPECIAL RULES:
• Blind Rampage
• Fearless
• Instinctive Behaviour (Feed)
• Move Through Cover
• Shieldwall
• Very Bulky
OPTIONS:
• May include up to 5 additional Tyrant Guards – 40 pts/model
• Any model may take an item from the Melee Bio-weapons list.
• The unit may take any of the following biomorphs:
o Toxin Sacs – 3 pts/model
o Adrenal Glands – 5 pts/model
o Regeneration – 15 pts/model
You may include one Tyrant Guard Brood for each Hive Tyrant (including the Swarmlord) in the Force Organization Chart. These broods do not use up a Force Organization slot.
TYRANID WARRIOR BROOD – 75 pts.
WSBS S T W I A LdSv Tyranid Warrior 4 3 5 5 2 4 3 10 4+
UNIT TYPE: Infantry
UNIT COMPOSITION: 3 Tyranid Warriors
WEAPONS & BIOMORPHS:
• Two pairs of Scything Talons
SPECIAL RULES:
• Move through Cover
• Shadow in the Warp
• Synaptic Creature
• Very Bulky
OPTIONS:
• May include up to 6 additional Tyranid Warriors – 25 pts/model
• Any model may take items from the Basic Bio-weapons, Basic Bio-cannons and Melee Bio-weapons lists.
• The unit may take any of the following biomorphs:
o Toxin Sacs – 2 pts/model
o Adrenal Glands – 3 pts/model
o Spine Banks – 5 pts/model
o Flesh Hooks – 10 pts/model
GENESTEALER BROOD – 65 pts.
WSBS S T W I A LdSv Genestealer 6 3 4 4 1 6 3 10 5+
Broodlord 7 3 5 5 3 7 4 10 4+
UNIT TYPE:
• Genestealer: Infantry.
• Broodlord: Infantry (Character)
UNIT COMPOSITION: 5 Genestealers
WEAPONS & BIOMORPHS:
• Two pairs of Rending Claws
SPECIAL RULES:
• Bulky (Broodlord only)
• Deep Strike
• Fleet
• Infestation
• Infiltrate
• Move Through Cover
• Psyker (Mastery Level 1) (Broodlord only)
PSYKER: A Broodlord always knows The Horror psychic power.
OPTIONS:
• May include up to 15 additional Genestealers - 13 pts/model
• Any model may take scything talons – 1 pts
• All Genestealers in the unit may take any of the following biomorphs:
o Spine banks – 2 pts/model
o Toxin Sacs – 2 pts/model
o Adrenal Glands - 3 pts/model
o Hardened Carapace (Armour save improved to 4+) – 3 pts/model
• May add a Broodlord - 50 pts
• A Broodlord may take items from the Biomorphs list
HORMAGAUNT BROOD – 40 pts.
WSBS S T W I A LdSv Hormagaunt 3 3 3 3 1 5 2 6 6+
UNIT TYPE: Infantry
UNIT COMPOSITION: 10 Hormagaunts
WEAPONS & BIOMORPHS:
• Scything Talons
SPECIAL RULES:
• Bounding Leap
• Fearless
• Fleet
• Instinctive Behaviour (Feed)
• Move through Cover.
OPTIONS:
• May include up to 20 additional Hormagaunts - 4 pts/model
• The unit may take any of the following biomorphs:
o Toxin Sacs – 1 pts/model
o Adrenal Glands - 2 pts/model
TERMAGANT BROOD – 40 pts.
WSBS S T W I A LdSv Termagant 3 3 3 3 1 4 1 6 6+
UNIT TYPE: Infantry
UNIT COMPOSITION: 10 Termagants
WEAPONS & BIOMORPHS:
• Fleshborer
SPECIAL RULES:
• Instinctive Behaviour (Lurk)
• Move through Cover.
OPTIONS:
• May include up to 20 additional Termagants - 4 pts/model
• For every 10 Termagants the brood contains, one may replace its Fleshborer with a Strangleweb – 5 pts
• Any model may replace its Fleshborer with one of the following:
o Spike Rifle – free
o Spinefists – free
o Devourer – 4 pts
• The unit may take any of the following biomorphs:
o Toxin Sacs – 1 pts/model
o Adrenal Glands – 2 pts/model
Scuttling Swarm: For every Termagant Brood of 20 models or more in the detachment, you can include one Tervigon as a troops choice instead of an HQ choice.
RIPPER SWARM BROOD – 30 pts.
WSBS S T W I A LdSv Ripper Swarm 2 2 3 3 4 2 4 5 6+
UNIT TYPE: Infantry
UNIT COMPOSITION: 3 Ripper Swarms
SPECIAL RULES:
• Fearless
• Instinctive Behaviour (Feed)
• Swarms
OPTIONS:
• May include up to 6 additional Ripper Swarms - 10 pts/base
• Any model may take Spinefists – 1 pts
• The unit may take any of the following biomorphs:
o Toxin Sacs – 2 pts/base
o Adrenal glands – 3 pts/base
• The unit may purchase the Burrow and Deep Strike special rule - 2 pts/base
HARUSPEX – 150 pts.
WSBS S T W I A LdSv Haruspex 3 3 6 6 5 3 4 8 3+
UNIT TYPE: Monstrous Creature
UNIT COMPOSITION: 1 Haruspex
WEAPONS & BIOMORPHS:
• Acid Blood
• Crushing Claws
• Grappling Tongue:
SPECIAL RULES:
• Fearless
• Feeder-beast
• Instinctive Behaviour (Feed).
• Rapacious Hunger
OPTIONS:
• May take items from the Biomorphs list.
• May take a Thresher Scythe – 10 pts
HIVE GUARD BROOD – 50 pts.
WSBS S T W I A LdSv Hive Guard 4 4 5 6 2 4 2 8 4+
UNIT TYPE: Infantry
UNIT COMPOSITION: 1 Hive Guard
WEAPONS & BIOMORPHS:
• Impaler Cannon
SPECIAL RULES:
• Instinctive Behaviour (Hunt)
• Synaptic Targeting
• Very Bulky
OPTIONS:
• May include up to 5 additional Hive Guards – 50 pts/model
• Any model may replace its Impaler Cannon for a Shockcannon – 5 pts
• The unit may take any of the following biomorphs:
o Toxin Sacs – 3 pts/model
o Adrenal Glands – 4 pts /model
LICTOR BROOD – 50 pts
WSBS S T W I A LdSv Lictor 7 4 6 5 2 7 4 10 4+
Deathleaper 9 5 7 5 2 9 5 10 5+
UNIT TYPE:
• Lictor: Infantry
• Deathleaper: Infantry (character)
UNIT COMPOSITION: 1 Lictor
WEAPONS & BIOMORPHS:
• Flesh Hooks
• Rending Claws
• Scything Talons
SPECIAL RULES:
• Chameleonic Skin
• Deep Strike
• Fear
• Fleet
• Hit & Run
• Infiltrate
• ‘It’s after me!’ (Deathleaper only)
• Killing Strike (Deathleaper only)
• Move Through Cover
• Pheromone Trail
• Precision Shots
• Precision Strikes
• Shrouded
• Stealth
• Very Bulky
• ‘Where is it?’ (Deathleaper only)
OPTIONS:
• May include up to 5 additional Lictors – 50 pts/model
• Up to one Lictor Brood in the army may upgrade one Lictor to the Deathleaper – 40 pts
MALECEPTOR – 150 pts.
WSBS S T W I A LdSv Zoanthrope 4 4 6 6 5 3 3 10 3+
UNIT TYPE: Monstrous Creature UNIT COMPOSITION: 1 Maleceptor
WEAPONS & BIOMORPHS:
• Monstrous Talons
SPECIAL RULES:
• Psychic Barrier
• Psyker (Mastery Level 2)
• Secondary Brain
• Shadow in the Warp
• Synaptic Creature
OPTIONS:
• May take items from the Biomorphs list.
PSYKER: A Maleceptor generates its Psychic powers from the Adaptation and Devastation Disciplines.
PYROVORE BROOD – 20 pts.
WSBS S T W I A LdSv Pyrovore 3 3 4 4 3 3 2 6 4+
UNIT TYPE: Infantry
UNIT COMPOSITION: 1 Pyrovore
WEAPONS & BIOMORPHS:
• Acid blood
• Acid Maw
• Flamespurt
SPECIAL RULES:
• Fearless
• Instinctive Behaviour (Feed)
• Very Bulky
• Volatile
OPTIONS:
• May include up to 5 additional Pyrovores – 20 pts/model
VENOMTHROPE BROOD – 45 pts.
WSBS S T W I A LdSv Venomthrope 3 3 4 4 2 5 3 7 5+
UNIT TYPE: Infantry
UNIT COMPOSITION: 1 Venomthrope
WEAPONS & BIOMORPHS:
• Lash Whip
• Toxic Miasma
SPECIAL RULES:
• Instinctive Behaviour (Lurk)
• Poisoned (2+)
• Shrouded
• Spore Cloud
• Very Bulky
OPTIONS:
• May include up to 5 additional Venomthropes – 45 pts/model
ZOANTHROPE BROOD – 50 pts
WSBS S T W I A LdSv Zoanthrope 3 4 4 4 2 4 2 10 5+
Neurothrope 3 5 4 4 2 4 2 10 5+
UNIT TYPE: Infantry
UNIT COMPOSITION: 1 Zoanthrope SPECIAL RULES:
• Brotherhood of Psykers (Mastery Level 2)
• Psychic Brood
• Shadow in the Warp
• Synaptic Creature
• Very Bulky
• Warp Shield
PSYKER: A Zoanthrope Brood always knows the Warp Blast psychic power and it can generate one additional power from the Adaptation or Devastation Disciplines. A Brood which includes a Neurothrope always knows the Spirit Leech psychic power in addition to its other psychic powers as long as the Neurothrope is alive.
OPTIONS:
• May include up to 5 additional Zoanthropes – 50 pts/model
• One Zoanthrope may be upgraded to a Neurothrope – 25/pts
GARGOYLE BROOD – 60 pts.
WSBS S T W I A LdSv Gargoyle 3 3 3 3 1 4 1 7 6+
UNIT TYPE: Jump Infantry
UNIT COMPOSITION: 10 Gargoyles
WEAPONS & BIOMORPHS:
• Fleshborer
• Blinding Venom
SPECIAL RULES:
• Instinctive Behaviour (Hunt)
OPTIONS:
• May include up to 20 additional Gargoyles - 6 pts/model
• For every 10 Gargoyles the brood contains, one may replace its Fleshborer with a Strangleweb – 5 pts
• Any model may replace its Fleshborer with one of the following:
o Spike Rifle – free
o Spinefists – free
o Devourer – 4 pts
• The unit may take any of the following biomorphs:
o Toxin Sacs – 1 pts/model
o Adrenal Glands - 2 pts/model
HARPY – 130 pts.
WSBS S T W I A LdSv Harpy 3 3 5 5 5 5 3 10 4+
UNIT TYPE: Flying Monstrous Creature.
UNIT COMPOSITION: 1 Harpy
WEAPONS & BIOMORPHS:
• Monstrous Talons
• Spore Mine Cysts
• Twin-linked Stranglethorn Cannon
SPECIAL RULES:
• Fearless
• Instinctive Behaviour (Hunt)
• Sonic Screech
• Strafing Run
OPTIONS:
• May replace the Twin-linked Stranglethorn Cannon with a Twin-linked Heavy Venom Cannon – 10 pts
• May take up to one of the following
o Stinger Salvo – 5 pts
o Cluster Spines – 10 pts
o May take items from the Biomorphs and Thorax Biomorphs list.
HIVE CRONE – 145 pts.
WSBS S T W I A LdSv Hive Crone 3 3 5 5 5 5 3 10 4+
UNIT TYPE: Flying Monstrous Creature.
UNIT COMPOSITION: 1 Hive Crone
WEAPONS & BIOMORPHS:
• Drool Cannon
• Monstrous Talons
• Four Tentaclids
SPECIAL RULES:
• Fearless
• Instinctive Behaviour (Feed)
• Raking Strike
OPTIONS:
• May take up to one of the following
o Stinger Salvo – 5 pts
o Cluster Spines – 10 pts
• May take items from the Biomorphs and Thorax Biomorphs list
RAVENER BROOD – 75 pts.
WSBS S T W I A LdSv Ravener 5 3 5 5 2 5 3 6 4+
The Red Terror 6 3 5 5 3 5 4 8 3+
UNIT TYPE:
• Raveners: Beasts
• The Red Terror: Beast (Character)
UNIT COMPOSITION: 3 Raveners
WEAPONS & BIOMORPHS:
• Two pairs of Scything Talons
• Prehensile Pincer (The Red Terror only)
SPECIAL RULES:
• Burrow
• Deep Strike
• Fearless
• Homing Predator
• Instinctive Behaviour (Feed)
• Swallow Whole (The Red Terror only)
• Very Bulky
OPTIONS:
• May include up to 6 additional Raveners – 25 pts/model
• Any model may replace a pair of Scything Talons for Rending Claws – 5 pts
• Up to one Ravener Brood in the army may add the Red Terror – 60 pts
• Any Ravener may take up to one of the following:
o Devourer – 5 pts
o Spinefists – 5 pts
o Deathspitter – 10 pts
• The unit may take any of the following biomorphs:
o Toxin Sacs – 2 pts/model
o Adrenal Glands – 3 pts/model
SKY-SLASHER SWARM BROOD – 39 pts
WSBS S T W I A LdSv Sky-Slasher Swarm 2 2 3 3 4 2 4 5 6+
UNIT TYPE: Jump Infantry
UNIT COMPOSITION: 3 Sky-Slasher Swarms
SPECIAL RULES:
• Fearless
• Instinctive Behaviour (Feed)
• Swarms
OPTIONS:
• May include up to 6 additional Sky-Slasher Swarms - 13 pts/base
• Any model may take Spinefists – 1 pts
• The unit may take any of the following biomorphs:
o Toxin Sacs – 2 pts/base
o Adrenal glands – 3 pts/base
SPORE MINE CLUSTER – 15 pts.
WSBS S T W I A LdSv Spore Mine - - 1 1 1 1 - 1 -
Mucolid Spore - - 1 3 3 1 - 1 -
UNIT TYPE: Infantry
UNIT COMPOSITION: 3 Spore Mines
SPECIAL RULES:
• Deep Strike
• Fearless
• Floating Death
• Infiltrate
• Living Bomb
• Shrouded (Mucolid Spore only)
• Skyblast (Mucolid Spore only)
OPTIONS:
• May include up to 6 additional Spore Mines – 5 pts/model
• All the Spore Mines in the unit may be upgraded to Mucolid Spores – 10 pts/each
A Spore Mines Cluster does not use up a slot in the Force Organization Chart.
TYRANID SHRIKE BROOD – 75 pts.
WSBS S T W I A LdSv Tyranid Shrike 4 3 5 5 2 4 3 10 5+
UNIT TYPE: Jump Infantry
UNIT COMPOSITION: 3 Tyranid Warriors
WEAPONS & BIOMORPHS:
• Two pairs of Scything Talons
SPECIAL RULES:
• Shadow in the Warp
• Synaptic Creature
• Very Bulky
OPTIONS:
• May include up to 6 additional Tyranid Shrikes – 25 pts/model
• Any model may take items from the Basic Bio-weapons, Basic Bio-cannons and Melee Bio-weapons lists.
• The unit may take any of the following biomorphs:
o Toxin Sacs – 2 pts/model
o Adrenal Glands – 3 pts/model
o Spine Banks – 5 pts/model
o Flesh Hooks – 10 pts/model
BIOVORE BROOD – 40 pts.
WSBS S T W I A LdSv Biovore 3 4 4 4 3 2 2 8 4+
UNIT TYPE: Infantry
UNIT COMPOSITION: 1 Biovore WEAPONS & BIOMORPHS:
• Spore Mine Launcher
SPECIAL RULES:
• Instinctive Behaviour (Hunt)
• Very Bulky
OPTIONS:
• May include up to 5 additional Biovores – 40 pts/model
CARNIFEX BROOD – 120 pts.
WSBS S T W I A LdSv Carnifex 4 3 9 6 4 2 4 8 3+
Old One Eye 5 3 9 7 5 2 5 10 2+
UNIT TYPE:
• Carnifex: Monstrous Creature
• Old One Eye: Monstrous Creature (Character)
UNIT COMPOSITION: 1 Carnifex
WEAPONS & BIOMORPHS:
• Crushing Claws (Old One Eye only)
• Monstrous Talons
• Monstrous Talons (Carnifex only)
• Regeneration (Old One Eye only)
• Thresher Scythe (Old One Eye only)
SPECIAL RULES:
• Alpha Leader (Old One Eye only)
• Berserker Rampage (Old One Eye only)
• Eternal Warrior (Old One Eye only)
• Fearless
• Instinctive Behaviour (Feed)
• Immortal Nightmare (Old One Eye only)
• Living Battering Ram
OPTIONS:
• May include up to 2 additional Carnifexes – 120 pts/model
• One Carnifex Brood per army may upgrade one Carnifex to the Old One Eye – 180 pts
• Any Carnifex may take items from the Monstrous Bio-cannons, Biomorphs and Thorax Biomorphs lists.
• Any Carnifex may replace a pair of Monstrous Talons for Crushing Claws – 15 pts
• Any Carnifex may take Bio-Plasma – 10 pts
• Any Carnifex may take up to one of the following:
o Stinger Salvo – 5 pts
o Cluster Spines – 10 pts
• Any Carnifex may take up to one of the following:
o Bone Mace – 10 pts
o Thresher Scythe – 10 pts
• All the Carnifexes may take Extended Carapaces (Armour save improved to 2+) – 20 pts/model
EXOCRINE – 170 pts.
WSBS S T W I A LdSv Exocrine 3 4 6 6 5 2 3 8 3+
UNIT TYPE: Monstrous Creature
UNIT COMPOSITION: 1 Exocrine WEAPONS & BIOMORPHS:
• Bio-Plasmic Cannon
• Monstrous Talons
SPECIAL RULES:
• Fearless
• Instinctive Behaviour (Hunt)
OPTIONS:
• May take items from the Biomorphs and Thorax Biomorphs lists.
MAWLOC – 140 pts
WSBS S T W I A LdSv Mawloc 4 3 6 6 6 4 3 8 3+
UNIT TYPE: Monstrous Creature
UNIT COMPOSITION: 1 Mawloc
SPECIAL RULES:
• Burrow
• Deep Strike
• Fearless
• Instinctive Behaviour (Feed)
• Terror From Below
OPTIONS:
• May take items from the Biomorphs and Thorax Biomorphs lists.
• May take up to one of the following:
o Toxin Spike – 5 pts
o Prehensile Pincer – 10 pts
SPOROCYST – 75 pts.
WSBS S T W I A LdSv Sporocyst 2 2 5 5 6 3 3 8 4+
UNIT TYPE: Monstrous Creature
UNIT COMPOSITION: 1 Sporocyst
WEAPONS & BIOMORPHS:
• Five Deathspitters
SPECIAL RULES:
• Deep Strike
• Fearless
• Infiltrate
• Instinctive Fire
• Immobile Pod
• Psychic Resonator
• Spore Node
OPTIONS:
• May replace all five Deathspitters with one of the following:
o Five Barbed Stranglers – 25 pts
o Five Venom Cannons – 25 pts
A Sporocyst does not use up a slot in the Force Organization Chart.
TOXICRENE – 150 pts.
WSBS S T W I A LdSv Toxicrene 4 3 5 6 5 3 6 8 3+
UNIT TYPE: Monstrous Creature
UNIT COMPOSITION: 1 Toxicrene
WEAPONS & BIOMORPHS:
• Acid Blood
• Chocking Cloud
• Lash Whip
• Toxic Miasma
SPECIAL RULES:
• Fearless
• Instinctive Behaviour (Feed)
• Hypertoxic
• Poisoned (2+)
• Shrouded
OPTIONS:
• May take items from the Biomorphs list.
TRYGON – 190 pts.
WSBS S T W I A LdSv Trygon 5 3 6 6 6 4 5 8 3+
UNIT TYPE: Monstrous Creature
UNIT COMPOSITION: 1 Trygon
WEAPONS & BIOMORPHS:
• Two pairs of Monstrous Talons
• Bio-electric Pulse
SPECIAL RULES:
• Burrow
• Deep Strike
• Fearless
• Fleet
• Instinctive Behaviour (Feed)
• Subterranean Assault
OPTIONS:
• May take items from the Melee Bio-Weapons, Biomorphs and Thorax Biomorphs lists.
• May replace the Bio-electric Pulse with a Bio-electric Pulse with Containment Spines – 10 pts
• May take up to one of the following:
o Toxin Spike – 5 pts
o Prehensile Pincer – 10 pts
Tunneling Leader: For every Trygon included in the detachment, you can include one Trygon Prime as a HQ choice instead of a Heavy Support choice.
TRYGON PRIME– 220 pts.
WSBS S T W I A LdSv Trygon Prime 7 3 6 6 6 4 5 10 3+
UNIT TYPE: Monstrous Creature
UNIT COMPOSITION: 1 Trygon Prime WEAPONS & BIOMORPHS:
• Two pairs of Monstrous Talons
• Bio-electric Pulse
SPECIAL RULES:
• Burrow
• Deep Strike
• Fleet
• Shadow in the Warp
• Subterranean Assault
• Synaptic Creature
OPTIONS:
• May take items from the Melee Bio-Weapons, Biomorphs, Thorax Biomorphs and Tyranid Bio-artefacts lists.
• May replace the Bio-electric Pulse with a Bio-electric Pulse with Containment Spines – 10 pts
• May take up to one of the following:
- Toxin Spike – 5 pts
- Prehensile Pincer – 10 pts
TYRANNOCYTE – 75 pts.
WSBS S T W I A LdSv Tyrannocyte 2 2 5 5 6 3 3 8 4+
UNIT TYPE: Monstrous Creature
UNIT COMPOSITION: 1 Tyrannocyte
WEAPONS & BIOMORPHS:
• Five Deathspitters
SPECIAL RULES:
• Deep Strike
• Drifting Death
• Fearless
• Instinctive Fire
• Transport Spore
OPTIONS:
• May replace all five Deathspitters with one of the following:
o Five Barbed Stranglers – 25 pts
o Five Venom Cannons – 25 pts
A Tyrannocyte does not use up a slot in the Force Organization Chart.
TYRANNOFEX – 160 pts.
WSBS S T W I A LdSv Tyrannofex 3 4 6 6 6 2 3 8 3+
UNIT TYPE: Monstrous Creature
UNIT COMPOSITION: 1 Tyrannofex
WEAPONS & BIOMORPHS:
• Acid Spray
• Stinger Salvo
SPECIAL RULES:
• Fearless
• Instinctive Behaviour (Hunt)
OPTIONS:
• May replace the Acid Spray with one of the following:
o Fleshborer Hive – free
o Rupture Cannon – 15 pts
• May replace the Stinger Salvo with Cluster Spines – 5 pts
• May take items from the Biomorphs and Thorax Biomorphs lists.
THE SWARMLORD – 300 pts.
WSBS S T W I A LdSv The Swarmlord 10 5 6 6 5 6 5 10 2+
UNIT TYPE: Monstrous Creature (Character)
UNIT COMPOSITION: 1 (Unique)
WEAPONS & BIOMORPHS:
• Two pairs of Bone Sabres
SPECIAL RULES:
• Embodiment of the Hive Mind
• Eternal Warrior
• Psyker (Mastery Level 3)
• Shadow in the Warp
• Swarm Leader
• Synaptic Creature
PSYKER:
The Swarmlord generates its Psychic powers from the Adaptation and Devastation, Disciplines.
SCYTHED HIERODULE – 350 pts.
WSBS S T W I A LdSv Scythed Hierodule 4 3 10 8 6 3 4 10 3+
UNIT TYPE: Gargantuan Creature
UNIT COMPOSITION: 1 Scythed Hierodule
WEAPONS & BIOMORPHS:
• Two pairs of Gargantuan Talons
• Heavy Acid Spray
SPECIAL RULES:
• Agile
• Fearless
• Instinctive Behaviour (Feed)
BARBED HIERODULE – 375 pts.
WSBS S T W I A LdSv Barbed Hierodule 4 3 10 8 6 3 4 10 3+
UNIT TYPE: Gargantuan Creature
UNIT COMPOSITION: 1 Barbed Hierodule
WEAPONS & BIOMORPHS:
• Two Bio-cannons
• Gargantuan Talons
SPECIAL RULES:
• Agile
• Fearless
• Instinctive Behaviour (Hunt)
HARRIDAN – 500 pts.
WSBS S T W I A LdSv Harridan 4 3 10 8 8 3 4 10 3+
UNIT TYPE: Flying Gargantuan Creature
UNIT COMPOSITION: 1 Harridan
WEAPONS & BIOMORPHS:
• Two Bio-cannons
• Gargantuan Talons
SPECIAL RULES:
• Fearless
• Instinctive Behaviour (Hunt)
• Gargoyle Brood
• Strafing Run
HIEROPHANT – 600 pts.
WSBS S T W I A LdSv Hierophant 6 4 10 9 10 3 8 10 2+
UNIT TYPE: Gargantuan Creature
UNIT COMPOSITION: 1 Hierophant
WEAPONS & BIOMORPHS:
• Two Bio-cannons
• Gargantuan Talons
• Lash Whip
• Regeneration
• Toxic Miasma
SPECIAL RULES:
• Agile
• Bio-titan Warp Shield
• Fearless
• Synapse Creature
• Shadow in the Warp
TYRANT NODE
FORMATION:
• 1-3 Hive Tyrants
• 0-6 Tyranid Primes
• 0-3 Tyrant Guard broods
RESTRICTIONS: None.
SPECIAL RULES:
• Move Through Cover
• Preferred Enemy
Hive Lord: If a model from this formation is chosen as your Warlord, you can re-roll the result when rolling on the Warlord Traits table in Codex: Tyranids
ENDLESS SWARM
FORMATION:
• 1-6 Tyranid Warrior broods
• 0-6 Tyranid Shrikes broods
• 1-8 Termagant broods
• 1-8 Hormagaunt broods
• 0-6 Gargoyle broods
RESTRICTIONS: None.
SPECIAL RULES:
• Move Through Cover
Without Number: If a unit from this formation is completely destroyed, roll a D6. On a 4+ 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 part of the original Formation, so roll a D6 as described above if they are subsequently destroyed. Victory points are awarded as normal for new units in this Formation that have been completely destroyed.
INCUBATOR NODE
FORMATION:
• 1 Termagant brood
• 1 Tervigon
RESTRICTIONS: The Termagant brood must have at least 20 models.
SPECIAL RULES:
Incubation: When the Tervigon spawns Termagants, it may re-roll one dice of the 3D6 Spawn Termagants roll.
Brood progeny: If the Termagant brood is within 6” of a Tervigon when it spawns Termagants, the spawned models may be added to the Termagant brood instead of creating a new unit. When adding spawned models to an already existing unit, they must be placed wholly within 6” of the Tervigon.
VANGUARD SWARM
FORMATION:
• 1 Genestealer brood
• 1 Lictor brood
RESTRICTIONS: None.
SPECIAL RULES:
Ambush: If a unit of this formation arrives from Deep Strike Reserve, enemy units may only fire Snap Shots when targeting that unit until the start of your next turn.
If a unit of this formation deploys using the Infiltrate special rule, enemy units may only fire Snap Shots when targeting that unit during the first game turn.
FEEDER SWARM
FORMATION:
• 2 Ripper Swarm broods
• 0-2 Sky-slasher Swarm broods
• 0-1 Pyrovore brood
• 1 Haruspex
RESTRICTIONS: None.
SPECIAL RULES:
• Move Through Cover
Devouring Morale: Enemy models in units within 12” of an unit of this formation and without the Fearless special rule have their leadership reduced by an amount equal to the game turn number.
Feeding Frenzy: If a unit of this formation completely destroys an enemy unit, or is locked in a combat in which an enemy unit was completely destroyed, it gains the Rage special rule for the rest of the game.
HYPER-TOXIC NODE
FORMATION:
• 1 Venomthrope brood
• 1 Toxicrene
RESTRICTIONS:
SPECIAL RULES: None.
• Move Through Cover
Hyper-corrosive Toxins: Any inflicted by a model of this formation with that has the Poisoned special rule gains the Rending special rule.
NEURAL NODE
FORMATION:
• 1 Zoanthrope brood
• 1 Maleceptor
RESTRICTIONS:
SPECIAL RULES: None.
• Move Through Cover
Psychic Might: Units of this formation can reroll any Psychic test.
SKYBLIGHT NODE
FORMATION:
• 1 Harpy
• 1 Hive Crone
RESTRICTIONS:
SPECIAL RULES: None.
Unnatural Cacophony: Enemy units within 12” of a model of this formation cannot fire Overwatch.
Hyper-evolved Flight: Models of this formation can move up to 36” when Swooping and can reroll Grounded tests.
SUBTERRANEAN SWARM
FORMATION:
• 2 Ravener Broods
• 1 Trygon Prime
• 0-1 Trygon
• 0-1 Mawloc
RESTRICTIONS:
SPECIAL RULES: None.
They Came From Below…: All units in this formation must be placed in Deep Strike Reserve and cannot be embarked inside a Tyrannocyte. Make a single Reserve Roll for the entire formation. When the formation arrives from Deep Strike Reserve, deploy the Trygon Prime first using its Subterranean Assault special rule. The other units of this formation do not scatter if they are placed within synapse range of the Trygon Prime.
SPOREFIELD
FORMATION:
• 2 Spore Mine Clusters
• 1 Sporocyst.
RESTRICTIONS:
SPECIAL RULES: None.
• Move Through Cover
Guided Minefield: A unit of this formation does not scatter when arriving from Deep Strike Reserve.
Expendable Organisms: If a unit from this formation is completely destroyed, roll a D6. On a 4+ 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 part of the original Formation, so roll a D6 as described above if they are subsequently destroyed. Victory points are awarded as normal for new units in this Formation that have been completely destroyed. Spore Mine Clusters created by the Sporocyst do not benefit from this rule.
LIVING ARTILLERY NODE
FORMATION:
• 1 Biovore brood
• 1 Exocrine
RESTRICTIONS:
SPECIAL RULES: None.
• Move Through Cover
Organic Bombardment: All ranged weapons fired by models in this formation have the Pinning and Twin-Linked special rules.
LIVING ARMOUR NODE
FORMATION:
• 1 Carnifex brood
• 1 Tyrannofex
RESTRICTIONS:
SPECIAL RULES: None.
Hyper-evolved Carapace: Shooting attacks that target an unit of this formation have a -1 modifier to their To Wound rolls.
LIVING ARMOUR NODE
FORMATION:
• 2-4 Tyrannocytes
RESTRICTIONS:
SPECIAL RULES: None.
First Wave: Half of the Tyrannocytes of this formation, rounding up, automatically arrive from Deep Strike Reserves. The other half of the Tyrannocytes will follow the Reserve rules as normal.
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company
30k: word bearers, deamons, cults and militia,
On average I like it and an overall improvement to the Tyranids.
A few things though in the INSTINCTIVE BEHAVIOUR rule you say to roll a D3 when the charts say D6.
Not do sure about Genestealers having Deep Strike. I know that they could really use some deep striking infantry but they don't seem to me to really have that ability.
I don't like how the Hive guards Impaler cannon is presented. I get that it has two different profiles so that it can skyfire and normal fire without the draw backs of skyfire but it makes it clunky and just look weird. I would either get rid of the skyfire rule all together of mod Homing to include that each shot fired at a flyers... use the models normal BS.
For the Raveners I not sure about the Homing Predator, primarily in how it uses the enemies homing beacon. Might be better to just say that it does not scatter at all or it does not scatter if it deep strikes within 6 inch's of any none flying unit.
Lastly I know that the Swarmlord is a lord of war and that means that it will be strong but it still feels a little too strong, primarily with the Trans-galactic crystals rule and how all hits wound automatically with no saves of any kind allowed.
KingGarland wrote: On average I like it and an overall improvement to the Tyranids.
A few things though in the INSTINCTIVE BEHAVIOUR rule you say to roll a D3 when the charts say D6.
Not do sure about Genestealers having Deep Strike. I know that they could really use some deep striking infantry but they don't seem to me to really have that ability.
I don't like how the Hive guards Impaler cannon is presented. I get that it has two different profiles so that it can skyfire and normal fire without the draw backs of skyfire but it makes it clunky and just look weird. I would either get rid of the skyfire rule all together of mod Homing to include that each shot fired at a flyers... use the models normal BS.
For the Raveners I not sure about the Homing Predator, primarily in how it uses the enemies homing beacon. Might be better to just say that it does not scatter at all or it does not scatter if it deep strikes within 6 inch's of any none flying unit.
Lastly I know that the Swarmlord is a lord of war and that means that it will be strong but it still feels a little too strong, primarily with the Trans-galactic crystals rule and how all hits wound automatically with no saves of any kind allowed.
Ups... fixed.
Going to move the rule to the Hive Guard.
Changed it to within 6" of an enemy model.
You read it wrong, only a roll to wound of 6 automatically wounds with no saves of any kind allowed.
Automatically Appended Next Post: And thanks for the feedback!
Automatically Appended Next Post: Oh and changed the genestealers so they only can deep strike into a piece of terrain, but they will not scatter.
This message was edited 3 times. Last update was at 2015/09/13 22:30:16