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TyranidsCarnifexes
6

Carnifexes

NAME M WS BS S T W A Ld Sv
Carnifex 7" 4+ 4+ 6 7 8 4 6 3+
This unit contains 1 Carnifex. It can include 1 additional Carnifex (Power Rating +6) or 2 additional Carnifexes (Power Rating +12). Each model is armed with two pairs of monstrous scything talons.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
9
Bio-plasma
12"
Assault D3
7
-3
1
-
2
Spine banks
6"
Assault 4
5
0
1
This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units.
2
Bone mace
Melee
Melee
8
-1
D3
Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer’s attacks.
10
Monstrous acid maw
Melee
Melee
User
-5
D3
-
12
Monstrous crushing claws
Melee
Melee
x2
-3
3
When attacking with this weapon, you must subtract 1 from the hit roll.
Monstrous scything talons (Carnifex)
Melee
Melee
User
-3
3
You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of monstrous scything talons, it can make 1 additional attack with this weapon each time it fights.
7
Thresher scythe
Melee
Melee
4
-1
1
Each time the bearer fights, it can make one (and only one) attack with this weapon. Make D3 hit rolls for this attack instead of one. This is in addition to the bearer’s attacks.
WARGEAR OPTIONS
 • Any model may replace one of its pairs of monstrous scything talons with an item from the Monstrous Bio-cannons list.
 • Any model may replace both of its pairs of monstrous scything talons with two items from the Monstrous Bio-cannons list.
 • Any model may replace one of its pairs of monstrous scything talons with monstrous crushing claws.
 • Any model may have toxin sacs and/or adrenal glands.
 • Any model may have one of the following: bio-plasma, enhanced senses, a monstrous acid maw or tusks.
 • Any model may have a thresher scythe or a bone mace.
 • Any model may have spine banks or spore cysts.
 • Any model may have chitin thorns.
ABILITIES
Instinctive Behaviour

Living Battering Ram: When a Carnifex finishes a charge move, roll a dice; on a 4+ one enemy unit within 1" suffers a mortal wound. In addition, add 1 to all hit rolls in the Fight phase for a Carnifex that charged in the same turn.

Monstrous Brood: The first time this unit is set up on the battlefield, all of its models must be placed within 6" of at least one other model in their unit. From that point onwards, each operates independently and is treated as a separate unit.

Chitin Thorns:
5
Аt the end of the Fight phase, roll a D6 for each enemy unit within 1" of any models with chitin thorns. On a 6, that unit suffers a mortal wound.

Enhanced Senses:
10
A Carnifex with enhanced senses has a Ballistic Skill characteristic of 3+.

Spore Cysts:
10
Your opponent must subtract 1 from their hit rolls for ranged attacks that target a Carnifex with spore cysts. This is not cumulative with the penalties to hit rolls incurred from the Venomthrope’s Shrouding Spores ability.

Tusks:
8
You can add 1 to the Attacks characteristic of a Carnifex with tusks in the Fight phase if it charged in the preceding Charge phase.
FACTION KEYWORDS
TYRANIDS, <HIVE FLEET>
KEYWORDS
MONSTER, CARNIFEXES

Optional Wargear

MONSTROUS BIO-CANNONS

 • Two deathspitters with slimer maggots

 • Two devourers with brainleech worms

 • Stranglethorn cannon1

 • Heavy venom cannon1

1 A model cannot be armed with more than one of these weapons.

OTHER WARGEAR

 • Adrenal glands

 • Toxin sacs


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
7
Deathspitter with slimer maggots
24"
Assault 3
7
-1
1
-
7
Devourer with brainleech worms
18"
Assault 6
6
0
1
-
18
Heavy venom cannon
36"
Assault D3
9
-2
3
-
15
Stranglethorn cannon
36"
Assault D6
7
-1
2
You can add 1 to hit rolls for this weapon when attacking a unit with 10 or more models.

Other Wargear

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Adrenal glands
If a unit has adrenal glands, add 1" to the distance it can move when it Advances or charges.
Toxin sacs
Any wound rolls of 6+ in the Fight phase for a model with toxin sacs cause 1 additional damage.

This datasheet has Heavy Support Battlefield Role. Full list of Tyranids units sharing same Battlefield Role follows:

Does not include wargear

Bio-plasma used in following datasheets:

Heavy Support
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

A model with an Assault weapon can fire it even if it Advanced earlier that turn. If it does so, you must subtract 1 from any hit rolls made when firing that weapon this turn.

Spine banks used in following datasheets:

Heavy Support

Bone mace used in following datasheets:

Heavy Support
Melee Weapon
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is equipped with are described on its datasheet. In addition to their other weapons, all models are assumed to be equipped with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.

Monstrous crushing claws used in following datasheets:

HQ
Heavy Support
Hit Roll
Each time a model makes an attack, roll a dice. If the roll is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
single/two pairs

Monstrous scything talons (Carnifex) used in following datasheets:

Heavy Support

Thresher scythe used in following datasheets:

HQ
Heavy Support
Monstrous Bio-cannons
 • Two deathspitters with slimer maggots
14
 • Two devourers with brainleech worms
14
 • Stranglethorn cannon1
15
 • Heavy venom cannon1
18

1 A model cannot be armed with more than one of these weapons.

MONSTERS/other units

The CARNIFEX keyword is used in following Tyranids datasheets:

HQ
Heavy Support
Other Wargear
 • Adrenal glands
 • Toxin sacs
Instinctive Behaviour

Unless controlled or coordinated by the domineering will of the Hive Mind, many Tyranid organisms will revert to their baser instincts.

Unless a <HIVE FLEET> unit with this ability is within 24" of any friendly <HIVE FLEET> SYNAPSE unit, you must subtract 1 from any hit rolls made for it when shooting any target other than the nearest visible enemy unit, and you must subtract 2 from its charge roll if it declares a charge against any unit other than the nearest enemy unit.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target unit. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other wound and inflict damage to a model in the target unit as described above. Unlike normal attacks, excess damage from attacks that inflict mortal wounds is not lost. Instead keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

The TYRANIDS keyword is used in following Tyranids datasheets:

The <HIVE FLEET> keyword is used in following Tyranids datasheets:

The MONSTER keyword is used in following Tyranids datasheets:

Dedicated Transport
Elites
Fast Attack
Flyers
• Harpy
Fortifications

The CARNIFEXES keyword is used in following Tyranids datasheets:

HQ
Heavy Support

Deathspitter with slimer maggots used in following datasheets:

HQ
Heavy Support

Devourer with brainleech worms used in following datasheets:

HQ
Heavy Support

Heavy venom cannon used in following datasheets:

HQ
Flyers
• Harpy
Heavy Support

Stranglethorn cannon used in following datasheets:

HQ
Flyers
• Harpy
Heavy Support

Adrenal glands used in following datasheets:

Advancing
When you pick a unit to move in the Movement phase, you can declare that it will Advance. Roll a dice and add the result to the Move characteristics of all models in the unit for that Movement phase. A unit that Advances can’t shoot or charge later that turn.

Toxin sacs used in following datasheets:

Wound Roll
WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength
TWICE (or more)
than the Toughness?
2+
Is the Strength
GREATER
than the Toughness?
3+
Is the Strength
EQUAL
to the Toughness?
4+
Is the Strength
LOWER
than the Toughness?
5+
Is the Strength
HALF (or less)
than the Toughness?
6+
If an attack scores a hit, you will then need to roll another dice to see if the attack successfully wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the table to the right:

If the roll is less than the required number, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
© Vyacheslav Maltsev 2013-2019