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9

Hive Tyrant

NAME M WS BS S T W A Ld Sv
Hive Tyrant * * * 6 7 12 4 10 3+
A Hive Tyrant is a single model armed with two pairs of monstrous scything talons and a prehensile pincer tail.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
WS
BS
7-12+
9"/16"
2+
3+
4-6
7"/12"
3+
3+
1-3
5"/8"
4+
4+
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Monstrous scything talons (Hive Tyrant)
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.
0
Prehensile pincer tail
Melee
Melee
User
0
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.
WARGEAR OPTIONS
 • A Hive Tyrant may replace one pair of monstrous scything talons with one item from the Monstrous Bio-cannons or Monstrous Bio-weapons list.
 • A Hive Tyrant may replace both pairs of monstrous scything talons with two items from the Monstrous Bio-cannons or two items from the Monstrous Bio-weapons list, or with one item from each list.
 • This model may have wings (Power Rating +2). If it does, it uses the second set of Move characteristics in the damage table above, and it gains the FLY keyword.
47
 • This model may have toxin sacs and/or adrenal glands.
ABILITIES
Shadow in the Warp, Synapse

The Will of the Hive Mind: The range of a Hive Tyrant’s Synapse ability is 18" rather than 12".

Swooping Assault: During deployment, you can set up a Hive Tyrant with wings circling high above instead of placing it on the battlefield. At the end of any of your Movement phases it can swoop down – set it up anywhere on the battlefield that is more than 9" from any enemy models.

Death Throes: If this model is reduced to 0 wounds, roll a dice before removing the model from the battlefield; on a 6, it lashes out in its death throes, and each unit within 3" suffers D3 mortal wounds.

Psychic Barrier: A Hive Tyrant has a 4+ invulnerable save.
PSYKER
A Hive Tyrant can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite power and two psychic powers from the Hive Mind discipline.
FACTION KEYWORDS
TYRANIDS, <HIVE FLEET>
KEYWORDS
CHARACTER, MONSTER, PSYKER, SYNAPSE, HIVE TYRANT

Optional Wargear

MONSTROUS BIO-WEAPONS

 • Monstrous rending claws

 • Monstrous boneswords

 • Lash whip and monstrous bonesword

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.

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
15
Lash whip and monstrous bonesword
Melee
Melee
User
-2
3
If the bearer is slain in the Fight phase before it has made its attacks, leave it where it is. When its unit is chosen to fight in that phase, the bearer can do so as normal before being removed from the battlefield.
20
Monstrous boneswords
Melee
Melee
User
-2
3
A model armed with monstrous boneswords can make 1 additional attack with them in the Fight phase.
0
Monstrous rending claws
Melee
Melee
User
-3
D3
You can re-roll failed wound rolls for this weapon. In addition, each time you make a wound roll of 6+, that hit is resolved with an AP of -6 and Damage of 3.

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 HQ Battlefield Role. Full list of Tyranids units sharing same Battlefield Role follows:

Does not include wargear
single/two pairs
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.
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.

Prehensile pincer tail used in following datasheets:

HQ
Elites
Heavy Support
• Mawloc
• Trygon
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.

Monstrous Bio-weapons
 • Monstrous rending claws
0
 • Monstrous boneswords
20
 • Lash whip and monstrous bonesword
15
MONSTERS/other units

The CARNIFEX keyword is used in following Tyranids datasheets:

HQ
Heavy Support
Other Wargear
 • Adrenal glands
 • Toxin sacs
Shadow in the Warp

The unfathomable presence of the Hive Mind radiates out from its synapse creatures, smothering the ability of the psykers who stand before them to draw upon their mystic powers.

Enemy PSYKERS must subtract 1 from any Psychic tests they make if they are within 18" of any units with this ability. TYRANID PSYKERS are not affected.
Synapse

Some Tyranids serve as synaptic conduits or nodal relays through which a portion of the Hive Mind’s iron will flows, overriding the natural instincts of the swarm.

<HIVE FLEET> units automatically pass Morale tests if they are within 12" of any friendly <HIVE FLEET> units with this ability.
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.
Invulnerable Saves
Some models possess supernatural reflexes or are protected by force fields that grant them an invulnerable save. Each time a wound is allocated to a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.
Psychic Test
A psyker can attempt to manifest a psychic power they know by taking a Psychic test. To do so, roll 2D6. If the total is equal to or greater than that power’s warp charge value, the power is successfully manifested. A psyker cannot attempt to manifest the same psychic power more than once in a turn.
Deny the Witch Test
A psyker can attempt to resist a psychic power that has been manifested by an enemy model within 24" by taking a Deny the Witch test – this takes place immediately, even though it is not your turn. To do so, roll 2D6. If the total is greater than the result of the Psychic test that manifested the power, it has been resisted and its effects are negated. Only one attempt to deny each successfully manifested psychic power can be made each turn, regardless of the number of psykers you have within 24" of the enemy model manifesting the psychic power.
Smite
Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds. If the result of the Psychic test was more than 10, the target suffers D6 mortal wounds instead.

The TYRANIDS keyword is used in following Tyranids datasheets:

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

The CHARACTER keyword is used in following Tyranids datasheets:

HQ
Elites
Heavy Support

The MONSTER keyword is used in following Tyranids datasheets:

Dedicated Transport
Elites
Fast Attack
Flyers
• Harpy
Fortifications

The PSYKER keyword is used in following Tyranids datasheets:

HQ
Elites

The SYNAPSE keyword is used in following Tyranids datasheets:

HQ
Troops
Elites
Heavy Support

The HIVE TYRANT keyword is used in following Tyranids datasheets:

HQ

Deathspitter with slimer maggots used in following datasheets:

HQ
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.

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

Monstrous rending claws used in following datasheets:

HQ
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.

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:

© Vyacheslav Maltsev 2013-2019