Drifting through the void come star-eclipsing shoals of immense creatures whose cephalopodic forms bristle with spines and feeder tendrils. Each of these living vessels is host to thousands upon thousands of dormant warrior-forms, ready to wake from their slumber when the hive fleet locates its next meal.
This section contains all of the datasheets that you will need in order to fight battles with your Tyranid miniatures. Each datasheet includes the characteristics profiles of the unit it describes, as well as any wargear and abilities it may have. Some rules are common to several Tyranid units – these are described below and are referenced on the datasheets.Book | Kind | Edition | Version | Last update |
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![]() | Codex | 9 | Indomitus 1.1 | January 2023 |
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![]() | Rulebook | 9 | Q2 2023 | April 2023 |
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![]() | Expansion | 9 | March 2023 | |
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![]() | Index | 9 | Indomitus 1.9 | February 2023 |
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![]() | Expansion | 9 | January 2023 | |
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![]() | Expansion | 9 | Indomitus 1.2 | July 2022 |
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![]() | White Dwarf | 9 | December 2021 | |
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![]() | Datasheet | 8 | December 2019 |
Q: | If a Maleceptor model has the Enraged Reserves Adaptive Physiologies, is it considered to have double the number of wounds remaining for the purpose of the Psychic Overload ability? |
A: | No. Enraged Reserves only does this for characteristics, not any other rules. |
Q: | The Psychic Oversight Synaptic Imperative allows units performing a psychic action to still manifest psychic powers. If a unit performs a psychic action, does it count as one of the psychic powers that a unit is allowed to manifest that turn? |
A: | Yes. Performing a psychic action is treated the same as if attempting to manifest a psychic power and so counts against the number of psychic powers a unit can manifest in that turn. |
Q: | Enemy models cannot use any rules to ignore wounds inflicted by the Reaper of Obliterax Relic – does this also apply to mortal wounds inflicted by this Relic? |
A: | Yes. |
Q: | At the start of the battle round, when selecting a Warlord Trait for a model with the Gestalt Commander Warlord Trait, can I select the likes of Alien Cunning or Heightened Senses? |
A: | No, Gestalt Commander specifically refers to the traits labelled as ‘Hive Fleet Warlord Traits’, i.e. Monstrous Hunger, One Step Ahead, Perfectly Adapted, Lethal Miasma, Insidious Threat, Endless Regeneration or Soul Hunger. |
A unit’s datasheet will list all the abilities it has. Certain abilities that are common to many units are only referenced on the datasheets rather than described in full. These abilities are described below.
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.If every unit from your army has the HIVE TENDRIL keyword (excluding UNALIGNED units) and each of those units (excluding LIVING ARTILLERY units) is from the same hive fleet, then SYNAPSE units from your army gain a Synaptic Imperative ability depending on which one is currently active for your army.
Some warrior organisms are seen comparatively rarely. Hive Tyrants are seeded amongst the swarms as centralised synaptic nodes so only a single such organism will be observed commanding each swarm.
You can include a maximum of one HIVE TYRANT model in each HIVE TENDRIL Detachment in your army.Each hive fleet has its own adaptations suited to the enemies that it will face.
If every unit from your army (excluding HIVE TENDRIL LIVING ARTILLERY and UNALIGNED units) is from the same hive fleet, all HIVE TENDRIL units with this ability, and all the models in them, gain a Hive Fleet Adaptation. The Hive Fleet Adaptation gained depends upon which hive fleet they are from.If your army is Battle-forged, <HIVE FLEET> units in HIVE TENDRIL Detachments gain access to the following hive fleet rules, provided every <HIVE FLEET> unit in your army is from the same hive fleet. If every <HIVE FLEET> unit in a HIVE TENDRIL Detachment is from the same hive fleet, that Detachment is referred to as a Hive Fleet Detachment.
The swarms of Hive Fleet Behemoth rampage into their prey in a stampede of hulking muscle, crushing chitin and trampling hooves. They embody the most unsubtle aspects of predatory aggression and uncontrollable hunger. What they lack in subtlety and cunning, however, they more than make up for indomitable resilience and overwhelming ferocity.
There is nothing of subtlety or of stealth to the swarms of Hive Fleet Behemoth, just a headlong onslaught that crushes all in their path.
This warlord embodies the Hive Mind’s eternal hunger, tearing great chunks out of its victims in a feeding frenzy, or even swallowing them whole.
Each time this WARLORD makes a melee attack, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.A surge of mindless aggression flows through Hive Fleet Behemoth driving them forward in a tidal wave of snapping jaws and lashing talons.
Blessing: Unstoppable Onslaught has a warp charge value of 7. If manifested, select one friendly BEHEMOTH unit within Synaptic Link range of this PSYKER. Until the start of your next turn, each time a model in that unit makes a melee attack, add 1 to that attack’s wound roll.Occasionally, a Hive Fleet Behemoth warrior organism will epitomise its hive fleet’s name by growing to colossal and appallingly powerful proportions.
Add 1 to the Damage characteristic of melee weapons the bearer is equipped with.So single-minded is the aggression with which the beasts of Hive Fleet Behemoth fight that even death does not immediately halt their brutal rampage.
To do battle with the swarms of Hive Fleet Kraken is to pit oneself against a sly predatory gestalt whose every instinct and action is calculated towards outmanoeuvring and encircling its prey. The Krakens broods spring from unexpected quarters. They surge through the slightest gap in their enemies’ defences, and exploit even the smallest weakness with rapacious savagery.
Kraken harries and unbalances its foes with lightning-fast flanking attacks, before encircling them for the final, bloody slaughter.
This warlord’s foresight allows it to see the prey’s next move.
Each time your opponent uses a Stratagem, if this WARLORD is on the battlefield, roll one D6: on a 5+, you gain 1 Command point.A psychic lure is placed on a threat; the marked prey is doomed.
Malediction: Synaptic Lure has a warp charge value of 5. If manifested, select one enemy unit within Synaptic Link range of this PSYKER or one enemy unit within 18" of this PSYKER. Until the start of your next Psychic phase, each time a friendly KRAKEN unit declares a charge, if that enemy unit is one of the targets of that charge, you can re-roll the charge roll.Subdermal crystals in this carapace capture and redirect light.
Each time an attack is made against the bearer:Before the prey can react, Krakens swarms are already amongst them.
Pouring up through the galactic plane, the swarms of Hive Fleet Leviathan strike at their prey from one end of the galaxy to the other. Honed by the trial-and-error carnage wrought by the hive fleets that came before them, these are the most artfully adapted predators yet to be unleashed by the Hive Mind. They are death inescapable, and their number is legion.
Leviathan’s synaptic network is so strong that even the mangled remains of mortally wounded beasts can be compelled to fight on.
This warlord was created for one purpose - to completely eradicate the defenders of the target prey world.
Once per battle round, you can re-roll one of the following rolls made for this WARLORD: hit roll; wound roll; damage roll; Advance roll; charge roll; Psychic test; saving throw.The Hive Mind funnels Leviathan’s sophisticated synaptic network through its conduits, enforcing its gestalt will among the hive fleet’s lesser organisms.
Blessing: Hive Nexus has a warp charge value of 7. If manifested, select one friendly LEVIATHAN CORE unit within Synaptic Link range of this PSYKER and select one Synaptic Imperative ability of a friendly LEVIATHAN SYNAPSE model that is also within Synaptic Link range of this PSYKER. Until the start of your next turn, that unit benefits from that SYNAPSE model’s Synaptic Imperative ability as if it was active for your army (in addition to the one that is currently active for your army) and as if they were within 6" of one another.Synaptic echoes of former organisms and previous battles flow from this encephalitic biomorph, imbuing the host creature with instinctive foreknowledge of the enemy’s attack patterns and strategies.
In the Reinforcements step of your opponent’s Movement phase, each time an enemy unit is set up as Reinforcements within 18" of the bearer, you can select one friendly LEVIATHAN CORE or LEVIATHAN CHARACTER unit within 6" of the bearer. If you do so, that friendly unit can shoot as if it were your Shooting phase, but its models can only target that enemy Reinforcements unit. A unit cannot be selected to fire more than once per phase as a result of this Relic.The broods of Hive Fleet Leviathan hunt as one, exhibiting eerie precision in their strikes.
Hive Fleet Gorgon wears down its prey through the use of adaptive hypertoxins, weaponised spore clouds, and corrosive poisons of the most gruesome sorts imaginable. Its broods scuttle half-seen toward the foe, wreathed in a rolling miasma of inimical Tyranid microorganisms that can reduce even the mightiest warriors and war engines to bubbling slicks of flesh-and-metal sludge.
The toxins produced by Hive Fleet Gorgon’s swarm-creatures adapt with terrifying speed to any prey, swiftly rendering even the most glancing of blows or skin contact potentially lethal.
The air around the warlord churns with microscopic spores that invade the bodies of its foes, devouring them from the inside.
At the start of the Fight phase, roll one D6 for each enemy unit within 3" of this WARLORD: on a 2-5, that enemy unit suffers 1 mortal wound; on a 6, that enemy unit suffers D3 mortal wounds.This synapse creature radiates a pulsed imperative that triggers the semi-sentient spores of Gorgon's biohorrors, spurring them to secrete venoms laced with a seeping psychic corruption.
Blessing: Poisonous Influence has a warp charge value of 7. If manifested, select one friendly GORGON unit within Synaptic Link range of this PSYKER. Until the start of your next Psychic phase, each time a model in that unit makes a melee attack, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage (to a maximum of 6 mortal wounds).Unstable organs within this organism’s body respond to any physical and mental trauma, rapidly undergoing beneficial mutations.
Few substances are as lethal as the toxins of Hive Fleet Gorgon. Fewer still tailor themselves so effectively to their luckless victims.
Hive Fleet Jormungandr assails its enemies not only from orbit and across blazing battlefields, but also in horrific attack waves from beneath their feet. No other hive fleet makes such prodigious use of tunnelling organisms to completely honeycomb invaded worlds with subterranean networks of Tyranid burrows, from which attack swarms erupt upwards to tear their prey apart.
The warrior organisms of Hive Fleet Jormungandr attack from subterranean tunnels, making these predatory monsters extremely difficult to target until it is far too late.
This warlord has lurked long on this world, developing an intimate knowledge of its terrain so there is nowhere for the prey to hide.
In your Command phase, select one friendly JORMUNGANDR unit within Synaptic Link range of this WARLORD. Until the start of your next Command phase, each time a model in that unit makes an attack, the target does not receive the benefits of cover against that attack.The Hive Mind extends a psychic summons, and calls upon Jormungandr s embedded and waiting broods. Mindlessly converging via synaptic imperative, their sudden and frenzied attacks spell the foe’s end.
Malediction: Lurking Maws has a warp charge value of 7. If manifested, select one enemy unit within Synaptic Link range of this PSYKER or one enemy unit within 18" of this PSYKER. Until the start of your next Psychic phase, each time a friendly JORMUNGANDR model makes a melee attack against that enemy unit, improve the Armour Penetration characteristic of that attack by 1.This warrior organism has been grafted with a complex arrangement of acoustic organs to unleash fearsome infrasonic bellows. So powerful are these booming sonic emanations that they cause primal terror and confusion in many sentient species.
At the end of your Movement phase, select one enemy unit within 12" of the bearer and roll 3D6; if the result is equal to or higher than that enemy unit’s Leadership characteristic, until the start of your next Movement phase, that unit cannot perform actions (if that unit is currently performing an action, it immediately fails).The Great Serpent attacks from below, bursting out from subterranean tunnels into the midst of its prey.
Adapted to battle the otherworldly threat of daemons spilling through from warp space, the swarms of Hive Fleet Kronos are nonetheless utterly deadly to any prey that cross their path. Their warrior organisms instinctively do battle from long range, upon both physical and metaphysical planes, reducing their victims to maggot-riddled offal and soul-blasted husks before devouring them ravenously.
Hive Fleet Kronos obliterates its foes at range by unleashing devastating barrages of bio-plasma and living missiles.
This warlord has an insatiable hunger for psykers, and can manipulate the Shadow in the Warp to drain the life from its favoured prey.
While an enemy PSYKER unit is within 18" of this WARLORD, each time a Psychic test is taken for that unit, it suffers Perils of the Warp on any dice roll that includes a double, instead of only a double 1 or double 6.The synaptic web sings with psionic targeting information, guiding living projectiles to strike at the prey’s identified weak spots.
Blessing: Symbiostorm has a warp charge value of 7. If manifested, select one friendly KRONOS unit within Synaptic Link range of this PSYKER. Until the start of your next Psychic phase, each time a model in that unit makes a ranged attack, add 1 to the Strength characteristic of that attack.A synaptic knot in this creature’s skull channels and amplifies Kronos’ potent Shadow so prey can barely think or focus in the organism’s presence.
In your Command phase, select one enemy unit within Synaptic Link range of the bearer. Until the start of your next Command phase:In the swarms of Kronos, the Shadow in the Warp is suffocatingly powerful.
At first, the threat posed by the swarms of Hive Fleet Hydra appears deceptively manageable, albeit still nightmarishly dangerous. Yet this hive fleet fights its battles through hyper-aggressive escalation, passing swiftly from infestation to overwhelming tide until its horrified victims are buried beneath the heaving masses of predatory organisms they have unwittingly drawn down upon themselves.
Hive Fleet Hydra’s super swarms overwhelm their prey with sheer weight of numbers, drowning them in a tide of chitin and talons.
Enemy soldiers are horrified to see this warlord’s severed limbs and shattered chitinous plates regrowing before their eyes.
At the start of the Command phase, this WARLORD can regenerate itself. If it does so, it regains up to D3 lost wounds. This WARLORD can only regenerate itself once per turn.Driven by synaptic imperative, acting as psychic conduits for the Hive Minds power, the warrior organisms of Hive Fleet Hydra open their maws as one and emit a mind-shredding shriek.
Witchfire: Psychic Shriek has a warp charge value of 6. If manifested, select one enemy unit within Synaptic Link range of this PSYKER or one enemy unit within 18" of this PSYKER. Roll one D6 for each friendly HYDRA INFANTRY andThis creature’s body seethes with self-replicating barbworms that clot in blade-headed masses around its weapon-projectiles and lend them extra punch.
Each time the bearer makes a ranged attack, you can re-roll the wound roll.Once this hive fleets warrior organisms outnumber their prey, they soon overwhelm them in a hideous, heaving mass.
Adrenalised Onslaught Each time a model with this adaptation makes a consolidation move, it can move up to an additional 3" (to a maximum of 9"). |
Heightened Reflexes Units with this adaptation are eligible to shoot in a turn in which they Fell Back, but if they do, then until the end of the turn, each time a model in that unit makes a ranged attack, subtract 1 from that attack’s hit roll. |
Augmented Ferocity Add 1 to charge rolls made for units with this adaptation. |
Synaptic Goading At the start of the first battle round, before the first turn begins, ENDLESS MULTITUDE units with this adaptation that start the battle wholly within your deployment zone can make a Normal Move of up to 6". |
Ambush Predators Units with this adaptation are eligible to perform Heroic Interventions as if they were a CHARACTER unit. |
Exoskeletal Reinforcement Each time an attack with an Armour Penetration characteristic of -1 is allocated to a model with this adaptation, that attack has an Armour Penetration characteristic of 0 instead. |
Naturalised Camouflage Each time a ranged attack is allocated to a model with this Adaptation while it is receiving the benefits of cover from a terrain feature, add an additional 1 to any armour saving throw made against that attack. |
Territorial Instincts
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Unfeeling Resilience Models with this adaptation whose characteristics can change as they suffer damage are considered to have double the number of wounds remaining for the purposes of determining what those characteristics are. |
Synaptic Ganglia
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Stabilising Membranes Each time a model with this adaptation makes a ranged attack, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1. |
Exoskeletal Stabilisation
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Wreathed in the Shadow Each time a unit with this adaptation declares a charge, enemy units that were targeted by that charge cannot fire Overwatch or Set to Defend against that charge. |
Relentless Hunger Each time a unit with this adaptation fails a charge, it can make a Normal Move of up to 3". |
Unstoppable Swarm Units with this adaptation can ignore any or all modifiers to their Move characteristic, Advance rolls and charge rolls. |
HIVE PREDATOR (Tyranids – Requisition)
RAREFIED ENHANCEMENTS (Tyranids – Requisition)
RAPID ADAPTATION (Crusher Stampede – Battle Tactic)
ALPHA LEADER-BEAST (Leviathan (Supplement) – Requisition)
INFESTATION (Tyranids – Strategic Ploy – Crusade)
BURIED IN WAIT (Jormungandr – Requisition)
Battle Round
SYNAPTIC LEGACY (Tyranids – Epic Deed)
RAPID REGENERATION (Tyranids – Strategic Ploy)
ENDLESS SWARM (Tyranids – Strategic Ploy)
HIVE MIND IMPERATIVE (Leviathan (Supplement) – Strategic Ploy)
HYPER ADAPTATION (Leviathan (Supplement) – Strategic Ploy)
BOUNDING ADVANCE (Tyranids – Strategic Ploy)
ENFOLDING STRIKE (Tyranids – Epic Deed)
SPORE CLOUDS (Tyranids – Strategic Ploy)
LIVING RAMS (Tyranids – Boarding Actions – Strategic Ploy)
SUBTERRANEAN ASSAULT (Tyranids – Strategic Ploy)
RAVENOUS TIDE (Tyranids – Boarding Actions – Strategic Ploy)
ENCIRCLE THE PREY (Tyranids – Strategic Ploy)
OPPORTUNISTIC ADVANCE (Kraken – Battle Tactic)
QUESTING TENDRILS (Leviathan (Supplement) – Battle Tactic)
POWER OF THE HIVE MIND (Tyranids – Epic Deed)
SYNAPTIC CHANNELLING (Tyranids – Epic Deed)
SYNAPTIC DOMINATION (Leviathan (Supplement) – Epic Deed)
THE DEEPEST SHADOW (Kronos – Epic Deed)
THE VOID IN THE WARP (Leviathan (Supplement) – Strategic Ploy)
GUARD AND CONSUME (Tyranids – Battle Tactic – Crusade)
OBSERVER ORGANISM (Tyranids – Battle Tactic)
PATHOGENIC SLIME (Tyranids – Wargear)
SCORCH BUGS (Tyranids – Battle Tactic)
SHARD LURE (Tyranids – Strategic Ploy)
TOXIC ENTANGLEMENT (Tyranids – Strategic Ploy)
ENHANCED BRAIN FUNCTIONS (Crusher Stampede – Battle Tactic)
BIO-ADAPTED BORER GRUBS (Leviathan (Supplement) – Wargear)
RELENTLESS FLURRY (Leviathan (Supplement) – Battle Tactic)
INDOMITABLE MONSTROSITY (Tyranids – Battle Tactic)
REINFORCED HIVE NODE (Tyranids – Battle Tactic)
LAYERED CHITIN (Tyranids – Boarding Actions – Battle Tactic)
UNBREAKABLE CHITIN (Crusher Stampede – Battle Tactic)
PHEROMONE TRAIL (Tyranids – Epic Deed)
TRAMPLING CHARGE (Tyranids – Epic Deed)
BREAKING THROUGH (Crusher Stampede – Battle Tactic)
SUDDEN POUNCE (Tyranids – Boarding Actions – Strategic Ploy)
BLINDING VENOM (Tyranids – Wargear)
ACIDIC TORRENT (Tyranids – Wargear)
DEATH FRENZY (Tyranids – Epic Deed)
VORACIOUS APPETITE (Tyranids – Battle Tactic)
ACID BLOOD (Tyranids – Boarding Actions – Battle Tactic)
LAYERED CHITIN (Tyranids – Boarding Actions – Battle Tactic)
ADRENAL SURGE (Tyranids – Battle Tactic)
IMPALING HOOKS (Tyranids – Wargear)
VANGUARD ONSLAUGHT (Tyranids – Battle Tactic – Crusade)
ADRENAL SURGE (Tyranids – Boarding Actions – Battle Tactic)
OVERRUN (Tyranids – Strategic Ploy)
COMBINED ASSAULT (Leviathan – Battle Tactic)
UNPARALLELED FEROCITY (Behemoth – Battle Tactic)
DEATH SURGE (Crusher Stampede – Battle Tactic)
THUNDEROUS IMPACT (Crusher Stampede – Battle Tactic)
RELENTLESS FLURRY (Leviathan (Supplement) – Battle Tactic)
CRITICAL MASS (Hydra – Battle Tactic)
HYPER-TOXICITY (Gorgon – Wargear)
BLINDING VENOM (Tyranids – Wargear)
ACIDIC TORRENT (Tyranids – Wargear)
DEATH FRENZY (Tyranids – Epic Deed)
VORACIOUS APPETITE (Tyranids – Battle Tactic)
ACID BLOOD (Tyranids – Boarding Actions – Battle Tactic)
LAYERED CHITIN (Tyranids – Boarding Actions – Battle Tactic)
ADRENAL SURGE (Tyranids – Battle Tactic)
IMPALING HOOKS (Tyranids – Wargear)
VANGUARD ONSLAUGHT (Tyranids – Battle Tactic – Crusade)
ADRENAL SURGE (Tyranids – Boarding Actions – Battle Tactic)
OVERRUN (Tyranids – Strategic Ploy)
COMBINED ASSAULT (Leviathan – Battle Tactic)
UNPARALLELED FEROCITY (Behemoth – Battle Tactic)
DEATH SURGE (Crusher Stampede – Battle Tactic)
THUNDEROUS IMPACT (Crusher Stampede – Battle Tactic)
RELENTLESS FLURRY (Leviathan (Supplement) – Battle Tactic)
CRITICAL MASS (Hydra – Battle Tactic)
HYPER-TOXICITY (Gorgon – Wargear)
PSYCHOTROPIC VENOM (Tyranids – Wargear)
TERRIFYING CHARGE (Crusher Stampede – Battle Tactic)
CORROSIVE VISCERA (Tyranids – Wargear)
INSTINCTIVE RAMPAGE (Tyranids – Strategic Ploy)
ANIMATED BY THE HIVE MIND (Leviathan (Supplement) – Epic Deed)
CONTROL OF THE SWARM (Leviathan (Supplement) – Epic Deed)
INVISIBLE HUNTER (Tyranids – Strategic Ploy)
If your army includes any HIVE TENDRIL Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), you have access to the Stratagems shown here, and can spend CPs to use them. When one of these Stratagems instructs you to select a unit from your army, replace all instances of the <HIVE FLEET> keyword on that Stratagem, if any, with the name of the hive fleet that your selected unit is from.
These beetles boast powerful legs and incendiary biochemicals.
The hunger of the Tyranids can never be satiated.
These warrior organisms destroy all as their adrenaline surges.
The Hive Mind fortifies the minds and bodies of its swarms.
Exocrines are sometimes synaptically entangled with tiny insectile observer organisms that flit ahead and spy out targets.
Driven on by synaptic compulsion, the largest Tyranid beasts can shrug off even the most dolorous blows and keep fighting.
The Hive Mind channels lethal energy through its synaptic bioforms.
Tyranids care nothing for self-preservation, and will fight on.
Lictors release a trail of potent pheromones that guide fresh waves of bioforms to the slaughter.
Tyranids are one with the Hive Mind; individuality is a disadvantage that they surpass.
Even when the mortal frame of a synapse organism is slain, its mental imprint is not lost to the will of the Hive Mind.
Employing their sheer bulk and vicious chitinous horns and spikes, the largest Tyranids crash headlong through the foe, often with devastating results.
Unsuspecting victims see nothing but a blur of thick leathery wings and a swift and dreadful sting, before the attacker is gone again.
When faced with especially resistant prey, or if possessed of a bounty of biomass, the Hive Mind has many ways of enhancing its foremost warrior organisms to render them even more dangerous.
Some bioforms are imbued with additional predatory abilities.
Entire swarms erupt from tunnels dug by burrowing monsters.
Prey stare in horror as chitinous armour regrows and flesh, muscle and sinew knots back together as though never harmed.
Hunter-slayer organisms can melt away before the eyes of their foes, only to strike suddenly from a new and unexpected direction.
Tyranids are an unstoppable avalanche of flesh and chitin.
Leader-beasts mark prey with synaptically conductive chitin shards, to be pursued by their subordinate warrior organisms.
As the battle rages, more organisms pour in to bolster the swarms.
Tyrant Guard mercilessly hound those prey who have slain their Hive Tyrant, for such threats cannot be allowed to survive.
Synaptic impulses from the Hive Mind cause Hormagaunts to surge into battle.
For organisms that can soar on high or burrow, it is no hardship to fade back during battle and stalk their prey before striking again.
Sporecaster organisms are able to eject billowing clouds of spores that set to work polluting and altering the biosphere itself.
The Toxicrene’s mass of tendrils whip and coil about its victim, ensnaring them and drawing them into its lethal embrace.
Pinioned upon vicious flesh hooks, the squirming prey is all the easier to tear apart.
Some lash whips can extrude venomous barbs, whose slightest scratch sends the victim into hallucinatory paroxysms as their mind’s worst fears manifest behind their eyes.
This crude but undeniably effective method of killing the prey has the added advantage of rendering them down to easily consumed slurry.
The slightest cut to this creature’s flesh causes pressurised and highly acidic fluids to spray from the wound.
Vomited in hissing gouts, this noxious venom blinds its victims and leaves them reeling in agony.
Tyranid biological ammunition is often doused in a pathogenic mucus, which seeps into wounds and devours flesh.
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This biohorror’s carapace is actually a symbiotic organism, capable of psychically repelling the fiercest attacks and boosting the metabolism of its host creature.
This model has a 4+ invulnerable save.Contained deep within this organism’s body is a pulsating sac filled with a cocktail of adrenostimulant fluids and linked to a ring of vascular-pneumatic sphincters. When roused, this arrangement pumps its potent bio-stimulant through the host organism’s body, driving the creature to new heights of speed and ferocity.
This biohorror’s chitinous carapace is thickened by expendable, brittle outer layers designed to absorb the impact of small arms fire as they shatter and flake away.
Each time an attack with a Damage characteristic of 1 is allocated to this model, add 1 to any armour saving throw made against that attack.Crackling bio-electric ultra-conductivity enhances this creature’s speed of perception, processing and decision making such that its reactions appear prescient in their swiftness.
At the start of the Fight phase, if this model is within Engagement Range of any enemy units, it can fight first that phase.With its basic logic centres and instinctive drivers augmented, this warrior organism is capable of singling out and hunting down valuable prey without direct synaptic oversight.
Adaptations to this organism’s cerebral architecture have enhanced its connection to the Hive Mind. Through this towering and deadly creature, the horrific influence of the Tyranids’ gestalt mind is spread ever further.
Either host to nests of hungry bio-ammunition or unique organs generating a constant stream of biochemical substances, this xenos brute’s organic projectiles continue to sear or consume long after it has moved on to other prey.
Each time this model shoots, after it has finished making its attacks, select one unit that was hit by one or more of those attacks. Roll one D6: on a 2+, that unit suffers D3 mortal wounds.Subconscious instinctive drivers trigger when this beast detects prey organisms fleeing its grasp, spurring it to lash out quicker than the speed of thought.
Each time an enemy unit within Engagement Range of this model is selected to Fall Back, roll one D6: on a 2+, that enemy unit suffers D3 mortal wounds.Before the battle, generate the psychic powers for PSYKER units from your army that know powers from the Hive Mind discipline using the table below. You can either roll one D6 to generate each power randomly (re-rolling duplicate results), or you can select which powers those units know.
When a PSYKER unit from your army manifests a psychic power from this discipline, replace all instances of the <HIVE FLEET> keyword on that psychic power, if any, with the name of the hive fleet that your PSYKER unit is drawn from.
D6 | PSYCHIC POWER |
1 | CATALYST Through its synaptic conduits, the Hive Mind reaches out to infuse the organisms under its control, invigorating their metabolisms with such unnatural vitality that they can ignore the most grievous of wounds. Blessing: Catalyst has a warp charge value of 6. If manifested, select one friendly <HIVE FLEET> unit within Synaptic Link range of this PSYKER. Until the start of your next Psychic phase:
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2 | THE HORROR The terrifying psychic presence of the Hive Mind radiates from the synapse creature, flooding the minds of the Tyranids’ enemies and causing them to quail and panic. Malediction: The Horror has a warp charge value of 5. If manifested, select one enemy unit within Synaptic Link range of this PSYKER or one enemy unit within 24" of this Psyker. Until the start of your next Psychic phase:
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3 | NEUROPARASITE Channelling psionic energies into the mind of the prey organism, the synapse creature triggers encephalitic mutation. Raw grey matter gains rudimentary synaptic sentience and sprouts microscopic chitinous talons and fangs before attempting to chew its way out of its cranial prison. Witchfire: Neuroparasite has a warp charge value of 7. If manifested, select one enemy unit within Synaptic Link range of this PSYKER or one enemy unit within 18" of this PSYKER. Roll one D6 for each model in that unit: for each roll that exceeds that model’s Toughness characteristic, that model’s unit suffers 1 mortal wound (to a maximum of 6 mortal wounds). |
4 | ONSLAUGHT The synapse creature reaches out with its mind and seizes control of the lesser creatures’ weapon symbiotes, guiding their fire whilst simultaneously driving the swarms toward the enemy at a breakneck pace. Blessing: Onslaught has a warp charge value of 6. If manifested, select one friendly <HIVE FLEET> unit within Synaptic Link range of this PSYKER. Until the start of your next Psychic phase:
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5 | PAROXYSM The Hive Mind debilitates its enemies by triggering every nerve and pain receptor in their bodies, overwhelming their senses with wracking fits of agony. Malediction: Paroxysm has a warp charge value of 7. If manifested, select one enemy unit within Synaptic Link range of this PSYKER or one enemy unit within 18" of this PSYKER. Until the start of your next Psychic phase:
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6 | PSYCHIC SCREAM Through its vassal, the Hive Mind unleashes a piercing shriek of undiluted psychic energy that shreds the minds of those caught in its shock wave. Witchfire: Psychic Scream has a warp charge value of 5. If manifested, select the closest enemy unit within 18" of this PSYKER. That unit suffers D3 mortal wounds. If that unit has the PSYKER keyword and the result of the Psychic test is higher than the Leadership characteristic of that unit, randomly select one psychic power that unit knows. Until the end of the battle, that unit no longer knows that psychic power. |
If a <HIVE FLEET> CHARACTER model is your WARLORD, you can use the Hive Fleet Warlord Traits table below to determine what Warlord Trait they have. You can either roll one D6 to randomly generate one, or you can select one.
When you have determined a Warlord Trait for a HIVE TENDRIL CHARACTER model, replace all instances of the <HIVE FLEET> keyword in their Warlord Trait, if any, with the name of the hive fleet that your model is from.
D6 | WARLORD TRAIT |
1 | ALIEN CUNNING This warlord possesses highly sophisticated neural pathways, allowing it to identify priority strategic assets and seize them before the foe even recognise their value.
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2 | HEIGHTENED SENSES Whether through rows of bristling antennae or clusters of glistening compound eyes, this warlord can sense the location of its prey with unerring accuracy.
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3 | SYNAPTIC LINCHPIN With a cerebral cortex that pulsates with the irresistible power of the Hive Mind, this warlord acts as a blazing synaptic beacon to the lesser creatures of the swarm.
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4 | DIRECT GUIDANCE Projecting a portion of its consciousness directly into the crude ganglia of its lesser warrior organisms allows this warlord to guide their strikes. In your Command phase, select one friendly <HIVE FLEET> CORE unit within Synaptic Link range of this WARLORD. Until the start of your next Command phase, each time a model in that unit makes an attack, add 1 to that attack’s hit roll. |
5 | SYNAPTIC TENDRILS This organism is a thrumming node of synaptic energies, a blazing beacon of the Hive Mind’s influence, able to reach out and augment the abilities of its swarm at will. In your Command phase, if this WARLORD has one of the following abilities, it can use that ability one additional time that phase: Alpha Warrior, Bio-impulses, Brood Progenitor, Vicious Insight, Warp Siphon, Will of the Hive Mind. |
6 | ADAPTIVE BIOLOGY The same weapon rarely works against this warlord twice, as its alien physiology adapts at an astonishing rate to counter the attacks of the foe. Each time this WARLORD would lose a wound, roll one D6: on a 5+, that wound is not lost. |
CHARACTER | WARLORD TRAIT |
Deathleaper | Alien Cunning |
Old One Eye | Adaptive Biology |
The Swarmlord | Synaptic Linchpin |
If every model in your army (excluding UNALIGNED units) has the HIVE TENDRIL keyword, you can, if you are playing a matched play battle that instructs you to select secondary objectives (e.g. a mission from the Eternal War mission pack in the Warhammer 40,000 Core Book), select one of them to be from the TYRANIDS secondary objectives listed below.
Like all other secondary objectives, each of the secondary objectives listed below has a category, and they follow all the normal rules for secondary objectives (for example, when you select secondary objectives, you cannot choose more than one from each category, you can score no more than 15 victory points from each secondary objective you select during the mission etc.).
Testing their strength against the mightiest prey and sending sense-impressions to back through the synaptic network, leader organisms appraise the Hive Mind of potential threats and weaknesses.
By shedding clouds of microscopic nodules and allowing them to take root in the bedrock of the prey world, Tyranids sow bitter crops of spore organisms that will later erupt and corrupt enemy territory.
By cracking open the skulls of prey leaders and thrusting proboscises or writhing tendrils into the gory bounty within, ravenous Tyranid organisms digest the very secrets and plans of the enemy.
In this section you’ll find additional rules for playing Crusade battles with Tyranids, such as Agendas, Battle Traits and Crusade Relics that are bespoke to Hive Tendril units. You can find out more about Crusade armies in the Warhammer 40,000 Core Book.
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First amongst the swarm to assail the prey, vanguard organisms pounce upon ill-prepared defenders.
So thoroughly saturated with Tyranid swarms has the prey world become, that broods prowl almost all environs and surge from every tangled thicket and blasted ruin to attack.
As the Tyranid ecosystem takes hold, strange living structures sprout forth that are vital to the final consumption of the world. Those Tyranid organisms charged with protecting these grotesque bio-structures now become exceptionally aggressive.
Raw biomass is diverted to the creation of even more warrior organisms and hive ships to bear them through the void.
A great enough stock of biomass has been secured that a portion can be poured into fashioning strange and terrible graft-organisms for the swarms’ mightiest leader-beasts.
The Hive Mind exploits the neurally cached experiences of its warrior organisms to hone their predatory instincts.
Harvested biomass is channelled into enhancing the strategic and tactical abilities of an already efficacious leader organism.
A focussed allocation of biomass offers a brood the chance to rapidly and significantly adapt at the Hive Minds urging.
With so much accumulated biomass, the hive fleet can adapt whatever aspect of its nature the Hive Mind bids it to.
In order to overwhelm the enemy, devour the biomass of the dead and seed the world with toxic spores, the swarm must cover all.
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The Hive Mind has marked those prey organisms whose swift destruction it wishes prioritised. The hunt begins.
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In preparation for the complete assimilation of biomass on this prey world, it is necessary to seed Tyranid structures on the battlefield, from sporecaster organisms to digestion pools.
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Every last prey organism that stands against the swarm must be overrun - butchered - and their biomass consumed so that fresh waves of bioforms may be spawned.
The hive fleets must constantly hunt, slay, and consume prey worlds in order to replenish or increase their ranks.
If your Crusade force includes any HIVE TENDRIL units, the Increase Supply Limit Requisition costs you 2 Requisition points to use.The Hive Mind can break down the biomass of its warrior organisms, reabsorbing them and restructuring their bodies and neural pathways at a molecular level before spawning them anew.
The gestalt consciousness of the Great Devourer is omnipresent throughout the hive fleets, always urging its mindless, ravenous swarms on toward whatever strategic goals will see them best feed, grow and spread.
Every warrior organism in the Tyranid race is fashioned by the ineffable alien will of the Hive Mind. Their flesh and chitin is endlessly mutable, honed into whatever form will prove most lethal to its prey.
As the needs of the swarm change, so the Hive Mind is able to break down the physical form of its synaptic node-beasts while preserving their neuro-ganglia and the cached sense-impressions therein. This neural mass is then encased in a new and more suitable physical form.
To view the warrior organisms of the hive fleets as distinct individuals is to fundamentally misunderstand the nature of their gestalt bond. Leader organisms have been observed to exchange behaviour patterns, predatory specialisms and even psyker-analogous abilities from one conflict to the next. It is theorised that such organic data is all filtered easily through the synaptic network.
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Spirit-leech Cortex This rare cranial adaptation allows its monstrous host to psychically drain the life from its prey, feeding off their psionic essence and using it as fuel to both regrow and augment its form. PSYKER model only. In your Psychic phase, each time an enemy unit loses a wound as the result of a mortal wound inflicted by a psychic power manifested by the bearer:
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Balemind Membrane This foul net of neuro-membrane infests the cranial cavities of its host and amplifies their offensive psycho-synaptic aptitude. PSYKER model only. Each time the bearer successfully manifests a psychic power or performs a psychic action, if the result of the Psychic test was 8+, that psychic power or psychic action cannot be denied. |
Mortrex Implant Attack This bio-artefact can penetrate the thickest armour in order to implant dozens of Ripper parasites within a host. In seconds, they grow to full size, devouring the host from the inside out and bursting forth in a shower of gore.
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Slayer Sabres At the hilt of each of these enormous, curving blades is a shell of diamond-hard chitin. This houses the brain of the weapon-symbiote, a semi-sentient organism linked with the bearer. With a mental command, the wielder can generate a surge of psychic energy that incinerates the unfortunate victim from the inside out. Model equipped with bonesword or monstrous bonesword only. That model’s bonesword or monstrous bonesword gains the following abilities:
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The Norn Crown First named by Inquisitor Kryptman, the Norn Crown is a unique parasitic organism that burrows needle-like cerebral bores directly into the brain of its host, forming a neuro-synaptic link that acts as a hyper-conduit for the Hive Mind. Through this abhorrent union, the Hive Mind’s indomitable will can pour forth to augment and control the hordes of lesser Tyranids that scuttle in the leader-beasts wake.
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Below you will find Warlord Traits, Relics and Stratagems for TYRANID <HIVE FLEET> units that are drawn from Hive Fleet Leviathan.
Codex: Tyranids describes how certain TYRANID units belong to a hive fleet, and how you can use the <HIVE FLEET> keyword to specify where such a unit is drawn from. The rules in the following section are for units that are from LEVIATHAN.
Some rules in this section refer to a LEVIATHAN Detachment. This is one that only includes units with the LEVIATHAN keyword.
D3 | WARLORD TRAIT |
1 | SWARM LEADER This leader-beast can dominate the minds of its lesser warrior-organisms, directing their attacks with devastating precision. In your Command phase, select one friendly LEVIATHAN INFANTRY, |
2 | STRATEGIC ADAPTATION This leader-beast epitomises Leviathans strategy of attacking on all fronts, ensuring that the foe is never sure where the main thrust of an attack will come from. After both players have deployed their armies, but before the first battle round begins, select up to two LEVIATHAN units from your army that are in your deployment zone and redeploy them (you cannot select this WARLORD). If the mission uses the Strategic Reserves rules, any of those units can be placed into Strategic Reserves without having to spend any additional CPs, regardless of how many units are already in Strategic Reserves. If both players have abilities that redeploy units, roll off; the winner chooses who redeploys their units first. |
3 | GESTALT COMMANDER Hive Fleet Leviathan shares the strongest synaptic link with the Hive Mind, and can call upon the experiences of any other Tyranid leader-beast. At the start of each battle round, select one Warlord Trait from the Hive Fleet Warlord Traits for this WARLORD (you cannot select Perfectly Adapted or any Warlord Trait that a model in your army already has). Until the end of that battle round, this WARLORD has the selected Warlord Trait - replace all instances of a hive fleet’s keyword on that Warlord Trait (if any) with LEVIATHAN. |
BIOMORPHIC CARAPACE This chitinous second skin swiftly adapts to all kinds of enemy attacks, rendering them useless and protecting the warrior-organism it envelops from harm. Each time an attack is made against the bearer, subtract 1 from that attack’s wound roll. |
THE VOID CROWN This symbiotic creature amplifies the warrior-organisms ability to harness the power of the Hive Mind, sitting spider-like across its brain. PSYKER model only.
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SYNAPTIC HIVE BLADES Thrumming with the raw power of the Hive Mind, these blades can disrupt energy fields and pass through all kinds of armour and shields with ease. Model with boneswords or monstrous boneswords only. Each time the bearer makes a melee attack with their boneswords or monstrous boneswords, invulnerable saving throws cannot be made against that attack. |
ADAPTIVE NEURAL LOBE This second brain is constantly sifting through battlefield stimuli. Its whole purpose is to develop counter-tactics in response to the hive fleet’s enemies. While the bearer is on the battlefield, each time your opponent spends a Command point to use a Stratagem, you can roll one D6: on a 5+, you gain 1 Command point. |
Leviathan swarms seek to overwhelm their prey in a flurry of attacks from every angle.
Leviathan does not attack on one front, but seeks to outflank and encircle its prey with several questing tendrils.
This leader-beast possesses a superior ability to out-think its prey, and the Hive Mind has used it to overthrow countless star systems.
Even though a creature’s autonomous cerebral functions have ceased, the Hive Mind - through its own indomitable will - is able to animate the dead flesh.
The synaptic link between warrior-organism and leader-beast in Hive Fleet Leviathan is so strong that no biocreature is ever truly cut off from the Hive Mind’s will.
Should one leader-beast be slain, the Hive Mind will simply subsume the mind of another chosen vessel.
The synaptic control exerted by Leviathan leader-beasts is so absolute that lesser beings can sometimes act at the behest of several consciousnesses.
Leviathan is the latest creation of the Hive Mind, but it has billions of years of previous adaptations it can draw upon to modify the hunting style of its latest warrior-organisms.
The Shadow in the Warp cast by Leviathan is darker than those of other hive fleets, rendering their prey's attempts to harness otherworldly powers a hopeless cause.
The Hive Mind has adapted a borer beetle that is perfectly formed to annihilate this world’s native fauna. Indeed, the beetles are far more complex biocreatures than the warrior-organisms that bear them to battle.
At the height of Tyranid invasions, when the opposition is fierce enough, the hive fleet produces entire hordes of monstrous creatures to overwhelm the foe. When they attack, the horizon is filled with enormous hungering beasts.
When the Hive Mind wills the total destruction of an enemy through overwhelming force, its gestalt power moves with the beasts it sends forth.
The Hive Mind funnels immense resources into empowering the monstrous beasts of its hordes, infusing them with great reserves of energy and strength.
D3 | WARLORD TRAIT |
1 | Raging Influence (Aura) When required, this warlord imbues its fellow beasts with a level of savagery that makes them even more dangerous in combat. While a friendly CRUSHER STAMPEDE MONSTER unit is within 6" of this WARLORD, each time a model in that unit makes a melee attack, an unmodified hit roll of 6 scores 1 additional hit. |
2 | Savage Intimidation (Aura) This warlord is even more terrifying to behold than other bioforms of its kind. While an enemy unit is within 3" of this WARLORD:
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3 | Rampaging Beast This warlord has reserves of energy that it unleashes in waves of devastating fury. Once per turn, when this WARLORD is selected to Fight, it can use this Warlord Trait. If it does so, until the end of the phase, add D3 to this WARLORD’s Attacks characteristic. |
Tyranid beasts see enemy vehicles and monsters as the most significant threats and fight furiously to bring them down.
To look out over the battlefield and see an endless tide of Tyranid monsters rapidly approaching, claws ready and maws open, is a truly terrifying prospect.
Many of the war-beasts unleashed by the Hive Mind have adapted thicker chitin armour, enabling them to shrug off enemy attacks.
In its final moments, the beast thrashes around injuring all in its path.
The monstrous bioforms the Tyranids unleash upon their prey overwhelm all in their path.
Before a battle, Tyranid Warriors spawned for it may undergo a rapid adaptation, making them even deadlier.
Many Tyranid Warriors are adapted with enhanced brain functions, allowing them to fight in hand-to-hand combat while still operating ranged weapons effectively.
D3 | PSYCHIC POWER |
1 | Synaptic Barrier The synapse creature creates a physical barrier of synaptic energy, shielding Tyranid beasts from attack. Blessing: Synaptic Barrier has a warp charge value of 6. If manifested, select one friendly CRUSHER STAMPEDE model within 18" of this PSYKER. Until the start of your next Psychic phase, that model has a 4+ invulnerable save. |
2 | Aggressive Surge The Hive Mind fills select beasts with ferocious energy that drives them to attack with unbounded aggression. Blessing: Aggressive Surge has a warp charge value of 6. If manifested, select one friendly CRUSHER STAMPEDE model within 18" of this PSYKER. Until the start of your next Psychic phase, add D3 to the Attacks characteristic of that model. |
3 | Infused Energies Through synaptic conduits, the Hive Mind imbues creatures of its horde with even greater energy and ferocity Blessing: Infused Energies has a warp charge value of 6. If manifested, select one friendly CRUSHER STAMPEDE unit (excluding SYNAPSE units) within 18" of this PSYKER. Until the start of your next Psychic phase, each time a model in that unit makes a melee attack, you can re-roll the hit roll. |
The Tyranids are a seemingly infinite race of extragalactic life forms that exist to hunt, kill and devour all organic life. Be it the warriors of enemy armies or the biospheres of verdant worlds, all are simply biomass to be consumed by the swarm.
HUNTER’S INSTINCTS The Tyranid’s senses are primed for hunting, capable of detecting even the best hidden or disguised prey. Each time the bearer declares a charge, it can select units that are not visible to it as targets of that charge. |
SHADOW CONNECTION Deeply psychically connected to the broods of Tyranids it leads, this creature can support them even if the thick walls of ships are between it and its charges. PSYKER model only. Each time the bearer manifests a Blessing psychic power, you can measure through Walls and closed Hatchways when determining if a unit is within range of that psychic power. |
WALL-CLIMBER This Tyranid can bound along the length of walls and even cling to the ceiling as it dashes towards its enemy, moving between them so swiflty few foes can target it accurately. Each time an attack is made against the bearer, subtract 1 from that attack’s hit roll. |
These warrior organisms destroy all as their adrenaline surges.
Caustic fluids flow through the blood vessels of some Tyranids, spraying over any enemy that wounds them.
When armoured with multiple layers of thick chitin, Tyranids can shrug off direct hits.
Unwary foes cannot spot the silent and still Tyranids hiding amongst the vents, which strike with preternatural speed.
Such is the Tyranids numbers and hunger, they can force open bulkheads with sheer mass and momentum.
The Hive Mind pushes forward in a living tide of ravenous maws.
If your army is led by a HIVE TENDRIL WARLORD, you can, when mustering your army, give one of the following Bio-artefact Relics to a HIVE TENDRIL CHARACTER model in your army. Named characters cannot be given any of the following Relics.
When a model in your army is given a Bio-artefact Relic, replace all instances of the <HIVE FLEET> keyword on that Relic’s rules, if any, with the name of the hive fleet that your model is drawn from.
Note that some Relics replace one of the model’s existing items of wargear. Where this is the case, you must, if you are using points values, still pay the cost of the wargear that is being replaced. Write down any Bio-artefact Relics your models have on your army roster.
BALETHORN CANNON
This enormous bio-cannon spits out a web of hyper-adaptive microfilament. Upon contact with the target, this sentient substance begins to contract; its contra-empathic surface identifying and adapting to any defences it encounters, flaring white-hot to burn through kinetic shielding, or sharpening to a monomolecular edge to slice through even the thickest power armour. Its contractions do not cease until the web is a knurled ball no larger than a Human fist, and whatever it encased has been sliced into bloody gobbets.
Model equipped with stranglethorn cannon only. This Relic replaces a stranglethorn cannon and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
Balethorn Cannon | |||||
Balethorn Cannon | 36" | Heavy D3+3 | 10 | -3 | 3 |
Abilities: Blast |
GESTATION SAC
Embedded within this organism’s body is a pulsating sac of membranous flesh and nutrient bio-slurry. As battle rages the grotesque graft swells and bulges, dark shapes writhing within it as they grow at an exponential rate. At last, with a wet ripping sound and a vomitous gush of fluids, an entire brood of parasitic Rippers spills forth to squirm their way into battle.
Once per battle, the bearer can perform the following action:PATHOGENESIS
An organism like no other, Pathogenesis is perhaps a throwback to the Tyranids’ genetic origins, or a shadow of things to come. Though its motes of psychic awareness are diffused throughout its carrier like a virus, it acts with a singular will. Subverting the body and symbiotes of its host, pathogenesis causes rapid mutation: cartilaginous tubes and containment spines are lengthened; intercostal muscles are engorged; bio-ammunition is sheathed in a toxic dermis. With its host’s reach and lethality extended, fragments of pathogenesis can stretch out to the bodies of many more prey, by infesting the bio-ammunition or riding through the bioelectric charge. Whether it aims only to spread itself or is actively seeking something in the bodies of its fallen foes, perhaps only time will tell.
RESONANCE BARB
Within the crowning carapace of this creature are pulsing bundles of nerves, their tendrils driven irreversibly into the beast’s cortex. The Resonance Barb throbs at sympathetic frequencies with the Hive Mind, transmitting a portion of its cosmic might into the creature’s flesh-form.
PSYKER model only.SCYTHES OF TYRAN
The few remaining records of the fall of Tyran Primus speak of an alpha-beast that led the assault upon Magos Varnaks command bunker, tearing open the facility’s vast bulkhead doors with a single slash of its scything forelimbs. So sharp were these monomolecular-edged weapon-growths that several Skitarii defenders were bisected with the alpha-beast’s every frenzied swipe. The vicious blade-limbs of this appalling biohorror have since been witnessed several times by observers battling many different hive fleets across the galaxy.
Model equipped with 2 monstrous scything talons only. This Relic replaces 2 monstrous scything talons and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
Scythes of Tyran | |||||
Scythes of Tyran | Melee | Melee | +2 | -4 | 3 |
Abilities: Each time the bearer fights, it makes 2 additional attacks with this weapon. |
SEARHIVE
Infesting its host’s body, this gestalt organism comprises millions of microscopic spore-worms that exude caustic chemicals when they detect non-Tyranid biological surroundings. Infusing their host’s saliva, organic projectiles, talon-tips and the like, the Searhive actively seeks to gain entry to the vulnerable bodies of the host’s prey. Once within, the worms begin the process of dissolving their screaming victim from inside, over long and agonising minutes.
TOXIN SACS model only. Each time the bearer makes a melee attack against a unit (excluding MONSTER and VEHICLE units), if a hit is scored, it automatically wounds the target.SHARDGULLET
A terrible sound of wet and chitinous rasping emerges constantly from the innards of this gruesome weapon, like some monstrous beast chewing meat with a maw full of broken teeth. When it fires, what bursts from the bio-cannon’s muscular barrel is a hail of long, diamond-hard barbs, each with a voracious fanged maw growing at its base. Once the bioelectric-wreathed projectiles punch deep into their targets, their parasitic mouths begin chewing frenziedly, devouring the victim from the inside out.
Model equipped with heavy venom cannon only. This Relic replaces a heavy venom cannon and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
Shardgullet | |||||
Shardgullet | 36" | Assault 3 | 12 | -5 | 5 |
THE DIRGEHEART OF KHARIS
First documented during the fall of the cardinal world of Kharis, this chitin-shelled organism embeds itself deep into the thorax of its host and emits a droning psionic note, that rises to an unbearable keening howl in the minds of those nearest. Whether this is thanks to some invisible neurotoxin, a directed synaptic assault or some other awful ability is unclear. Nor does it matter to those sent reeling back, gibbering in terror as their most atavistic fear responses are triggered, and their rational minds are choked off by unreasoning, animal panic.
Each time the bearer is selected to fight, after resolving its attacks, select one enemy unit hit by an attack made by the bearer this phase. Until the end of the next turn:THE MAW-CLAWS OF THYRAX
During the destruction of Thyrax, the dread beast that spearheaded the assault bore a pair of symbiotic fang-lined pincers. These terrible claws consumed both the bodies and the memories of their victims, passing on the assimilated knowledge to the host creature.
THE PASSENGER
Named by survivors of the Orochon II Massacre, this graft-organism clings to its host’s dorsal chitin and sinks fleshy tubules deep into its body. The Passenger siphons off vital fluids to feed its own quivering flesh, exuding replacement liquids laced with doses of hyper-adrenaline. Augmented thus by its parasitic companion, the host gains a ferocious turn of speed that helps it to run down screaming prey, feeding both itself and the horror on its back.
ADRENAL GLANDS model only.THE REAPER OF OBLITERAX
The Reaper of Obliterax, first encountered amongst the re-emergent swarms of Hive Fleet Jormungandr, is a sentient blade resembling a bonesword that discharges highly concentrated bursts of destructive energy. Even the lightest blow from this bio-weapon can result in its target being rent asunder.
Model equipped with bonesword or monstrous bonesword only. That model’s bonesword or monstrous bonesword gains the following abilities:THE YMGARL FACTOR
The Ymgarl Genestealers have long been a cancerous blight on the worlds of the Imperium. Their insatiable voracity is legend amongst those that have had the misfortune to encounter them and live. Now, dark rumours have surfaced of Tyranid leader-beasts that appear to share the unfathomable adaptability of the Ymgarl Genestealers.
At the start of the Fight phase, select one of the following:WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
+20 Acid spray | ||||||
+20 Acid spray | 18" | Heavy D6+6 | 6 | -3 | 2 | Each time an attack is made with this weapon, that attack automatically hits the target. |
Each time an attack is made with this weapon, that attack automatically hits the target. | ||||||
+0..10 Barbed strangler | ||||||
+0..10 Barbed strangler | 36" | Assault D6 | 6 | -1 | 1 | Blast |
Blast | ||||||
Bio-acid spray | ||||||
Bio-acid spray | 18" | Heavy 3D6 | 6 | -2 | 1 | Each time an attack is made with this weapon, that attack automatically hits its target. |
Each time an attack is made with this weapon, that attack automatically hits its target. | ||||||
Bio-cannon | ||||||
Bio-cannon | 48" | Heavy 6 | 8 | -2 | 2 | - |
Bio-electric pulse | ||||||
Bio-electric pulse | 12" | Assault 8 | 5 | 0 | 1 | - |
Bio-electric pulse with containment spines | ||||||
Bio-electric pulse with containment spines | 12" | Assault 8 | 5 | -2 | 1 | - |
+10 Bio-plasma | ||||||
+10 Bio-plasma | 12" | Assault D3 | 6 | -3 | 1 | Blast |
Blast | ||||||
Bio-plasma torrent | ||||||
Bio-plasma torrent | 12" | Assault 2D6 | 7 | -3 | 1 | Each time an attack is made with this weapon, that attack automatically hits its target. |
Each time an attack is made with this weapon, that attack automatically hits its target. | ||||||
Bio-plasmic cannon | ||||||
Bio-plasmic cannon | 36" | Heavy D3+6 | 8 | -4 | 3 | Blast |
Blast | ||||||
Bio-plasmic scream | ||||||
Bio-plasmic scream | 18" | Assault D6 | 8 | -4 | 1 | Blast |
Blast | ||||||
+0..5 Deathspitter | ||||||
+0..5 Deathspitter | 24" | Assault 3 | 5 | -2 | 1 | - |
+0..5 Deathspitter with slimer maggots | ||||||
+0..5 Deathspitter with slimer maggots | 24" | Assault 3 | 7 | -3 | 1 | - |
Devourer | ||||||
Devourer | 18" | Assault 5 | 4 | 0 | 1 | - |
+0..5 Devourer with brainleech worms | ||||||
+0..5 Devourer with brainleech worms | 18" | Assault 6 | 6 | 0 | 1 | - |
Dire bio-cannon | ||||||
Dire bio-cannon | 48" | Heavy 8 | 10 | -3 | 3 | - |
Drool cannon | ||||||
Drool cannon | 18" | Assault 2D6 | 6 | -2 | 1 | Each time an attack is made with this weapon, that attack automatically hits the target. |
Each time an attack is made with this weapon, that attack automatically hits the target. | ||||||
Flamespurt | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
Flamespurt | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Burning spray | ||||||
- Burning spray | 12" | Assault D6 | 6 | -2 | 2 | Each time an attack is made with this weapon, that attack automatically hits the target. |
Each time an attack is made with this weapon, that attack automatically hits the target. | ||||||
- Pyrogout | ||||||
- Pyrogout | 18" | Assault 2D6 | 4 | -1 | 1 | Each time an attack is made with this weapon, that attack automatically hits the target. |
Each time an attack is made with this weapon, that attack automatically hits the target. | ||||||
Fleshborer | ||||||
Fleshborer | 18" | Assault 1 | 5 | -1 | 1 | - |
Fleshborer hive | ||||||
Fleshborer hive | 24" | Assault 30 | 5 | -1 | 1 | - |
Grasping tongue | ||||||
Grasping tongue | 12" | Assault 1 | 6 | -3 | 3 | Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. |
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. | ||||||
+10..30 Heavy venom cannon | ||||||
+10..30 Heavy venom cannon | 36" | Heavy 3 | 9 | -3 | 4 | - |
+10 Impaler cannon | ||||||
+10 Impaler cannon | 24" | Heavy 3 | 6 | -2 | 2 | Indirect Fire. This weapon can target units that are not visible to the bearer, as long as the target is visible to a friendly SYNAPSE model. Each time an attack is made with this weapon, the target does not receive the benefits of Light Cover against that attack. |
Indirect Fire. This weapon can target units that are not visible to the bearer, as long as the target is visible to a friendly SYNAPSE model. Each time an attack is made with this weapon, the target does not receive the benefits of Light Cover against that attack. | ||||||
Massive toxic lashes (shooting) | ||||||
Massive toxic lashes (shooting) | 8" | Assault 2D6 | User | -2 | 1 | Each time an attack is made with this weapon against a unit (excluding VEHICLE or TITANIC units), an unmodified wound roll of 2+ is always successful. |
Each time an attack is made with this weapon against a unit (excluding VEHICLE or TITANIC units), an unmodified wound roll of 2+ is always successful. | ||||||
+20 Rupture cannon | ||||||
+20 Rupture cannon | 48" | Heavy 3 | 14 | -4 | D6+4 | - |
Shockcannon | ||||||
Shockcannon | 36" | Assault 2 | 7 | -2 | 3 | Each time an attack is made with this weapon against a VEHICLE unit, an unmodified wound roll of 4+ successfully wounds the target and inflicts 1 mortal wound in addition to any normal damage. |
Each time an attack is made with this weapon against a VEHICLE unit, an unmodified wound roll of 4+ successfully wounds the target and inflicts 1 mortal wound in addition to any normal damage. | ||||||
Spike rifle | ||||||
Spike rifle | 18" | Assault 1 | 3 | 0 | 1 | - |
+5 Spine banks | ||||||
+5 Spine banks | 6" | Assault 5 | 5 | 0 | 1 | - |
Spinefists | ||||||
Spinefists | 12" | Pistol 2 | 5 | -1 | 1 | - |
+3..10 Spinemaws | ||||||
+3..10 Spinemaws | 6" | Pistol 4 | 2 | 0 | 1 | - |
Spore mine launcher | ||||||
Spore mine launcher | 48" | Heavy D3 | * | * | * | Indirect Fire. This weapon can target units that are not visible to the bearer, as long as they are visible to a friendly SYNAPSE model. Each time an attack is made with this weapon, if a hit is scored, the target suffers 1 mortal wound and the attack sequence ends. |
Indirect Fire. This weapon can target units that are not visible to the bearer, as long as they are visible to a friendly SYNAPSE model. Each time an attack is made with this weapon, if a hit is scored, the target suffers 1 mortal wound and the attack sequence ends. | ||||||
Stinger salvoes | ||||||
Stinger salvoes | 24" | Assault 8 | 5 | -1 | 1 | - |
+0..10 Stranglethorn cannon | ||||||
+0..10 Stranglethorn cannon | 36" | Heavy D3+3 | 8 | -2 | 2 | Blast |
Blast | ||||||
Strangleweb | ||||||
Strangleweb | 8" | Assault D3 | 2 | 0 | 1 | - |
Tentaclids | ||||||
Tentaclids | 36" | Assault 4 | 7 | -3 | 2 | Each time an attack is made with this weapon against a VEHICLE unit, an unmodified wound roll of 4+ successfully wounds the target. Each time an attack made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of 4. |
Each time an attack is made with this weapon against a VEHICLE unit, an unmodified wound roll of 4+ successfully wounds the target. Each time an attack made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of 4. | ||||||
+1 Termagant devourer | ||||||
+1 Termagant devourer | 18" | Assault 2 | 3 | 0 | 1 | - |
Termagant spinefists | ||||||
Termagant spinefists | 12" | Pistol 2 | 3 | 0 | 1 | - |
Thoracic spinefists | ||||||
Thoracic spinefists | 12" | Pistol 2 | 5 | -1 | 1 | - |
+0..10 Venom cannon | ||||||
+0..10 Venom cannon | 36" | Assault D3 | 8 | -3 | 2 | Blast |
Blast |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
Barbed ovipositor | ||||||
Barbed ovipositor | Melee | Melee | +1 | -1 | 1 | Parasitic Infection (see datasheet abilities). Each time the bearer fights, it makes 1 additional attack with this weapon, and no more than 1 attack can be made with this weapon while resolving that fight. |
Parasitic Infection (see datasheet abilities). Each time the bearer fights, it makes 1 additional attack with this weapon, and no more than 1 attack can be made with this weapon while resolving that fight. | ||||||
Bio-flail | ||||||
Bio-flail | Melee | Melee | +1 | -1 | 2 | Make 2 hit rolls for each attack made with this weapon. |
Make 2 hit rolls for each attack made with this weapon. | ||||||
Bludgeoning fists | ||||||
Bludgeoning fists | Melee | Melee | +1 | -3 | 1 | - |
+5 Bone mace | ||||||
+5 Bone mace | Melee | Melee | +1 | -2 | 2 | Each time the bearer fights, it makes 1 additional attack with this weapon, and no more than 1 attack can be made with this weapon while resolving that fight. |
Each time the bearer fights, it makes 1 additional attack with this weapon, and no more than 1 attack can be made with this weapon while resolving that fight. | ||||||
Bone sabres | ||||||
Bone sabres | Melee | Melee | +1 | -4 | 3 | - |
Bonecleaver | ||||||
Bonecleaver | Melee | Melee | User | -1 | 2 | - |
+0..5 Bonesword | ||||||
+0..5 Bonesword | Melee | Melee | +2 | -2 | 2 | - |
Broodlord claws and talons | ||||||
Broodlord claws and talons | Melee | Melee | User | -3 | 2 | Each time an attack is made with this weapon, you can re-roll the wound roll, and on an unmodified wound roll of 6, that attack has an AP characteristic of -5. |
Each time an attack is made with this weapon, you can re-roll the wound roll, and on an unmodified wound roll of 6, that attack has an AP characteristic of -5. | ||||||
+5 Carnifex crushing claw | ||||||
+5 Carnifex crushing claw | Melee | Melee | +4 | -3 | D3+3 | - |
Carnifex scything talon | ||||||
Carnifex scything talon | Melee | Melee | User | -3 | 3 | Each time the bearer fights, it makes 1 additional attack with this weapon. |
Each time the bearer fights, it makes 1 additional attack with this weapon. | ||||||
Melee | Melee | +1 | -1 | 1 | - | |
Clawed limbs | ||||||
Clawed limbs | Melee | Melee | User | -2 | 1 | - |
+10 Crushing claw | ||||||
+10 Crushing claw | Melee | Melee | +3 | -3 | 2 | - |
+0..10 Dual boneswords | ||||||
+0..10 Dual boneswords | Melee | Melee | +2 | -2 | 2 | Each time the bearer fights, it makes 1 additional attack with this weapon. |
Each time the bearer fights, it makes 1 additional attack with this weapon. | ||||||
Flensing whips | ||||||
Flensing whips | Melee | Melee | User | -2 | 2 | - |
Gargantuan scything talons | ||||||
Gargantuan scything talons | Melee | Melee | +2 | -3 | 6 | Each time an attack is made with this weapon, re-roll a hit roll of 1. |
Each time an attack is made with this weapon, re-roll a hit roll of 1. | ||||||
Genestealer claws and talons | ||||||
Genestealer claws and talons | Melee | Melee | User | -3 | 1 | - |
Grasping tail | ||||||
Grasping tail | Melee | Melee | +1 | -1 | 2 | Each time an attack is made with this weapon, you can re-roll the wound roll. |
Each time an attack is made with this weapon, you can re-roll the wound roll. | ||||||
Hierodule scything talons | ||||||
Hierodule scything talons | Melee | Melee | +2 | -3 | D3+3 | Each time an attack is made with this weapon, re-roll a hit roll of 1. |
Each time an attack is made with this weapon, re-roll a hit roll of 1. | ||||||
Hormagaunt talons | ||||||
Hormagaunt talons | Melee | Melee | User | -1 | 1 | - |
Lashwhip pods | ||||||
Lashwhip pods | Melee | Melee | 5 | -1 | 1 | Each time the bearer fights, it makes 10 additional attacks with this weapon and no more than 10 attacks can be made with this weapon. |
Each time the bearer fights, it makes 10 additional attacks with this weapon and no more than 10 attacks can be made with this weapon. | ||||||
Lictor claws and talons | ||||||
Lictor claws and talons | Melee | Melee | User | -3 | 2 | - |
Massive crushing claws | ||||||
Massive crushing claws | Melee | Melee | x2 | -5 | D3+3 | - |
Massive scything sickle-talons | ||||||
Massive scything sickle-talons | Melee | Melee | +1 | -3 | D3+3 | Each time an attack is made with this weapon, you can re-roll the hit roll. |
Each time an attack is made with this weapon, you can re-roll the hit roll. | ||||||
Massive scything talons | ||||||
Each time an attack is made with this weapon, select one of the profiles below to make that attack with. | ||||||
Massive scything talons | Each time an attack is made with this weapon, select one of the profiles below to make that attack with. | |||||
- Sweep | ||||||
- Sweep | Melee | Melee | User | -3 | 2 | Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1. |
Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1. | ||||||
- Strike | ||||||
- Strike | Melee | Melee | +3 | -4 | 2D3 | - |
Massive toxic lashes (melee) | ||||||
Massive toxic lashes (melee) | Melee | Melee | User | -2 | 1 | Each time an attack is made with this weapon against a unit (excluding VEHICLE or TITANIC units), an unmodified wound roll of 2+ is always successful. |
Each time an attack is made with this weapon against a unit (excluding VEHICLE or TITANIC units), an unmodified wound roll of 2+ is always successful. | ||||||
Mawloc scything talons | ||||||
Mawloc scything talons | Melee | Melee | User | -1 | 1 | - |
Monstrous bonesword | ||||||
Monstrous bonesword | Melee | Melee | +3 | -4 | 3 | - |
Monstrous crushing claw | ||||||
Monstrous crushing claw | Melee | Melee | +4 | -3 | D3+2 | - |
Monstrous scything talon | ||||||
Monstrous scything talon | Melee | Melee | User | -3 | 2 | Each time the bearer fights, it makes 1 additional attack with this weapon. |
Each time the bearer fights, it makes 1 additional attack with this weapon. | ||||||
Powerful limbs | ||||||
Powerful limbs | Melee | Melee | User | -1 | 2 | - |
Ravener claws | ||||||
Ravener claws | Melee | Melee | User | -2 | 1 | - |
Ravenous maw | ||||||
Ravenous maw | Melee | Melee | User | -1 | 2 | Each time an attack is made with this weapon, make 3 hit rolls instead of 1. |
Each time an attack is made with this weapon, make 3 hit rolls instead of 1. | ||||||
Rending claw | ||||||
Rending claw | Melee | Melee | +1 | -4 | 1 | - |
Screamer-killer talons | ||||||
Screamer-killer talons | Melee | Melee | User | -3 | 3 | - |
Scything tail | ||||||
Scything tail | Melee | Melee | User | -3 | 2 | Each time the bearer fights, it makes 1 additional attack with this weapon and no more than 1 attack can be made with this weapon. |
Each time the bearer fights, it makes 1 additional attack with this weapon and no more than 1 attack can be made with this weapon. | ||||||
Scything talon | ||||||
Scything talon | Melee | Melee | User | -1 | 1 | Each time the bearer fights, it makes 1 additional attack with this weapon. |
Each time the bearer fights, it makes 1 additional attack with this weapon. | ||||||
Scything wings | ||||||
Scything wings | Melee | Melee | User | -2 | 2 | - |
Shovelling claws | ||||||
Shovelling claws | Melee | Melee | x2 | -3 | D3+3 | - |
Thorax spur | ||||||
Thorax spur | Melee | Melee | +3 | -4 | 3 | Each time the bearer fights, it makes 1 additional attack with this weapon, and no more than 1 attack can be made with this weapon while resolving that fight. |
Each time the bearer fights, it makes 1 additional attack with this weapon, and no more than 1 attack can be made with this weapon while resolving that fight. | ||||||
+0..5 Thresher scythe | ||||||
+0..5 Thresher scythe | Melee | Melee | 4 | -1 | 1 | Each time the bearer fights, it makes 3 additional attacks with this weapon, and no more than 3 attacks can be made with this weapon while resolving that fight. |
Each time the bearer fights, it makes 3 additional attacks with this weapon, and no more than 3 attacks can be made with this weapon while resolving that fight. | ||||||
Toxic lashes | ||||||
Toxic lashes | Melee | Melee | User | -1 | 1 | Each time an attack is made with this weapon against a unit (excluding VEHICLE or TITANIC units), an unmodified wound roll of 2+ is always successful. |
Each time an attack is made with this weapon against a unit (excluding VEHICLE or TITANIC units), an unmodified wound roll of 2+ is always successful. | ||||||
Toxinspike | ||||||
Toxinspike | Melee | Melee | User | -3 | 2 | Each time the bearer fights, it makes 1 additional attack with this weapon, and no more than 1 attack can be made with this weapon while resolving that fight. |
Each time the bearer fights, it makes 1 additional attack with this weapon, and no more than 1 attack can be made with this weapon while resolving that fight. | ||||||
Trygon scything talons | ||||||
Trygon scything talons | Melee | Melee | User | -3 | 2 | - |
Tyrant talons | ||||||
Tyrant talons | Melee | Melee | User | -3 | 1 | Each time the bearer fights, it makes 2 additional attack with this weapon. |
Each time the bearer fights, it makes 2 additional attack with this weapon. | ||||||
+10 Wrecker claws | ||||||
+10 Wrecker claws | Melee | Melee | x2 | -3 | 3 | If the bearer is equipped with two Wrecker claws, each time an attack is made with this weapon, you can re-roll the hit roll. Each time an attack made with this weapon is allocated to a VEHICLE or MONSTER model, that attack has a Damage characteristic of 5. |
If the bearer is equipped with two Wrecker claws, each time an attack is made with this weapon, you can re-roll the hit roll. Each time an attack made with this weapon is allocated to a VEHICLE or MONSTER model, that attack has a Damage characteristic of 5. |
OTHER WARGEAR | ABILITIES | ||||||
+0..5 Acid maw | |||||||
The bearer gains the ACID MAW keyword. | |||||||
+0..5 Acid maw | The bearer gains the ACID MAW keyword. | ||||||
+0..15 Adrenal glands | |||||||
The bearer gains the ADRENAL GLANDS keyword. Add 1" to the Move characteristic and add 1 to the Strength characteristic of the bearer. | |||||||
+0..15 Adrenal glands | The bearer gains the ADRENAL GLANDS keyword. Add 1" to the Move characteristic and add 1 to the Strength characteristic of the bearer. | ||||||
Biostatic rattle | |||||||
At the start of the Fight phase, select one enemy unit within Engagement Range of the bearer. Roll 3D6: if the result is greater than the enemy unit’s Leadership characteristic, until the end of the phase, each time a model in that unit makes an attack, that attack’s hit roll cannot be re-rolled and that attack’s wound roll cannot be re-rolled. | |||||||
Biostatic rattle | At the start of the Fight phase, select one enemy unit within Engagement Range of the bearer. Roll 3D6: if the result is greater than the enemy unit’s Leadership characteristic, until the end of the phase, each time a model in that unit makes an attack, that attack’s hit roll cannot be re-rolled and that attack’s wound roll cannot be re-rolled. | ||||||
+0..5 Chitin thorns | |||||||
Each time this model makes a melee attack, improve the Armour Penetration characteristic of that attack by 1. | |||||||
+0..5 Chitin thorns | Each time this model makes a melee attack, improve the Armour Penetration characteristic of that attack by 1. | ||||||
+10 Enhanced senses | |||||||
The bearer has a Ballistic Skill characteristic of 3+. | |||||||
+10 Enhanced senses | The bearer has a Ballistic Skill characteristic of 3+. | ||||||
+1 Extended carapace | |||||||
The bearer has a Move characteristic of 7" and a Save characteristic of 4+. | |||||||
+1 Extended carapace | The bearer has a Move characteristic of 7" and a Save characteristic of 4+. | ||||||
+0..5 Flesh hooks | |||||||
The bearer gains the FLESH HOOKS keyword. When the bearer’s unit makes a Normal Move, Advances or Falls Back, the bearer does not count any vertical distance it moves against the total that it can move this turn. | |||||||
+0..5 Flesh hooks | The bearer gains the FLESH HOOKS keyword. When the bearer’s unit makes a Normal Move, Advances or Falls Back, the bearer does not count any vertical distance it moves against the total that it can move this turn. | ||||||
+20 Infestation node | |||||||
<HIVE FLEET> Infestation Node markers have the following abilities: Hive Infestation: In your Command phase, select one friendly GENESTEALERS unit within 3" of this marker that has not already been selected for this ability this turn. Up to D3 destroyed models are returned to that unit. When setting these models up on the battlefield, they cannot be set up within Engagement Range of any enemy units, unless those enemy units are already within Engagement Range of that Genestealers unit. Burn Them Out: At the end of any phase, if there are any enemy models within 3" of this marker and there are no friendly models within 3" of this marker, remove it from the battlefield. An Infestation Node marker does not count as a model for any rules purposes. | |||||||
+20 Infestation node | <HIVE FLEET> Infestation Node markers have the following abilities: Hive Infestation: In your Command phase, select one friendly GENESTEALERS unit within 3" of this marker that has not already been selected for this ability this turn. Up to D3 destroyed models are returned to that unit. When setting these models up on the battlefield, they cannot be set up within Engagement Range of any enemy units, unless those enemy units are already within Engagement Range of that Genestealers unit. Burn Them Out: At the end of any phase, if there are any enemy models within 3" of this marker and there are no friendly models within 3" of this marker, remove it from the battlefield. An Infestation Node marker does not count as a model for any rules purposes. | ||||||
Lash whip | |||||||
The bearer gains the LASH WHIP keyword. Each time the bearer makes a melee attack, re-roll a hit roll of 1. | |||||||
Lash whip | The bearer gains the LASH WHIP keyword. Each time the bearer makes a melee attack, re-roll a hit roll of 1. | ||||||
Prehensile pincer tail | |||||||
Each time the bearer is selected to fight, when resolving its attacks you can re-roll one hit roll or one wound roll. | |||||||
Prehensile pincer tail | Each time the bearer is selected to fight, when resolving its attacks you can re-roll one hit roll or one wound roll. | ||||||
+15 Spore cysts | |||||||
Each time a ranged attack is made against the bearer, the bearer receives the benefits of Light Cover against that attack. | |||||||
+15 Spore cysts | Each time a ranged attack is made against the bearer, the bearer receives the benefits of Light Cover against that attack. | ||||||
+0..10 Toxin sacs | |||||||
The bearer gains the TOXIN SACS keyword. Each time the bearer makes a melee attack, an unmodified hit roll of 6 automatically wounds the target. | |||||||
+0..10 Toxin sacs | The bearer gains the TOXIN SACS keyword. Each time the bearer makes a melee attack, an unmodified hit roll of 6 automatically wounds the target. | ||||||
+5 Tusks | |||||||
The bearer gains the HORNED CHITIN keyword. | |||||||
+5 Tusks | The bearer gains the HORNED CHITIN keyword. |
Below you will find a glossary that contains a number of terms used in this Codex.
Below you will find a bullet-pointed summary of several Tyranids rules.
THE REAPER OF OBLITERAX
The Reaper of Obliterax, first encountered amongst the re-emergent swarms of Hive Fleet Jormungandr, is a sentient blade resembling a bonesword that discharges highly concentrated bursts of destructive energy. Even the lightest blow from this bio-weapon can result in its target being rent asunder.
Model equipped with bonesword or monstrous bonesword only. That model’s bonesword or monstrous bonesword gains the following abilities:GESTALT COMMANDER
Hive Fleet Leviathan shares the strongest synaptic link with the Hive Mind, and can call upon the experiences of any other Tyranid leader-beast.
At the start of each battle round, select one Warlord Trait from the Hive Fleet Warlord Traits for this WARLORD (you cannot select Perfectly Adapted or any Warlord Trait that a model in your army already has). Until the end of that battle round, this WARLORD has the selected Warlord Trait - replace all instances of a hive fleet’s keyword on that Warlord Trait (if any) with LEVIATHAN.
ALIEN CUNNING
This warlord possesses highly sophisticated neural pathways, allowing it to identify priority strategic assets and seize them before the foe even recognise their value.
HEIGHTENED SENSES
Whether through rows of bristling antennae or clusters of glistening compound eyes, this warlord can sense the location of its prey with unerring accuracy.
The keyword is used in the following Tyranids datasheets:
The KRAKEN and CORE keywords are used in the following Tyranids datasheets:
The HIVE TENDRIL keyword is used in the following Tyranids datasheets:
The datasheets using UNALIGNED keyword can be found in the following Factions:
Unaligned: Unaligned.The UNALIGNED keyword is used in the following datasheets:
The LIVING ARTILLERY keyword is used in the following Tyranids datasheets:
The SYNAPSE keyword is used in the following Tyranids datasheets:
The HIVE TYRANT keyword is used in the following Tyranids datasheets:
The BROODLORD keyword is used in the following Tyranids datasheets:
The HIVE TENDRIL and INFANTRY keywords are used in the following Tyranids datasheets:
The TYRANID PRIME keyword is used in the following Tyranids datasheets:
The TERVIGON keyword is used in the following Tyranids datasheets:
The NEUROTHROPE keyword is used in the following Tyranids datasheets:
The TRYGON PRIME keyword is used in the following Tyranids datasheets:
The TYRANID WARRIORS keyword is used in the following Tyranids datasheets:
The MALECEPTOR keyword is used in the following Tyranids datasheets:
The PSYKER keyword is used in the following Tyranids datasheets:
The ZOANTHROPES keyword is used in the following Tyranids datasheets:
The MONSTER keyword is used in the following Tyranids datasheets:
The PARASITE OF MORTREX keyword is used in the following Tyranids datasheets:
The HIVE TENDRIL and LIVING ARTILLERY keywords are used in the following Tyranids datasheets:
The HIVE TENDRIL, and CHARACTER keywords are used in the following Tyranids datasheets:
The HIVE TENDRIL and PSYKER keywords are used in the following Tyranids datasheets:
|
The THE SWARMLORD keyword is used in the following Tyranids datasheets:
|
The BEHEMOTH keyword is used in the following Tyranids datasheets:
The BEHEMOTH and INFANTRY keywords are used in the following Tyranids datasheets:
The ENDLESS MULTITUDE keyword is used in the following Tyranids datasheets:
The HORMAGAUNTS keyword is used in the following Tyranids datasheets:
Synaptic impulses from the Hive Mind cause Hormagaunts to surge into battle.
The KRAKEN keyword is used in the following Tyranids datasheets:
The SYNAPSE and MONSTER keywords are used in the following Tyranids datasheets:
The LEVIATHAN and SYNAPSE keywords are used in the following Tyranids datasheets:
The LEVIATHAN and CORE keywords are used in the following Tyranids datasheets:
The LEVIATHAN and CHARACTER keywords are used in the following Tyranids datasheets:
The LEVIATHAN keyword is used in the following Tyranids datasheets:
The GORGON keyword is used in the following Tyranids datasheets:
The GORGON and TOXIN SACS keywords are used in the following Tyranids datasheets:
The JORMUNGANDR keyword is used in the following Tyranids datasheets:
The TITANIC keyword is used in the following Tyranids datasheets:
The KRONOS keyword is used in the following Tyranids datasheets:
The HYDRA and INFANTRY keywords are used in the following Tyranids datasheets:
The HYDRA and MONSTER keywords are used in the following Tyranids datasheets:
The HYDRA keyword is used in the following Tyranids datasheets:
The CHARACTER keyword is used in the following Tyranids datasheets:
The HIVE TENDRIL and CHARACTER keywords are used in the following Tyranids datasheets:
Some bioforms are imbued with additional predatory abilities.
When faced with especially resistant prey, or if possessed of a bounty of biomass, the Hive Mind has many ways of enhancing its foremost warrior organisms to render them even more dangerous.
Before a battle, Tyranid Warriors spawned for it may undergo a rapid adaptation, making them even deadlier.
This leader-beast possesses a superior ability to out-think its prey, and the Hive Mind has used it to overthrow countless star systems.
So thoroughly saturated with Tyranid swarms has the prey world become, that broods prowl almost all environs and surge from every tangled thicket and blasted ruin to attack.
The Great Serpent attacks from below, bursting out from subterranean tunnels into the midst of its prey.
Even when the mortal frame of a synapse organism is slain, its mental imprint is not lost to the will of the Hive Mind.
Prey stare in horror as chitinous armour regrows and flesh, muscle and sinew knots back together as though never harmed.
As the battle rages, more organisms pour in to bolster the swarms.
The synaptic control exerted by Leviathan leader-beasts is so absolute that lesser beings can sometimes act at the behest of several consciousnesses.
Leviathan is the latest creation of the Hive Mind, but it has billions of years of previous adaptations it can draw upon to modify the hunting style of its latest warrior-organisms.
Unsuspecting victims see nothing but a blur of thick leathery wings and a swift and dreadful sting, before the attacker is gone again.
The SPORECASTER keyword is used in the following Tyranids datasheets:
Sporecaster organisms are able to eject billowing clouds of spores that set to work polluting and altering the biosphere itself.
Such is the Tyranids numbers and hunger, they can force open bulkheads with sheer mass and momentum.
Entire swarms erupt from tunnels dug by burrowing monsters.
The RIPPER SWARMS keyword is used in the following Tyranids datasheets:
The Hive Mind pushes forward in a living tide of ravenous maws.
The BURROWERS keyword is used in the following Tyranids datasheets:
The FLY keyword is used in the following Tyranids datasheets:
For organisms that can soar on high or burrow, it is no hardship to fade back during battle and stalk their prey before striking again.
Before the prey can react, Krakens swarms are already amongst them.
Leviathan does not attack on one front, but seeks to outflank and encircle its prey with several questing tendrils.
The Hive Mind channels lethal energy through its synaptic bioforms.
The and PSYKER keywords are used in the following Tyranids datasheets:
Tyranids are one with the Hive Mind; individuality is a disadvantage that they surpass.
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.The synaptic link between warrior-organism and leader-beast in Hive Fleet Leviathan is so strong that no biocreature is ever truly cut off from the Hive Mind’s will.
In the swarms of Kronos, the Shadow in the Warp is suffocatingly powerful.
The Shadow in the Warp cast by Leviathan is darker than those of other hive fleets, rendering their prey's attempts to harness otherworldly powers a hopeless cause.
The BIOVORES keyword is used in the following Tyranids datasheets:
The EXOCRINE keyword is used in the following Tyranids datasheets:
The HARUSPEX keyword is used in the following Tyranids datasheets:
The HIVE GUARD keyword is used in the following Tyranids datasheets:
The PYROVORES keyword is used in the following Tyranids datasheets:
The TYRANNOFEX keyword is used in the following Tyranids datasheets:
The TYRANT GUARD keyword is used in the following Tyranids datasheets:
As the Tyranid ecosystem takes hold, strange living structures sprout forth that are vital to the final consumption of the world. Those Tyranid organisms charged with protecting these grotesque bio-structures now become exceptionally aggressive.
Exocrines are sometimes synaptically entangled with tiny insectile observer organisms that flit ahead and spy out targets.
The TOXIN SACS keyword is used in the following Tyranids datasheets:
Tyranid biological ammunition is often doused in a pathogenic mucus, which seeps into wounds and devours flesh.
These beetles boast powerful legs and incendiary biochemicals.
Leader-beasts mark prey with synaptically conductive chitin shards, to be pursued by their subordinate warrior organisms.
The TOXICRENE keyword is used in the following Tyranids datasheets:
The Toxicrene’s mass of tendrils whip and coil about its victim, ensnaring them and drawing them into its lethal embrace.
Many Tyranid Warriors are adapted with enhanced brain functions, allowing them to fight in hand-to-hand combat while still operating ranged weapons effectively.
The Hive Mind has adapted a borer beetle that is perfectly formed to annihilate this world’s native fauna. Indeed, the beetles are far more complex biocreatures than the warrior-organisms that bear them to battle.
The GENESTEALER keyword is used in the following Tyranids datasheets:
Leviathan swarms seek to overwhelm their prey in a flurry of attacks from every angle.
The HIVE TENDRIL and MONSTER keywords are used in the following Tyranids datasheets:
Driven on by synaptic compulsion, the largest Tyranid beasts can shrug off even the most dolorous blows and keep fighting.
The Hive Mind fortifies the minds and bodies of its swarms.
When armoured with multiple layers of thick chitin, Tyranids can shrug off direct hits.
Many of the war-beasts unleashed by the Hive Mind have adapted thicker chitin armour, enabling them to shrug off enemy attacks.
Lictors release a trail of potent pheromones that guide fresh waves of bioforms to the slaughter.
The HORNED CHITIN keyword is used in the following Tyranids datasheets:
Employing their sheer bulk and vicious chitinous horns and spikes, the largest Tyranids crash headlong through the foe, often with devastating results.
The monstrous bioforms the Tyranids unleash upon their prey overwhelm all in their path.
Unwary foes cannot spot the silent and still Tyranids hiding amongst the vents, which strike with preternatural speed.
The GARGOYLES keyword is used in the following Tyranids datasheets:
Vomited in hissing gouts, this noxious venom blinds its victims and leaves them reeling in agony.
The ACID MAW keyword is used in the following Tyranids datasheets:
The ACID MAW and INFANTRY keywords are used in the following Tyranids datasheets:
This crude but undeniably effective method of killing the prey has the added advantage of rendering them down to easily consumed slurry.
Tyranids care nothing for self-preservation, and will fight on.
The hunger of the Tyranids can never be satiated.
Caustic fluids flow through the blood vessels of some Tyranids, spraying over any enemy that wounds them.
The ADRENAL GLANDS keyword is used in the following Tyranids datasheets:
These warrior organisms destroy all as their adrenaline surges.
The FLESH HOOKS keyword is used in the following Tyranids datasheets:
Pinioned upon vicious flesh hooks, the squirming prey is all the easier to tear apart.
The GENESTEALERS keyword is used in the following Tyranids datasheets:
The HARPY keyword is used in the following Tyranids datasheets:
The HIVE CRONE keyword is used in the following Tyranids datasheets:
The LICTOR keyword is used in the following Tyranids datasheets:
First amongst the swarm to assail the prey, vanguard organisms pounce upon ill-prepared defenders.
These warrior organisms destroy all as their adrenaline surges.
The HIVE TENDRIL and CORE keywords are used in the following Tyranids datasheets:
Tyranids are an unstoppable avalanche of flesh and chitin.
The broods of Hive Fleet Leviathan hunt as one, exhibiting eerie precision in their strikes.