Codex Tyranids, Version 1.4

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0 CODEX CODEX CODEX CODEX: TYRANIDS TYRANIDS TYRANIDS TYRANIDS

description

Tyranid Fandex for 6th Edition Warhammer 40,000.

Transcript of Codex Tyranids, Version 1.4

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CODEXCODEXCODEXCODEX::::

TYRANIDSTYRANIDSTYRANIDSTYRANIDS

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Codex: Tyranids

An Unofficial Alternative Codex

for Warhammer 40,000

By Azathoth DCLXVI

This game supplement is completely unofficial and in no way endorsed by Games Workshop Limited.

Adeptus Astartes, Battlefleet Gothic, Black Flame, Black Library, the Black Library logo, BL Publishing, Blood

Angels, Bloodquest, Blood Bowl, the Blood Bowl logo, The Blood Bowl Spike Device, Cadian, Catachan, the

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Warhammer 40k Device, Warhammer World logo, Warmaster, White Dwarf, the White Dwarf logo, and all

associated marks, names, races, race insignia, characters, vehicles, locations illustrations and images from the Blood

Bowl game, the Warhammer world, the Talisaman world, and the Warhammer 40,000 universe are either ®, TM

and/or © Copyright Games Workshop Ltd 2000-2012, variably registered in the UK and other countries around the

world. All Rights Reserved

Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.

All art, illustrations and concepts used without permission.

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-Table of Contents-______________________________________________________________________

The Fall of Malvolion ……… 4

Tyranid Special Rules ……… 6

Tyranid Psychic Powers ……… 8

Biomorphs ……… 10

General Biomorphs ……… 10

Armor Biomorphs ……… 11

Ranged Biomorphs ……… 12

Close Combat Biomorphs ……… 13

Tyranid Army List ……… 14

HQ ……… 14

Hive Tyrant ……… 14

The Dagon Overlord ……… 16

The Swarmlord ……… 17

Tyranid Guard Brood ……… 18

Genestealer Patriarch ……… 19

Alpha Warrior Brood ……… 20

Malanthrope Brood ……… 22

The Parasite of Mortrex ……… 23

ELITES ……… 24

Lictor Brood ……… 24

Deathleaper ……… 25

Zoanthrope Brood ……… 26

The Doom of Malan’tai ……… 27

Venomthrope Brood ……… 28

Tervigon ……… 29

Pyrovore Brood ……… 30

TROOPS ……… 32

Tyranid Warrior Brood ……… 32

Genestealer Brood ……… 33

Gaunt Brood ……… 34

Hormagaunt Brood ……… 35

Ripper Swarm ……… 35

DEDICATED TRANSPORTS ………36

Mycetic Spore ……… 36

FAST ATTACK ……… 37

Tyranid Shrike Brood ……… 37

Winged Ripper Swarm ……… 37

Ravener Brood ……… 38

Gargoyle Brood ……… 38

Harpy ……… 39

Meiotic Spore Sacks ……… 40

Spore Mine Cluster ……… 41

HEAVY SUPPORT ……… 42

Carnifex Brood ……… 42

Old One Eye ……… 43

Trygon ……… 44

Mawloc ……… 46

Biovore ……… 47

Tyrannofex ……… 48

FORTIFICATIONS ……… 49

Tyranid Flora Infestation ……… 49

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______________________________________________________________________-Table of Contents-

Reference ……… 50

Sample Tyranid Builds ……… 52

Hive Tyranid Builds ……… 52

Alpha Warrior Brood Builds ……… 53

Warrior Builds ……… 54

Shrike Builds ……… 55

Carnifex Builds ……… 56

Tyrannofex Builds ……… 57

Notable Tyranid Swarms ……… 58

Planetary Assault Swarm ……… 58

The Psychic Choir ……… 59

Vanguard Swarm ……… 60

The Unending Tides of Dagon ……… 61

Mycetic Assault Swarm ……… 62

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THE FALL OF MALVOLIONTHE FALL OF MALVOLIONTHE FALL OF MALVOLIONTHE FALL OF MALVOLION By Dan Abnett

By his wrist-chronometer, it was not yet noon, but

the air was warm and clammy. Trooper Karl

Grauss of the Mordian Iron Guard 15th let his

lasrifle swing loose on its harness strap, wiped the

perspiration from his eyes, and pushed the

angular nose of the wrench-bar into the rusty

door lock.

He paused and glanced around at Major Hecht.

The officer was tensed, his lasrifle pulled up tight

with the butt in his armpit, ready to fire. Beads of

sweat dotted his face too, and it wasn't just the

heat.

'What are you waiting for?' he hissed.

Grauss shrugged. He didn't know, exactly. He

didn't know anything except what Hecht had told

him and the others of Zwie Company that

morning: get out to that pumping station in the

delta and find out why they hadn't checked in for

three days. Grauss jiggled the wrench-bar until the

tool locked against the latch mechanism, and then

began to wind the ratchet so that the door release

slowly began to turn manually.

Down the low hallway behind him, the major and

six other men from Zwie hugged the walls and

braced lasguns. This was the job at its worst,

thought Grauss as he cranked the tool. Sneaking

into a mystery and opening doors blind when you

had no idea what in the name of the God-Emperor

lay on the other side.

But, dammit, they were Iron Guard! More

disciplined and determined Imperial soldiers you

couldn't find.

They'd reached the pumping station early that

morning. A cluster of machine-barns and modular

habitats, it stood at a confluence of irrigation

channels which watered the entire delta area and

fed over a dozen farm steads. The suns were low

and cool. There had been no sign of life, not even

the ever-present water birds that Grauss had seen

everywhere in the marshes.

And once they had got inside, with no answers to

their voice or vox calls, it had been so damned hot

and humid, like someone had set the environment

controls to ''tropical''.

The latch popped and Grauss kicked the door

inwards, swinging aside so that the major could

slide in, gun raised and aimed. Before them lay

some kind of hydroponics workshop, with a high,

cera-glass roof and metal support pillars rusting in

the steamy air. Samples of crops and yield-plants

stood in labeled pots and trays and bins all

around. The walkways between the bins were

metal grille. Sappy moisture dripped from the

transparent panes above.

The Mordians fanned out into the hothouse,

dripping with sweat in their temperate zone-issue

fatigues and tunics.

'What's this?' called Trooper Parnell. Grauss

moved over to him, and the major joined them

too. Parnell gestured with disgust at a rack of

culture-trays set under some daylight lamps.

Nutrient feeder sprays intermittently misted what

was in the trays with chemical washes.

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Major Hecht cursed. The things in the trays looked

like rotting, globular fungi: puffy, swollen, the size

of human heads. They pulsed irregularly. None of

the Mordians had any horticultural training and

none had been on Malvolion long enough to get a

feel for the local flora, but they all knew this stuff

just wasn't right.

'Burn it. Get a flamer in here and burn it all.' Hecht

looked away from the obscene crop.

Grauss was about to obey the command when

they heard the las-fire. Close by, two or three

buildings away. Six short, frantic bursts, then a

longer report made by several guns on auto, firing

together. Zwie Company's vox-intercoms

spluttered out an overlapping, unintelligible series

of ear-splitting cries and yells.

The platoon turned and ran towards the sounds,

Hecht in the lead. Platoon Two, scouting to the

left of them, was in trouble. Hecht's men burst

into the chamber that had been Two's last

recorded position. It was a hangar barn, with

several big-wheeled agricultural vehicles parked in

it. The air was full of smoke from discharged

weapons.

There were two bodies on the floor, both men

from Two, both looking like they'd been

dismembered by industrial crop-reapers. Platoon

One crept forward through the gloom, twitching

for targets. Grauss found the headless corpse of

another man from Two leaning against the wheel-

arch of one of the agri-tractors.

Looking aside from the corpse in distaste, Grauss

saw that the tractor was hitched to a big flatbed

cargo truck, with something large and strange

chain-lashed to it. Caked in the mud of the delta, it

looked for all the world like some kind of ship:

those bulbous projections at the rear could only

be propulsion units. But… it was small, not large

enough for anything more than a single human,

and it made him sick to look at it. It wasn't made

of metal. It wasn't technology as he understood it.

It looked… organic. Fleshy, pod-like, akin to the

things he had seen growing in the hothouse but

many, many times larger. Was this something the

station crew had found out there in the delta and

hauled back for study?

There was a cry and a burst of las-fire behind him.

Grauss spun around, in time to see Trooper

Parnell's body sailing across the chamber in a

welter of blood and torn flesh. Lasguns roared and

flashed. Something was moving through the

gloom with terrifying rapidity. Something with

claws. Four sets of claws.

It sliced through Major Hecht at the waist, and his

body fell in two, still firing.

It was right on Grauss now. He howled and started

to fire.

Genestealer…

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-Tyranid Special Rules-________________________________________________________________________________

Synapse Creature

Synapse Creatures and Tyranid units that have a model within 12” of a Synapse Creature are said to be within

synapse range. A unit that is within synapse range is not subject to the Instinctive Behavior rule (see below) and

gains the Fearless special rule as detailed in the Warhammer 40,000 rulebook. However, units granted the Fearless

special rule for being within synapse range may still Go to Ground and utilize the Our Weapons Are Useless rule.

Additionally, Tyranid units within synapse range may use the synapse creature’s Leadership value in place of their

own for all Leadership tests they are called upon to make. If a unit that is falling back is within synapse range before

it moves, it automatically rallies, regardless of any normal restrictions.

Instinctive Behavior

All unengaged Tyranid models that are not falling back or have gone to ground, must take a Leadership test at the

beginning of their Movement phase:

• If the test is passed, the unit acts normally that turn.

• If the test is failed the unit reverts to its baser instincts and will either Lurk or Feed, depending on the type

of Instinctive Behavior listed in its entry, for the duration of that turn.

Lurk

A unit that Lurks may not move in the Movement phase and may not launch an assault in the Assault phase. In the

Shooting phase, the unit must fire at the nearest visible enemy. If there are no enemies in the unit’s line of sight or

within range of at least one of its ranged weapons, or if the unit has no ranged weaponry, it must instead run towards

the nearest piece of area terrain, trying to move into it if possible. If the unit is already in a piece of area terrain it

will not move and will stay where it is.

Feed

A unit that Feeds suffers the effects of the Rage special rule as detailed in the Warhammer 40,000 rulebook and

counts as having failed the Leadership test that turn.

The Shadow in the Warp

Due to the eclipsing influence of the ravening Tyranid Hive Mind in the Warp, all enemy Psychic tests are made on

3D6 rather than 2D6.

Additionally, all instances of Perils of the Warp that would result from an attempted Psychic test are nullified.

Tyranid Ranged Biomorphs

Many Tyranid ranged biomorphs use the Strength value of the model firing it. Some of these weapons will also

modify the Strength they fire at as detailed in their profiles below. Game effects that temporarily modify a creatures

Strength do not modify the Strength values of any ranged biomorphs they use.

Additionally, some ranged weapons have an Assault value of X. In these cases, X is equal to the base number of

attacks on the profile of the creature carrying it. This value ignores any bonus attacks gained by Scything Talons.

This value may be modified on certain weapons and will be detailed on the weapons profile.

Tyranid Close Combat Biomorphs

Tyranid models never receive bonus Attacks for fighting with more than one close combat weapon, except as

detailed with scything talons. They instead receive all benefits as described under all of the close combat biomorphs

they are armed with.

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Living Bomb

All Spore Mines, regardless of their source, have the following rules when they are on the table.

Each Spore Mine model is treated as an individual unit. Spore Mines are always ignored for the purposes of any and

all mission objectives. Spore Mines are not subject to Instinctive Behavior, never go to ground (voluntarily or

otherwise), run or fall back. At the beginning of the Tyranid Shooting phase before any shots are fired, each Spore

Mine moves D6” in a direction determined by the scatter dice (Tyranid player chooses the direction if a hit is rolled).

If a spore mine is in synapse range in the Movement phase, the Synapse Creature may give up one of its shooting

attacks in the following Shooting phase and move the spore mine 6” in any direction, ignoring Difficult Terrain.

If a Spore Mine suffers a wound, touches an enemy model, or it ends any Movement phase within 2” of an enemy

unit, it immediately explodes. Place the central hole of the appropriate blast template over the Spore Mine and

resolve any hits at the Strength and AP of the appropriate Spore Mine. Spore Mines that drift off the table are

immediately removed from play.

Additionally, a Tyranid Synapse Creature may choose to detonate any number of Spore Mines within its synapse

range during the Tyranid Shooting phase as if the above requirements had been met.

Warp Field

A model with the Warp Field special rule increases it’s Armor save to 2+ and also gains a 5+ Invulnerable save.

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-Tyranid Psychic Powers-______________________________________________________________

Aura of Despair – Warp Charge 1

This is a malediction that lasts until the end of the current turn. If successful, all enemy units within 12” of the

psyker suffer a -1 penalty to their Leadership value. If an enemy unit is within range of several psykers using this

power or models with the Psychic Scream power, the modifiers are cumulative.

Catalyst – Warp Charge 1

This is a blessing that targets a single friendly unit within 12” of the psyker. If successful, that unit gains the Feel

No Pain special rule.

Dominion – Warp Charge 1

This psychic power is used at the beginning of the Tyranid players turn before any Instinctive Behavior tests are

rolled. If successful, the psyker’s synapse range is increased by 6” until the beginning of the next friendly turn.

Hypnotic Gaze – Warp Charge 1

This psychic power is used during the Tyranid players Fight sub-phase, before any blows are struck. If successful,

select one model in base contact with the psyker. Both players roll a D6 and add the Leadership of their respective

models. If the psyker rolls equal to or higher than the target’s score, that model may not attack in the ensuing close

combat. This power cannot affect models that do not have a Leadership value.

Leech Essence – Warp Charge 1

This is a witchfire power that automatically hits a single non-vehicle enemy unit within 12”. The target immediately

suffers 3, Strength 3, AP 2 hits. The psyker recovers a single lost Wound for each unsaved wound inflicted using

this power, up to its starting number of Wounds.

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Onslaught – Warp Charge 1

This power is a blessing that targets a single friendly

unit within 12”. That unit may both run and then

shoot in the same Shooting phase. The unit may do so

even if it is subject to Instinctive Behavior – Feed. If

a unit under the effect of Onslaught also has the Fleet

special rule, it may launch an assault, even if it runs.

Psychic Scream

Psychic Scream is a psychic power that does not

require a Psychic test to use and is always active.

Any enemy unit with a model within 12” of a psyker

with this power suffers a -1 penalty to their

Leadership score for as long as they are within range.

Penalties for being within range of multiple models

with this power or models with the Aura of Despair

power are cumulative.

The Horror

The Horror is a psychic power that does not require a

Psychic test to use and is always active. Enemy units

attempting to charge a unit with this power must pass

a Morale test. If failed, the unit may not charge this

turn.

Warp Blast – Warp Charge 1

Warp Blast is a witchfire power with the following

profile:

Range Str AP Type

24” 5 3 Assault 1, Blast

Warp Lance – Warp Charge 1

Warp Lance is a witchfire power with the following

profile:

Range Str AP Type

18” 10 1 Assault 1, Lance

Due to the intense energies coursing through a

Tyranid channeling this power, models using Warp

Lance run the risk of suffering the Perils of the Warp,

even though the Shadow in the Warp special rule

would normally negate such results.

Psychic Discipline

A Tyranid psyker may instead select an equal number

of powers from the Biomancy, Telekinesis or

Telepathy disciplines as detailed in the Warhammer

40,000 rulebook.

The Tyranids are without a doubt the most

rapidly evolving creatures in the galaxy. The

Magos Biologis of Mars have observed

developmental DNA leaps between broods

originating from different hive fleets that

would take other beasts millions of years to

achieve. It appears that the Tyranid 'Norn

Queens' or primogenitor organisms aboard

the hive ships are capable of modifying

their progeny in response to the

environment and life-forms they encounter.

Newly harvested genetic codes are

assimilated, the prey's defensive measures

are examined, and improved creatures are

bio-engineered to overcome that

resistance. Over time the myriad

improvements to the hive fleet's genepool

are melded with others, strengthening the

entire race.

A case in point is to observe the degree of

integration of the Tyranid's symbiote

weapons. At first these were relatively

crude and were carried and employed,

however distastefully, by the creatures that

used them like a gun or a sword. In later

encounters Tyranids have exhibited, more

and more frequently, weaponry meshed

directly into the creatures carrying them.

Now it has become impossible to tell where

the Tyranid warrior ends and its weapon

symbiotes begin. I think we can be assured

that the Norn Queens will continue to work

tirelessly towards more and more perfectly

adapted for killing the inhabitants of this

galaxy just as they have in others before

ours. Simply put, over the coming centuries

we may be out-evolved to the point of

extinction.

- Magos Biologis Alder Garrick.

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-Biomorphs-______________________________________________________________________________

General:

Acid Blood

For every unsaved wound a model with acid blood

suffers in close combat, the enemy unit that struck the

blow suffers an automatic hit with a Strength equal to

the Toughness of the wounded Tyranid with AP 4.

Vehicles are hit on the arc facing the wounded Tyranid.

Acid Maw

A Tyranid model with this biomorph ignores armor

saves in close combat.

Adrenal Glands

A model with adrenal glands has either +1 WS or +1

Initiative as described in the unit entry. If both options

are available, both may be purchased at the listed points

costs.

Enhanced Senses

A Tyranid with this biomorph adds +1 to its Ballistic

Skill.

Extended Carapace

A model with this biomorph gains a +1 bonus to its

Toughness value.

Feeder Tendrils

A Tyranid with this biomorph has the Preferred Enemy

special rule. Additionally, any friendly Tyranid models

that are in the same close combat as a model with this

biomorph gains the Preferred Enemy special rule as

well.

Frag Spines

A model armed with frag spines does not suffer the

Initiative penalties for charging enemies through cover,

but instead fights at their normal Initiative in the

ensuing combat.

Implant Attack

Any unsaved wounds inflicted on an enemy model in

close combat by a Tyranid with this biomorph are

multiplied into 2 wounds.

Leaping

A Tyranid with this biomorph moves as if it were a

Beast, including when making Fall Back moves. If it

does not already have them, it also gains the Fleet and

Move Through Cover special rules.

Regeneration

If a model with this biomorph is alive at the start of the

controlling player’s turn, roll a D6 for each wound it has

below its starting total. For each roll of 5+, the creature

regains a single wound, up to its starting number of

Wounds.

Spine Banks

A model with spine banks counts as being armed with

spinefists. They may be fired in the Shooting phase in

addition to any weapons normally allowed. Spine banks

may be fired while running.

Spore Cysts

A model with spore cysts that is not in base contact with

the enemy may produce a toxin Spore Mine in the

Shooting phase in addition to any other shooting it

performs. Place a Spore Mine in base contact with the

creature – from this point on, the Spore Mine acts as

described in the Living Bomb special rule. Finally, roll

a D6. On the roll of a 1, the creature with spore cysts

takes a wound with no save allowed.

Symbiote Rippers

In addition to its normal attacks, a model with symbiote

rippers strikes with 4 Strength 3 attacks in close combat

at Weapon Skill 2 and Initiative 2. Armor saves may be

taken against these attacks normally.

Tail Weapon

When in base to base contact with 3 or more enemy

models, a Tyranid armed with a tail weapon gains +1

Attack.

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Toxic Miasma

At the end of each player’s turn, every non-vehicle

enemy model in base contact with a Tyranid with the

toxic miasma biomorph must pass a Toughness test or

suffer a wound – saves (but not cover saves) may be

taken as normal.

Toxin Sacs

A model armed with toxin sacs gains the Poisoned (4+)

special rule. Any ranged biomorphs the model is armed

with benefit from this rule as well.

Tusked

A model with the tusked biomorph gains an additional

+1 attack when charging on top of any it would

normally receive.

Wings

Models equipped with Wings are Jump Units as

described in the Warhammer 40,000 rulebook.

Monstrous Creatures with the Wings biomorph are

instead Flying Monstrous Creatures.

Armor:

Chitin

A model with chitin has a 6+ Armor save.

Reinforced Chitin

A model with reinforced chitin has a 5+ Armor save.

Hardened Carapace

A model with a hardened carapace has a 4+ Armor save.

Bonded Exoskeleton

A model with a bonded exoskeleton has a 3+ Armor

save.

Armored Shell

A model with an armored shell has a 2+ Armor save.

An alien threat has risen from beyond the abyss, a

swarm so vast that it blots out the stars. This horror

fights neither for power nor territory, but rather to fee

a hunger so insatiable that it will eventually devour the

entire galaxy.

-Inquisitor Lord Kryptman

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Ranged Biomorphs:

-If a Tyranid model takes a single non-twin-linked

ranged biomorph option in its profile more than once,

the model counts as being armed with a single ranged

biomorph of that type with the Twin-linked special rule.-

Acid Spray

Rng S AP Type

Template +1 (Max. S6) 3 Assault 1, Torrent

Barbed Strangler

Rng S AP Type

36” -1 (Max. S8) 5 Assault 1,

Large Blast, Pinning

Bio-electric Pulse

Rng S AP Type

12” 5 - Assault 2X

Bio-plasma

Rng S AP Type

12” 7 2 Assault 1, Blast

Cluster Spines

Rng S AP Type

18” User (Max. S6) 6 Assault 1, Large Blast

Deathspitter

Rng S AP Type

24” +1 (Max. S7) 5 Assault 1, Blast

Devourer

Rng S AP Type

18” User (Max. S6) - Assault 2X, Shred

Fleshborer

Rng S AP Type

12” +1 (Max. S5) 5 Assault X, Shred

Fleshborer Hive

Rng S AP Type

12” 5 5 Assault 20, Shred

Impaler Cannon

Rng S AP Type

24” 8 4 Assault 2*

*Cover saves taken against shots from an Impaler

Cannon suffer a -2 penalty.

Ripper Tentacles

Rng S AP Type

6” 6 - Assault 2X

Rupture Cannon

Rng S AP Type

48” 10 2 Assault 2

Spike Rifle

Rng S AP Type

18” User

(Max. S6)

6 Assault X

Spinefists

A model armed with spinefists counts as being equipped

with frag spines.

Rng S AP Type

12 User (Max. S6) 6 Assault X, Twin-linked

Spore Mine Launcher

When firing a spore mine launcher, if, after the final

position of the first template of the barrage has been

determined, there are no enemy models within 6” of the

central hole, do not resolve the attack but instead place a

number of Spore Mines, equal to the number of

Biovores in the unit, in base contact with each other, on

the spot where the central hole would have landed.

These then follow the rules for Spore Mines detailed in

the Living Bomb rule.

A spore mine launcher is not required to target an

enemy unit when firing.

Rng S AP Type

Bio-acid

Mine

48” 3 3 Assault 1, Barrage,

Blast, Armorbane

Frag

Mine

48” 4 5 Assault 1, Barrage,

Large Blast

Toxin

Mine

48” -* 4 Assault 1, Barrage,

Blast, Poisoned (4+)

*Toxin mines have no effect on vehicles, except on

open-topped vehicles, on which they inflict a single

automatic glancing hit.

Stinger Salvo

Rng S AP Type

18” User (Max. S5) 4 Assault 2X

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Strangleweb

Rng S AP Type

Template X* - Assault 1, Pinning

*When firing the strangleweb, any enemy models that

are hit by the template must pass a Strength test or

suffer a wound. Stranglewebs do not benefit from the

toxin sacs biomorph.

Thorax Swarm

Rng S AP Type

Desiccator

Larvae

Template X - Assault 1,

Fleshbane

Electroshock

Grubs

Template 5 5 Assault 1

Shreddershard

Beetles

Template 3 - Assault 1,

Rending

Venom Cannon

Rng S AP Type

36” +2 (Max. S10) 4 Assault X

*A venom cannon suffers a -1 penalty on rolls on the

Vehicle Damage Chart against vehicles which are not

open topped.

They have only one purpose and there is nothing they will not do to accomplish this, no matter how vile or

loathsome it might be. These abominations mean to destroy everything proud and noble, everything we hold dear

and have fought so long to achieve.

-Inquisitor Agmar.

Close Combat Biomorphs:

Bonesword

Wounds inflicted in close combat by a Tyranid with a

bonesword count as AP 2. In addition, if a model suffers

one or more unsaved wounds in close combat from a

Tyranid with a bonesword, it must immediately pass a

Leadership test or suffer instant death. If the Tyranid

creature that inflicted the wound is armed with a pair of

boneswords then the Leadership test must instead be

passed on 3D6.

Claws and Teeth

Models with claws and teeth count as being armed with

a close combat weapon.

Crushing Claws

A Tyranid with crushing claws gains an extra D3

Attacks in close combat (rolled for at the beginning of

each round of combat) but strikes at Initiative 1,

regardless of any modifiers. When making Smash

attacks, this biomorph instead confers a single extra

attack and the creature strikes at Initiative 1 as described

above.

Lash Whip

Any enemy model that is in base contact with a Tyranid

with one or more lash whips have their Initiative value

set to 1 until the end of the Assault phase.

Rending Claws

Tyranid creatures with the Rending Claws biomorph

gain the Rending special rule.

Alternatively, if taken by a Monstrous Creature, such is

their strength that if they connect they are all but

guaranteed to tear their target apart. They instead cause

an automatic wound and roll 6+D3 in armor penetration

on a To-hit roll of 6.

Scything Talons

A model equipped with a set of scything talons gains +1

attack. A second set of scything talons confers a further

+1 attack.

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-Tyranid Army List-____________________________________________________________________

HQHQHQHQ

Hive Tyrant……………………………………………………………...160 points

WS BS S T W I A Ld Sv Unit Type Unit Composition

Hive Tyrant 7 3 6 6 4 5 3+1 10 3+ Mc (Ch) 1 Hive Tyrant

Special Rules:

• Hive Commander

• Psyker (Mastery Level 1)

• Synapse Creature

• Synaptic Node

Biomorphs:

• Bonded Exoskeleton

• Scything Talons

• Spinefists

Psychic Powers:

A Hive Tyrant has The Horror psychic power.

Additionally, it may also select any two of the following

psychic powers at the cost listed:

• Catalyst +15 pts

• Warp Lance +15 pts

• Leech Essence +10 pts

• Onslaught +10 pts

• Warp Blast +10 pts

• Aura of Despair +5 pts

• Psychic Scream +5 pts

• -or- Psychic Discipline powers +5 pts each

Options:

• Replace spinefists with an additional set of

scything talons free

• Replace one set of scything talons with lash

whip and bonesword +10 pts

• Replace any set of scything talons with:

- Rending claws +5 pts

- Twin-linked deathspitter or twin-linked

devourer +15 pts

- Barbed strangler +20 pts

- Venom cannon +35 pts

• May take the warp field special rule +30 pts

Aerial Assault

If an army includes a Hive Tyrant with the Wings

biomorph, a single Gargoyle brood may be taken as a

Troops choice.

• Take any of the following:

- Frag spines +1 pt

- Symbiote rippers +5 pts

- Adrenal glands (+1 I) +5 pts

- Adrenal glands (+1 WS) +8 pts

- Enhanced senses +8 pts

- Implant Attack +10 pts

- Toxin sacs +12 pts

- Toxic miasma +10 pts

- Acid blood +10 pts

- Regeneration +20 pts

• Take one of the following:

- Thorax swarm with either electroshock

grubs, desiccator larvae or shreddershard

beetles +15 pts

- Armored shell +20 pts

- Wings +35 pts

Hive Commander

All friendly Tyranid reserve rolls may be adjusted by +1 or -1 (choose which for each dice after it has been rolled).

This bonus is cumulative with other bonuses, excluding other instances of the Hive Commander special rule.

Synaptic Node

A Hive Tyrant has a Synapse range of 18” rather than the usual 12”.

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The Dagon Overlord……………………………………………………280 points

WS BS S T W I A Ld Sv Unit Type Unit Composition

Dagon Overlord 8 3 6 6 4 5 3 10 3+ Mc (Ch) Dagon Overlord (Unique)

Special Rules:

• Ferocity

• Hive Commander

• Psyker (Mastery Level 1)

• Synapse Creature

• Synaptic Node

• The Toxic Horde

Psychic Powers:

• Catalyst

• Onslaught

• The Horror

Biomorphs:

• Bonded Exoskeleton

• Lashwhip and Bonesword

• Venom Cannon

• Acid Blood

• Adrenal Glands (+1 WS)

• Toxin Sacs

• Regeneration

Ferocity

All friendly Tyranid units within 12” of

the Dagon Overlord (including the

Overlord itself) gain the Preferred Enemy

(All) special rule.

The Toxic Horde

All Toxin Sacs in an army including the

Dagon Overlord grant the Poisoned (3+)

special rule rather than the normal

Poisoned (4+).

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The Swarmlord………………………………………………………….290 points

WS BS S T W I A Ld Sv Unit Type Unit Composition

Swarmlord 9 3 6 6 5 6 4 10 2+ Mc (Ch) Swarmlord (Unique)

Special Rules:

• Alien Cunning

• Blade Parry

• Hive Commander

• Psyker (Mastery Level 2)

• Swarm Leader

• Synapse Creature

• Synaptic Node

• Warp Field

Biomorphs:

• Bonded Exoskeleton

• Bone Sabers

• Tusked

Psychic Powers:

• Dominion

• Leach Essence

• Paroxysm

• The Horror

Alien Cunning

Whilst the Swarmlord is alive, any of the Tyranid player’s units arriving using the Outflank special rule also gain the

Pathfinder special rule.

Blade Parry

The Swarmlord possesses a 4+ Invulnerable save

in close combat.

Swarm Leader

At the beginning of the Tyranid player’s

Shooting phase, the Swarmlord can bestow onto

any one friendly unit within 18” the Night

Vision, Preferred Enemy or Furious Charge

special rule. These benefits last until the end of

the Tyranid player’s turn.

Bone Sabers

The Swarmlord’s attacks inflict instant death

regardless of the opponents Toughness. In

addition, any successful Invulnerable saves made

against hits inflicted by the Swarmlord must be

re-rolled.

Paroxysm – Warp Charge 1

This is a witchfire power that automatically hits

a single non-vehicle enemy unit within 12”. That

unit must reduce its Weapon Skill and Ballistic

Skill to 1 until the beginning of the Tyranid

player’s next turn.

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Guard Brood………………………………………………….50 points per model

You may include one Guard brood for each Hive Tyrant (including the Dagon Overlord and the Swarmlord) in your

army. These broods do not count towards your HQ allowance.

WS BS S T W I A Ld Sv Unit Type Unit Composition

Hive Guard 3 4 5 6 2 4 2 6 4+ In 1-3 Hiveguard

Tyrant Guard 5 3 5 6 2 4 2+1 6 3+ In

Special Rules:

• Move Through Cover

• Shieldwall

Hive Guard

• Instinctive Behavior (Lurk)

Tyrant Guard

• Instinctive Behavior (Feed)

• Blind Rampage

Biomorphs:

Hive Guard

• Hardened Carapace

• Impaler Cannon

• Claws and Teeth

Tyrant Guard

• Bonded Exoskeleton

• Rending Claws

• Scything Talons

Options:

• The entire brood may be upgraded to tyrant guard +10 pts per model

• All tyrant guard models may replace their scything talons for one of the following:

- Lash Whip +5 pts per model

- Bonesword +10 pts per model

Shieldwall:

A single Hive Tyrant (including the Dagon Overlord and the Swarmlord) may be joined to a Guard brood during the

course of deployment. In this case, the unit cannot go to ground, voluntarily or otherwise.

Blind Rampage:

If a Hive Tyrant (including the Dagon Overlord and the Swarmlord) is killed whilst part of a unit of Tyrant Guard,

the surviving Tyrant Guard immediately gain the Fleet, Furious Charge and Rage special rules. These abilities last

for the remainder of the battle.

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0-1 Genestealer Patriarch……………………………..105 points + Genestealers

WS BS S T W I A Ld Sv Unit Type Unit Composition

Patriarch 7 4 6 5 3 7 4+1 10 3+ In (Ch) 1 Patriarch

Genestealer 6 3 4 4 1 6 2 10 5+ In 6-11 Genestealers

Special Rules:

• Fleet

• Infiltrate

• Inhuman Strength

• Move Through Cover

• Planetary Subversion

• Psyker (Mastery Level 2)

• Synapse Creature

Biomorphs:

• Bonded Exoskeleton

• Rending Claws

• Scything Talons

Psychic Powers:

• Aura of Despair and Hypnotic Gaze

• -or- Two Psychic Discipline powers

Options:

• The patriarch must be accompanied by

6-11 genestealers. See the Genestealer

entry for points costs and options. They

may not select a Broodlord.

• May take any of the following:

- Frag spines +1 pt

- Feeder tendrils +3 pts

- Toxin sacs +5 pts

- Adrenal glands (+1 I) +8 pts

- Adrenal glands (+1 WS) +8 pts

- Implant Attack +10 pts

- Acid blood +10 pts

- Regeneration +15 pts

Inhuman Strength

A Patriarch’s close combat attacks are AP 2.

Planetary Subversion

All reserve rolls made by the opponent over the

course of the game suffer a -1 penalty.

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Alpha Warrior Brood…………………………………………………..180 points

WS BS S T W I A Ld Sv Unit Type Unit Composition

Alpha Warrior 5 3 5 5 3 5 3+1 10 3+ In (Ch) 3 Alpha Warriors

Special Rules:

• Synapse Creature

• Brotherhood of Psykers

• Move Through Cover

Psychic Powers:

• Dominion

Biomorphs:

• Bonded Exoskeleton

• Scything Talons

• Spinefists

Dedicated Transport:

• The brood may take a Mycetic Spore as a

dedicated transport.

Options:

• The brood may be given a single additional

psychic power from the following list:

- Psychic Scream +10 pts

- Onslaught +10 pts

• The entire brood may replace their spinefists

with:

- An additional set of scything talons free

- Fleshborers free

- Spike rifles free

- Devourers +15 pts

- Deathspitters +30 pts

• The entire brood may replace one set of

scything talons with one of the following:

- Spike rifle free

- Rending claws +15 pts

- Lash whip and bonesword or a pair of

boneswords +40 pts

• One alpha warrior in the brood may exchange

its spinefists (or whichever biomorph replaced

it’s spinefists) with one of the following:

- Barbed strangler +15 pts

- Venom cannon +20 pts

• The entire brood may take:

- Frag spines +3 pts

- Adrenal glands (+1 I) +15 pts

- Adrenal glands (+1 WS) +15 pts

- Enhanced senses +15 pts

- Implant attack +20 pts

- Bio-electric pulse +25 pts

- Toxin sacs +25 pts

- Regeneration +30 pts

- Acid blood +30 pts

To think that Tyranids are mindless beasts is a grave

mistake. When you fight Tyranids you face not only

those before you on the battlefield, but the untold

thousands which seek to surround you, which attack

your supporting units and destroy your supply lines in

perfect synchronicity. These aliens have shown

evidence of both tactics and strategy that speaks of a

far worse threat than that posed by a mere beast.

-Marneus Augustus Calgar, Chapter Master of the

Ultramarines.

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Malanthrope Brood………………………………………...140 points per model

WS BS S T W I A Ld Sv Unit Type Unit Composition

Malanthrope 3 3 5 5 3 5 3 10 2+ Mc 1-3 Malanthropes

Special Rules:

• Synapse Creature

• Anaphylactic Shock

• Fleet

• Psyker (Mastery Level 1)

• Move Through Cover

• Warp Field

Biomorphs:

• Bonded Exoskeleton

• Claws and Teeth

• Feeder Tendrils

• Regeneration

• Toxic Miasma

• Toxin Sacs

Psychic Powers:

• The Horror

Anaphylactic Shock

A Malanthrope’s close combat attacks cause Instant Death, regardless of the target’s Toughness.

Consuming Swarm

For each Malanthrope brood taken in an army, the army must contain at least one Ripper Swarm of maximum size.

If a Malanthrope Brood is taken as an HQ choice, Ripper Swarms are scoring units, even though they are Swarms.

Genetic Ingenuity

For each Malanthrope brood included in a Tyranid army, the Tyranid army list may benefit from a single upgrade

described below. Unique models may not benefit from this rule.

Shifting Strategy

A single skill from the following list may be selected. It may be applied to any brood in the army at the cost of +3

points per model.

Furious Charge, Hit & Run, Night Vision, Stealth or Tank Hunters.

Adaptive Chitin

Any brood in the army may improve its armor save by +1 at the points cost listed below. A model may only improve

its armor save once in this way.

Armor Save Cost

6+ to 5+ +2 pts per model

5+ to 4+ +8 pts per model

4+ to 3+ +12 pts per model

3+ to 2+ +20 pts per model

Caustic Monstrosities

Any brood in the army that may not already take it may take the Acid Blood biomorph at the listed cost per model:

4+ Wounds +10 pts per model

3 Wounds +5 pts per model

2 Wounds +3 pts per model

1 Wound +1 pt per model

Healing Factor

Any broods in the army with more than one Wound (excluding Ripper Swarms and Winged Ripper Swarms) may

take the Regeneration biomorph at +10 pts per model if they do not already have the option to take it.

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The Parasite of Mortrex………………………………………………..170 points

WS BS S T W I A Ld Sv Unit Type Unit Composition

Parasite of Mortrex 5 3 6 5 3 6 4 10 3+ In, J (Ch) Parasite of Mortrex (Unique)

Special Rules:

• Host Organism

• Implant Parasite

• Independent Character

• Move Through Cover

• Synapse Creature

• “The Sarge is Acting Strangely…”

Biomorphs:

• Bonded Exoskeleton

• Rending Claws

• Implant Attack

• Symbiote Rippers

• Wings

Host Organism

Ripper Swarms and Flying Ripper Swarms that are

within 24” of the Parasite of Mortrex at the beginning

of the turn do not need to test for Instinctive

Behavior.

Implant Parasite

The Tyranid player’s opponent must take a

Toughness test for each model removed as a casualty

because of wounds inflicted by the Parasite of

Mortrex (wounds inflicted due to the Symbiote

Rippers biomorph are not included). For each test

failed, roll a D6. At the end of the Assault phase,

place a Ripper Swarm unit with a number of bases

equal to the sum total of all of the dice rolled such

that all bases are within 6” of the Parasite of Mortrex.

Any bases that cannot be placed due to impassible

terrain, enemy units within 1” or because you have

run out of models are lost.

“The Sarge is Acting Strangely…”

Every enemy infantry unit that arrives using the

outflank ability may harbor a squad member infested

with Ripper parasites. At the end of their Movement

phase, one model in each of these units (owning

player’s choice) must take a Toughness test. If the

test is failed, that model is instantly removed as a

casualty and the Tyranid player may place a Ripper

Swarm unit consisting of D6 bases anywhere within 6” of the victim. If the victim was inside a transport vehicle, it

is assumed he staggered out before dying. Any bases that cannot be placed due to impassible terrain, enemy units

within 1” or because you have run out of models are lost.

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ELITESELITESELITESELITES

Lictor……………………………………………………………………...80 points

WS BS S T W I A Ld Sv Unit Type Unit Composition

Lictor 6 3 6 5 2 6 3+1 10 5+ In (Ch) 1 Lictor

Special Rules:

• Instinctive behavior – Lurk

• Fearless

• Fleet

• Hit and Run

• Move Through Cover

• Pheromone trail

• Shrouded

• Stealth

• Uncanny Reflexes

Biomorphs:

• Reinforced Chitin

• Rending Claws

• Scything Talons

• Feeder Tendrils

• Flesh Hooks

• Chameleonic Skin

• Toxin Sacs

Chameleonic Skin

Lictors always start in Reserve, even in missions that do not normally use this rule. When a lictor becomes available,

they are placed anywhere on the table that is within 6” of a piece of area terrain and at least 1” away from any

enemy model. Lictors may not move or run on the turn that they arrive, but may assault.

A Lictor may not be targeted for shooting if they are more than 36” away from the shooting unit.

Flesh Hooks

A lictor has the frag spines biomorph.

When using its Hit and Run special ability, a lictor may attempt to drag an enemy along with them. Nominate a

single Independent Character within 6 inches of the lictor that is part of the same assault. The lictor makes its Hit

and Run move as normal, but may roll to hit the chosen character as with a single Shooting attack. A hit is resolved

at Strength 4. If the model is slain, remove it as a casualty as normal. Otherwise, it is moved with the lictor and

placed in base to base contact with it. They then remain locked in assault.

Pheromone Trail

An army including one or more Lictors adds +1 to its reserve rolls so long as one or more Lictors are alive. This

applies whether the lictors have deployed from reserves or not.

So long as a lictor began the player turn on the table, any friendly Tyranid units arriving by Deep Strike may arrive

within 6” of it without scattering.

Uncanny Reflexes

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

The thing that scares me most of all is that it burst out from the jungle directly in front of our ambush position. It

had killed Jensen and Lucca before we knew what was happening. Nothing that large should be able to move like

that.

-Sergeant Thresher, 11th Catachan Jungle Fighters.

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Deathleaper……………………………………………………………...150 points

WS BS S T W I A Ld Sv Unit Type Unit Composition

Deathleaper 9 3 6 5 2 7 4+1 10 5+ In (Ch) Deathleaper (Unique)

Special Rules:

• Instinctive behavior – Lurk

• Fearless

• Fleet

• Hit and Run

• “It’s after me!”

• Killing Strike

• Move Through Cover

• Pheromone trail

• Shrouded

• Stealth

• Uncanny Reflexes

• “What was that?”

• “Where is it?”

• “Where’d it go?”

Biomorphs:

• Reinforced Chitin

• Rending Claws

• Scything Talons

• Chameleonic Skin

• Feeder Tendrils

• Flesh Hooks

• Toxin Sacs

Killing Strike

All of Deathleaper’s close combat attacks count as

rending on any To-Wound rolls of 5+.

“It’s after me!”

Nominate a single enemy Independent Character or

Unique model at the beginning of the game as the victim

of the Deathleaper’s psychological attacks. Whilst

Deathleaper is still alive, that model’s Leadership score

is reduced by 3.

“What was that?”

All enemy infantry units within 12” of Deathleaper roll

one less dice (to a minimum of one) when moving

through difficult terrain.

“Where is it?”

Deathleaper may not be targeted for shooting if it is more

than 24” away from the shooting unit.

“Where’d it go?”

If Deathleaper ends its Movement phase more than 1” from any enemy model, the controlling player can decide that

it will blend into the background. If the player elects to do so, remove Deathleaper from the table and place it into

ongoing reserves. In the controlling players next Movement phase, Deathleaper can be re-deployed following the

normal rules for Chameleonic Skin. This ability may not be used in the same turn in which Deathleaper arrives from

reserves.

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Zoanthrope Brood……………………………………………70 points per model

WS BS S T W I A Ld Sv Unit Type Unit Composition

Zoanthrope 3 4 4 4 2 3 1 10 2+ Infantry 1-3 Zoanthropes

Special Rules:

• Move Through Cover

• Synapse Creature

• Psyker (Mastery Level 1)

• Warp Field

Biomorphs:

• Reinforced Chitin

• Claws and Teeth

Dedicated Transport:

• A brood of Zoanthropes may take a Mycetic

Spore as a dedicated transport.

Options:

• A brood of zoanthropes must select two

psychic powers from the following list.

Individual zoanthropes in the unit may select

different powers:

- Psychic Scream

- Leach Essence

- Warp Blast

- Warp Lance

OR

- Two Psychic Discipline powers

• A single zoanthrope may select The Horror as

one of its two allowed psychic powers +5 pts

They are coming! I feel them scratching inside my mind, scratching, screaming, running, so many – so, so many voices. They are coming for us – flesh, !body and soul

Page 28: Codex Tyranids, Version 1.4

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The Doom of Malan’tai………………………………………………….115 points

WS BS S T W I A Ld Sv Unit Type Unit Composition

Doom of Malan’tai 3 4 X 4 4 3 1 10 2+ In (Ch) Doom of Malan’tai (Unique)

Special Rules:

• Instinctive Behavior (Feed)

• Absorb Life

• Fearless

• Heavy Warp Field

• Move Through Cover

• Psychic Strength

• Psyker (Mastery Level 1)

• Spirit Leech

Biomorphs:

• Reinforced Chitin

• Claws and Teeth

Psychic Powers:

• Cataclysm

Absorb Life

The Doom of Malan’tai immediately gains +1 Wound, to a maximum of 10 Wounds, for every unsaved wound it

inflicts due to its psychic powers or in close combat.

Psychic Strength

The Doom of Malan’tai’s Strength characteristic is always the same as its Wounds characteristic. Therefore, as it

suffers Wounds its Strength is reduced and vice versa.

Spirit Leech

At the beginning of every Shooting phase, including the foe’s, every non-vehicle enemy unit within 12” of the

Doom of Malan’tai must take a Leadership test. If the test is failed the unit suffers a single wound for each point

they failed by, with no armor or cover saves allowed. Units embarked on transports within 12” of the Doom of

Malan’tai are subject to this rule as well, however they receive a 4+ Invulnerable save against these wounds.

Cataclysm – Warp Charge 1

This is a witchfire power with the following profile:

Rng S AP Type

24” User 1 Assault 1, Large Blast

After the power has been used, but before any additional Wounds are gained due to the Absorb Life ability, the

Doom of Malan’tai suffers D3 wounds. No saves of any kind can be taken against these wounds.

The Doom of Malan’tai may not trade this power for one from a psychic discipline.

Heavy Warp Field

This special rule functions exactly like Warp Field, except that the Invulnerable save it provides is improved to 3+.

Page 29: Codex Tyranids, Version 1.4

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Venomthrope Brood…………………………………………55 points per model

WS BS S T W I A Ld Sv Unit Type Unit Composition

Venomthrope 3 3 4 4 2 3 2 5 5+ Infantry 1-3 Venomthropes

Special Rules:

• Instinctive Behavior (Feed)

• Move Through Cover

• Poisoned (2+)

• Spore Cloud

Biomorphs:

• Reinforced Chitin

• Lash Whips

• Feeder Tendrils

• Toxic Miasma

Dedicated Transport:

• The brood may take a Mycetic Spore as a

dedicated transport.

Spore Cloud

The Venomthrope unit and any friendly models within 6” of the unit gain the Shrouded special rule and any enemy

unit that charges these units loses any bonus attacks for charging. In addition, any non-vehicle enemy model that

assaults one of the affected models must take a dangerous terrain test to represent the toxic effect of the spore cloud.

Should the Venomthrope be killed, these bonuses are immediately lost.

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Tervigon…………………………………………………………………140 points

For every Gaunt Brood included in your army, you may include one Tervigon as a Troops choice.

WS BS S T W I A Ld Sv Unit Type Unit Composition

Tervigon 3 3 5 6 5 1 2 10 4+ Mc 1 Tervigon

Special Rules:

• Brood Progenitor

• Psyker (Mastery Level 1)

• Spawn Gaunts

• Synapse Creature

Biomorphs:

• Hardened Carapace

• Claws and Teeth

• Stinger Salvo

Psychic Powers:

• Dominion

Blade Swarm

A Tervigon that has selected gaunts armed with

fleshborers may instead replace them with

Hormagaunts for free. All instances of the word ‘Gaunt’

in that Tervigon’s special rules are replaced with

‘Hormagaunt’. In addition, a single Tervigon that

selects this option may only be taken as a Troops choice

for each brood of Hormagaunts that the army includes.

Options:

• Take one of the following:

- Scything talons +5 pts

- Crushing claws +15 pts

• Replace stinger salvo with:

- Cluster spines free

- Bio-plasma +15 pts

• Take any of the following:

- Spine banks* +5 pts

- Spore cysts* +5 pts

- Symbiote Rippers +5 pts

- Tail weapon +5 pts

- Adrenal Glands (+1 I) +8 pts

- Adrenal Glands (+1 WS) +8 pts

- Implant Attack +8 pts

- Toxin sacs +10 pts

- Acid blood +15 pts

- Toxic miasma +15 pts

- Regeneration +25 pts

• Take The Horror psychic power +10 pts

• The gaunts the tervigon spawns may replace

their spinefists with one of the following:

- Fleshborer +25 pts

- Devourer +50 pts

*May only take one of these biomorphs.

Brood Progenitor

All units of Gaunts, spawned or otherwise, within 6” of a Tervigon must use the Tervigon’s Leadership for any tests

they are required to make. They also gain the benefits of the Tervigon’s toxin sacs and adrenal glands (if it has any.)

In addition, all Gaunt units within 6” of the Tervigon have the Counter-attack special rule.

Should a Tervigon be slain, every Gaunt brood, spawned or otherwise, within Synapse range immediately suffers

3D6 Strength 3, AP – hits.

Spawn Gaunts

A Tervigon can spawn Gaunts in the Tyranid Movement phase before it has moved – even if it is locked in assault.

If it does so, roll 3D6. Place a new unit of Gaunts such that no model is more than 6” from the Tervigon – the size of

the unit is equal to the total rolled. Models in the new unit cannot be placed in impassable terrain or within 1” of

enemy models. If you cannot place some of the models due to enemy proximity, impassable terrain or simply

because you have run out of models, the excess are destroyed. The unit spawned by a Tervigon is identical in every

way to a Gaunt unit chosen from the Troops section of the force organization chart and is treated as such for all

scenario special rules. Models in a spawned unit have no biomorphs and carry spinefists unless the Tervigon pays to

upgrade their weapons.

If any double is rolled when determining the size of a spawned unit, the Tervigon has temporarily exhausted its

supply of larvae – the unit is created as normal, but the Tervigon may not attempt to spawn further units for the rest

of the game.

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Pyrovore Brood………………………………………………45 points per model

WS BS S T W I A Ld Sv Unit Type Unit Composition

Pyrovore 3 3 4 4 2 2 2 5 4+ In 1-3 Pyrovores

Special Rules:

• Instinctive Behavior (Feed)

• Dual Mind

• Hidden Menace

• Move Through Cover

• Volatile

Biomorphs:

• Hardened Carapace

• Acid Spray

• Rending Claws

• Acid Blood

• Acid Maw

Dedicated Transport:

• May take a Mycetic Spore as a dedicated

transport.

Dual Mind

A Pyrovore’s weapon symbiote is unusual in that the weapon is actually more intelligent than the beast carrying it.

A unit of Pyrovores may target an enemy unit with its Acid Spray and may then choose to assault a different enemy

unit in the Assault phase. If included in a squad of Gaunts, the Pyrovore may target a different enemy unit with its

Acid Spray then the Gaunts do with their shooting. In the Assault phase, the unit may only charge the enemy unit

targeted by the Gaunts.

Hidden Menace

A unit of Pyrovores may be split up and added to units of Gaunts. To do so, during deployment a single Pyrovore

may be removed from the unit and added as an upgrade model to an individual unit of Gaunts. Any number of

Pyrovores in the unit may do this. When doing so the Pyrovore gains the Character type. Only a single Pyrovore

may be added to any one unit of Gaunts. If the Gaunts have taken a Mycetic Spore the Pyrovore counts towards the

20 wound limit the pod may transport and in such cases may not be added to units of more than 18 Gaunts. If the

Gaunts have taken the Without Number special rule, then the Pyrovore does not reenter play with the unit and is left

as a casualty.

If any Pyrovores from the unit are not put into a unit of Gaunts in this way, then they are left together as a unit and

are treated normally.

Volatile

If a Pyrovore is killed by a wound that inflicted instant death, roll a D6. On a 4+, the weapon has ignited the

Pyrovore’s internal chemicals and all models within 6” of the slain Pyrovore suffer a Strength 5, AP 3 hit.

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32

TROOPSTROOPSTROOPSTROOPS

Tyranid Warrior Brood……………………………………..30 points per model

WS BS S T W I A Ld Sv Unit Type Unit Composition

Tyranid Warrior 4 2 5 5 2 4 2+1 10 4+ In 3-9 Tyranid Warriors

Special Rules:

• Synapse Creature

• Move Through Cover

Biomorphs:

• Hardened Carapace

• Scything Talons

• Spinefists

Dedicated Transport:

• The brood may take a Mycetic Spore.

Options:

• The entire brood may replace their spinefists

with one of the following:

- An additional set of scything talons free

- Fleshborers free

- Spike rifles free

- Devourers +5 pts per model

- Deathspitters +10 pts per model

• The entire brood may replace one set of

scything talons with one of the following:

- Spike rifle free

- Rending Claws +5 pts per model

- Lash whip and bonesword or a pair of

boneswords +15 pts per model

• One tyranid warrior in the brood may exchange

its spinefists (or whichever biomorph replaced

them) for one of the following:

- Barbed Strangler +15 pts

- Venom Cannon +20 pts

• The entire brood may take any of the

following:

- Frag Spines +1 pt per model

- Enhanced Senses +3 pts per model

- Toxin sacs +5 pts per model

- Adrenal glands (+1 I) +5 pts per model

- Adrenal glands (+1 WS) +5 pts per model

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Genestealer Brood……………………………………………14 points per model

WS BS S T W I A Ld Sv Unit Type Unit Composition

Genestealer 6 3 4 4 1 6 2 10 5+ In 6-18 Genestealers

Broodlord 6 3 5 4 2 6 3 10 4+ In (Ch)

Special Rules:

• Brood Telepathy

• Fleet

• Infiltrate

• Move Through Cover

Broodlord Only

• Psyker (Mastery Level 1)

Biomorphs:

• Reinforced Chitin (Genestealer only)

• Hardened Carapace (Broodlord only)

• Rending Claws

Psychic Powers:

• Aura of Despair or Psychic Discipline power

Dedicated Transport:

• The brood may take a Mycetic Spore.

Options:

• Upgrade one genestealer to a

broodlord +25 pts

• The broodlord may take:

- Adrenal Glands (+1 I) +5 pts

- Implant attack +10 pts

- Acid Blood +5 pts

• The entire brood may take:

- Frag spines +1 pt per model

- Scything talons +1 pt per model

- Feeder tendrils +3 pts per model

- Toxin sacs +3 pts per model

Brood Telepathy

Genestealers are not subject to the Instinctive Behavior rule.

I don't know where they come from. It seems highly

unlikely that they evolved naturally into what they

are now - impossible, given what we know about

evolution. Perhaps they are some kind of

bioweapon, created millennia ago by madmen for

some long-forgotten war. If so, I suspect that their

creators soon came to regret their creation. Or

perhaps they come straight from the warp. Possibly

the Lords of Chaos themselves cast them out

because they were too unpleasant.

-Jarv Advent, Senior Xenobiologist, Inquisitorial

Institute of Proctos Minor (on Genestealers.)

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Gaunt Brood…………………………………………………...5 points per model

WS BS S T W I A Ld Sv Unit Type Unit Composition

Gaunt 3 3 3 3 1 4 1 5 6+ In 10-30 Gaunts

Special Rules:

• Instinctive Behavior – Lurk

• Fleet

• Move Through Cover

Biomorphs:

• Chitin

• Claws and teeth

• Spinefists

Dedicated Transport:

• If the brood numbers 20 models or less, it may

take a mycetic spore.

Options:

• The entire brood may replace their spinefists

with:

- Spike Rifle free

- Fleshborer +1 pt per model

- Devourer +4 pts per model

• For every ten models in the brood, one gaunt

may replace their spinefists with a

strangleweb +5 pts per model

• The entire brood may be given:

- Adrenal glands (+1 I) +1 pt per model

- Adrenal glands (+1 WS) +1 pt per model

- Toxin sacs +1 pts per model

• If the brood numbers at least 20 models, has

not exchanged it’s spinefists for any weapon

other than stranglewebs and is not mounted in

a mycetic spore, it may be given the Without

Number special rule +3 pts per model

Without Number:

Any brood of Gaunts with Without Number that is removed from play may be brought back into play at the

beginning of the controlling player’s next turn. It moves onto the board as if entering from reserves and has the exact

same profile and armaments as its predecessor. Victory Points are scored as usual for the brood and its replacements

as if they were entirely separate broods.

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35

Hormagaunt Brood……………………………………………6 points per model

WS BS S T W I A Ld Sv Unit Type Unit Composition

Hormagaunt 4 3 3 3 1 5 1+1 5 6+ Be 10-30 Hormagaunts

Biomorphs:

• Chitin

• Scything Talons

Dedicated Transport:

• If the brood consists of 20 models or less, it

may take a Mycetic Spore.

Special Rules:

• Instinctive Behavior (Feed)

Options:

• The entire brood may take:

- Adrenal glands (+1 I) +1 pt per model

- Adrenal glands (+1 WS) +1 pt per model

- Toxin sacs +1 pt per model

Ripper Swarm………………………………………………….10 points per base

WS BS S T W I A Ld Sv Unit Type Unit Composition

Ripper Swarm 2 2 3 3 3 2 4 4 6+ In 3-9 Ripper Swarm Bases

Special Rules:

• Instinctive Behavior (Feed)

• Fearless

• Move Through Cover

• Swarms

Biomorphs:

• Chitin

• Claws and Teeth

Options:

• The entire brood may take:

- Adrenal glands (+1 I) +2 pts per base

- Adrenal glands (+1 WS) +1 pt per base

- Toxin sacs +5 pts per base

- Leaping +5 pts per base

- Spinefists +4 pts per model

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DEDICATDEDICATDEDICATDEDICATED TRANSPORTED TRANSPORTED TRANSPORTED TRANSPORT

Mycetic Spore…………………………………………………………….35 points

Mycetic Spores are purchased as an upgrade to another brood, but they are always treated as a separate non-

scoring unit.

WS BS S T W I A Ld Sv Unit Type Unit Composition

Mycetic Spore 2 2 6 4 3 1 3 4 4+ Mc 1 Mycetic Spore

Special Rules:

• Deep Strike

• Fearless

• Immobile Pod

• Limited Sentience

• Transport Spore

Biomorphs:

• Hardened Carapace

• Lash Whip

• Ripper Tentacles

Options:

• May take one of the following:

- Cluster spines +10 pts

- Stinger salvo +10 pts

- Twin-linked deathspitter +15 pts

- Barbed strangler +15 pts

- Venom cannon +25 pts

Immobile Pod

A Mycetic Spore cannot move for any reason once it has entered the battle. It may never go to ground or fall back,

voluntarily or otherwise – and may not consolidate or make a sweeping advance following a close combat.

Limited Sentience

A Mycetic Spore is not subject to Instinctive Behavior. The Mycetic Spore automatically shoots the closest enemy

unit in each Shooting phase unless it is engaged in close combat.

Transport Spore

A Mycetic Spore always enters play using the

Deep Strike rules, even in missions that do not use

these rules. If, when a Mycetic Spore Deep

Strikes, it scatters on top of impassable terrain or

another model (friend or foe!), reduce the scatter

distance by the minimum required to avoid the

obstacle.

A Mycetic Spore can carry a single unit infantry

models with a combined total of 20 Wounds or a

single monstrous creature within it. Once the

Mycetic Spore has landed all creatures within

must immediately deploy – place the unit such

that every model is within 2” of the Mycetic

Spore. If any models cannot be deployed because

of impassable terrain or enemy models within 1”,

those models are destroyed. A unit that Deep

Strikes via a Mycetic Spore cannot move or

assault in the same turn it arrives, but may shoot

or run as normal.

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37

FAST ATTACKFAST ATTACKFAST ATTACKFAST ATTACK

Tyranid Shrike Brood………………………………………..35 points per model

WS BS S T W I A Ld Sv Unit Type Unit Composition

Shrike 4 2 5 5 2 4 2+1 10 5+ In, J 3-9 Shrikes

Special Rules:

• Synapse Creature

• Move Through Cover

Biomorphs:

• Reinforced Chitin

• Scything Talons

• Spinefists

• Wings

Options:

• The entire brood may replace their spinefists

with:

- An additional set of scything talons free

- Fleshborers free

- Devourers +5 pts per model

- Deathspitters +10 pts per model

• The entire brood may replace one set of

scything talons with one of the following:

- Rending Claws +5 pts per model

- Lash whip and

bonesword +10 pts per model

- A pair of boneswords +15 pts per model

• The entire brood may take:

- Frag spines +1 pt per model

- Enhanced senses +3 pts per model

- Toxin sacs +5 pts per model

- Adrenal glands (+1 I) +5 pts per model

- Adrenal glands (+1 WS) +5 pts per model

There is a cancer eating at the Imperium.

With each decade it advances deeper, leaving drained, dead worlds in its wake.

This horror, this abomination, has thought and purpose that functions on an unimaginable, galactic scale and all

we can do is try to stop the swarms of bioengineered monsters it unleashes upon us almost by instinct.

We have given the horror a name to salve our fears; we call it the Tyranid race, but if is aware of us at all it must

know us only as Prey.

- Inquisitor Czevak.

Winged Ripper Swarm………………………………………...15 points per base

WS BS S T W I A Ld Sv Unit Type Unit Composition

Winged Ripper Swarm 2 2 3 3 3 2 4 4 6+ In, J 3-9 Winged Ripper Swarms

Special Rules:

• Instinctive Behavior (Feed)

• Fearless

• Move Through Cover

• Swarms

Biomorphs:

• Chitin

• Claws and Teeth

• Wings

Options:

• The entire brood may take:

- Adrenal glands (+1 I) +2 pts per base

- Adrenal glands (+1 WS) +1 pt per base

- Toxin sacs +5 pts per base

- Spinefists +8 pts per model

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Ravener Brood……………………………………………….35 points per model

WS BS S T W I A Ld Sv Unit Type Unit Composition

Ravener 5 3 5 5 2 5 2+1 5 5+ Be 3-9 Raveners

Special Rules:

• Instinctive Behavior (Feed)

• Acute Senses

• Deep Strike

Biomorphs:

• Reinforced Chitin

• Rending Claws

• Scything Talons

Options:

• The brood may replace their rending claws

with an additional set of scything talons free

• The brood may take one of the following:

- Spinefists +5 pts per model

- Devourers +10 pts per model

- Deathspitters +10 pts per model

Gargoyle Brood………………………………………………..6 points per model

WS BS S T W I A Ld Sv Unit Type Unit Composition

Gargoyle Brood 3 3 3 3 1 4 1 5 6+ In, J 10-30 Gargoyles

Biomorphs:

• Chitin

• Fleshborer

• Claws and Teeth

• Blinding Venom

• Wings

Special Rules:

• Instinctive Behavior (Lurk)

• Fleet

• Move Through Cover

Options:

• The entire brood may replace their fleshborers

with spike rifles free

• The entire brood may take:

- Adrenal glands (+1 I) +1 pt per model

- Adrenal glands (+1 WS) +1 pt per model

- Toxin sacs +1 pts per model

Blinding Venom

Against non-vehicle units, any roll To Hit of 6 made by a Gargoyle in close combat automatically causes a wound –

no separate roll To Wound is necessary.

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39

Harpy…………………………………………………………………….125 points

WS BS S T W I A Ld Sv Unit Type

Harpy 3 3 6 5 5 4 2+2 9 4+ FMc 1 Harpy

Spore Mine 0 0 1 3 1 1 0 10 - In

Special Rules:

Harpy

• Instinctive Behavior (Lurk)

• Fearless

• Fleet

• Hit and Run

• Scout

• Sonic Screech

Spore Mine

• Living Bomb

Biomorphs:

Harpy

• Hardened Carapace

• Two sets of Scything Talons

• Stinger Salvo

• Frag Mine Clusters

• Wings

Options:

• Replace one set of scything talons with:

- Twin-linked barbed strangler +10 pts

- Twin-linked venom cannon +25 pts

• Replace stinger salvo with:

- Cluster spines free

- Bio-plasma +15 pts

• A harpy may take:

- Frag Spines +1 pt

- Adrenal glands (+1 WS) +5 pts

- Spine banks +5 pts

- Toxin sacs +5 pts

- Enhanced senses +8 pts

- Adrenal glands (+1 I) +10 pts

- Regeneration +15 pts

- Toxic miasma +15 pts

Sonic Screech

On any turn in which a Harpy charges into close combat, it does not suffer the penalties for charging enemies

through cover, but instead fights at their normal Initiative in the ensuing combat. In addition, any non-vehicle unit

that is charged by a Harpy must halve its Initiative value (rounding up) for the remainder of that Assault phase.

Frag Mine Clusters

Once per game, the Harpy may drop a cluster of Frag Spore Mines as it moves during the Movement phase. This

does not count as a shooting attack. To do so, nominate any enemy model that the Harpy moved over in the

Movement phase and roll for scatter exactly as if the Harpy were firing a barrage weapon at that spot with the

following profile:

*If, after the final position of the first template of the barrage has been determined, there are no enemy models

within 6” of the central hole, do not resolve the attack but instead place 3 Frag Spore Mines in base contact with

each other, on the spot where the central hole would have landed. These then follow the rules for Spore Mines

detailed in the Living Bomb rule.

Range Str AP Type

N/A 4 5 Assault 3, Large Blast*

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40

Meiotic Spore Sacks………………………………………….35 points per model

1-3 Meiotic Spores are taken as a single Fast Attack choice. Spores may be deployed separately and operate

independently during the game.

WS BS S T W I A Ld Sv Unit Type Unit Composition

Meiotic Spore Sack 0 0 1 5 1 1 0 10 5+ In 1-3 Meiotic Spore Sacks

Special Rules:

• Fearless

• Deep Strike

• Detonation

• Living Bomb

Biomorphs:

• Reinforced Chitin

Options:

• The entire unit must select a single type of

spore mine to carry:

- Frag spore mines free

- Toxin spore mines +5 pts per model

- Bio-acid spore mines +8 pts per model

Deep Strike

Meiotic Spores must start the game in reserve and enter play via the Deep Strike rules.

Movement

After it has arrived via Deep Strike, the Meiotic Spore may ‘drift’ D6” as in the Living Bomb special rule, but it ,ay

move in any direction its owning player chooses, rather than in a random direction.

Detonation

A Meiotic Spore detonates as detailed under the Living Bomb special rule, however they may be automatically

detonated in the Shooting phase even if it is not within range of a synapse creature. When it detonates, the attack is

resolved with the blast template centered on the spore:

Range Str AP Type

- 5 3 Large Blast

After resolving the attack, remove the spore from play as a casualty and place D6-2 spore mines of the appropriate

type on its former location, just as you would place a Deep Striking unit. These spore mines then act exactly as they

would normally from this point onwards.

The more I learn about these aliens, the more I come to understaThe more I learn about these aliens, the more I come to understaThe more I learn about these aliens, the more I come to understaThe more I learn about these aliens, the more I come to understand nd nd nd what drives them, the more I hate them. what drives them, the more I hate them. what drives them, the more I hate them. what drives them, the more I hate them.

I hate them for what they are and for what they may one day become. I hate them for what they are and for what they may one day become. I hate them for what they are and for what they may one day become. I hate them for what they are and for what they may one day become. I hate them not because they hate usI hate them not because they hate usI hate them not because they hate usI hate them not because they hate us,,,, but because they are incapable of but because they are incapable of but because they are incapable of but because they are incapable of

good, honest, human hatred.good, honest, human hatred.good, honest, human hatred.good, honest, human hatred.

----Inquisitor AgmarInquisitor AgmarInquisitor AgmarInquisitor Agmar

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41

Spore Mine Cluster………………………………………………………….Varies

A Tyranid army may include 0-3 Spore Mine clusters as Fast Attack choices. These units do not take up a spot on

the Force Organization chart but are otherwise treated normally.

WS BS S T W I A Ld Sv Unit Type Unit Composition

Spore Mine 0 0 1 3 1 1 0 10 - In 3-6 Spore Mines

Special Rules:

• Living Bomb

• Orbital Deployment

Options:

• All spore mines in the cluster must be of the

same type, chosen from the following list:

- Bio-acid +12 pts per model

- Frag +8 pts per model

- Toxin +10 pts per model

Orbital Deployment

Spore Mine Clusters are always deployed in the following manner. After both sides have selected their deployment

zone, but before any units are deployed, all Spore Mine Clusters must Deep Strike onto the board. If any scatter off

the board or into impassable terrain the entire cluster is destroyed as described on the a roll of 1 on the Deep Strike

Mishap table. After they have landed, the Spore Mines in the cluster are then treated as individual Spore Mines as

described in the Living Bomb rule.

Finally, after all forces have been deployed and infiltrators have been placed, but before scout moves are made, all

spore mines deployed by orbital deployment must make a single move as described in the Living Bomb special rule.

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42

HEAVY SUPPORTHEAVY SUPPORTHEAVY SUPPORTHEAVY SUPPORT

Carnifex Brood.........................................................................................130 points

WS BS S T W I A Ld Sv Unit Type Unit Composition

Carnifex 3 2 9 6 4 1 2+2 6 3+ Mc 1-3 Carnifex

Biomorphs:

• Bonded Exoskeleton

• Two sets of Scything Talons

Special Rules:

• Instinctive Behavior (Feed)

• Fearless

• Furious Charge

• Living Battering Ram

Dedicated Transport:

• If the brood consists of only a single carnifex,

it may take a mycetic spore.

Options:

Every Carnifex in a brood may select options from the

following list. All models in the brood must select the

same options:

• Replace one set of scything talons with one of

the following:

- Rending claws free

- Crushing claws +20 pts per model

• Replace one other set of scything talons with

lash whips +10 pts per model

• If a carnifex does not take any close combat

biomorphs other than scything talons, it may

take Enhanced senses +5 pts per model

• Replace any set of scything talons with:

- Twin-linked

deathspitter +15 pts per model

- Twin-linked devourers +15 pts per model

• Take either of the following, replacing up to

one set of scything talons each:

- Barbed strangler +20 pts per model

- Venom cannon +25 pts per model

• May replace bonded exoskeleton with an

armored shell +20 pts

• Take any of the following:

- Frag spines +2 pts per model

- Adrenal glands(+1 I) +4 pts per model

- Spine banks* +5 pts per model

- Spore cysts* +5 pts per model

- Tail weapon +5 pts per model

- Toxin sacs +10 pts per model

- Adrenal glands (+1 WS) +6 pts per model

- Toxic miasma +10 pts per model

- Tusked +10 pts per model

- Acid blood +10 pts per model

- Extended carapace +15 pts per model

- Bio-plasma +20 pts per model

- Regeneration +25 pts per model

*A carnifex may only have one of these biomorphs.

Living Battering Ram

A Carnifex gains +2 Initiative during a turn in which it

launched an assault.

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Old One Eye……………………………………………………………..235 points

WS BS S T W I A Ld Sv Unit Type Unit Composition

Old One Eye 4 2 10 7 4 1 2+1+D6 10 3+ Mc (Ch) Old One Eye (Unique)

Special Rules:

• Instinctive Behavior (Feed)

• Alpha Beast

• Berserk Rampage

• Fearless

• Furious Charge

Biomorphs:

• Bonded Exoskeleton

• Gargantuan Claws

• Scything Talons

• Extended Carapace

• Rapid Regeneration

Gargantuan Claws

These function exactly like the Crushing Claws close combat biomorph, except they grant D6 extra attacks in close

combat rather than the normal D3.

Alpha Beast

Any friendly Tyranid unit within 12” of Old One Eye may choose to use its Leadership for any Morale or

Leadership tests they are required to make.

Additionally, Old One Eye may be taken as an HQ choice in games of 1,500 points or less. If this is done, the list

may include no other HQ options and may not include allies.

Berserk Rampage

For every unsaved wound caused by Old One Eye in close combat, it may immediately make one additional Attack

against the same unit. These additional attacks do not confer any extra Attacks if they also wound the enemy.

Rapid Regeneration

This functions exactly like the Regeneration biomorph, except it regains lost Wounds on rolls of 4+ rather than 5+.

Additionally, If Old One Eye is removed form

play as a casualty, mark the spot where it died

with an appropriate counter. At the start of the

next Tyranid player’s turn, roll a D6. On a 1 or

a 2, the counter is removed and Old One Eye is

treated as a casualty. On a 3+, Old One Eye is

returned to play with 1 wound regained on his

profile and the model is placed back on the

tabletop within 1” of its counter.

If Old One Eye would be placed within 1” of

another model, move it so that it is no longer

within 1”. Old One Eye may act normally in

a turn in which it “resurrects.” Old One Eye

does not award Kill Points to the enemy if it is

alive on the battlefield at the end of the game.

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44

Trygon…………………………………………………………………...215 points

WS BS S T W I A Ld Sv Unit Type Unit Composition

Trygon 4 3 7 6 6 4 3+2 6 3+ Mc 1 Trygon

Trygon Prime 5 3 7 6 6 4 4+2 10 3+ Mc (Ch)

Special Rules:

• Deep Strike

• Fearless

• Fleet

• Subterranean Assault

Trygon

• Instinctive Behavior (Feed)

Trygon Prime

• Synapse Creature

Biomorphs:

• Bonded Exoskeleton

• Two sets of Scything Talons

• Bio-electric Pulse

Options:

• Take any of the following:

- Spine banks +5 pts

- Tail weapon +5 pts

- Adrenal glands (+1 WS) +10 pts

- Toxin Sacs +10 pts

- Acid blood +10 pts

- Regeneration +25 pts

• Upgrade trygon to a trygon prime +40 pts

Subterranean Assault

If, when a Trygon (or Trygon Prime) deploys via deep strike, it scatters on top of impassable terrain or another

model (friend or foe!) reduce the scatter distance by the minimum required to avoid the obstacle.

After the Trygon has emerged, place a marker under the Trygon’s base when it enters play using deep strike.

Henceforth, any Tyranid Infantry units (excluding those with wings) that arrive from reserve in subsequent turns

may utilize this tunnel network and emerge from it instead of arriving as normal. If they choose to do so, place the

entire unit so that all models are within 6” of the marker and in unit coherency. If any models cannot be placed

because of enemy models within 1” or impassable terrain, the excess models are removed as casualties. The unit

may not move, but may shoot and launch assaults. No more than a single unit may emerge from any one tunnel

entrance in the same turn.

Additionally, a single non-winged infantry unit may be selected to accompany a deep striking Trygon (or Trygon

Prime), deep striking as if part of the Trygon’s unit, with the Trygon in the center. If any models cannot be placed

because of enemy models within 1” or impassable terrain, the excess models are removed as casualties.

The Trygon then acts normally for a deep striking unit. The accompanying unit may not move, but may shoot and

launch assaults.

It is well known that destroying the more intelligent creatures in the swarm is essential to stop a Tyranid advance.

Training in recognition and fire discipline is of some help in identifying the best targets but the chaos and confusion

of the battlefield make it difficult for troops to pick out their targets amidst the swarming mass of creatures.

Ultimately it has proven best to direct fire at the largest Tyranids in sight and pray to the Emperor that some of

them are the leaders.

-Inquisitor Agmar – Halting the Abomination

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45

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46

Mawloc…………………………………………………………………..175 points

WS BS S T W I A Ld Sv Unit Type Unit Composition

Mawloc 3 3(4) 6 6 6 4 3 7 3+ Mc 1 Mawloc

Special Rules:

• Instinctive Behavior (Feed)

• Burrow

• Deep Strike

• Fearless

• Hit and Run

• Terror from the Deep

Biomorphs:

• Bonded Exoskeleton

• Claws and Teeth

• Enhanced Senses

Options:

• May take any of the following:

- Spine Banks +5 pts

- Tail Weapon +5 pts

- Toxin sacs +8 pts

- Adrenal glands (+1 WS) +5 pts

- Adrenal glands (+1 I) +10 pts

- Regeneration +20 pts

Terror from the Deep:

A Mawloc always starts in Reserve, even in missions that do not normally use this rule. When a Mawloc enters play

by deep strike, rather than scattering normally, the distance rolled is reduced by the Mawloc's BS, in the same

fashion as a shooting attack.

If a Mawloc deep strikes onto a point occupied by an enemy model, do not roll on the Deep Strike Mishap table, but

instead do the following.

Place the large blast template directly over the spot the Mawloc is emerging from. Every unit under the template

suffers a number of Str 6 AP 2 hits equal to the number of models in the unit that are wholly or partially covered by

the template. These hits ignore cover saves and vehicles are always struck on their rear armor. If any unit still has

surviving models under the template, move that unit by the minimum distance necessary to clear all the models from

beneath the template whilst maintaining squad coherency and avoiding impassable terrain. Units that were locked in

combat prior to the Mawloc's attack must remain in base contact if possible, but otherwise models cannot be moved

within 1” of an enemy model. Vehicles, including immobile vehicles, retain their original facing if they are moved.

Any models that cannot be moved out of the way are destroyed. After all casualties have been determined, replace

the large blast template with the Mawloc, moving the Mawloc and enemy models the minimum necessary distance

to ensure that they are at least 1” apart.

A Mawloc may shoot and run after deep striking, but may not move or launch assaults.

Burrow:

A Mawloc can, at any point during its Movement phase, elect to re-burrow provided it is not engaged in close

combat. If a Mawloc chooses to do so, remove it from the table and place it into ongoing reserve. It automatically

re-emerges via Deep Strike during your next Movement phase. Note that a Mawloc cannot Deep Strike and burrow

in the same turn.

We cannot live through this. Mankind cannot live through this. In a single day they have covered the surface of this

planet with a flood of living blades and needle-fanged mouths. Kill one and ten take its place. If they are truly

without number then our race is doomed to a violent death before every shred of our civilization is scoured away

by a force more voracious than the fires of hell themselves! Death! By the Machine God, Death is here!

-The last words of Magos Varnak.

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Biovore Brood………………………………………………...35 points per model

WS BS S T W I A Ld Sv Unit Type Unit Composition

Biovore 3 3 4 4 2 2 1 6 4+ In 1-3 Biovores

Spore Mine 0 0 1 3 1 1 0 10 - In

Special Rules:

• Instinctive Behavior (Lurk)

• Move Through Cover

• Living Bomb (Spore Mine only)

Biomorphs:

• Hardened Carapace

• Spore Mine Launcher

• Claws and Teeth

Options:

• The entire brood must choose a single type of

spore mine to use with their spore mine

launchers from the following list:

- Frag mines free

- Bio-acid mines +10 pts per model

- Toxin mines +5 pts per model

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Tyrannofex………………………………………………………………265 points

WS BS S T W I A Ld Sv Unit Type Unit Composition

Tyrannofex 3 3(4) 6 8 6 1 2 6 2+ Mc 1 Tyrannofex

Special Rules:

• Instinctive Behavior (Lurk)

• Distress Pheromones

• Fearless

• Gun Beast

Biomorphs:

• Armored Shell

• Claws and Teeth

• Acid Spray

• Stinger Salvo

• Thorax Swarm (Electroshock Grubs)

• Enhanced Senses

Options:

• Replace acid spray with:

- Rupture cannon free

- Fleshborer hive +20 pts

• Replace stinger salvo with:

- Cluster spines free

- Bio-plasma +15 pts

• Replace electroshock grubs with desiccator

larvae or shreddershard beetles free

• Take any of the following:

- Spine banks* +5 pts

- Spore cysts* +5 pts

- Symbiote Rippers +5 pts

- Tail weapon +5 pts

- Toxin sacs +10 pts

- Toxic miasma +15 pts

- Regeneration +30 pts

*A Tyrannofex may only select one of these biomorphs.

Distress Pheromones

Any friendly Gaunt or Hormagaunt broods that assault into a close combat in which a Tyrannofex is already

involved in at the start of the phase benefit from the Hatred special rule.

Gun Beast

A Tyrannofex may fire three guns in the Shooting phase rather than the normal two for being a Monstrous Creature.

Also, the acid spray, or any weapon that replaces it, may be fired at a different target unit to any other weapons the

unit fires, subject to the normal rules for shooting. If the Tyrannofex charges, it must charge at the unit shot by this

weapon.

How ironic it is that as fast as we spread progress and hope throughout the galaxy, the Tyranids spread death and despair. Only united can we hope to stand

against them.

-Aun'shi of the Tau Empire.

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FortificationsFortificationsFortificationsFortifications

Tyranid Flora Infestation……………………………………35 points

Composition: 1 Capillary Tower

Terrain Type: The Capillary Towers and Spore Chimney are Impassable Terrain. Areas of Hypertrophic Flora are

ordinary forests.

Weapons: None

Special Rules:

Capillary Tower

Capillary towers are often defended by brood nests filled with deadly warrior beasts. During deployment, a single

unit from the below list may choose to be held in reserve and assigned to deploy at a chosen capillary tower. They

do not roll for reserves as normal. Instead, when an enemy unit moves within 6” of the capillary tower for any

reason, the unit that has been assigned to it is immediately deployed within 3” of the capillary tower in the exact

same manner as deploying from a transport with the Assault Vehicle special rule. It may act normally from this

point on. Broods deployed at a capillary tower may not be joined by Independent Characters or other units before

deployment.

The following units may be held in reserve at a capillary tower:

- Tyranid Guard Brood (Hive Guard only)

- Pyrovore Brood

- Genestealer Brood

- Gaunt Brood

- Hormagaunt Brood

- Ripper Swarm

- Ravener Brood

- Meiotic Spore Sacks

- Carnifex Brood (brood may not contain multiple models)

Spore Chimney

Any friendly Tyranid models within 6” of the spore chimney have a 5+ cover save and any enemy unit that charges

these models loses any bonus attacks for charging. In addition, enemy models and friendly non-Tyranid models that

enter the range of the spore cloud or end their move within it must pass a Toughness test or suffer a wound – saves

(but not cover saves) may be taken as normal.

Hypertrophic Flora

An area of hypertrophic flora is area terrain that functions exactly like a normal forest. It has an area of

approximately 3”x5”.

Options:

• May include up to two additional capillary towers +35 pts each

• May include a single spore chimney +45 pts

• May include up to three areas of hypertrophic flora +30 pts per area

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-Reference-______________________________________________________________________________

Troops

WS BS S T W I A Ld Sv Type

Alpha Warrior 5 3 5 5 3 5 3+1 10 3+ In (ch)

Biovore 3 3 4 4 2 2 1 6 4+ In

Broodlord 6 3 5 5 2 6 3 10 4+ In (ch)

Carnifex 3 2 10 6 4 1 2+2 6 3+ Mc

Dagon Overlord 8 3 6 6 4 5 3 10 3+ Mc (ch)

Doom of Malan’tai 3 4 X 4 4 3 1 10 2+ In (ch)

Deathleaper 9 3 6 5 2 7 4+1 10 5+ In (ch)

Gargoyle 3 3 3 3 1 4 1 5 6+ In, J

Gaunt 3 3 3 3 1 4 1 5 6+ In

Genestealer 6 3 4 4 1 6 2 10 5+ In

Harpy 3 3 6 5 5 4 2+2 9 4+ FMc

Hive Guard 3 4 5 6 2 4 2 6 4+ In

Hive Tyrant 7 3 6 6 4 5 3+1 10 3+ Mc (ch)

Hormagaunt 4 3 3 3 1 5 1+1 5 6+ Be

Lictor 6 3 6 5 2 6 3+1 10 5+ In (ch)

Malanthrope 3 3 5 5 3 5 3 10 2+ Mc

Mawloc 3 3(4) 6 6 6 4 3 7 3+ Mc

Meiotic Spore Sack 0 0 1 5 1 1 0 10 5+ In

Mycetic Spore 2 2 6 4 3 1 3 4 4+ Mc

Old One Eye 3 2 10 7 4 1 2+1+D6 10 3+ Mc (ch)

Parasite of Mortrex 5 3 6 5 3 6 4 10 3+ In, J (ch)

Patriarch 7 3 6 5 3 7 4+1 10 3+ In (ch)

Pyrovore 3 3 4 4 2 2 2 5 4+ In

Ravener 5 3 5 5 2 5 2+1 5 5+ Be

Ripper Swarm 2 2 3 3 3 2 4 4 6+ In

Shrike 4 2 5 5 2 4 2+1 10 5+ In, J

Spore Mine 0 0 1 3 1 1 0 10 - In

Swarmlord 9 3 6 6 5 6 4 10 2+ Mc (ch)

Tervigon 3 3 5 6 5 1 3 10 4+ Mc

Trygon 4 3 7 6 6 4 3+2 6 3+ Mc

Trygon Prime 5 3 7 6 6 4 4+2 10 3+ Mc (ch)

Tyranid Warrior 4 2 5 5 2 4 2+1 10 4+ In

Tyrannofex 3 3(4) 6 8 6 1 2 6 2+ Mc

Tyrant Guard 5 3 5 6 2 4 2+1 6 3+ In

Venomthrope 3 3 4 4 2 3 2 5 5+ In

Winged Ripper Swarm 2 2 3 3 3 2 4 4 6+ In, J

Zoanthrope 3 4 4 4 2 3 1 10 5+ In

Across the heavens the flotilla of bio-ships stretched out, impelled by instinct to hibernate again until new prey was found, new resources could be plundered. In their wake was left a bare rock orbiting a star, scoured of every organic particle, stripped of all but the most basic elements. Nothing was left of the farming world of Langosta III, there were no testaments to the humans who had once lived there. Now all that was left was an airless asteroid, the unmarked death place of three million people.

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________________________________________________________-Reference-

Ranged Biomorphs

Weapon Range Strength AP Type

Acid Spray Template +1 (Max. S6) 3 Assault 1, Torrent

Barbed Strangler 36” -1 (Max. S8) 5 Assault 1, Large Blast, Pinning

Bio-electric Pulse 12” 5 - Assault 2X

Bio-plasma 12” 7 2 Assault 1, Blast

Cluster Spines 18” As User (Max. S6) 6 Assault 1, Large Blast

Deathspitter 24” +1 (Max. S7) 5 Assault 1, Blast

Devourer 18” As User (Max. S6) - Assault 2X, Shred

Fleshborer 12” +1 (Max. S5) 5 Assault X, Shred

Fleshborer Hive 12” 5 5 Assault 20, Shred

Impaler Cannon* 24” 8 4 Assault 2

Ripper Tentacles 6” 6 - Assault 2X

Rupture Cannon 48” 10 2 Assault 2

Spike Rifle 18” As User (Max. S6) 6 Assault X

Spinefists* 12” As User (Max. S6) 6 Assault X, Twin-linked

Spore Mine Launcher

Bio-acid Mine 48” 3 3 Assault 1, Barrage, Blast, Armorbane

Frag Mine 48” 4 5 Assault 1, Barrage, Large Blast

Toxin Mine* 48” X 4 Assault 1, Barrage, Blast, Poisoned (4+)

Stinger Salvo 18” As User (Max. S5) 4 Assault 2X

Strangleweb* Template X - Assault 1, Pinning

Thorax Swarm

Desiccator Larvae Template X - Assault 1, Fleshbane

Electroshock Grubs Template 5 5 Assault 1

Shreddershard Beetles Template 3 - Assault 1, Rending

Venom Cannon* 36” +2 (Max. S10) 4 Assault X

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-SAMPLE TYRAID BUILDS-_______________________________________________________

SAMPLE HIVE TYRANT BUILDS

Example: Hell’s Harbinger

Hive Tyrant (160 points) + Scything Talons (Free) + Frag Spines (1 point) + Adrenal Glands (+1 I) (5

points) + Toxic Miasma (10 points) + Warp Field (30 points) + Wings (35 points) + Warp Blast (10

points) + Leech Essence (10 points) = 261 points

WS BS S T W I A Ld Sv

Hell’s Harbinger 7 3 6 6 4 6 3+2 10 2+

Example: Swarm Marshal

Hive Tyrant (160 points) + Lash Whip and Bonesword (10 points) + Implant Attack (5 points) +

Symbiote Rippers (5 points) + Adrenal Glands (+1 WS) (8 points) + Armored Shell (20 points) +

Onslaught (10 points) + Catalyst (15 points) = 233 points

WS BS S T W I A Ld Sv

Swarm Marshal 8 3 6 6 4 5 3+1 10 2+

Example: Swooping Terror

Hive Tyrant (160 points) + Venom Cannon (35 points) + Twin-linked Devourers (15 points) + Enhanced

Senses (8 points) + Warp Field (30 points) + Wings (35 points) + Catalyst (15 points) + Onslaught (10

points) = 308 points

WS BS S T W I A Ld Sv

Swooping Terror 7 4 6 6 4 5 3 10 2+

Example: Caustic Ravager

Hive Tyrant (160 points) + Lash Whip and Bonesword (10 points) + Barbed Strangler (20 points) + Frag

Spines (1 point) + Toxin Sacs (12 points) + Toxic Miasma (10 points) + Acid Blood (10 points) +

Regeneration (20 points) + Desiccator Larvae (15 points) + Leech Essence (10 points) + Psychic Scream

(5 points) = 273 points

WS BS S T W I A Ld Sv

Caustic Ravager 7 3 6 6 4 5 3 10 3+

As I looked into its dead black eyes, I saw the terrible sentience it had in place of a soul. Behind that was the steel will of its leader. Further still I could feel its primogenitor coldly assessing me from the void. And looking back from the furthest recesses of the alien's

mind... I can only describe it as an immortal hunger. It is this we cannot kill.

-Chief Librarian Varro Tigurius of the Ultramarines at the Conclave of Har.

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SAMPLE ALPHA WARRIOR BROOD BUILDS

Example: Shrieking Coven

Alpha Warrior Brood (180 points) + Psychic Scream (10 points) + Pair of Boneswords (30 points) +

Rending Claws (15 points) + Toxin Sacs (+30 points) = 280 points

WS BS S T W I A Ld Sv

Shrieking Coven Warrior 5 3 5 5 3 5 3 10 3+

Example: Hive Champions

Alpha Warrior Brood (180 points) + Lash Whip and Bonesword (30 points) + Scything Talons (free) +

Frag Spines (3 points) + Adrenal Glands (+1 WS) (15 points) + Bio-electric Pulse (30 points) + Toxin

Sacs (30 points) + Regeneration (30 points) = 318 points

WS BS S T W I A Ld Sv

Hive Champion 6 3 5 5 3 5 3+1 10 3+

Example: Swarm Drivers

Alpha Warrior Brood (180 points) + Onslaught (10 points) + Devourers (15 points) + Venom Cannon (20

points) + Enhanced Senses (15 points) = 240 points

WS BS S T W I A Ld Sv

Swarm Driver 5 3 5 5 3 5 3+1 10 3+

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SAMPLE WARRIOR BUILDS

Example: Gladiator

Tyranid Warrior (30 points) + Lash Whip and Bonesword (10 points) + Scything Talons (free) + Adrenal

Glands (+1 WS) (5 points) = 45 points

WS BS S T W I A Ld Sv

Gladiator 5 2 5 5 2 4 2+1 10 4+

Example: Huntsman

Tyranid Warrior (30 points) + Rending Claws (5 points) + Devourer (5 points) + Enhanced Senses (3

points) = 43 points

WS BS S T W I A Ld Sv

Huntsman 4 3 5 5 2 4 2 10 4+

Example: Assassin

Tyranid Warrior (30 points) + Spike Rifle (free) + Devourer (5 points) + Toxin Sacs (5 points) +

Enhanced Senses (3 points) = 43 points

WS BS S T W I A Ld Sv

Assassin 4 3 5 5 2 4 2 10 4+

Example: Marauder

Tyranid Warrior (30 points) + Pair of Boneswords (15 points) + Deathspitter (10 points) + Frag Spines (1

point) + Adrenal Glands (+1 I) (5 points) + Adrenal Glands (+1 WS) (5 points) = 66 points

WS BS S T W I A Ld Sv

Marauder 5 2 5 5 2 5 2 10 4+

Example: Berserker

Tyranid Warrior (30 points) + Rending Claws (5 points) + Frag Spines (1 point) +Adrenal Glands (+1 I)

(5 points) + Adrenal Glands (+1 WS) (5 points) + Toxin Sacs (5 points) = 51 points

WS BS S T W I A Ld Sv

Berserker 5 2 5 5 2 5 2+1 10 4+

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SAMPLE SHRIKE BUILDS

Example: Hellbat

Shrike (35 points) + Rending Claws (5 points) + Devourer (5 points) = 45 points

WS BS S T W I A Ld Sv

Hellbat 4 2 5 5 2 4 2 10 5+

Example: Raptor

Shrike (35 points) + Scything Talons (free) + Adrenal Glands (+1 I) (5 points) + Adrenal Glands (+1 WS)

(5 points) + Frag Spines (1 point) = 46 points

WS BS S T W I A Ld Sv

Raptor 5 2 5 5 2 5 2+2 10 5+

Example: Scourge

Shrike (35 points) + Lash Whip and Bonesword (+15 points) + Adrenal Glands (+1 WS) (5 points) +

Toxin Sacs (5 points) = 60 points

WS BS S T W I A Ld Sv

Scourge 5 2 5 5 2 4 2+1 10 5+

Genestealers are perfectly bio-engineered

infiltrators that rove ahead of the Tyranid hive

fleets seeking rich feeding grounds. These deadly

creatures work by implanting and subverting

members of the host species, striving to dominate

their victims through alien cunning or terrifying

violence as the situation requires.

-Inquisitor Grael.

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SAMPLE CARNIFEX BUILDS

Example: Screamer-Killer

Carnifex (130 points) + Bio-plasma (20 points) + Frag Spines (2 points) + Adrenal Glands (+1 I) (4

points) = 156 points

WS BS S T W I A Ld Sv

Screamer-Killer 3 2 9 6 4 2 2+2 6 3+

Example: Venomspitter

Carnifex (130 points) + Enhanced Senses (5 points) + Venom Cannon (25 points) + Regeneration (25

points) = 185 points

WS BS S T W I A Ld Sv

Venomspitter 3 3 9 6 4 1 2+1 6 3+

Example: Tendril-Slaughterer

Carnifex (130 points) + Crushing Claws (25 points) + Lash Whips (10 points) + Armored Shell (20

points) Adrenal Glands (+1 WS) (6 points) + Tusked (10 points) + Extended Carapace (+15 points) = 216

points

WS BS S T W I A Ld Sv

Tendril-Slaughterer 4 2 9 7 4 1 2+D3 6 2+

Example: Bile-Beast

Carnifex (130 points) + Enhanced Senses (5 points) + Barbed Strangler (20 points), Twin-linked

Deathspitter (15 points) + Spore Cysts (5 points) + Toxic Miasma (10 points) + Toxin Sacs (10 points) +

Acid Blood (10 points) + Bio-plasma (20 points) = 225 points

WS BS S T W I A Ld Sv

Bile-Beast 3 3 9 6 4 1 2 6 3+

Example: Flak-Fiend

Carnifex (130 points) + Twin-linked Devourer (15 points) + Twin-linked Devourer (15 points) + Spine

Banks (5 points) + Enhanced Senses (5 points) = 170 points

WS BS S T W I A Ld Sv

Flak-Fiend 3 3 9 6 4 1 2 6 3+

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SAMPLE TYRANNOFEX BUILDS

Example: Hunter-Killer

Tyrannofex (265 points) + Rupture Cannon (free) + Shreddershard Beetles (free) + Regeneration

(30 points) = 295 points

WS BS S T W I A Ld Sv

Hunter-Killer 3 3 (4) 6 8 6 1 2 6 2+

Example: Swarmmonger

Tyrannofex (265 points) + Fleshborer Hive (20 points) + Cluster Spines (free) + Spine Banks (5 points) +

Symbiote Rippers (5 points) + Toxin Sacs (20 points) = 310 points

WS BS S T W I A Ld Sv

Swarmmonger 3 3 (4) 6 8 6 1 2 6 2+

Example: Bio-Horror

Tyrannofex (265 points) + Acid Spray (free) + Desiccator Larvae (free) + Bio-plasma (+15 points) +

Spore Cysts (+5 points) + Toxic Miasma (+15 points) = 300 points

WS BS S T W I A Ld Sv

Bio-Horror 3 3 (4) 6 8 6 1 2 6 2+

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-NOTABLE TYRANID SWARMS-__________________________________________________

Example: Planetary Assault Swarm (1,000 point list)

Alpha Warrior Brood – 245 points

Lash Whip and Bonesword, Scything Talons, Bio-electric Pulse

Zoanthrope Brood – 210 points

3 Zoanthropes, Warp Lance x3, Warp Blast x3

Venomthrope – 55 points

Gaunt Brood – 160 points

20 Gaunts, Without Number

Tervigon – 175 points

Toxin Sacs, Regeneration

Carnifex – 170 points

Armored Shell, Bio-plasma

Total – 1,000 points

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Example: The Psychic Choir (1,500 point list)

Hive Tyrant – 215 points

Barbed Strangler, Armored Shell, Psychic Scream, Warp Blast

Guard Brood – 100 points

2 Hive Guard

Zoanthrope Brood – 140 points

2 Zoanthropes, Psychic Scream x2, Warp Lance x2

Zoanthrope Brood – 140 points

2 Zoanthropes, Psychic Scream x2, Warp Lance x2

Tyranid Warrior Brood – 265 points

5 Warriors, Lashwhip and Bonesword, Devourers, Enhanced Senses

Tyranid Warrior Brood – 265 points

5 Warriors, Lashwhip and Bonesword, Devourers, Enhanced Senses

Biovore Brood – 105 points

3 Biovores, Frag Mines

Trygon – 225 points

Tail Weapon, Spine Banks

Total – 1,500 points

The torchlight showed up a trail of blood leading to the back room, so like a fool I followed it. Lying in the darkness

was one of the smaller ones, its jaws distended around the torso of what I assume used to be the father. He was

still convulsing. In my horror, I shoot the victim first. Big mistake.

-Enforcer Maitland, Epsilon Hive

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Example: Vanguard Swarm (2,000 point list)

Genestealer Patriarch – 124 points

Feeder Tendrils, Frag Spines, Regeneration

Genestealers – 209 points

11 Genestealers, Feeder Tendrils, Frag Spines, Scything Talons

Lictor – 75 points

Lictor – 75 points

Lictor – 75 points

Genestealer Brood – 252 points

18 Genestealers

Genestealer Brood – 252 points

18 Genestealers

Genestealer Brood – 367 points

14 Genestealers, Broodlord, Feeder Tendrils, Frag Spines

Gargoyle Brood – 210 points

30 Gargoyles, Toxin Sacs

Gargoyle Brood – 210 points

30 Gargoyles, Toxin Sacs

Harpy – 150 points

Twin-linked Venom Cannon, Frag Spines

Total – 2,000 points

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Example: The Unending Tides of Dagon (2,500 point list)

The Dagon Overlord – 280 points

Guard Brood – 140 points

2 Tyrant Guard, Boneswords

Hive Tyrant – 270 points

Lash Whip and Bonesword, Venom Cannon, Toxin Sacs, Enhanced Senses, Armored Shell,

Onslaught, Catalyst

Guard Brood – 100 points

2 Hive Guard

Tervigon – 190 points

Toxin Sacs, Gaunts have Devourers

Gaunt Brood – 270 points

30 Gaunts, Toxin Sacs, Without Number

Gaunt Brood – 270 points

30 Gaunts, Toxin Sacs, Without Number

Gaunt Brood – 270 points

30 Gaunts, Toxin Sacs, Without Number

Gaunt Brood – 270 points

30 Gaunts, Toxin Sacs, Without Number

Trygon – 255 points

Spine Banks, Toxin Sacs, Regeneration

Trygon – 255 points

Spine Banks, Toxin Sacs, Regeneration

Total – 2,500 points

They come at you in a tide of creatures so thick a blind man could score a hit ten times out of ten. Any man who

can hold a gun can hit a tyranid. But no matter how many you kill with your guns, there will always be more, and it

is our job to teach the men how to fight the ones that reach our lines.

-Sergeant Learchus Abantes, Ultramarines 4th Company.

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Example: Mycetic Assault Swarm – (3,000 point list)

Hive Tyrant – 325 points

Scything Talons, Venom Cannon, Warp Field, Enhanced Senses, Toxin Sacs, Regeneration,

Wings, Catalyst, Leech Essence

Hive Tyrant – 325 points

Twin-linked Devourers x2, Warp Field, Enhanced Senses, Toxin Sacs, Regeneration, Wings,

Catalyst, Warp Blast

Genestealer Brood – 275 points

14 Genestealers, Frag Spines, Scything Talons, Broodlord, Implant Attack

Genestealer Brood – 275 points

14 Genestealers, Frag Spines, Scything Talons, Broodlord, Implant Attack

Genestealer Brood – 320 points

14 Genestealers, Frag Spines, Scything Talons, Feeder Tendrils, Broodlord, Implant Attack

Genestealer Brood – 320 points

14 Genestealers, Frag Spines, Scything Talons, Feeder Tendrils, Broodlord, Implant Attack

Spore Mine Cluster – 72 points

6 Bio-acid Mines

Spore Mine Cluster – 48 points

6 Frag Mines

Carnifex – 200 points

Twin-linked Devourers x2, Enhanced Senses, Toxin Sacs, Spore Cysts, Armored Shell

Mycetic Spore – 50 points

Barbed Strangler

Carnifex – 200 points

Venom Cannon, Bio-plasma, Armored Shell, Spine Banks

Mycetic Spore – 60 points

Venom Cannon

We thought it was over. We really did. Then the big ones began to rain down.

-Private Yuris, Bedlam.

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Carnifex – 230 points

Crushing Claws, Armored Shell, Spine Banks, Tail Weapon, Adrenal Glands (+1 I and WS),

Toxin Sacs, Tusked, Acid Blood, Bio-plasma

Mycetic Spore – 50 points

Twin-linked Deathspitter

Carnifex – 195 points

Crushing Claws, Barbed Strangler, Armored Shell, Spore Cysts

Mycetic Spore – 50 points

Barbed Strangler

Total – 3,000 points

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STELLARSTELLARSTELLARSTELLAR·LOCUSTAELOCUSTAELOCUSTAELOCUSTAE· QUAEQUAEQUAEQUAE·CONSUMATCONSUMATCONSUMATCONSUMAT· ANIMASANIMASANIMASANIMAS·HOMINUMHOMINUMHOMINUMHOMINUM