
| WEAPON | RANGE | Str. | AP | Type |
| Venom Cannon |
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| Barbed Strangler |
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| Deathspitter |
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| Devourer |
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| Fleshborer |
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| Warp Blast |
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Flesh Hook have the same effect as frag grenades.
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| Hive Tyrant |
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Weapons:
The Hive Tyrant may be equipped with either a Venom cannon at +25 points
or a Barbed Strangler at +20 points. The Hive Tyrant may have flesh
hooks at +1 point.
| Special
Rules
Independent Character: The Hive Tyrant is treated as an independent character. Synapse Creature: A Tyranid Synapse creature counts as being Fearless. All Tyranid models within 12’’ of the Synapse creature will automatically pass all morale-based tests. They may also ignore the effects of attacks that would normally cause them to automatically fall back without a test being taken. Horror: Any unit attempting to charge the Hive Tyrant must pass a morale test or become broken. Monstrous Creatures: Hive Tyrants are monstrous creatures and therefore ignore enemy armor saves and roll 2d6+strength to penetrate vehicles in close combat. Invulnerable: The Hive Tyrant is a very difficult creature to destroy and to represent this, it may make a save against any and all wounds, even those that would normally ignore armor. |
Elites
0-1 Lictor
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| Lictor |
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Brood: 1-3 Lictors
Weapons:
Claws
and flesh hooks.
| Special
Rules
Independent Character: You may include between 1 and 3 Lictors in you army as a single Elites choice. Lictors operate independently and can never join other units, and they follow the rules for independent characters in all other respects. Note that a Lictor cannot therefore be used to claim a table quarter. Fearless: Lictors never take morale or pinning tests. Secret Deployment: Before either side deploys their armies at the start of a battle, the Tyranid player may deploy any of their Lictors secretly. A Lictor may only be deployed secretly in cover outside the enemy's deployment zone. Record the position of the hidden Lictors by writing down the coordinates for each one. The Tyranid player can reveal the location of any Lictor at the start of any Tyranid assault phase and place the model on the tabletop. It can charge into close combat on the turn in which it is revealed. Flesh Hooks: The model is treated as being armed with frag grenades in close combat. In addition, a Lictor can use its hooks as grappling hooks, treating ‘vertical impassable’ terrain such as cliffs and high walls as difficult terrain instead. Stealth: The Tyranid always gets a 5+ cover save against all shooting. If it is in cover, it adds +2 to this save giving it a 3+ cover save. In close combat the Tyranid uses its normal armor save instead and does not count as being in cover. Sentries killed by a Tyranid with this Biomorph only raise the alarm on a roll of a 6. Fearsome Charge: If this Tyranid wins an assault in the same turn it charges, its opponents automatically fall back without a morale check being taken. Units which ignore morale checks ignore this effect Hit and Run: This Biomorph allows the Tyranid to leave combat if you wish. Declare this at the end of any close combat phase, after all morale checks have been taken. The creature immediately falls back 3D6" and regroups at the end of the move. Enemy models may consolidate but cannot pursue. Scything Claws: On a roll of a 6 to hit, the Tyranids claws will inflict a wound automatically and ignore armor in the same way as a power weapon. On any other roll, the Tyranid rolls to wound and the opponent saves as normal.. |
Tyranid
Warriors
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| Warrior |
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Brood: 3-6 Tyranid Warriors
Weapons: Each Tyranid Warrior must either be armed two single-handed weapons or a Death Spitter +8 points, or a Devourer +3 points. The Brook may have Flesh hooks for +1 point per model.
Options:
Up
to one model may be armed with a Venom Cannon, +20 points, or a Barbed
Strangler, +15 points.
| Special
Rules
Synapse Creature: A Tyranid Synapse creature counts as being Fearless. All Tyranid models within 12’’ of the Synapse creature will automatically pass all morale-based tests. They may also ignore the effects of attacks that would normally cause them to automatically fall back without a test being taken. |
Troops
Genestealers
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| Genestealer |
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Brood: 5-10 Genestealers
Weapons:
Teeth
and Claws
| Special
Rules
Razor Sharp Claws: Opponents get no armor saves against wounds cause by a genestealer. |
Ripper
Swarms
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| Ripper Swarm |
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Weapons:
Claws
& Teeth
| Special
Rules
Fearless: Ripper Swarms never take Fall Back and they automatically pass all morale or pinning tests |
Termagants
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| Termagant |
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Weapons: Flesh Borers
0-1
Spore Mines
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| Spore Mine |
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Brood: 1-10 Spore Mines, you may mix different types in the same brood.
Weapons:
Itself
| Special
Rules
Individual:Spore Mines operate independently and can never join other units. A Spore Mine cannot be used to claim a table quarter. Fearless: Spore Mines never take morale or pinning tests. Movement: All types of Mines do not move normally but rather drift randomly across the battle field. At the start of every Tyranid movement phase you must roll 2d6 and the scatter dice to see how far and in which direction it moves. If a spore mine is ever killed or moves within 1’’ of a Non-Tyranid model it will detonate. |
Fast Attack
Gargoyles
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| Gargoyle |
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Brood: 5-10 Models
Weapons:
Flesh Borers
| Special
Rules
Wings: Wings allow models to move 12" per turn in the movement phase, and ignore difficult terrain as they move. They may setup using the Deepstrike rules but only if the mission allows it. |
Hormagaunt
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| Hormagaunt |
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Brood: 10-20
Weapons:
Claws
| Special
Rules
Bounding Leap: Hormagaunts may move up to 12" in the assault phase (Double the distance of the dice rolled through difficult terrain). Hormagaunts advance and fall back 3D6" |
Heavy
Support
0-1
Biovore
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| Biovore |
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Brood: 1-3 Biovores. Although purchased as a single choice Biovores operate individually upon the Battlefield.
Weapons:
Spore
Mine Cannon, Jaws
| Special
Rules
Individual: Biovores operate independently and can never join other units. Launch: The Biovore attacks by firing deadly living bombs, called Spore Mines, towards the enemy. When the Biovore fires, choose a Spore Mine type from the list in the Troops section, then place a spore mine model anywhere within 48'' of the Biovore. You should then guess the distance between the Biovore and the Mine, and then measure between the two placing the Mine at the guessed distance from the Biovore. Then roll 2d6 and the scatter die If a ‘Hit’ is rolled on the scatter die the spore mine doesn't scatter, otherwise move the Spore Mine the appropriate distance, this is where the Spore Mine finally lands. If any Non Tyranid model is within 1'' of a Spore Mine at any time the mine will explode as described above. The cannon has the following statistics. Strength AP and blast radius are dependent on the type of spore mine fired. Range Strength AP Type 48'' X X Heavy 1 If a spore mine doesn't detonate it will act as an independent spore mine as described in the Troops section. |
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| Carnifex |
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Brood: 1
Weapons:
Sickle
Claws and BioPlasma
| Special
Rules
Monstrous Creatures:Carnifex are monstrous creatures and therefore ignore enemy armor saves and roll 2d6+strength to penetrate vehicles in close combat. Invulnerable: The Carnifex is a very difficult creature to destroy and to represent this, it may make a save against any and all wounds, even those that would normally ignore armor. |
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| Zoanthrope |
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Brood: 1-3
Weapons:
Warp Blast
| Special
Rules
Individual: Zoanthropes operate independently and can never join other units. Fearless: Zoanthropes never take morale or pinning tests. |
ELITE – NEW UNIT
Zoats were originally bio-constucted by the Tyranids for the purpose of
scouting and fighting protracted engagements in environments the Tyranids
themselves find uncomfortable at best. They were designed to be intelligent
and independent to carry out this task as it requires them to scout amongst
the various races and species throughout the galaxy. Gathering information
on those that the Tyranids may find potentially useful. Unfortunately for
the Tyranids
the nature of the
Zoats missions required them to be out of the hive mind for extended periods
of time. Due to their fierce independence the loyalty of the Zoats was
questionable within the influence of the Hive mind, but outside it's influence
the Zoats began to revolt. After a period of time the Tyranids discontinued
their use of the Zoats, reintegrating their matter into other more useful
and obedient bio-constructs. Most of the Zoats in the Hive Fleets were
destroyed. However, the Newborns more independent mindset have given
this genome the opportunity to flourish. They have been seen more
frequently in this invasion than any other Tyranid fleet. Please
note that they are an extreme rarity still. They are usually only
spotted in massive Newborn movements, moving along with the Uber Queen
herself.
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Brood: 1 - 3 Zoats
Weapons:
The Zoat comes equipped automatically with two Boneswords (+1 attack).
They can be removed and replaced with either a Venom Cannon at +25
points or a Barbed Strangler at +20 points. The Zoat may have Flesh
Hooks for +1 Point.
| SPECIAL RULES
Independent Character: You may include between 1 and 3 Zoats as a single Elite Choice. They move independently on the Battlefield. Fearless: Zoats never fall back and pass all Morale checks. Cavalry: Zoats are considered Cavalry and therefore can move 12” in their Assault phase. Advances and falls back 3d6”. |