Codex - Tyranids: /tg/'s 8th Edition

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This page is a translation of the Codex - Tyranids: /tg/ edition into 8th edition. Since the Tyranids are now a decent army this codex is basically useless but still a funny idea if you want to play Tyranids in a more extreme way. All the rules in this page are meant to be used alongside the normal Tyranids Codex. If a rule isn't explained, look it up on the Codex.

Contents

Expansions[edit]

Here you can find extra rules for some of the most fearsome Hive Fleets ever encountered by the Imperium of Man, alongside sceneries for campaigns and special missions.

Ashes of Yggdrasil (WIP Campaign)[edit]

Ghosts from Below (Coming Soon)[edit]

Stratagems[edit]

Universal[edit]

  • Adrenaline Surge (3 CP)
  • Bounty of the Hive Fleet (1 CP/3 CP)
  • Call the Brood (2 CP)
  • Caustic Blood (1 CP)
  • Death Frenzy (1 CP)
  • Digestive Denial (2 CP)
  • Feeder Tendrils (1 CP): Use this Stratagem when a model equipped with Feeder Tendrils from your army kills a Character in the Fight phase. Gain D3 Command Points.
  • Grisly Feast (1 CP)
  • Implant Attack (1 CP)
  • Invisible Hunter (1 CP)
  • Leaper-beast (2 CP): Use this Stratagem at the beginning of your turn. Choose a single Dimachaeron model from your army. That model can use its Leaper ability both in the Shooting and Fight phase.
  • Metabolic Overdrive (1 CP)
  • Overrun (1 CP)
  • Pathogenic Slime (2 CP)
  • Pheromone Trail (1 CP)
  • Power of the Hive Mind (1 CP)
  • Psychic Barrage (1 CP)
  • Rapid Regeneration (2 CP)
  • Scorch Bugs (1 CP)
  • Single-minded Annhilation (2 CP)
  • Sporefield (2 CP)
  • Voracious Appetite (1 CP)

Hive Fleet-Specific[edit]

  • Behemoth- Brute Force (1 CP)
  • Gorgon- Hyper-Toxicity (1 CP)
  • Hydra- Endless Swarm (2 CP)
  • Kraken- Opportunistic Advance (1 CP)
  • Kronos- The Deepest Shadow (1 CP)
  • Leviathan- War on All Fronts (1 CP)

Warlord Traits[edit]

Universal[edit]

  • 1: Alien Cunning
  • 2: Heightened Senses
  • 3: Synaptic Lynchpin
  • 4: Mind Eater
  • 5: Instinctive Killer
  • 6: Adaptive Biology

Hive Fleet-Specific[edit]

  • Behemoth- Monstrous Hunger
  • Gorgon- Lethal Miasma
  • Hydra- Endless Regeneration
  • Jormungandr- Insidious Threat
  • Kraken- One Step Ahead
  • Kronos- Soul Hunger
  • Leviathan- Perfectly Adapted

Psychic powers[edit]

Unless stated otherwise, all Tyranid psykers may generate their powers from any of the below Hivemind disciplines.

Hivemind's Control:[edit]

  • 1: Dominion
Warp Charge: 5
Through this power, Tyranid organisms are able to extend the range at which they can influence other Tyranid organisms.
Select a friendly Tyranids unit within 36" of the psyker that has the Instinctive Behaviour ability. Until the end of your next Psychic phase, that unit ignores its Instinctive Behaviour ability and automatically passes Morale tests.
  • 2: Catalyst
Warp Charge: 6
Many tyranid psykers are known for their ability to make themselves and other Tyranids seemingly incognizant of even the most grievous of injuries, allowing them to fight on.
Select a friendly Tyranids unit within 18" of the psyker. Until the start of your next Psychic phase, each time that unit loses a wound, roll a D6; on a 5+, the damage is ignored and the unit does not lose that wound.
  • 3: Onslaught
Warp Charge: 6
The hive mind is capable of giving additional energy to the creatures that comprise its vast "body", allowing them to attack even while sprinting.
Select a friendly Tyranids unit within 18" of the psyker. That unit can shoot this turn (even if it Advanced) without suffering any penalties to its hit rolls for moving and shooting with Heavy weapons, or Advancing and shooting with Assault weapons. In addition, that unit can charge this turn even if it Advanced (though not if it Fell Back).
  • 4: Unstoppable
Warp Charge: 8
A more severe form of the energies put into an organism by Onslaught, this power fills a Tyranid creature with so much psychic power as to become a juggernaut, though the influx of energy is prone to killing the organism afterwards.
Select a friendly Tyranids unit within 24" of the psyker. Until the start of your next Psychic phase, the target unit gains a 2+ save against any type of wounds, even mortal wounds and adds 1 to both its attack and strength characteristic in a turn in which he charged. It may also re-roll failed to-hit rolls in both shooting and close combat. At the start of your next Psychic phase, the target must immediately pass a Leadership test or be removed as a casualty. If the test is passed, it may not take any actions during any phase, make cover saves, and it's hit automatically in close combat until the start of the next Psychic phase.
  • 5: Fury
Warp Charge: 6
The emotion of anger is like all emotions, a product of chemicals, chemicals that Tyranid psykers can stimulate into being with a thought to grant the benefits that animalistic rage can provide in battle.
Select a friendly Tyranids unit within 12" of the psyker. Until the start of your next Psychic phase, the target unit adds 1 to both its attack and strength characteristic if it charged that turn.
  • 6: One Mind
Warp Charge: 7
Through this power, the Hive Mind is capable of turning even the most rudimentary of combat organisms into a formidable beast of battle as they receive the combat skills assimilated by the hive mind over the course of billions of years.
Select a friendly Tyranids unit within 12" of the psyker. Until the start of your next Psychic phase the target unit and the psyker add 2 to their hit rolls in both shooting and fighting phase.

Hivemind's Malice:[edit]

  • 1: The Horror
Warp Charge: 6
Select a unit within 24" that is visible to the psyker. Until the start of your next Psychic phase, that unit must subtract 1 from their hit rolls and Leadership characteristic.
  • 2: Paroxysm
Warp Charge: 5
Choose an enemy unit within 18" of the psyker. Until your next Psychic phase, that unit cannot fight in the Fight phase until all other units that are able to have done so. If the target has an ability that allows it to fight first in the Fight phase, it instead fights as if it didn't have this ability. If both players have units that cannot fight until all other units have done so, then alternate choosing which of those units to fight with, starting with the player whose turn is taking place.
  • 3: Mutagenesis
Warp Charge: 6
Choose an enemy unit within 24" of the psyker. The target unit must pass a toughness test or suffer a -1 penalty to toughness, strength and attacks.
  • 4: The Shadow Notices
Warp Charge: 7
Select a unit within 24" that is visible to the psyker. Until the start of your next Psychic phase, that unit reduces its leadership by D3. If the target is a Psyker it suffers an additional -1 to its rolls when trying to manifest or deny a psychic power. Finally, if the target has the Demon keyword it has to consider its invulnerable save as one point worse.
  • 5: Optical Overload
Warp Charge: 7
Select a unit within 24" that is visible to the psyker. Until the start of your next Psychic phase, that unit only hits on 6s in both shooting and fight phase.
  • 6: Stand and Die
Warp Charge: 8
Select a unit within 24" that is visible to the psyker. Until the start of your next Psychic phase, that unit can't benefit from cover, has to subtract 2 from all its hit rolls, can't fire overwatch and has to attack last in the fight phase.

Hivemind's Wrath:[edit]

  • 1: Cacophony
Warp Charge: 6
Select a unit within 12" that is visible to the psyker. That unit suffers D6 automatic hits with the profile below:
S AP D Abilities
8 -2 1 This weapon wounds on the leadership of the unit instead of the toughness
  • 2: Psychic Scream
Warp Charge: 5
The nearest enemy unit within 18" suffers D3 mortal wounds. In addition, if that unit is a PSYKER, roll two dice. If the result is higher than their Leadership characteristic, randomly select one of their psychic powers. They can no longer use that psychic power.
  • 3: Alien Voice
Warp Charge: 7
Select a unit within 18" that is visible to the psyker. Both the target and the Psyker must roll a D6 and add the result to their Leadership - if the Psyker gets a higher result, the target takes the difference in mortal wounds as their minds and souls are burnt out from being forcibly put in contact with the hive mind, while the result of a draw causes nothing to happen as the mental energies cancel each other out, but if the target gets a bigger result they manage to avoid forming a connection to the hive mind and the feedback instead afflicts the offending tyranid; the psyker's Synapse range is immediately reduced by 6" until the start of his next Psychic phase. Models without Leadership value cannot be affected by this psychic power.
  • 4: Despair
Warp Charge: 7
Select a unit within 18" that is visible to the psyker. That unit suffers D3 automatic hits with the profile below:
S AP D Abilities
9 -3 2 This weapon wounds on the leadership of the unit instead of the toughness
  • 5: Hunger
Warp Charge: 6
Through this power, the hive mind can force other living beings to experience a portion of the terrible hunger that the gestalt consciousness of the Tyranid race feels every day, a hunger far beyond the ability of lesser organisms to control, forcing them to try and eat their comrades to satiate this horrific desire to satiate an unfathomable hunger.
Select a unit within 24" that is visible to the psyker. Roll an opposed Leadership test against the highest Ld value in the targeted unit, if the target fails, the unit immediately suffers a number of hits equal to the number of models in that unit. These hits are resolved using the unit’s majority Strength (if drawn, use the highest) and AP-. Wounds are allocated by the owning player and armour saves or invulnerable saves if better.
  • 6: Warp Blast
Warp Charge: 7
A blast of pure psychic energy either fired as a beam that can pierce the strongest armor, an orb that can rip apart terminators, or as a pulsating blast that can turn even the Astartes inside out, this is a signature ability of Zoanthropes.
Select a unit within 24" that is visible to the psyker. You can immediately make a single shooting attack against that unit using one of the profiles below as if it was your shooting phase.
Weapon Range Type S AP D Abilities
Warp Blast 24" Assault 2D6 6 -3 1 -
Warp Orb 24" Assault D6 8 -4 D3 -
Warp Lance 24" Assault 1 10 -5 D6 You can reroll all wounds roll if you are attacking a Vehicle or a Building. Treat damage rolls of 1 or 2 made by this weapon as 3 instead.

Tyranid Biomorphs[edit]

Melee Biomorphs[edit]

  • Acid Maws:
Weapon Range Type S AP D Abilities
Acid Maw Melee Melee User -3 1 -
Monstrous Acid Maw Melee Melee User -5 D3 -
Melting Maw Melee Melee User -5 6 Each time the bearer fights, it can give up all its attacks to make one single attack with this weapon. If this weapon kills a model the Viragon heals D3 wounds it had previously lost.
  • Blinding Venom:
Weapon Range Type S AP D Abilities
Blinding Venom Melee Melee 3 0 1 If any unit suffers any unsaved wounds from this weapon, your opponent must subtract 1 from hit rolls for that unit until the end of the turn.
  • Bone Sabres:
Weapon Range Type S AP D Abilities
Bone Sabres Melee Melee User -3 6 Each time you make a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage. Successful invulnerable save against wounds caused by this weapon must be re-rolled.
  • Boneswords and Lash Whips:
Weapon Range Type S AP D Abilities
Boneswords Melee Melee User -2 1 A model armed with boneswords can make 1 additional attack with them in the Fight phase. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.
Lash Whips Melee Melee User 0 1 Enemy models in base contact with a model equipped with this weapon have to subtract 1 from their hit rolls.
Lash Whip and Bonesword Melee Melee User -2 1 If the bearer is slain in the Fight phase before it makes it attacks, leave it where it is. When its unit is chosen to fight in that phase, the bearer can do so as normal before being removed from the battlefield. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage. Enemy models in base contact with a model equipped with this weapon have to subtract 1 from their hit rolls.
Monstrous Boneswords Melee Melee User -2 3 A model armed with monstrous boneswords can make 1 additional attack with them in the Fight phase. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.
Monstrous Lash Whips Melee Melee User 0 1 Enemy models in base contact with a model equipped with this weapon have to subtract 1 from their hit rolls.
Lash Whip and Monstrous Bonesword Melee Melee User -2 3 If the bearer is slain in the Fight phase before it makes it attacks, leave it where it is. When its unit is chosen to fight in that phase, the bearer can do so as normal before being removed from the battlefield. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage. Enemy models in base contact with a model equipped with this weapon have to subtract 1 from their hit rolls.
Lashwhip Pods Melee Melee User -1 2 Make 3 hit rolls for each attack with this weapon.
Parry: A model equipped with a single Bonesword has a 6+ invulnerable save in close combat. If it has two or three Boneswords, the save is improved to 5+. If it has four Boneswords, the save is improved to 4+.
  • Crushing Claws, Wrecker Claws and Bio-flail:
Weapon Range Type S AP D Abilities
Crushing Claws Melee Melee x2 -3 D3 When attacking with this weapon, you must subtract 1 from the hit roll.
Monstrous Crushing Claws Melee Melee x2 -3 3 When attacking with this weapon, you must subtract 1 from the hit roll. A model equipped with two pairs of Monstrous Crushing Claws gains +D3 additional attacks in close combat.
Massive Crushing Claws Melee Melee x2 -3 D6 When attacking with this weapon, you must subtract 1 from the hit roll.
Wrecker Claws Melee Melee x2 -3 D6 Against Vehicles and Buildings, re-roll all failed wound rolls with this weapon. If this model has two wrecker claws, it also re-rolls failed hit rolls against Vehicles and Buildings.
Bio-flail Melee Melee User -1 2 Each time the bearer fights, one (and only one) of its attacks can be made with this weapon. When the bearer fights with this weapon, make a number of hit rolls against one target unit equal to the number of models that the target unit has within 2" of the bearer.
  • Diamond-tippped Teeth:
Weapon Range Type S AP D Abilities
Diamond-tippped Teeth Melee Melee User -3 3 When using this weapon, halve the attack charateristic of this model (rounding up). You can re-roll failed wound rolls for this weapon. If the target's Toughness is higher than this attack's Strength, this weapon always wounds the target on a wound roll of 4+.
  • Distensible Jaw:
Weapon Range Type S AP D Abilities
Distensible Jaw Melee Melee User -3 D6 Each time the bearer fights, one (and only one) of its attacks must be made with this weapon.
  • Grasping Talons and Thorax Spine-maw:
Weapon Range Type S AP D Abilities
Grasping Talons Melee Melee User -1 2 -
Sinister Talons Melee Melee User -3 D3 You can re-roll failed wound rolls for this weapon. In addition, each time you make a wound roll of 6+, that hit is resolved with an AP of -6 and Damage of 3.
Grasping Talons and Thorax Spine-maw Melee Melee 7 -2 1 When targeting INFANTRY units, each hit roll of 6+ made with this weapon is resolved at Strength x2 and Damage D6.
  • Massive Feeder Tendrils:
Weapon Range Type S AP D Abilities
Massive Feeder Tendrils Melee Melee User -3 1 Make 4 hit rolls for each attack made with this weapon, instead of 1. Every model slain by this weapon or every 2 damage dealt by this weapon heals the bearer of this weapon for 1 wound.
  • Patriarch's Claws:
Weapon Range Type S AP D Abilities
Patriarch's Claws Melee Melee User -4 D3 You can re-roll failed wound rolls for this weapon. In addition, each time you make a wound roll of 6+, that hit is resolved with an AP of -6 and Damage of 3. If a model is equipped with two pairs of Monstrous Rending Claws or Patriarch's Claws the effect activates on a wound roll of 5+ instead.
  • Powerful Limbs:
Weapon Range Type S AP D Abilities
Powerful Limbs Melee Melee User -1 2 -
  • Psychic Feelers and Mind Spikes:
Weapon Range Type S AP D Abilities
Psychic Feelers and Mind Spikes Melee Melee User - 1 Make 3 hit rolls for each attack made with this weapon, instead of 1. Armour or invulnerability saves may not be taken against this weapon.
  • Ravenous Maw:
Weapon Range Type S AP D Abilities
Ravenous Maw Melee Melee User -1 D3 Make D3 hit rolls for each attack made with this weapon, instead of 1.
  • Rending Claws:
Weapon Range Type S AP D Abilities
Rending Claws Melee Melee User -1 1 Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4. If a model is equipped with two pairs of Rending Claws the effect activates on a wound roll of 5+ instead.
Monstrous Rending Claws Melee Melee User -3 D3 You can re-roll failed wound rolls for this weapon. In addition, each time you make a wound roll of 6+, that hit is resolved with an AP of -6 and Damage of 3. If a model is equipped with two pairs of Monstrous Rending Claws or Patriarch's Claws the effect activates on a wound roll of 5+ instead.
  • Shoveling Claws:
Weapon Range Type S AP D Abilities
Schoveling Claws Melee Melee x2 -3 D6 -
  • Scything Talons:
Weapon Range Type S AP D Abilities
Scything Talons Melee Melee User 0 1 You can re-roll hit rolls of 1 when attacking with this weapon. If the bearer has more than one pair of scything talons, it can re-roll all failed hit rolls and also make 1 additional attack with this weapon each time it fights.
Giant Scything Talons Melee Melee +3 -3 3 When attacking with this weapon, you must subtract 1 from the hit roll.
Monstrous Scything Talons Melee Melee User -3 3 You can re-roll hit rolls of 1 when attacking with this weapon. If the bearer has more than one pair of monstrous scything talons, it can re-roll all failed hit rolls and also make 1 additional attack with this weapon each time it fights.
Massive Scything Talons Melee Melee User -3 D6 You can re-roll hit rolls of 1 when attacking with this weapon. If the bearer has more than one pair of massive scything talons, it can re-roll all failed hit rolls and also make 1 additional attack with this weapon each time it fights.
Viragon Scything Talons Melee Melee X2 -4 D3+6 You can re-roll hit rolls of 1 when attacking with this weapon.
Gargantuan Scything Talons Melee Melee X2 -5 2D6 You can re-roll hit rolls of 1 when attacking with this weapon.
Spore cloud scything talons Melee Melee X2 -5 5D3 Attacks made against Infantry count as 3 hits instead of 1, but suffer a -1 to hit. You can re-roll hit and wound rolls of 1 when attacking with this weapon.
  • Scything Wings:
Weapon Range Type S AP D Abilities
Scything Wings Melee Melee User -2 D3 You can re-roll hit rolls of 1 when attacking with this weapon.
  • Sickle Claws:
Weapon Range Type S AP D Abilities
Sickle Claws Melee Melee 10 -2 D3 If a hit roll with this weapon is a 6, resolve that hit with an AP of -4 and a Damage of D6. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.
  • Toxic Lashes:
Weapon Range Type S AP D Abilities
Toxic Lashes Melee Melee User 0 D3 This weapon always wounds on a 2+, unless the target is a VEHICLE. A model armed with this weapon always attacks first in the Fight phase, even if it didn't charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.
Massive Toxic Lashes Melee Melee User -2 D3 This weapon always wounds on a 2+, unless the target is a VEHICLE. A model armed with this weapon always attacks first in the Fight phase, even if it didn't charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.
  • Tresher Tendrils and Spikes:
Weapon Range Type S AP D Abilities
Tresher Tendrils Melee Melee +2 -2 D3 You may not use this weapon once you have used the Thresher Tendrils special rule. Make D3 hit rolls for each attack with this weapon in a turn in which the beared charged.
Thresher Tendrils and Spikes Melee Melee User -1 1 Make 3 hit rolls with this weapon instead of 1 for each attack assigned to it.
  • Wicked Spur:
Weapon Range Type S AP D Abilities
Wicked Spur Melee Melee 8 -3 D3 Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer's attacks.

Ranged Biomorphs[edit]

  • Acid Spit and Pyro-acid Spit
Weapon Range Type S AP D Abilities
Acid Spit 24" Assault 2D6 6 -5 3 This weapon automatically hits its target.
Pyro-acid Spit Pistol 4D6 18” 6 -3 2 This weapon automatically hits its target.
  • Acid Spray Weapons:
Weapon Range Type S AP D Abilities
Acid Spray 18" assault 2D6 User -1 D3 This weapon automatically hits its target. For each vehicle hit this weapon roll a D6 before rolling to wound. On a 3+ the vehicle loses one point of toughness for the rest of the game.
Bio-Acid Spray 8" Assault 2D6 6 -2 D3 This weapon hits its target automatically.
  • Bio-cannons:
Weapon Range Type S AP D Abilities
Bio-cannon 48" Heavy 6 8 -2 D3 -
Dire Bio-cannon 48" Macro 6 10 -2 2D6 -
Hydraphant Dire Bio-cannon 96" Macro 12 16 -3 2D6 Every wound roll of 6+ against Vehicles, Monsters or Titanic units inflicts an additional 3D3 mortal wounds in addition to its normal damage.
  • Bio-electric Pulse Weapons:
Weapon Range Type S AP D Abilities
Bio-Electric Pulse 12" Assault 6 5 0 1 Against a Vehicle this weapon inflicts a mortal wounds on a wound roll of 6+.
Bio-Electric Pulse with Containment Spines 12" Assault 12 5 0 1 Against a Vehicle this weapon inflicts a mortal wounds on a wound roll of 6+.
  • Bio-Plasma
Weapon Range Type S AP D Abilities
Bio-plasmic Glob 12" Assault D3 7 -3 D3 -
Bio-plasmic Spit 8" Assault D6 7 -3 1 This weapon hits its target automatically.
  • Bio-Plasmic Cannon
Weapon Range Type S AP D Abilities
Bio-Plasmic Cannon 36" Heavy 6 7 -3 2 -
  • Bio-Plasmic Scream
Weapon Range Type S AP D Abilities
Bio-Plasmic Scream 18" Assault D6 7 -4 1 -
  • Brainleech Hive
Weapon Range Type S AP D Abilities
Brainleech Hive 12" Pistol 24 6 0 1 A unit that receives an unsaved wound from one or more weapons with this special rule suffers a -1 Leadership penalty until the end of the turn.
  • Choking Cloud
Weapon Range Type S AP D Abilities
Choking Cloud 12" Assaul D6 3 0 D3 You can re-roll failed wound rolls for this weapon. In addition, units attacked by this weapon do not gain any bonus to their saving throws for being in cover. This weapon always wounds on a 2+ against non Vehicle models and Vehicles that have suffered at least one wound.
  • Cluster Spines
Weapon Range Type S AP D Abilities
Cluster Spines 18" Assault 2D6 4 0 1 -
  • Deathscreamer Hive
Weapon Range Type S AP D Abilities
Deathscreamer Hive 12" Pistol 12 6 -1 1 Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4.
  • Deathspitter Weapons
Weapon Range Type S AP D Abilities
Deathspitter 24" Assault 3 5 -1 1 -
Deathspitter with Slimer Maggots 24" Assault 3 7 -1 1 -
  • Devourer Weapons
Weapon Range Type S AP D Abilities
Devourer 18" Assault 3 4 0 1 A unit that receives an unsaved wound from one or more weapons with this special rule suffers a -1 Leadership penalty until the end of the phase.
Devourer with Brainleech Worms 18" Assault 6 6 0 1 A unit that receives an unsaved wound from one or more weapons with this special rule suffers a -1 Leadership penalty until the end of the turn.
  • Drool Cannon
Weapon Range Type S AP D Abilities
Torrent 8" Assaul D6 6 -1 1 This weapon automatically hits its target.
Spit 18" Assaul 2 7 -1 1 Hits made against Flyers are resolved with an AP of -4 and can re-roll every wound rolls.
  • Flamespurt Cannon
Weapon Range Type S AP D Abilities
Flamespurt Cannon 10" Assaul D6 5 -1 1 This weapon automatically hits its target. During the Fight phase a model equipped with this weapon may inflict D3 automatic hits with this weapon's Strength and AP.
  • Fleshborer Weapons
Weapon Range Type S AP D Abilities
Fleshborer 12" Assault 1 4 0 1 -
Fleshborer Hive 18" Heavy 20 5 0 1 You can re-roll wound rolls when shooting with this weapon. Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3.
  • Grasping Tongue
Weapon Range Type S AP D Abilities
Grasping Tongue 12" Assaul 1 6 -3 D3 This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units. In addition, when a model is slain by this weapon, its bearer regains 1 lost wound.
  • Impaler Cannon
Weapon Range Type S AP D Abilities
Impaler Cannon 36" Heavy 2 8 -2 D3 This weapon can target unit that are not visible to the bearer. In addition, units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
  • Impaling Tendril
Weapon Range Type S AP D Abilities
Impaling Tendril 18" Heavy 1 9 -4 D6 You may reroll failed hit rolls for this weapon. Models with the VEHICLE or MONSTER keyword which are damaged by this weapon are dragged 3D6" towards this model. On a 4+ on a D6, that model also suffers a mortal wound.
  • Rupture Cannon
Weapon Range Type S AP D Abilities
Rupture Cannon 48" Heavy 3 10 -3 D6 For every two hits resolve them at AP -5 and re-roll the failed wound rolls.
  • Shock Cannon
Weapon Range Type S AP D Abilities
Shock Cannon 24" Assault D3 7 -1 D3 If the target is a VEHICLE and you make a wound roll of 4+, the target suffers 1 mortal wound in addition to any other damage. If you make a wound roll of 6+, inflict D3 mortal wounds instead.
  • Spike Rifle
Weapon Range Type S AP D Abilities
Spike Rifle 18" Assault 1 3 0 1 -
  • Spine-Cloud Spray
Weapon Range Type S AP D Abilities
Spike-Cloud Spray 48" Assault 6 7 -2 D3 Add 1 to all hit rolls made for this weapon against targets that can Fly
  • Spinefist Weapon
Weapon Range Type S AP D Abilities
Spinefist 12" Pistol * 3 0 1 When a model fires this weapon, it makes a number of shots equal to its Attacks characteristic.
Heavy Spinefist 12" Pistol * 5 0 1 When a model fires this weapon, it makes a number of shots equal to its Attacks characteristic.
  • Spinemaws
Weapon Range Type S AP D Abilities
Spinemaws 6" Pistol 4 2 0 1 -
  • Spore Mine Weapons
Weapon Range Type S AP D Abilities
Spore Mine Launcher 48" Heavy 1 - - - See Spore Mine Launcher.
Dactylis Birthing Cannon - - - - - Choose one of this weapons profiles before firing.
-Arching Shot 24"-360" Assault 1 4 0 1 See “Launched Mines” ability. This attack can target units that aren't visible to the shooter.
-Defensive Ejection 36" Heavy 20 5 0 1 See “Launched Mines” ability. Subtract 1 from the hit rolls when using this weapon profile.
* Spore Mine weapons can use a wide variety of different mines, which define weapon's Strength, AP and additional rules. The type is purchased before the battle begins.
Weapon S AP D Abilities
Frag Mine 4 -1 1 See “Floating Death (Spore Mine)” ability. Instead of inflicting mortal wounds this Mine inflicts D6 automatic hits on a 2-5 roll, 6 on a roll of 6.
Toxin Mine 1 - D3 See “Floating Death (Spore Mine)” ability. Instead of inflicting mortal wounds this Mine inflicts D6 automatic hits on a 2-5 roll, 6 on a roll of 6. This weapon always wounds on a 2+ unless the target is a Vehicle.
Acid Mine - - - See “Floating Death (Spore Mine)” ability.
Char Mine - - - See “Floating Death (Spore Mine)” ability. If the target has the Fly keyword, you can 1 to the hit rolls for this weapon, in attidion, duble the number of mortal wounds this weapon inflicts.
  • Stinger Salvo
Weapon Range Type S AP D Abilities
Stinger Salvo 24" Assaul 4 5 -1 1 -
  • Strangler Weapons
Weapon Range Type S AP D Abilities
Strangle Web 8" Assault D3 3 0 1 A unit that suffers one or more wounds from this weapon must subtract 1 from its movement, advance and charge distances.
Great Strangler 8" Assault D3 4 -1 1 A unit that suffers one or more wounds from this weapon must subtract 1 from its movement, advance and charge distances.
Barbed Strangler 36" Assault D6 5 -1 1 You can add 1 to hit rolls for this weapon when attacking a unit with 10 or more models. A unit that suffers one or more wounds from this weapon must subtract 2 from its movement, advance and charge distances.
Stranglethorn Cannon 36" Assault D6 7 -1 2 You can add 1 to hit rolls for this weapon when attacking a unit with 10 or more models. A unit that suffers one or more wounds from this weapon must subtract 3 from its movement, advance and charge distances.
  • Tentaclids
Weapon Range Type S AP D Abilities
Tentaclids 36" Assaul 4 5 0 1 You may re-roll failed hit rolls for this weapon against units that can FLY. In addition, if the target is a VEHICLE and you make a wound roll of 4+, it suffers 1 mortal wound in addition to any other damage. If you make a wound roll of 6+, inflict D3 mortal wounds instead.
  • Thorax Biomorphs
Weapon Range Type S AP D Abilities
Bloodseeker Flies 8" Assault D6 3 0 1 This weapon automatically hits its target. If any unit suffers any unsaved wounds from this weapon, your opponent must subtract 1 from hit rolls for that unit until the end of the turn.
Desiccator Larvae 8" Assault D6 1 0 1 This weapon automatically hits its target. This weapon always wounds on a 2+, unless the target is a VEHICLE.
Electroshock Grubs 8" Assault D6 5 0 1 This weapon automatically hits its target. If the target is a VEHICLE and you make a wound roll of 4+, the target suffers 1 mortal wound in addition to any other damage. If you make a wound roll of 6+, inflict D3 mortal wounds instead.
Mindflayer Worms 8" Assault D6 4 0 1 This weapon automatically hits its target. A unit that receives an unsaved wound from one or more weapons with this special rule suffers a -1 Leadership penalty until the end of the phase.
Shreddershard Beetles 8" Assault D6 3 0 1 This weapon automatically hits its target. You can re-roll failed wound rolls for this weapon. Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3.
  • Toxic Lashes Weapons
Weapon Range Type S AP D Abilities
Toxic Lashes 6" Assault 2 User 0 D3 This weapon always wounds on a 2+, unless the target is a VEHICLE, and can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units.
Massive Toxic Lashes 8" Assault D6 User -2 D3 This weapon always wounds on a 2+, unless the target is a VEHICLE, and can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units.
  • Venom Cannon Weapons
Weapon Range Type S AP D Abilities
Venom Cannon (Single Shot) 36" Assault 1 9 -3 D3 -
Venom Cannon (Salvo) 36" Assault D3 8 -2 D3 -
Heavy Venom Cannon (Single Shot) 36" Assault 1 10 -3 3 -
Heavy Venom Cannon (Salvo) 36" Assault D3 9 -2 3 -
Venom mortar launcher 36”-360” Heavy 20 6 -2 1 This weapon does not require line of sight to hit its target and a unit targeted by this weapon does not gain the benefit of cover.

Bio-Artefacts[edit]

Universal[edit]

  • Maw Claws of Thyrax:
Model with Rending Claws, Monstrous Rending Claws or Patriarch Claws only. Add the following to that weapon’s Abilities: 'When this model slays an enemy model in the Fight phase, you can re-roll failed hit rolls in all subsequent Fight phases for this model.' In addition, consider the results of the wound rolls made by a model with the Maw Claws of Thyrax as 1 higher to see if the weapon's special rule activates.
  • Norn Crown:
Friendly <HIVE FLEET> units do not suffer the penalties to their hit rolls and charge rolls incurred from the Instinctive Behaviour ability whilst they are within 30" of this model. In addition, this model gains the Psyker keyword and can attempt to manifest one additional psychic power in its Psychic phase.
  • Reaper of Obliterax:
Model with Lash Whip and Bonesword or Lash Whip and Monstrous Bonesword only. Add the following to that weapon’s Abilities: 'On a wound roll of 6+, this weapon inflicts double damage.' In addition, a model equipped with the Reaper of Obliterax has a 4+ invulnerable save.
  • The Hungering Carapace:
This model's armour save is improved by one step. Each time you roll a wound roll of 6+ for an attack made by its bearer, the target suffers a mortal wound in addition to any other damage; for every model slain by these mortal wounds, the bearer regains a wound lost previously in the battle.
  • The Miasma Cannon:
Model with Heavy Venom Cannon only. The Miasma Cannon replaces the model's Heavy Venom Cannon.
Weapon Range Type S AP D Abilities
The Miasma Cannon - - - - - Choose one of this weapons profiles before firing.
Miasmic Spit 36" Assault D3 10 -3 3 This weapon always wounds on a 2+, unless the target is a VEHICLE.
Miasmic Spray 8" Assault D6 7 -2 2 This weapon always wounds on a 2+, unless the target is a VEHICLE. This weapon automatically hits its target.
  • The Psyleech Venom Cannon
Weapon Range Type S AP D Abilities
The Psyleech Venom Cannon - - - - - Choose one of this weapons profiles before firing.
Single Shot 36" Assault 1 9 -3 2 You can add 1 to the wound rolls if the target unit has the Psyker, Daemon or Chaos keyword. In addition, the enemy must subtract 2 from invulnerable save made against hits caused by this weapon.
Salvo 36" Assault D6 5 -2 1 You can add 1 to the wound rolls if the target unit has the Psyker, Daemon or Chaos keyword. In addition, the enemy must subtract 2 from invulnerable save made against hits caused by this weapon.
  • The Ymgarl Factor:
At the start of its movement phase, a model with the Ymgarl Factor must alter their form into one of the three listed below. The bonus gained lasts until the start of its next movement phase. The same form cannot be chosen in two consecutive turns.
  • Slashing Claws: The model has +D3 Strength.
  • Tentacled Limbs: The model has +D3 Attack.
  • Muscled Carapace: The model has +D3 Toughness.

Hive Fleet-Specific[edit]

  • Behemoth - Scythes of Tyran:
Behemoth model with Monstrous Scything Talons only. The Scythes of Tyran replaces the model's Monstrous Scything Talons.
Weapon Range Type S AP D Abilities
Scythes of Tyran Melee Melee +2 -3 3 You can re-roll hit rolls of 1 when attacking with this weapon. This model can make 1 additional attack with this weapon each time it fights. In addition, each time you make a hit roll of 6+ for this weapon, you can make an additional hit roll. These additional hit rolls cannot generate further additional hit rolls.
  • Gorgon - Hyper-Adaptive Biology
  • Hydra - Slimer Maggot Infestation:
Hydra model with two Deathspitters with Slimer Maggots only. The Slimer Maggot Infestation replaces the model's two Deathspitters with Slimer Maggots. In addition, this model and every Hydra unit within 6" may re-roll every wound roll during the Shooting Phase.
Weapon Range Type S AP D Abilities
Slimer Maggot Infestation 24" Assault 6 7 -1 1 -
  • Jormungandr - Infrasonic Roar:
Jormungandr model only. Enemy units within 12" of this model must subtract 1 from their Leadership.
  • Kraken – Chameleonic Mutation
  • Kronos - Balethorn Cannon:
Kronos model with a Stranglethorn Cannon only. The Balethorn Cannon replaces the model's Stranglethorn Cannon.
Weapon Range Type S AP D Abilities
Balethorn Cannon 36" Assault D6 7 -2 2 You can add 1 to hit rolls for this weapon when attacking a unit with 10 or more models. A unit that suffers one or more wounds from this weapon must subtract 3 from its movement, advance and charge distances. Invulnerable saves cannot be taken against this weapon.
  • Leviathan - Slayer Sabres

Upgrade Biomorphs[edit]

  • Acid Blood: If a model with this Biomorph suffers one or more unsaved wound(s) in close combat roll a die; on a 6+ the attacking unit suffers a mortal wound.
  • Adamantine Tusks: When a model with this Biomorph finishes a charge move, roll a dice; on a 6+ one enemy unit with 1" suffers a mortal wound.
  • Adrenal Glands: If a model has this Biomorph, add 1" to the distance it can move when it Advances or charges.
  • Amphibious Adaptations: A model with this Biomorph counts as being in cover if it's within a water type terrain and counts them as an open ground for the purpose of moving or charging.
  • Antidote Glands: If a unit shoots with any Poison Weapon against a unit that has at least half of its models (round up) equipped with this Biomorph, it must subtract 2 from the wound rolls.
  • Burrowing Limbs: During deployment, you can set up a unit whit this Biomorph underground instead of placing it on the battlefield. At the end of any of your Movement phases, the unit can burrow to the surface - set it within 12" of a friendly <Hive Fleet> Trygon, Trygon Prime, or Mawloc or within 6" of a friendly <Hive Fleet> Ravener brood. Either way, the unit must be more than 9" away from any enemy models.
  • Carbonized Claws: A model with this Biomorph can reroll wound rolls against Vehicles and Titanic units.
  • Dopamine Injectors: A model with this Biomorph ignores every wound on a 5+.
  • Enhanced Leg Muscles: When a model with this Biomorph advances roll two dices and pick the higher result.
  • Feeder Tendrils: If the last model in an enemy unit is slain in the Fight phase by a model with this Biomorph, it can re-roll hit rolls of 1 against all models that share the same unit type keywords. For example, if a model with this Biomorph wins a combat against Chaos Bike squad, they can re-roll hit rolls of 1 against any Biker
  • Flesh Hooks: Models equipped with this Biomorph can move through solid walls or climb on ruins or basements without ladders. In addition, it can be fired as a ranged weapon with profile below:
Weapon Range Type S AP D Abilities
Flesh Hooks 6" Assault 2 User 0 1 This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units.
  • Feeding Frenzy Trigger: A model with this Biomorph receives D3 additional attacks if during the fight phase it's against a unit that has more model than its.
  • Hive Mind Direct Link: A model with this Biomorph counts as always being within 12" of a Synapse creature.
  • Implant Attack: During the fight phase a model with this Biomorph inflicts an additional mortal wound on the target on a to-wound roll of 6.
  • Implanted Mechanism Disruption Instincts: A model with this Biomorph can reroll wound rolls against Vehicles.
  • Implanted Organism Killing Instincts: A model with this Biomorph can reroll wound rolls against Monsters.
  • Increased Muscle Density: When a model with this Biomorph attacks in the fight phase consider its strength characteristic as 1 higher.
  • Insula Glands: A model with this Biomorph can reroll every hit roll in a turn in which it charged.
  • Nonepinephrine Infusion: A model with this Biomorph gains 1 attack in a turn in which it charged.
  • Overdeveloped Stabilizing Organs: A model equipped with this Biomorph doesn't suffer any penalties to its hit rolls for moving and shooting with Heavy weapons, or Advancing and shooting with Assault weapons.
  • Pressure Detection Sensors: A model with this Biomorph may decide to shoot an enemy unit that has arrived from the reserves within 12". If it does so hit must subtract 1 from the hit rolls.
  • Psychic Deflection Bio-Crystals: A model with this Biomorph can attempt to deny one psychic power as if was a Psyker.
  • Regeneration: At the end of each friendly turn, roll a D6 for each model with this Biomorph that has less than its starting number of Wounds, but has not been removed as a casualty. On a 4+, that model regains a single Wound lost earlier in the battle.
  • Reflexive Optimization: A model with this Biomorph gains 1 attack in a turn in which it was charged.
  • Serrated Blades: A model with this Biomorph can reroll all wound rolls during the fight phase if it targets a non Vehicle, non Titanic model.
  • Snake Body: Add 3" to the movement characteristic of a model with this Biomorph. Also, during deployment, you can set up a unit whit this Biomorph underground instead of placing it on the battlefield. At the end of any of your Movement phases, the unit can burrow to the surface - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
  • Spine Banks: A model with this Biomorph counts as being equipped with a weapon with the profile below:
Weapon Range Type S AP D Abilities
Spine Banks 6" Assault 4 5 0 1 This weapon can be fired within 1" of an enemy, and can target enemies within 1" of friendly units.
  • Spring Coil Musculature: A model with this Biomorph can Fall Back and charge in the same turn.
  • Stonecrusher Ramshield: When a model with this Biomorph finishes a charge move, roll a dice; on a 4+ one enemy unit with 1" suffers a mortal wound. In addition, all shooting attacks against it suffer -1 penalty to Strength.
  • Three-Dimensional Thought Patterns: At the beginning of each Shooting phase, a model with this Biomorph may add 1 to its hit rolls if it targets a unit that can Fly.
  • Toxic Miasma: At the end of the Fight phase, roll a D6 for each enemy unit within 1" of any model equipped with this Biomorph. On a 5+, that unit suffers a mortal wound.
  • Toxin Sacs: Any wound rolls of 6+ in the Fight phase for a model with toxin sacs cause 1 additional damage.
  • Warp Shield Projector: A model with this Biomorph has a 5+ invulnerable save while within Synapse range.
  • Wide-Spectrum Retinas: A model with this Biomorph ignores any penalty to its hit rolls cause by night fighting rules.
  • Wings: If a model has this Biomorph, it gains the Fly keyword and adds 3" to its movement characteristic.
  • Tail Biomorphs: A Tail Biomorph is a Melee weapon that is not affected by other Melee weapons, Biomorphs, upgrades or special rules belonging to the owning model, or vice versa.
Weapon Range Type S AP D Abilities
Biostatic Rattle Melee Melee User -1 1 Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer's attacks. If a unit suffers any unsaved wounds from this weapon, add 1 to any Morale tests they take until the end of the turn.
Bone Mace Melee Melee 8 -1 D3 Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer's attacks.
Prehensile Pincer Melee Melee User 0 D3 Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer's attacks.
Spike Tail Melee Melee user -2 1 Each time the bearer fights, it make one (and only one) attack with this weapon. This is in addition to the bearer's attacks. A unit (that doesn't have the Vehicle or Titanic keyword) that suffers an unsaved wound from this weapon has to always attack last in the fight phase and to subtract 1 from all its hit rolls and Leadership value. This effect lasts one game turn.
Thresher Scythe Melee Melee 4 -1 1 Each time the bearer fights, it can make one (and only one) attack with this weapon. Make D3 hit rolls for this attack instead of one. This is in addition to the bearer's attacks.
Toxin Spike Melee Melee 1 0 D3 Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer's attacks. This weapon always wounds targets (other than Vehicle) on a 2+.

Titanic Upgrade Biomorphs[edit]

  • Cellular Bolster: While a model with this biomorph is within Synapse range, it halves the number of wounds suffered from any hit.
  • Frag Spine Batteries: This Biomorph can be fired as a ranged weapon with profile below:
Weapon Range Type S AP D Abilities
Frag Spine Batteries 24" Assault 12 6 -1 1 Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4.
  • Gargantuan Warp Shield: A model with this biomorph have 6+ invulnerable save, which is improved to 4+ if the model is within synapse range.
  • Greater Flesh Hooks Models equipped with this Biomorph can move through solid walls or climb on ruins or basements without ladders. In addition, it can be fired as a ranged weapon with profile below:
Weapon Range Type S AP D Abilities
Greater Flesh Hooks 12" Assault 12 User -1 1 This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units.
  • Incendiary Ichor: Each time a model with this Biomorph loses a wound in the Fight phase, roll a D6; on a 4+, the unit that inflicted the damage suffers D3 mortal wounds after all of their attacks have been resolved, D6 on a 6.
  • Psy-Catalyst: While a model with this biomorph is within Synapse range, its ranged weapons force rerolls to successful invulnerable and cover saves, and cause additional D3 mortal wounds on a wound roll of 6+.
  • Spore Cloud: Your opponent must subtract 1 from hit rolls for ranged weapons that target <HIVE FLEET> units within 6" of any friendly <HIVE FLEET> model equipped with this Biomorph. In addition, at the end of the Fight phase, roll a D6 for each enemy unit within 3" of this model. On a 4+, that unit suffers D3 mortal wounds.
  • Synaptic Regeneration: If, at the start of its movement phase, a model with this biomorph is within Synapse range, roll a D6 for each wound lost previously; on each result of 5+ the model regains one Wound.
  • Transport Chamber: A model with this Biomorph gains the Transport keyword, and can transport up to 10 <Hive Fleet> GENESTEALERS, Ymgarl GENESTEALERS, TERMAGANTS or HORMAGAUNTS, or a unit of up to 3 HIVE GUARD, TYRANT GUARD or TYRANID WARRIORS. It may also transport a single <HIVE FLEET> TYRANID PRIME, Genestealer Patriarch or Ymgarl Genestealer Patriarch.
  • Transport Hooks: A model with this Biomorph gains the Transport keyword, and can transport up to 20 <Hive Fleet> Gargoyles, Simurghs or SKY-SLASHER SWARMS, or a unit of up to 6 TYRANID Shrikes. It may also transport a single <HIVE FLEET> TYRANID PRIME equipped with the Wings Biomorph.

Mutations[edit]

In a unit's profile, there is a section called "Mutations", followed by a set of model characteristics. For example: a Termagant is (M:2/WS:-/BS:1/S:1/T:1/W:-/A:1/Ld:1/Sv:-/Psy:-/Syn:-). Each characteristic has an associated cost, indicated by the number after the characteristic. This indicates the cost per model to increase that characteristic. Each characteristic can only be improved once, and characteristics with no associated costs (a dash) cannot be improved.

  • (M) - Optimized Muscular Tissues: +2" to Movement
  • (WS) - Adaptive Motion Analysis: +1 Weapons Skill
  • (BS) - Hyper-Reactive Pupils: +1 Ballistics Skill
  • (S) - Muscle Fiber Density: +1 Strength
  • (T) - Subdermal Chitin Sheathing: +1 Toughness
  • (W) - Redundant Organ Systems: +1 Wounds
  • (A) - Explosive Muscle Action: +1 Attack
  • (Ld) - Fear Suppression Glands: +1 Leadership
  • (Sv) - Impact-Deflective Carapace: +1 Armor Save
  • (Psy) - Enhanced Neural Architecture: The model can learn and use an additional psychic power
  • (Syn) - Reinforced Synaptic Links: Improves synapse range by 6"

The Genetic Pool[edit]

Basic Bio-weapons

A model may replace its Devourer with one of the following:
- Deathspitter - 5 pts.
-Greater Strangler - 5 pts.
- Scything Talons - free
- Spinefists - free

Basic Bio-cannons

A model may replace its Devourer with one of the following:
- Barbed Strangler - 10 pts.
- Venom Cannon - 20 pts.

Monstrous Bio-cannons

A model may replace any pair of Monstrous Scything Talons with one of the following:
- Heavy Spinefist* - 15 pts.
- Heavy Venom Cannon** - 25 pts.
- Stranglethorn Cannon** - 25 pts.
- Two Deathspitter with Slimer Maggots - 14 pts.
- Two Devourers with Brainleech Worms - 14 pts.
*Does not replace the model’s Monstrous Scything Talons and so can be taken in addition to any other weapon/upgrade.
**One per model. A model cannot have both a Stranglethorn Cannon and a Heavy Venom Cannon.

Melee Bio-weapons

A model may replace any pair of scything talons with one of the following:
- Boneswords - 2 pts.
- Lash Whip and Bonesword - 2 pts.
- Lash Whips - 2 pts.
- Rending claws - 2 pts.

Monstrous Bio-weapons

A model may replace any pair of Monstrous Scything Talons with one of the following:
- Monstrous Boneswords - 20 pts.
- Monstrous Lash Whips - 10 pts.
- Monstrous Lash Whip and Monstrous Bonesword - 15 pts.
- Monstrous Rending Claws - free

Biomorphs

A model may take up to one of each of the following:
Where the biomorph has two points costs listed, the second is for monstrous creatures, and the first is for other types of models.
- Acid blood - 5/15 pts.
- Adamantine Tusks - 5 pts.
- Adrenal Glands - 1/5 pts.
- Amphibious Adaptations - 1/3 pts.
- Antidote Glands - free/5 pts.
- Burrowing Limbs - 7/15 pts.
- Carbonized Claws - 5/15 pts.
- Dopamine Injector - 10/30 pts.
- Enhanced Leg Muscles - 5/10 pts.
- Feeder Tendrils - 5/15 pts.
- Feeding Frenzy Trigger - 3/15 pts.
- Implanted Mechanism Disruption Instincts - 5/15 pts.
- Implanted Organism Killing Instincts - 5/15 pts.
- Increased Muscle Density - -/20 pts.
- Insula Glands - -/15 pts.
- Nonepinephine Infusion - 8/15 pts.
- Overdeveloped Stabilizing Organs - 15/25 pts.
- Pressure Detection Sensors - 5/10 pts.
- Psychic Deflection Bio-crystals - -/15 pts.
- Reflexive Optimization - 3/10 pts.
- Regeneration - 10/30 pts.
- Serrated Blades - 5/15 pts.
- Spring Coil Musculature - 5/15 pts.
- Three-dimensional Thought Patterns - 10/20 pts.
- Toxin Sacs - 2/6 pts.
- Warp Shield Projector - 10/20 pts.
- Wide-spectrum Retinas - 3/8 pts.

Thorax Biomorphs

A model may take up to one of the following:
- Bloodseeker Flies - 10 pts.
- Desiccator Larvae - 10 pts.
- Electroshock Grubs - 10 pts.
- Mindflayer Worms - 10 pts.
- Shreddershard Beetles - 10 pts.

Units[edit]

HQ[edit]

Genestealer Patriarch[edit]

This unit contains 1 Genestealer Patriarch (Power Rating 9).

Name M WS BS S T W A Ld Sv
Genestealer Patriarch 8" 2+ 5+ 6 5 6 5 10 4+

Biomorphs:

  • A pair of Patriarch's Claws

Special Rules:

  • Brood Telepathy
  • Lightning Reflexes
  • Shadow in the Warp
  • Swift and Deadly
  • Synapse

Psyker:

  • A Genestealer Patriarch can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite power and one psychic power from the Hivemind's Control discipline.

Upgrades:

  • Death From the Shadows: During deployment, you can set up this unit in the shadows instead of placing it on the battlefield. At the end of any of your Movement phases, you can set it up anywhere on the battlefield that is more than 9" away from any enemy models and inside a piece of terrain.
  • Extended Carapace: A Genstealer Patriarch with extended carapaces has a Save characteristic of 3+ but lose the Swift and Deadly ability.

Options:

  • Mutations: (M:20/WS:5/BS:5/S:10/T:20/W:10/A:5/Ld:-/Sv:20/Psy:25/Syn:-)
  • A patriarch may take the Death from the Shadows Upgrade - 15 pts
  • A patriarch may take the Extended Carapace Upgrade - 25 pts
  • May take one of the following:
- Monstrous Scything Talons - 15 pts.
- Monstrous Rending Claws - 20 pts.
  • A Patriarch may take items from the Biomorphs lists.
  • A Patriarch may take any of the following:
- Flesh hooks - 5 pts
- Implant attack - 10 pts

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Character, HQ, Infantry, Genestealer Patriarch, Synapse, Psyker


Ymgarl Genestealer Patriarch[edit]

This unit contains 1 Ymgarl Genestealer Patriarch (Power Rating 9).

Name M WS BS S T W A Ld Sv
Ymgarl Genestealer Patriarch 8" 2+ 5+ 6 5 6 5 10 3+

Biomorphs:

  • A pair of Patriarch's Claws

Special Rules:

  • Brood Telepathy
  • Lightning Reflexes
  • Shadow in the Warp
  • Swift and Deadly
  • Synapse
  • Alter Form: At the start of it's movement phase, a Ymgarl Genestealer Patriarch must alter their form into one of the three listed below. The bonus gained lasts until the start of it's next movement phase. The same form cannot be chosen in two consecutive turns.
  • Slashing Claws: The Ymgarl Genestealer Patriarch has +1 Strength.
  • Tentacled Limbs: The Ymgarl Genestealer Patriarch has +1 Attack.
  • Muscle Carapace: The Ymgarl Genestealer Patriarch has +1 Toughness.
  • Highly Compatible: If given the Ymgarl Factor Bio-Artefact, a Ymgarl Genestealer Patriarch may choose the result of the D3 die roll for its alter form.
  • Leftover: An Ymgarl Genestealer Patriarch may never be your warlord.
  • Master of Mutation: In detachments with a Ymgarl Genestealer Patriarch, Ymgarl Genestealers count as Troops.

Psyker:

  • An Ymgarl Genestealer Patriarch can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite power and one psychic power from the Hivemind's Control discipline.

Upgrades:

  • Extended Carapace: A Ymgarl Genstealer Patriarch with extended carapaces has a Save characteristic of 2+ but lose the Swift and Deadly ability.

Options:

  • Mutations: (M:20/WS:5/BS:5/S:10/T:20/W:10/A:5/Ld:-/Sv:20/Psy:25/Syn:-)
  • An Ymgarl Patriarch may take the Extended Carapace Upgrade - 25 pts
  • May take one of the following:
- Monstrous Scything Talons - 15 pts.
- Monstrous Rending Claws - 20 pts.
  • An Ymgarl Patriarch may take items from the Biomorphs lists.
  • An Ymgarl Patriarch may take any of the following:
- Flesh hooks - 5 pts
- Implant attack - 10 pts

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Character, HQ, Infantry, Ymgarl Genestealer Patriarch, Synapse, Psyker

Hive Tyrant[edit]

This unit contains 1 Hive Tyrant (Power Rating 9).

Name M WS BS S T W A Ld Sv
Hive Tyrant * * * 6 7 12 4 10 3+
Remaining W M WS BS
7-12+ 9"/16" 2+ 3+
4-6 7"/12" 3+ 3+
1-3 5"/8" 4+ 4+

Biomorphs:

  • Two pairs of Monstrous Scything Talons

Special Rules:

  • Death Throes
  • Psychic Barrier
  • Shadow in the Warp
  • Synapse
  • The Will of the Hive Mind

Psyker:

  • An Hive Tyran can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite power and two psychic powers from the Hivemind's Control or Hivemind's Wrath disciplines.

Upgrades:

  • Hive Commander: For each Hive Tyrant in your army with this upgrade, choose a single Troops unit from the same detachment. Do not set up that unit. At the end of any of your Movement phases set it up anywhere on the battlefield that is more than 9" away from any enemy models and within 6" of a board edge.
  • Indescribable Horror: Enemy units within 12" subtract 1 from their leadership.
  • Lord of the Skies: If a Hive Tyrant with the Wings upgrade is your warlord, Gargoyles, Simurghs, Shrikes, and Sky-Slashers count as Troops and may be taken as a TROOP choice.
  • Old Adversary: This Hive Tyrant re-rolls all failed To Hit and To Wound rolls of 1 when fighting in close combat against an enemy Character.

Options:

  • Mutations: (M:15*/WS:10/BS:15/S:10/T:20*/W:20/A:10/Ld:-/Sv:30*/Psy:30/Syn:30)
*cannot be taken on a model with wings biomorph.
  • May take items from the Monstrous Bio-cannons, Monstrous Bio-weapons, Biomorphs and Thorax Biomorphs lists.
  • May take any of the following upgrades:
- Hive Commander - 20 pts.
- Indescribable Horror - 10 pts.
- Old Adversary - 15 pts.
  • May take any of the following:
- Bio-Plasma - 15 pts.
- Flesh hooks - 15 pts.
- Prehensile pincer - 10 pts.
- Wings and Lord of the Skies special rule - 27 pts/2 PP.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Character, HQ, Monster, Hive Tyrant, Synapse, Psyker

Malanthrope Brood[edit]

This unit contains 1 Malanthrope (Power Rating 5). It can contain 1 additional Malanthrope (Power Rating +5) or 2 additional Malanthropes (Power Rating +10).

Name M WS BS S T W A Ld Sv
Malanthrope 6" 4+ 4+ 4 5 9 4 9 5+

Biomorphs:

  • Grasping Tail:
Weapon Range Type S AP D Abilities
Grasping Tail Melee Melee User -1 D3 At the beginning of the Fight phase, instead of attacking with this model, you may choose one enemy model within 1" of it. Both players roll 1d6 and add it to the corresponding models' Strenght charateristics. If the model wins, nothing happens. If it fails, reduces its attacks by half (rounding down), it has to subtract 2 from all its it rolls and may not disengage. If the models' unit disengages, this model is removed from play as the helpless warrior is devoured by the creature. A model slayed in this manner counts as slayed by the Malanthrope for the purpose of the Prey Adaptation rule.
  • Regeneration

Special Rules:

  • Enhanced Toxic Miasma
  • Monstrous Brood
  • Prey Adaption
  • Shadow in the Warp
  • Shrouding Spores (Malanthrope)
  • Synapse

Options:

  • Mutations: (M:10/WS:5/BS:-/S:5/T:10/W:15/A:10/Ld:-/Sv:25/Psy:-/Syn:35)

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Character, HQ, Infantry, Malanthrope, Synapse, Fly

Neurothrope[edit]

This unit contains 1 Neurothrope (Power Rating 4).

Name M WS BS S T W A Ld Sv
Neurothrope 6" 4+ 3+ 4 4 5 1 9 5+

Biomorphs:

  • Claws and Teeth

Special Rules:

  • Shadow in the Warp
  • Spirit Leech
  • Synapse
  • Warp Field
  • Warp Siphon

Psyker:

  • A Neurothrope can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite and the Warp Blast powers plus one psychic power from any of the Hivemind's disciplines.

Upgrades:

  • Psychic Overlord: This model adds 1 to the result of the dices when trying to manifest or deny a psychic power.

Options:

  • Mutations: (M:10/WS:-/BS:15/S:10/T:20/W:20/A:5/Ld:-/Sv:10/Psy:35/Syn:20)
  • A Neurothrope may take the Psychic Overlord Upgrade.
  • A Neurothrope may take items from the Biomorphs lists.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Character, HQ, Infantry, Neurothrope, Synapse, Fly, Zoanthrope, Psyker


Tervigon[edit]

This unit contains 1 Tervigon (Power Rating 10).

Name M WS BS S T W A Ld Sv
Tervigon * * * 7 8 14 3 9 3+
Remaining W M WS BS
8-14+ 8" 4+ 4+
4-7 6" 5+ 5+
1-3 4" 5+ 6+

Biomorphs:

  • A pair of Massive Scything Talons
  • Stinger Salvo

Special Rules:

  • Brood Progenitor
  • Shadow in the Warp
  • Spawner:At the start of your Movement phase, a Tervigon can spawn Termagants. If it does so add a new unit of 10 Termagants to your army and set it up on the battlefield so that it is wholly within 6" of the Tervigon and more than 1" from the enemy. These models have their normal Biomorphs. Alternatively, you can replace up to 10 models lost earlier in the battle in an existing unit of Termagants from your army that is within 6" of the Tervigon. These models count as having the same upgrades as the unit they take part in. Models placed in this way must be within 6" of the Tervigon and more than 1" from the enemy. Models created by this rule count as having the same upgrade biomorphs as the Tervigon, for the exception of Acid Blood and Adamantine Tusks.
  • Synapse
  • Synaptic Backlash

Psyker:

  • A Tervigon can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite power and one psychic power from the Hivemind's Control discipline.

Upgrades:

  • Spawn Hormagaunts: Replace Termagants with Hormagaunts in Spawner, Brood Progenitor and Synaptic Backslash rules.
  • Spawn Gargoyles: Replace Termagants with Gargoyles in Spawner, Brood Progenitor and Synaptic Backslash rules.
  • Spawn Simurghs: Replace Termagants with Simurghs in Spawner, Brood Progenitor and Synaptic Backslash rules.
  • Spawn Rippers: Replace Termagants with Rippers in Spawner, Brood Progenitor and Synaptic Backslash rules.
  • Spawn Sky-Slashers: Replace Termagants with Sky-Slashers in Spawner, Brood Progenitor and Synaptic Backslash rules.

Options:

  • Mutations: (M:10/WS:10/BS:15/S:10/T:20/W:20/A:15/Ld:-/Sv:45/Psy:25/Syn:35)
  • May take items from the Biomorphs* and Thorax Biomorphs lists.
* Tervigon take all biomorph upgrades at double points cost (except Acid Blood and Adamantine Tusks).
  • May take one of the following upgrades:
- Spawn Hormagaunts - Free
- Spawn Gargoyles - 40 pts.
- Spawn Simurghs - 40 pts.
- Spawn Rippers - 40 pts.
- Spawn Sky-Slashers - 60 pts.
  • May replace Stinger Salvo with Cluster Spines - 5 pts.
  • May replace its Massive Scything Talons with Massive Crushing Claws - 20 pts.
  • May take wings if it has taken the spawn Gargoyles, Simurghs, or Sky-Slasher upgrade - 20 pts./2 PP

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Character, HQ, Monster, Tervigon, Synapse, Psyker


Trygon Prime[edit]

This unit contains 1 Trygon Prime (Power Rating 10).

Name M WS BS S T W A Ld Sv
Trygon Prime * * * 7 6 12 6 9 3+
Remaining W M WS BS
7-12+ 9" 3+ 4+
4-6 7" 4+ 5+
1-3 5" 5+ 6+

Biomorphs:

  • Bio-electric Pulse with Containment Spines
  • Three pairs of Monstrous Scything Talons

Special rules:

  • Burrow: At the beginning of any of your Movement phases, any Trygon Prime that is not within 1" of an enemy unit can burrow. Remove it from the battlefield - it can return as described in the Subterranean Assault ability. A Trygon Prime may not burrow and return to the battlefield in the same turn. If the battle ends while the Trygon Prime is underground, it is considered to be slain.
  • Death Throes
  • Serpent Lord: If a Trygon Prime is your warlord, Raveners count as Troops and may be taken as a TROOP choice.
  • Shadow in the Warp
  • Subterranean Assault
  • Synapse

Upgrades:

  • Lurker: A Trygon Prime with this upgrade can enter from Reserve on the first turn.
  • Prepared Tunnel Network: Two units can emerge by the Subterranean Assault special rule with a Trygon Prime with this upgrade.

Psyker:

  • A Trygon Prime that has purchased the Psyker keyword can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite power and one psychic power from the Hivemind's Malice discipline.

Options:

  • Mutations: (M:15/WS:10/BS:15/S:10/T:20/W:15/A:15/Ld:-/Sv:35/Psy:25/Syn:-)
  • May take items from the Biomorphs and Thorax Biomorphs lists.
  • May take any of the following upgrades:
- Prepared Tunnel Network - 50 pts.
- Lurker - 50 pts.
- Psyker keyword - 50 pts.
  • May take one of the following:
- Heavy spinefist - 10 pts.
- Spine banks - 2 pts.
  • May take one of the following tail biomorphs:
- Biostatic Rattle - free
- Prehensile Pincer - free
- Toxinspike - 1 pts.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Character, HQ, Monster, Trygon Prime, Synapse


Tyranid Prime[edit]

This unit contains 1 Tyranid Prime (Power Rating 6).

Name M WS BS S T W A Ld Sv
Tyranid Prime 6" 2+ 3+ 5 5 6 4 10 3+
Tyranid Prime Apex Strain 6" 2+ 3+ 5 5 7 5 10 3+

Biomorphs:

  • Devourer
  • Scything Talons

Special Rules:

  • Shadow in the Warp
  • Synapse

Psyker:

  • A Tyranid Prim Apex Strain can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite power and one psychic power from the Hivemind's Control discipline.

Upgrades:

  • Brood Leader: Friendly <Hive Fleet> Infantry units within 6" of this model can re-roll hit rolls of 1. If the unit is of Tyranid Warriors, Shrikes or Raveners, you can also add 1 to their hit rolls.

Options:

  • Mutations: (M:10/WS:20/BS:25/S:5/T:15/W:15/A:10/Ld:-/Sv:20/Psy:25/Syn:20)
  • May take items from the Basic Bio-weapons, Basic Bio-cannons, Melee Bio-weapons and Biomorphs list.
  • May take the Brood Leader upgrade - 20 pts.
  • May be upgraded to Tyranid Prime Apex Strain ··· 30 pts/ 1 PP.
  • May take one of the following:
- Wings - free
- Snake body - free
  • May take Flesh hooks - 5 pts.
  • May take a Prehensile Pincer - 10 pts.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Character, HQ, Infantry, Tyranid Prime, Synapse, Psyker (Tyranid Prime Apex Strain Only)

Blind Horror[edit]

This unit contains 1 Blind Horror (Power Rating 9). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv
Blind Horror 12" 3+ - 5 5 6 6 9 3+

Biomorphs:

  • A pair of Giant Scything Talons
  • A pair of Rending Claws
  • A pair of Scything Talons
  • Spike Tail

Special Rules:

  • Blind Beast: This model can't be affected by any rules or stratagems that alter its hit rolls, except for its Monstruos Scything Talons special rule.
  • Minor Synapse Link: If a friendly <Hive Fleet> unit has the Swarm keyword it considers this model has being a Synapse creature.
  • Pheromones Detectors: This model can reroll failed charge and hit rolls against a unit which has previously lost at least one model due to a moral test.
  • Psycological Horror: Enemy units between 12" of this model are forced to take a moral test, regardless of any special rule or stratagem, and said test must be taken on 2D6, discarding the lowest result. In addition every time an enemy unit (that doesn't have the Vehicle or Titanic keyword) within 12" of this model tries to take an action (moving, shooting, charging, etc...) it must take a discipline test with a -2 to its discipline value. If the test is passed it can take the action as usual, if the test is failed the unit is paralyzed by fear and cannot take such action.

Warlord Trait: If this model is your Warlord, it has the Mind Eater Warlord Trait.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Character, HQ, Infantry, Blind Horror, Synapse


Deathleaper[edit]

This unit contains 1 Deathleaper (Power Rating 7). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv
Deathleaper 9" 2+ 4+ 6 4 6 4 10 5+

Biomorphs:

  • Flesh Hooks
  • Implant attack
  • A pair of Scything Talons
  • A pair of Sinister Talons
  • Feeder Tendrils

Special Rules:

  • Assassin Lord: If the Deathleaper is your warlord, lictors count as Troops and may be taken as a Troop choice.
  • Hidden Hunter: During deployment, you can set up this model in hiding instead of placing it on the battlefield. At the end of any of your Movement phases, this model can spring from its hiding place - set it up anywhere on the battlefield that is more than D3+3" away from enemy models.
  • "It's After Me!": At the start of the first battle round but before the first turn begins, pick a Character from the opposing army. You can re-roll hit and wound rolls in the Fight phase for any of Deathleaper's attacks that target that Character. Also, whilst Deathleaper is alive, that model’s Leadership is reduced by D3.
  • "Where is it?": Your opponent must subtract 2 from their hit rolls for attacks that target this model. In addition, add 2 instead of 1 to saving throws for Deathleaper when it is in cover. Models may not fire overwatch against a Deathleaper.
  • "Deathleap": A Deathleaper does not roll for Charge distances - instead its Charge distance is always 12" unless improved. The Deathleaper similarly does not roll for advancing, it always advances 6" and may charge after Advancing.
  • "It's too fast!": The Deathleaper has a 4++ invulnerable save in melee and a 3++ invulnerable save against shooting.
  • "It's got my weapon!": When attacking an enemy, the Deathleaper may force an opposed weapon skill test on each model wounded by the Deathleaper in either shooting or assault. Upon announcing a disarm check and designating the weapon to be disarmed, both players roll 1d6 and add it to the opposite of their weapon skill (a 2+ WS means 6, 3+ means 5, etc...), if the Deathleaper loses, nothing happens. If the Deathleaper wins then the designated item is disarmed and cannot be used for the remainder of the turn.
  • "There is no escape": Enemy Characters cannot disengage from a Deathleaper.
  • "Where are my guards?": Enemy units can't intercept wounds made by this model.

Warlord Trait: If this model is your Warlord, it has the Mind Eater Warlord Trait.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Character, HQ, Infantry, Deathleaper


Old One Eye[edit]

This unit contains 1 Old One Eye (Power Rating 10). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv
Old One Eye 7" 3+ 4+ 7 7 9 5 7 3+

Biomorphs:

  • Monstrous Crushing Claws
  • Monstrous Scything Talons
  • Spine Banks
  • Thresher Scythe

Special rules:

  • Alpha Leader: You can add 1 to hit rolls for friendly <HIVE FLEET> CARNIFEX units that are within 6" of this model.
  • Berserk Rampage
  • Immortal Battering Ram
  • Instinctive Behaviour
  • "Is It Dead?": When Old One Eye is removed as a casualty, leave the model on the table (it counts as battlefield debris, and provides cover to model that are at least half obscured by it). At the beginning of each of your turns roll a die; on a 4+ the Old One Eye returns to play with a single wound remaining.
  • Lord of the Living Battering-rams: If the Old One Eye is your warlord, Carnifexes, Stone Crusher carnifexes, Thornbacks and Screamer Killers count as TROOPS and may be taken as a TROOP choice.
  • Metal crushing Carapace: Old One Eye increases the result needed for an attack to wound it by one step (e.g a weapon that would usually wound on a 2+ needs a 3+, a weapon that would wound on a 3+, a 4+ and so on), to a maximum of 6+. Weapons that inflict multiple damage deal one damage less to a minimum of one.
  • Regeneration
  • "That Only Angered It!": Each time the Old One Eye loses a wound, it gains +1 to its Attack value (to the maximum of 10), these attacks are not lost if it recovers wounds through Regeneration or other rules and stratagems.

Warlord Trait: If this model is your Warlord, it has the Adaptive Biology Warlord Trait.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Character, HQ, Monster, Old One Eye


The Doom of Malan'tai[edit]

This unit contains 1 Doom of Malan'tai (Power Rating 15). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv
The Doom of Malan'tai 6" 4+ 2+ 4 4 6 1 10 5+

Biomorphs:

  • Claws and Teeth

Special Rules:

  • Destroyer of Malan'tai: AELDARI units suffer a -2 leadership penalty while within the Doom of Malan'tai's synapse range or if targeted by the Doom of Malan'tai with a power that wounds based on Leadership. It may also add 3 to its rolls when trying to deny a psychic power manifested by an AELDARI unit.
  • Psychic Ancestor: If the Doom of Malan'tai is your warlord, zoanthropes count as TROOP and may be taken as a TROOP choice.
  • Psychic Apocalypse: When trying to manifest or block a psychic power, this model has a bonus to its rolls equal to half its wound characteristic (rounding up). Also, in every Psychic phase, this model may manifest a single psychic power for a number of times equal to half its wound characteristic (rounding up).
  • Shadow in the Warp
  • Soul Eater: Each time an enemy model is removed as a causality due to the Doom of Malan'tai attacks or psychic powers, the Doom of Malan'tai gains one wound, to the maximum of 9.
  • Spirit Leech
  • Synapse Overlord: <Hive Fleet> units automatically pass Morale tests if they are within 18" of this model. The Doom of Malan'Tai adds double its number of wounds to its synapse range.
  • Warp Field
  • Warp Well: You can re-roll any of this model's rolls when trying to manifest or block a psychic power. In addition, friendly <Hive Fleet> Tyranids Psykers within 6" add 1 to their rolls when trying to manifest or block a psychic power, 2 if they are Zoanthropes.

Psyker:

  • The Doom of Malan'tai can attempt to manifest five psychic powers in each friendly Psychic phase, and attempt to deny three psychic power in each enemy Psychic phase. It knows every power from the Hive Mind's Wrath and Hive Mind's Malice disciplines.

Warlord Trait: If this model is your Warlord, it has the Synaptic Lynchpin Warlord Trait.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Character, HQ, Infantry, The Doom of Malan'tai, Fly Synapse, Psyker


The Parasite of Mortrex[edit]

This unit contains 1 Parasite of Mortex (Power Rating 6). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv
The Parasite of Mortex * 2+ 4+ 6 4 5 4 10 3+

Biomorphs:

  • Two pairs of Rending Claws
  • Implant Attack
  • Spring Coil Musculature

Special Rules:

  • Host Organism: Rippers count The Parasite of Mortex as having a 24" synapse range.
  • Implant Parasite: Each model, removed as a casualty because of wounds inflicted in melee by the Parasite of Mortex, must roll a Toughness test before being removed. For each test failed, roll a D6. At the end of the Assault phase, place new Ripper Swarm Brood with a number of Ripper Swarm bases equal to the result or add them to a Ripper Swarm Brood within 3" of this model. All models must be within 3” of the unit with this rule. Any bases that cannot be placed because of enemies within 1” are lost.
  • Shadow in the Warp
  • Synapse

Warlord Trait: If this model is your Warlord, it has the Instinctive Killer Warlord Trait.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Character, HQ, Infantry, The Parasite of Mortex, Fly


The Swarmlord[edit]

This unit contains 1 Swarmlord (Power Rating 20). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv
The Swarmlord * 2+ 2+ * 7 14 * 10 3+
Remaining W M S A
8-14+ 9" 8 6
4-7 7" 7 5
1-3 5" 6 4

Biomorphs:

  • Two pair of Bone Sabres
  • Prehensile Pincer
  • Dopamine Injectors
  • Regeneration

Special Rules:

  • Blade Parry
  • Death Throes
  • Hive Commander
  • Psychic Barrier
  • Shadow in the Warp
  • Synapse
  • The Will of the Hive Mind
  • Aeons of Experience: If the Swarmlord is your warlord, it has two warlord traits.
  • Master Hive Tyrant: The Swarmlord is considered to have Hive Commander, Indescribable Horror, and Old Adversary.
  • Psychic Monstrosity: The Swarmlord may never suffer perils and may reroll any number of dices when attempting to cast or deny a psychic power.
  • Bullet Screening: Roll a dice each time this model loses a wound whilst any Termagant, Hormagaunt, Simurgh, or Gargoyle Brood is within 3" of this unit; on a 2+ a model from that unit can intercept that hit - the Hive Tyrant does not lose a wound but the unit suffers a mortal wound.
  • Suppress Instincts: At the beginning of your turn pick a friendly <Hive Fleet> Tyranids unit that would suffer from the Instinctive Behaviour rule; that unit ignores the effect of the rule until the beginning of your next turn.
  • Swarm Leader: At the beginning of your turn, pick one friendly <Hive Fleet> unit within 6" of the Swarmlord. The unit can either choose to re-roll every wound roll against Monsters or Vehicles, to re-roll every hit roll of 1, or to not suffer any penalties to the hit rolls for moving and shooting with Heavy weapons and Advancing and shooting with Assault weapons.
  • The Destroyer of Galaxies: The Swarmlord's leadership may never be negatively affected and moral tests made by enemy units within 18" are taken at a -2 leadership penalty.

Psyker:

  • The Swarmlord can attempt to manifest three psychic powers in each friendly Psychic phase, and attempt to deny two psychic power in each enemy Psychic phase. It knows the Smite power and three psychic powers from any of the Hivemind's disciplines.

Warlord Trait: If this model is your Warlord, it has the Alien Cunning Warlord Trait.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Character, HQ, Monster, Hive Tyrant, The Swarmlord, Psyker

Troops[edit]

Genestealer Brood[edit]

This unit contains 5 Genestealers (Power Rating 4). It can include up to 5 more Genestealers (Power Rating +4), up to 10 more Genestealers (Power Rating +8) or up to 15 more Genestealers (Power Rating +12).

Name M WS BS S T W A Ld Sv
Genestealer 8" 3+ 4+ 4 4 1 3 9 5+
Broodlord 8" 2+ 4+ 5 5 3 4 9 5+

Biomorphs:

  • One pair of Rending Claws
  • One pair of Monstrous Rending Claws (Broodlord Only)

Special Rules:

  • Flurry of Claws
  • Lightning Reflexes
  • Swift and Deadly

Psyker: A Broodlord can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite and The Horror power.

Upgrades:

  • Death From the Shadows: During deployment, you can set up this unit in the shadows instead of placing it on the battlefield. At the end of any of your Movement phases, you can set it up anywhere on the battlefield that is more than 9" away from any enemy models and inside a piece of terrain.

Options:

  • Mutations: (M:4/WS:1/BS:-/S:3/T:4/W:-/A:2/Ld:-/Sv:5/Psy:-/Syn:-)
- Mutations (Broodlord): (M:4/WS:5/BS:-/S:10/T:20/W:10/A:5/Ld:-/Sv:20/Psy:-/Syn:-)
  • The entire unit may take Death from the Shadows upgrade - 10 pts./model
  • Any model in a brood may take one of the following:
-Scything talons - free
-Rending claws - 2 pts.
  • All Genestealers in the brood may take any of the following biomorphs:
-Serrated blades - 3 pts./model
-Carbonized claws - 3 pts./model
-Toxin sacs - 4 pts./model
  • One Genestealer every four can take one of the following biomorphs:
-Acid Maw - free
-Flesh Hooks - 2 pts./model
  • May add a Broodlord - 50 pts./2 PP
  • A Broodlord may take items from the Biomorphs list.
  • A Broodlord may take any of the following:
-Flesh Hooks - 5 pts
-Implant Attack - 10 pts

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Troops, Infantry, Genestealers, Psyker (Broodlord Only)


Hormagaunt Brood[edit]

This unit contains 10 Hormagaunts (Power Rating 3). It can include up to 10 more Hormagaunts (Power Rating +3), up to 20 more Hormagaunts (Power Rating +6), up to 30 more Hormagaunts (Power Rating +9) or up to 40 more Hormagaunts (Power Rating +12).

Name M WS BS S T W A Ld Sv
Hormagaunt 8" 4+ 4+ 3 3 1 2 5 6+
Hormagaunt Alpha 8" 3+ 3+ 3 3 1 3 7 6+

Biomorphs:

  • A pair of Scything Talons

Special Rules:

  • Bounding Leap: This unit moves an additional 3" when advancing and charging. Also, whenever this unit piles in and consolidates, it can move up to 6".
  • Hungering Swarm
  • Instinctive Behaviour

Options:

  • Mutations: (M:2/WS:1/BS:-/S:1/T:2/W:-/A:1/Ld:1/Sv:-/Psy:-/Syn:-)
  • All Hormagaunts in the brood may take any of the following biomorphs:
-Serrated blades - 2 pt./model
-Carbonized claws - 2 pt./model
-Adrenal glands - 1 pts./model
-Toxin sacs - 2 pts./model
  • One in every ten Hormagaunts in the Brood may be upgraded to a Hormagaunt Alpha for six points. The brood uses the Hormagaunt Alpha's leadership in place of its own as long as it is alive.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Troops, Infantry, Hormagaunt


Ripper Swarm Brood[edit]

This unit contains 3 Ripper Swarms (Power Rating 2). It can include up to 3 more Ripper Swarms (Power Rating +2), up to 6 more Ripper Swarms (Power Rating +4), up to 9 more Ripper Swarms (Power Rating +6), or up to 12 more Ripper Swarms (Power Rating +8).

Name M WS BS S T W A Ld Sv
Ripper Swarm 6" 5+ 5+ 3 3 3 4 4 6+

Biomorphs:

  • Claws and Teeth

Special Rules:

  • Burrowers
  • Consume: During the Shooting phase a unit with at least three bases with this rule may opt to devour an organic terrain piece (forests, bushes, swamps, etc) it touches. If it chooses to do so, you may move models in the unit to any point wholly within that piece of terrain before removing it from the field. This counts as advancing for all intents and purposes.
  • Instinctive Behaviour
  • Surge: In close combat, every model with this special rule can exchange all of its normal Attacks to make a single surge attack, which uses the following profile:
S AP D Abilities
1 0 1 If the target is a VEHICLE and you make a wound roll of 4+, the target suffers 1 mortal wound in addition to any other damage. If you make a wound roll of 6+, inflict D3 mortal wounds instead. For each to-hit result of 1 or 2, the unit suffers a mortal wound.

Options:

  • Mutations: (M:2/WS:2/BS:4/S:4/T:4/W:-/A:3/Ld:2/Sv:-/Psy:-/Syn:-)
  • The unit may take Spinemaws - 2 pts/base
  • All Ripper Swarms in the brood may take any of the following biomorphs:
- Serrated blades - 3 pts./base
- Carbonized claws - 3 pts./base
- Toxin sacs - 4 pts./base
- Adrenal glands - 3 pts./base

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Troops, Swarm, Ripper Swarms

Termagant Brood[edit]

This unit contains 10 Termagants (Power Rating 3). It can include up to 10 more Termagants (Power Rating +3), up to 20 more Termagants (Power Rating +6), up to 30 more Termagants (Power Rating +9) or up to 40 more Termagants (Power Rating +12).

Name M WS BS S T W A Ld Sv
Termagant 6" 4+ 4+ 3 3 1 1 5 6+
Termagant Alpha 6" 3+ 3+ 3 3 1 2 7 6+

Biomorphs:

  • Fleshborer

Special Rules:

  • Hail of Living Ammunition
  • Instinctive Behaviour

Options:

  • Mutations: (M:2/WS:-/BS:1/S:1/T:1/W:-/A:1/Ld:1/Sv:-/Psy:-/Syn:-)
  • For every ten Termagants, one may replace its fleshborer with a strangleweb - free
  • Any model may replace its fleshborer with one of the following:
-Spinefists - free
-Spike rifle - free
-Devourer - 4 pts./model
  • All Termagants in the brood may take any of the following biomorphs:
-Pressure Detection Sensors - 2 pt./model
-Adrenal Glands - 1 pts./model
-Toxin Sacs - 1 pts./model
  • One in every ten Termagants in the Brood may be upgraded to a Termagant Alpha for six points. The brood uses the Termagant Alpha's leadership in place of its own as long as it is alive.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Troops, Infantry, Termagants

Tyranid Warrior Brood[edit]

This unit contains 3 Tyranid Warriors (Power Rating 5). It can include up to 3 more Tyranid Warriors (Power Rating +4) or up to 6 more Tyranid Warriors (Power Rating +8).

Name M WS BS S T W A Ld Sv
Tyranid Warrior 6" 3+ 4+ 4 4 3 3 9 4+
Tyranid Warrior Alpha 6" 2+ 3+ 4 4 3 4 9 4+

Biomorphs:

  • Devourer
  • A pair of Scything Talons

Special Rules:

  • Shadow in the Warp
  • Synapse

Psyker:

  • A Tyranid Warrior brood that has purchased the Psyker keyword can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite power and one psychic power from the Hivemind's Dominion discipline

Options:

  • Mutations: (M:4/WS:3/BS:5/S:4/T:7/W:8/A:4/Ld:-/Sv:6/Psy:-/Syn:-)
  • Any model may take items from the Basic Bio-weapons, Melee Bio-weapons and Biomorphs lists.
  • For every three Tyranid Warriors in the brood, one may take items from the Basic Bio-cannons list.
  • All Tyranid Warriors in the brood may take any of the following biomorphs:
-Adrenaline Glands - 1 pt./model
-Flesh Hooks - 2 pts./model
-Toxin Sacs - 4 pts./model
  • The unit may take the Psyker keyword - 40 pts./1 PP
  • One Tyranid Warrior in the Brood may be upgraded to a Tyranid Warrior Alpha for ten points. The brood uses the Tyranid Warrior Alpha's leadership in place of its own as long as it is alive.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Troops, Infantry, Tyranid Warriors

Elites[edit]

Cortex Leech Swarm Brood[edit]

This unit contains 3 Cortex Leech Swarms (Power Rating 2). It can include up to 3 more Cortex Leech Swarms (Power Rating +2), up to 6 more Cortex Leech Swarms (Power Rating +4), up to 9 more Cortex Leech Swarms (Power Rating +6), or up to 12 more Cortex Leech Swarms (Power Rating +8).

Name M WS BS S T W A Ld Sv
Cortex Leech Swarm 6" 3+ 4+ 3 3 3 4 10 6+

Biomorphs:

  • Claws and Teeth

Special Rules:

  • Burrowers
  • Consume: During the Shooting phase a unit with at least three bases with this rule may opt to devour an organic terrain piece (forests, bushes, swamps, etc) it touches. If it chooses to do so, you may move models in the unit to any point wholly within that piece of terrain before removing it from the field. This counts as advancing for all intents and purposes.
  • Cortex Command: When attacking, a cortex leech swarm base may choose to forego its normal attacks to instead make a Cortex Command check. This is a single attack that if it hits, both players must roll an opposed leadership check with both players rolling a d6 and adding it to their respective models' leadership values. If the Cortex Leech's player succeeds, that model must make either a shooting or a melee attack against a target chosen by the Cortex Leech's player at its full value (I.E a model so controlled that assaults another unit must do so as if it had charged them). If an enemy unit in assault is wiped out by the cortex leech's unit, roll a d6; on a 3 or less nothing happens, but on a four or more the entire unit must charge or shoot a target of the Cortex Leech player's choosing, though after the turn the models are removed from play.
  • Instinctive Behaviour
  • Surge: In close combat, every model with this special rule can exchange all of its normal Attacks to make a single surge attack, which uses the following profile:
S AP D Abilities
1 0 1 If the target is a VEHICLE and you make a wound roll of 4+, the target suffers 1 mortal wound in addition to any other damage. If you make a wound roll of 6+, inflict D3 mortal wounds instead. For each to-hit result of 1 or 2, the unit suffers a mortal wound.

Options:

  • Mutations: (M:5/WS:2/BS:4/S:4/T:4/W:-/A:3/Ld:-/Sv:-/Psy:-/Syn:5)
  • The unit may take Spinefists ···················· 3 pts/base
  • All Cortex Leech Swarms in the brood may take any of the following biomorphs:
- Serrated blades - 3 pts./base
- Carbonized claws - 3 pts./base
- Toxin sacs - 4 pts./base
- Adrenal glands - 6 pts./base

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Elites, Swarm, Cortex Leech Swarms


Crinis Brood[edit]

Fluff:

A horrid monstrosity tailor-made to assassinate, disrupt enemy formations, and destroy the precious equipment of its foes, the Crinis is named for the number of tendrils it possesses. Four long lash whip tendril arms, a maw ringed by yet more tentacles, and four flesh hooks that can burst from its chest, the Crinis is by all accounts an excessively horrid creature with remarkable regenerative abilities, bolstered by the fact that it is virtually a walking corrosives factory, producing acid in copious amounts to destroy equipment.

The creature is remarkably quick, built more like a Hive Tyrant than a Carnifex, and may be an offshoot of that genus. Its strategy seems to be to engage targets already occupied by other Tyranids to strike at the targets it wishes to or drop in unannounced to sow havoc before inevitably perishing. It is theorized that the creature's regenerative powers are born out of a need to regenerate appendages quickly if they are cut off while it grapples, which translated into a body-wide healing factor. Some seem to further this regenerative power with special biomorphs that make it even harder to force an injury to remain.

These creatures are understandably loathed by artificers and crafters the galaxy over for their wanton destruction of priceless artefacts, something which the Hive Mind seems to be keenly aware of, especially as many of these artefacts are very difficult to replace. These creatures even seem to enter a chemical high when they destroy what it is programmed to recognize as especially priceless relics such as Terminator or Artificer armour or master crafted weapons, meaning that even outside of synapse range they continue to hunt out items to destroy before messily devouring them.

Modelling notes

A Crinis should be represented with a Hive Tyrant base body with at least four tentacles to represent the lash whips, where you get these tentacles is up to you, but they should be decently long (See Toxicrene for inspiration). The head should come from a Lictor or similarly cthulhoid head, and it should have something to represent the Flesh Hooks. If the result looks like a Hentai monster you should be hiding your Sisters of Battle, Fire Warrioresses, Guardswomen, Slaaneshi Daemons, and Eldar (Dark or Craftworld) from, you've succeeded.

This unit contains 1 Crinis (Power Rating 9). It can contain 1 additional Crinis (Power Rating +9) or 2 additional Crinises (Power Rating +18).

Name M WS BS S T W A Ld Sv
Crinis * * * 6 7 12 5 7 3+
Remaining W M WS BS
7-12+ 9" 3+ 4+
4-6 7" 4+ 5+
1-3 5" 5+ 6+

Biomorphs:

  • Two pairs of Monstrous Lash Whips
  • Flesh Hooks
  • Acid blood
  • Feeder Tendrils
  • Toxin Miasma
  • Toxic Sacs
  • Toxin Spike

Special Rules:

  • Bounding Leap: This unit moves an additional 3" when advancing and charging. Also, whenever this unit piles in and consolidates, it can move up to 6".
  • Instinctive Behaviour
  • Monstrous Brood
  • Ruinous Touch:Non-Titanic models that had been hit by at least one Crinis close combat attacks suffer -1 penalty to their armour save. These penalties affect the model until the end of the game and are cumulative. In addition, if any model rolls at least one natural 1 (after all re-rolls) in close combat while trying to hit a Crinis, it has to pass a skill check. Both players roll a D6 and add it to the opposite of the models' weapon skills (a 2+ WS means 6, 3+ means 5, etc...) If the test is passed, nothing happens, but if it's failed, the close combat weapon with which the model attacked is destroyed and cannot be used till the end of the game. For attacks, rolled for a group of models with the same weapons and Weapon Skill, treat each result of 1 as being rolled by a separate model.

Options:

  • Mutations: (M:15/WS:10/BS:10/S:10/T:20/W:20/A:15/Ld:10/Sv:30/Psy:-/Syn:-)
  • Any model may take items from the Thorax Biomorphs and Biomorphs lists.
  • Any model may take one of the following:
- Cluster Spines - 15 pts.
- Stinger Salvo - 15 pts.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Elites, Monster, Crinis


Haruspex Brood[edit]

This unit contains 1 Haruspex (Power Rating 10). It can contain 1 additional Haruspex (Power Rating +10) or 2 additional Haruspexes (Power Rating +20).

Name M WS BS S T W A Ld Sv
Haruspex 7" * * * 8 13 4 6 3+
Remaining W WS BS S
7-12+ 4+ 4+ 7
4-6 4+ 5+ 6
1-3 4+ 5+ 5

Biomorphs:

  • Grasping Tougue
  • Ravenous Maw
  • Shovelling Claws
  • Acid Blood

Special Rules:

  • Frenzied Death Throes
  • Fuel for Rampage: For each model removed as a casualty due to a Haruspex attack (both ranged and melee), this model gains one Food Token at the end of the phase, to a maximum of six. At the start of the Movement phase, a Haruspex may spend up to three Food tokens to gain +2" bonus to its maximum movement distance for each token spent. At the start of the Fight phase, a Haruspex may spend any number of Food tokens to gain +1 bonus Attack for each token spent. At the start of the movement phase, a Haruspex may spend any number of Food tokens to recover one wound per food token spent.
  • Monstrous Brood
  • Instinctive Behaviour
  • Rapacious Hunger

Options:

  • Mutations: (M:15/WS:10/BS:15/S:10/T:20/W:20/A:15/Ld:10/Sv:30/Psy:-/Syn:-)
  • Any model may take items from the Biomorphs list.
  • Any model may take a Thresher Scythe - 10 pts.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Elites, Monster, Haruspex


Hive Guard Brood[edit]

This unit contains 3 Hive Guards (Power Rating 7). It can include up to 3 more Hive Guards (Power Rating +7), or up to 6 more Hive Guards (Power Rating +14).

Name M WS BS S T W A Ld Sv
Hive Guard 5" 4+ 3+ 4 5 3 2 7 4+

Biomorphs:

  • Impaler Cannon

Special Rules:

  • Instinctive Behaviour
  • Synaptic Targeting Network: An Hive Guard Brood can re-roll every hit roll against units in line of sight with any friendly <Hive Fleet> Synapse model that is within synapse range.

Options:

  • Mutations: (M:5/WS:-/BS:15/S:5/T:15/W:15/A:5/Ld:5/Sv:20/Psy:-/Syn:-)
  • Any model may take items from the Biomorphs list.
  • Every model may replace its Impaler Cannon with a Shockcannon - 21 pts./model
  • All Hive Guards in the brood may take any of the following biomorphs:
-Adrenal Glands - 1 pts./model
-Toxin Sacs - 1 pts./model

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Elites, Infantry, Hive Guard


Lictor Brood[edit]

This unit contains 1 Lictor (Power Rating 3). It can include 1 additional Lictor (Power Rating +3), 2 additional Lictors (Power Rating +6), 3 additional Lictor (Power Rating +9), or 4 additional Lictors (Power Rating +12).

Name M WS BS S T W A Ld Sv
Lictor 9" 2+ 4+ 6 4 4 3 9 5+
Lictor Alpha 9" 2+ 3+ 6 4 5 4 9 5+

Biomorphs:

  • Flesh Hooks
  • A pair of Grasping Talons
  • A pair of Rending Claws
  • Feeder Tendrils

Special Rules:

  • Assassins Pack: The first time this unit is set up on the battlefield, all of its models must be placed within 6" of at least one other model in their unit. From that point onwards, each operates independently and is treated as a separate unit.
  • Chameleonic Skin
  • Hidden Hunter
  • Hyper-Reflexes: Lictors have a 5++ invulnerable save.
  • "It's got my weapon!": (Lictor Alpha Only) When attacking an enemy, a Lictor may force an opposed weapon skill test on each model wounded by it in either shooting or assault. Upon announcing a disarm check and designating the weapon to be disarmed, both players roll 1d6 and add it to the opposite of their weapon skill (a 2+ WS means 6, 3+ means 5, etc...), if the Lictor loses, nothing happens. If the Lictor wins then the designated item is disarmed and cannot be used for the remainder of the turn.
  • "There is no Escape": (Lictor Alpha Only) Enemy CHARACTERS cannot disengage from a Lictor Alpha.
  • "Where are my Guards": Enemy units can't intercept wounds made by Lictors.

Upgrades:

  • Ambush! - A Lictor Brood with this upgrade has to be placed at least D3+3" from any enemy unit the turn in which it arrives through the Hidden Hunter rule

Options:

  • Mutations: (M:10/WS:-/BS:10/S:5/T:15/W:15/A:10/Ld:-/Sv:-/Psy:-/Syn:-)
  • Mutations (Lictor Alpha): (M:10/WS:-/BS:10/S:5/T:15/W:20/A:10/Ld:-/Sv:-/Psy:-/Syn:-)
  • Any model may take items from the Biomorphs list.
  • The entire unit may take Ambush! upgrade - 20 pts./model
  • One model in the Brood may be upgraded into a Lictor Alpha for 25 points./1 PP

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Elites, Infantry, Lictor, Character


Maleceptor Brood[edit]

This unit contains 1 Maleceptor (Power Rating 10). It can contain 1 additional Maleceptor (Power Rating +10) or 2 additional Maleceptors (Power Rating +20).

Name M WS BS S T W A Ld Sv
Maleceptor 7" * 4+ * 7 12 3 9 3+
Remaining W WS S
7-12+ 4+ 7
4-6 5+ 6
1-3 6+ 5

Biomorphs:

  • One pair of Massive Scything Talons

Special rules:

  • Monstrous Brood
  • Psychic Barrier
  • Shadow in the Warp
  • Synapse

Psyker: A Maleceptor can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny two psychic powers in each enemy Psychic phase. It knows the Psychic Overload and Psychic Void psychic powers. If it is upgraded to know one more power, it must generate one additional power from any of the Hivemind's disciplines. Whenever a Maleceptor attempts to manifest a psychic power, add 1 to its Psychic test.

  • Psychic Overload
Warp Charge: 8
Select a unit within 24" that is visible to the psyker. That unit suffers D3 automatic hits with the profile below:
S AP D Abilities
- - - Do not roll to wound against units hit by Psychic Overload - instead, this unit must roll a Leadership test on 3D6, adding +1 for each model within 12" of this model, and an additional +2 for each model within 6" of this model. If the test is failed, unit suffers D3+3 mortal wounds.
Psychic Overload may be manifested a number of times equal to the number of Malefactors currently on the board.
  • Psychic Void
Warp Charge: 7
The Malefactor that manifested this power and any other friendly <Hive Fleet> Psyker within 12" can add 3 to the result of the dices when attempting to deny an enemy psychic power.

Options:

  • Mutations: (M:20/WS:10/BS:30/S:10/T:20/W:20/A:10/Ld:10/Sv:30/Psy:25/Syn:20)
  • Any model may take items from the Biomorphs lists.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Elites, Monster, Maleceptor, Synapse, Psyker


Megakaryte Swarm Brood[edit]

This unit contains 3 Megakarytes Swarms (Power Rating 2). It can include up to 3 more Megakarytes Swarms (Power Rating +2), up to 6 more Megakarytes Swarms (Power Rating +4), up to 9 more Megakarytes Swarms (Power Rating +7), or up to 12 more Megakarytes Swarms (Power Rating +10).

Name M WS BS S T W A Ld Sv
Megakarytes Swarm 7" 6+ - 1 1 6 6 4 7+

Biomorphs:

  • Cutting Teeth
Weapon Range Type S AP D Abilities
Cutting Teeth Melee Melee user -1 1 -

Special rules:

  • Minuscule Creatures: This unit treats cover as if it had the Infantry keyword. In addition, it takes twice the number of hits from weapons which automatically hit their target but gains +3 to its armour save when in cover and enemy units shooting this unit suffer a -1 to hit that becomes a -2 when this unit is in cover. Finally, this unit may never hold objectives.
  • Surgical Biomorphs: At the beginning of your movement phase you may choose a friendly <Hive Fleet> unit (that doesn't have the <Swarm> keyword) within 3" of this unit. The unit heals D3 previously lost wounds (no model may be revived by this rule) while this unit suffers an equal amount of mortal wounds. If the unit has the Monster keyword it can heal D6 wounds instead of D3 but this unit automatically suffers 6 mortal wounds. Finally, if the model is Titanic it can also heal D6 wounds but this unit suffers 12 mortal wounds instead.

Options:

  • Mutations: (M:4/WS:3/BS:-/S:-/T:4/W:-/A:-/Ld:-/Sv:5/Psy:-/Syn:-)

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Elites, Swarm, Megakarytes Swarm

Pyrovore Brood[edit]

This unit contains 1 Pyrovore (Power Rating 2). It can 1 additional Pyrovore (Power Rating +2), 2 additional Pyrovores (Power Rating +4), 3 additional Pyrovores (Power Rating +6), or 4 additional Pyrovores (Power Rating +8).

Name M WS BS S T W A Ld Sv
Pyrovore 5" 4+ 4+ 5 4 4 2 5 4+

Biomorphs:

  • Acid maw
  • Flamespurt cannon
  • Acid blood

Special Rules:

  • Instinctive Behaviour
  • Volatile

Options:

  • Mutations: (M:5/WS:10/BS:-/S:-/T:15/W:15/A:5/Ld:5/Sv:15/Psy:-/Syn:-)
  • Any model may take items from the Biomorphs list.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Elites, Infantry, Pyrovores


Synaptic Booster Spore Brood[edit]

This unit contains 3 Synaptic Booster Spores (Power Rating 2). It can include up to 3 more Synaptic Booster Spores (Power Rating +2) or up to 6 more Synaptic Booster Spores (Power Rating +4).

Name M WS BS S T W A Ld Sv
Synaptic Booster Spore D3+3" 6+ 6+ 1 1 1 1 10 7+

Special Rules:

  • Living Bomb
  • Psychic Resonator: Whilst a Synaptic Booster Spore is within 12" of a friendly <HIVE FLEET> SYNAPSE unit, the Synaptic Booster Spore has the SYNAPSE keyword and the Synapse ability.

Options:

  • Mutations: (M:5/WS:-/BS:-/S:-/T:1/W:-/A:-/Ld:-/Sv:-/Psy:-/Syn:10)

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Elites, Infantry, Synaptic Booster Spores, Fly,


The Laius Horror[edit]

This unit contains 1 Laius Horror (Power Rating 8). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv
The Laius Horror 9" 4+ 4+ 6 6 9 4 6 3+

Biomorphs:

  • Two pairs of Monstrous Scything Talons
  • Thresher Scythe

Special Rules:

  • Instinctive Behaviour
  • From The Inside: Laius Horror always starts the game in reserves. If your army includes the Laius Horror, secretly write one enemy Infantry and non-Character model with 1 wound as a Host. If there is no such model, pick a 2 wounds Infantry and non-Character model. When the Host loses its last Wound, reveal the note to your opponent, replace the Host with the Laius Horror. If there is no space to place the Laius Horror directly on top of where its host been, move other models in the Host's unit until it can be placed - from this moment the Laius Horror count as being locked in close combat with his Host's unit. This does not count as a Charge.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Elites, Monster, The Laius Horror, Character


Tyrant Guard Brood[edit]

This unit contains 3 Tyrant Guards (Power Rating 7). It can include up to 3 more Tyrant Guards (Power Rating +7).

Name M WS BS S T W A Ld Sv
Tyrant Guard 7" 3+ 4+ 5 5 3 3 6 3+

Biomorphs:

  • A pair of Rending Claws
  • A pair of Scything Talons

Special Rules:

  • Blind Fighting: As long as there is a friendly <Hive Fleet> Hive Tyrant within 6" of this unit, it can use the Hive Tyrant's Weapon Skill and Ballistic Skill rather than its own.
  • Blind Rampage
  • Instinctive Behaviour
  • Shieldwall

Options:

  • Mutations: (M:10*WS:5/BS:-/S:5/T:10/W:20/A:10/Ld:5/Sv:25*/Psy:-/Syn:-)
*can not be taken on a model with wings biomorph.
  • Any model may take items from the Biomorphs list.
  • Any model may swap its pair of Scything Talons with one of the following:
-A pair of Crushing Claws - 12 pts.
-A pair of Lash Whip and Bonesword - 2 pts.
  • Entire brood may take one of the following:
-Snake Body - 20 pts./model
-Wings - 15 pts./model

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Elites, Infantry, Tyrant Guard


Venomthrope Brood[edit]

This unit contains 3 Venomthropes (Power Rating 5). It can include up to 3 more Venomthropes (Power Rating +5) or up to 6 more Venomthropes (Power Rating +10).

Name M WS BS S T W A Ld Sv
Venomthrope 6" 4+ 4+ 4 4 3 2 5 5+

Biomorphs:

  • Two pairs of Toxic Lashes
  • Toxic Miasma

Special Rules:

  • Instinctive Behaviour
  • Shrouding Spores

Options:

  • Mutations: (M:5:WS:5/BS:10/S:5/T:15/W:15/A:10/Ld:5/Sv:-/Psy:-/Syn:-)

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Elites, Infantry, Venomthrope


Ymgarl Genestealer Brood[edit]

This unit contains 5 Ymgarl Genestealers (Power Rating 5). It can include up to 5 more Ymgarl Genestealers (Power Rating +5) or up to 10 more Ymgarl Genestealers (Power Rating +10).

Name M WS BS S T W A Ld Sv
Ymgarl Genestealer 8" 3+ 4+ 4 4 1 3 9 4+
Ymgarl Broodlord 8" 2+ 4+ 5 5 3 4 9 4+

Biomorphs:

  • One pair of Rending Claws
  • One pair of Monstrous Rending Claws (Ymgarl Broodlord Only)
  • Feeder Tendrils

Special Rules:

  • Alter Form: At the start of its movement phase, a Ymgarl Genestealer Brood must alter their form into one of the three listed below. The bonus gained lasts until the start of its next movement phase. The same form cannot be chosen in two consecutive turns.
  • Slashing Claws: every model in the brood has +1 Strength.
  • Tentacled Limbs: every model in the brood has +1 Attack.
  • Muscle Carapace: every model in the brood has +1 Toughness.
  • Lightning Reflexes
  • Swift and Deadly

Psyker:A Ymgarl Broodlord can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite and The Horror power.

Upgrades:

  • Death From the Shadows: During deployment, you can set up this unit in the shadows instead of placing it on the battlefield. At the end of any of your Movement phases, you can set it up anywhere on the battlefield that is more than 9" away from any enemy models and inside a piece of terrain.

Options:

  • Mutations: (M:4/WS:1/BS:-/S:3/T:4/W:-/A:2/Ld:-/Sv:5/Psy:-/Syn:-)
- Mutations (Ymgarl Broodlord): (M:4/WS:5/BS:-/S:10/T:20/W:10/A:5/Ld:-/Sv:20/Psy:-/Syn:-)
  • The entire unit may take Death from the Shadows upgrade - 15 pts./model
  • Any model in a brood may take one of the following:
-Scything talons - free
-Rending claws - 2 pts.
  • All Ymgarl Genestealers in the brood may take any of the following biomorphs:
-Serrated blades - 3 pts./model
-Carbonized claws - 3 pts./model
-Toxin sacs - 4 pts./model
  • May add an Ymgarl Broodlord - 55 pts./3 PP
  • An Ymgarl Broodlord may take items from the Biomorphs list.
  • An Ymgarl Broodlord may take any of the following:
-Flesh Hooks - 5 pts
-Implant Attack - 10 pts

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Elites, Infantry, Ymgarl Genestealers, Psyker (Ymgarl Broodlord Only)


Zoanthrope Brood[edit]

This unit contains 3 Zoanthropes (Power Rating 6). It can include 1 additional Zoanthrope (Power Rating +2), 2 additional Zoanthropes (Power Rating +4), or 3 additional Zoanthropes (Power Rating +6),

Name M WS BS S T W A Ld Sv
Zoanthrope 6" 4+ 3+ 4 4 3 1 9 5+

Biomorphs:

  • Claws and Teeth

Special Rules:

  • Shadow in the Warp
  • Synapse
  • Warp Blast
  • Warp Field

Psyker: A Zoanthrope Brood can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite, Warp Blast and one power from the Hive Mind's Wrath discipline. If it is upgraded to know one more power, it must generate one additional power from any of the Hivemind's disciplines. A Zoanthrope unit of 4 or more models can instead attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny two psychic power in each enemy Psychic phase. When manifesting or denying a psychic power with a Zoanthrope unit, first select a model in the unit - measure range, visibility, etc. from this model. If this unit suffers Perils of the Warp, it suffers D3 mortal wounds as described in the core rules, but units within 6" will only suffer damage if the Perils of the Warp causes the last model in the Zoanthrope unit to be slain.

Options:

  • Mutations: (M:10/WS:5/BS:10/S:5/T:15/W:15/A:10/Ld:-/Sv:-/Psy:20/Syn:-)

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Elites, Infantry, Synapse, Fly, Zoanthropes, Psyker

Fast Attack[edit]

Dimachaeron Brood[edit]

This unit contains 1 Dimachaeron (Power Rating 10). It can contain 1 additional Dimachaeron (Power Rating +10) or 2 additional Dimachaerons (Power Rating +20).

Name M WS BS S T W A Ld Sv
Dimachaeron * * 3+ 6 6 14 * 10 3+
Remaining W M WS A
8-14+ 12" 2+ 6
4-6 9" 3+ 5
1-3 6" 4+ 3

Biomorphs:

  • Grasping Talons and Thorax Spine-maw
  • Sickle Claws

Special Rules:

  • Digestion Spine
  • Instinctive Behaviour
  • Leaper: This model may choose to use this ability in either the Shooting phase or the Assault phase (they may not use both in the same turn)
    • Shooting Phase - This model moves for 6 additional inches and counts as having the Fly keyword. This model can then assault as normal.
    • Assault Phase - This model rolls 3D6 when assaulting. At the end of the Assault phase roll a die for every model within 1" of this one; on a 6+ the model suffers a mortal wound.
  • Leaper-killer
  • Monstrous Brood

Options:

  • Mutations: (M:25/WS:10/BS:-/S:10/T:20/W:15/A:15/Ld:-/Sv:35/Psy:-/Syn:-)

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Fast Attack, Monster, Dimachaeron


Gargoyle Brood[edit]

This unit contains 10 Gargoyles (Power Rating 3). It can include up to 10 more Gargoyles (Power Rating +3), up to 20 more Gargoyles (Power Rating +6), up to 30 more Gargoyles (Power Rating +9) or up to 40 more Gargoyles (Power Rating +12).

Name M WS BS S T W A Ld Sv
Gargoyle 12" 4+ 4+ 3 3 1 1 5 6+
Gargoyle Alpha 12" 3+ 3+ 3 3 1 2 7 6+

Biomorphs:

  • Fleshborer
  • Blinding venom

Special Rules:

  • Hail of Living Ammunition
  • Instinctive Behaviour
  • Swooping Assault

Options:

  • Mutations: (M:4/WS:-/BS:1/S:1/T:1/W:-/A:1/Ld:1/Sv:-/Psy:-/Syn:-)
  • For every ten Gargoyles, one may replace its Fleshborer with a Strangleweb - 5 pts./model
  • Any model may replace its fleshborer with one of the following:
-Spinefists - 4 pts./model
-Spike rifle - 4 pts./model
-Devourer - 8 pts./model
  • All Gargoyles in the brood may take any of the following biomorphs:
- Wide-spectrum retinas - 1 pts./model
- Adrenal glands - 2 pts./model
- Toxin sacs - 2 pts./mode
  • One in every ten Gargoyles in the Brood may be upgraded to a Gargoyle Alpha for six points. The brood uses the Gargoyle Alpha's leadership in place of its own as long as it is alive.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Fast Attack, Infantry, Gargoyles, Fly


Meiotic Spore Brood[edit]

This unit contains 3 Meiotic Spores (Power Rating 3). It can include up to 3 more Meiotic Spores (Power Rating +3), or up to 6 more Meiotic Spores (Power Rating +6)

Name M WS BS S T W A Ld Sv
Meiotic Spore 3" - - 1 2 2 1 10 7+

Special Rules:

  • Floating Death (Meiotic Spore)
  • Living Bombs
  • Outriders of the Swarm

Options:

  • Mutations: (M:2/WS:-/BS:-/S:-/T:5/W:-/A:-/Ld:-/Sv:-/Psy:-/Syn:-)

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Fast Attack, Fly, Meiotic Spores


Mucolid Spore Brood[edit]

This unit contains 1 Mucolid Spore (Power Rating 1). It can include 1 additional Mucolid Spore (Power Rating +1), or 2 additional Mucolid Spores (Power Rating +2)

Name M WS BS S T W A Ld Sv
Meiotic Spore 3" - - 1 3 3 1 10 6+

Special Rules:

  • Float Down
  • Floating Death (Mucolid Spore)
  • Living Bombs

Options:

  • Mutations: (M:3/WS:-/BS:-/S:-/T:5/W:-/A:-/Ld:-/Sv:-/Psy:-/Syn:-)

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Fast Attack, Fly, Mucolid Spores


Ravener Brood[edit]

This unit contains 3 Raveners (Power Rating 4). It can include up to 3 more Raveners (Power Rating +4) or up to 6 more Raveners (Power Rating +8).

Name M WS BS S T W A Ld Sv
Ravener 12" 3+ 4+ 4 4 3 3 5 5+
Ravener Alpha 12" 2+ 3+ 4 4 3 4 7 5+

Biomorphs:

  • Two pairs of Scything Talons

Special Rules:

  • Death from Below
  • Instinctive Behaviour
  • Burrow: At the beginning of any of your Movement phases, any Ravener Brood that is not within 1" of an enemy unit can burrow. Remove it from the battlefield - it can return as described in the Death from Below ability. A Ravener Brood may not burrow and return to the battlefield in the same turn. If the battle ends while the Ravener Brood is underground, it is considered to be slain.

Options:

  • Mutations: (M:7/WS:3/BS:5/S:4/T:7/W:8/A:4/Ld:-/Sv:6/Psy:-/Syn:-)
  • Mutations (Ravener Alpha): (M:8/WS:5/BS:5/S:5/T:10/W:10/A:10/Ld:-/Sv:6/Psy:-/Syn:15)
  • Any model may take items from the Biomorphs list.
  • Any Ravener may exchange one pair of Scything Talons for a pair of Rending Claws - 2 pts./model
  • Any Ravener may take one of the following:
- Spinefist - 1 pts./model
- Devourer - 4 pts./model
- Deathspitter - 5 pts./model
  • One Ravener in the Brood may be upgraded to a Ravener Alpha for ten points. The brood uses the Ravener Alpha's leadership in place of its own as long as it is alive.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Fast Attack, Infantry, Raveners


The Red Terror[edit]

This unit contains 1 Red Terror (Power Rating 4). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv
The Red Terror 12" 2+ 3+ 5 5 6 4 7 3+

Biomorphs:

  • Two pairs of Scything Talons
  • Prehensile Pincer

Special Rules:

  • Burrow: At the beginning of any of your Movement phases, if The Red Terror is not within 1" of an enemy unit can burrow. Remove it from the battlefield - it can return as described in the Death from Below ability. The Red Terror may not burrow and return to the battlefield in the same turn. If the battle ends while The Red Terror is underground, it is considered to be slain.
  • Death from Below
  • Feeding Frenzy
  • Swallow Whole
  • Synapse

Warlord Trait: If this model is your Warlord, it has the Instinctive Killer Warlord Trait.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Fast Attack, Raveners, Infantry, The Red Terror, Synapse

Simurgh Brood[edit]

Fluff:

A melee focused counterpart to the Tyranid Gargoyle, the Simurgh is quite simply a hormagaunt given wings. Even faster than the already incredibly swift Hormagaunts, Simurghs rush into battle with the intent of tearing apart their enemies to feed their incredibly high metabolisms; their omnivorous digestive tracts able to consume plant and animal matter alike to predate on just about any species of xenos; even being able to eat of the flesh of xenos with wildly divergent biologies such as the Silicoid Dimanches of the federation of Xornthra or the Ammonia catalyzing Drunal of the Republic of Ikram. Foul tempered and ferociously hungry, Simurghs are expended by the Hive Fleets in great numbers to achieve their objectives

Modeling notes

Take a gargoyle and give it hormagaunt scything claws, alternatively take a hormagaunt and give it gargoyle wings.

This unit contains 10 Simurghs (Power Rating 3). It can include up to 10 more Simurghs (Power Rating +3), up to 20 more Simurghs (Power Rating +6), up to 30 more Simurghs (Power Rating +9) or up to 40 more Simurghs (Power Rating +12).

Name M WS BS S T W A Ld Sv
Simurgh 12" 4+ 4+ 3 3 1 2 5 6+
Simurgh Alpha 12" 3+ 3+ 3 3 1 3 7 6+

Biomorphs:

  • A pair of Scything Talons
  • Blinding venom

Special Rules:

  • Bounding Leap: This unit moves an additional 3" when advancing and charging. Also, whenever this unit piles in and consolidates, it can move up to 6".
  • Hungering Swarm
  • Instinctive Behaviour
  • Swooping Assault

Options:

  • Mutations: (M:4/WS:-/BS:1/S:1/T:1/W:-/A:1/Ld:1/Sv:-/Psy:-/Syn:-)
  • All Simurghs in the brood may take any of the following biomorphs:
-Serrated blades - 2 pt./model
-Carbonized claws - 2 pt./model
-Adrenal glands - 2 pts./model
-Toxin sacs - 2 pts./model
  • One in every ten Simurghs in the Brood may be upgraded to a Simurgh Alpha for six points. The brood uses the Simurgh Alpha's leadership in place of its own as long as it is alive.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Fast Attack, Infantry, Simurghs, Fly


Sky-Slasher Swarm Brood[edit]

This unit contains 3 Sky-Slasher Swarms (Power Rating 2). It can include up to 3 more Sky-Slasher Swarms (Power Rating +2), up to 6 more Sky-Slasher Swarms (Power Rating +4), up to 9 more Sky-Slasher Swarms (Power Rating +6), or up to 12 more Sky-Slasher Swarms (Power Rating +8).

Name M WS BS S T W A Ld Sv
Sky-Slasher Swarm 12" 5+ 5+ 3 3 3 4 4 6+

Biomorphs:

  • Claws and Teeth

Special Rules:

  • Consume: During the Shooting phase a unit with at least three bases with this rule may opt to devour an organic terrain piece (forests, bushes, swamps, etc) it touches. If it chooses to do so, you may move models in the unit to any point wholly within that piece of terrain before removing it from the field. This counts as advancing for all intents and purposes.
  • Instinctive Behaviour
  • Surge: In close combat, every model with this special rule can exchange all of its normal Attacks to make a single surge attack, which uses the following profile:
S AP D Abilities
1 0 1 If the target is a VEHICLE and you make a wound roll of 4+, the target suffers 1 mortal wound in addition to any other damage. If you make a wound roll of 6+, inflict D3 mortal wounds instead. For each to-hit result of 1 or 2, the unit suffers a mortal wound.
  • Swooping Assault

Options:

  • Mutations: (M:4/WS:2/BS:4/S:4/T:4/W:-/A:3/Ld:2/Sv:-/Psy:-/Syn:-)
  • The unit may take Spinefists - 2 pts/base
  • All Ripper Swarms in the brood may take any of the following biomorphs:
- Serrated blades - 2 pts./base
- Carbonized claws - 2 pts./base
- Toxin sacs - 4 pts./base
- Adrenal glands - 5 pts./base

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Fast Attack, Swarm, Sky-Slasher Swarms


Spore Mine Brood[edit]

This unit contains 3 Frag Mines (Power Rating 2). It can include up to 3 more Frag Mines (Power Rating +2), up to 6 more Frag Mines (Power Rating +4), or up to 9 more Frag Mines (Power Rating +6).

Name M WS BS S T W A Ld Sv
Acid Mine D3+3" - - 1 1 1 1 10 7+
Char Mine D3+3" - - 1 1 1 1 10 7+
Frag Mine D3+3" - - 1 1 1 1 10 7+
Toxic Mine D3+3" - - 1 1 1 1 10 7+

Special Rules:

  • Float Down
  • Floating Death (Acid Mine): An Acid Mine explodes if it is within 3" of any enemy units at the end of any Charge phase. Each time an Acid Mine explodes, roll a D6; on a 1 it fails to inflict any harm, on a 2-5 it inflicts 1 mortal wound on the nearest enemy unit, and on a 6 it inflicts D3 mortal wounds on that unit. The Acid Mine is then destroyed.
  • Floating Death (Char Mine): A Char Mine explodes if it is within 3" of any enemy units at the end of any Charge phase. Each time a Char Mine explodes, roll a D6; on a 1 it fails to inflict any harm, on a 2-5 it inflicts 1 mortal wound on the nearest enemy unit, and on a 6 it inflicts D3 mortal wounds on that unit. If the enemy unit has the Flyer keyword, double the amount of mortal wounds it suffers. The Char Mine is then destroyed.
  • Floating Death (Frag Mine): A Frag Mine explodes if it is within 3" of any enemy units at the end of any Charge phase. Each time a Frag Mine explodes, roll a D6; on a 1 it fails to inflict any harm, on a 2-5 it inflicts D6 automatic hits on the nearest enemy unit, and on a 6 it inflicts 6 automatic hits on that unit. The Frag Mine is then destroyed. Use the profile below to resolve the hits inflicted by a Frag Mine:
Weapon S AP D Abilities
Frag Mine 4 -1 1 -
  • Floating Death (Toxic Mine): A Toxic Mine explodes if it is within 3" of any enemy units at the end of any Charge phase. Each time a Toxic Mine explodes, roll a D6; on a 1 it fails to inflict any harm, on a 2-5 it inflicts D6 automatic hits on the nearest enemy unit, and on a 6 it inflicts 6 automatic hits on that unit. The Toxic Mine is then destroyed. Use the profile below to resolve the hits inflicted by a Toxic Mine:
Weapon S AP D Abilities
Toxin Mine 1 - D3 This weapon always wounds on a 2+ unless the target is a Vehicle.
  • Living Bombs
  • Hard to Hit (Char Mines Only)

Options:

  • Mutations: (M:2/WS:-/BS:-/S:-/T:1/W:-/A:-/Ld:-/Sv:-/Psy:-/Syn:-)
  • May replace all Frag Mines in the cluster with:
-Acid Mines - 2 pts./model
-Char Mines - 3 pts./model
-Toxic Mines - free

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Fast Attack, Fly, Spore Mines


The Thing From Below[edit]

This unit contains 1 Thing from Below (Power Rating 8). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv
The Thing from Below 9" 2+ 3+ 6 5 6 5 7 3+

Biomorphs:

  • A pair of Scything Talons
  • Diamond-tipped Teeth
  • Toxin Spike

Abilities:

  • Bio-electric Parasites Transmitter: At the start of the Fight Phase, if this model is within 1" of an enemy unit, it can make a shooting attack against that unit with the following profile:
Type S AP D Abilities
Pistol 3 User 0 1 If the target is a VEHICLE and you make a wound roll of 4+, the target suffers 1 mortal wound instead of the normal damage. If you make a wound roll of 6+, inflict D3 mortal wounds instead. If the target isn't a VEHICLE, it suffers 1 mortal wound on a 6+.
  • Desperate Phagocytosis: At the start of any of your phases, The Thing from Below may decide to devourer its symbiotic parasite. If it does so, it regains one wound lost early in the game but loses the Symbiotic Parasite and Bio-electric Parasites Transmitter special rules.
  • Mindless Monstrosity: If this model ever finds itself outside of a Synapse creature's Synapse radius, it has to move towards and charge the nearest unit (even if friendly). This model also suffers a -2 to its hit rolls and can only attack with its Scything Talons but doubles the amount of attacks he makes.
  • Predator from Below: If this model charges an unit incapable of firing overwatch, roll a die if the charge is successful; on a 2+ the enemy unit suffers D3 mortal wounds, 3 on a 6+.
  • Ripper Alpha: Friendly <Hive Fleet> Swarm units within 6" of this model can add 1 to their hit rolls in the Fight phase
  • Symbiotic Parasite: When this model fights in the Fight phase, it can make an additional S:3 AP:0 D:1 attack that hits on a 4.

Warlord Trait: Heightened Senses

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Character, Fast Attack, Infantry, The Thing From Below


Tyranid Shrikes Brood[edit]

This unit contains 3 Tyranid Shrikes (Power Rating 6). It can include up to 3 more Tyranid Shrikes (Power Rating +6) or up to 6 more Tyranid Shrikes (Power Rating +12).

Name M WS BS S T W A Ld Sv
Tyranid Shrike 6" 3+ 4+ 4 4 3 3 9 4+
Tyranid Shrike Alpha 6" 2+ 3+ 4 4 3 4 9 4+

Biomorphs:

  • Devourer
  • A pair of Scything Talons

Special Rules:

  • Shadow in the Warp
  • Synapse

Psyker:

  • A Shrike Warrior brood that has purchased the Psyker keyword can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite power and one psychic power from the Hivemind's Dominion discipline

Options:

  • Mutations: (M:6/WS:3/BS:5/S:4/T:7/W:8/A:4/Ld:-/Sv:6/Psy:-/Syn:-)
  • Any model may take items from the Basic Bio-weapons, Melee Bio-weapons and Biomorphs lists.
  • For every three Tyranid Shrikes in the brood, one may take items from the Basic Bio-cannons list.
  • All Tyranid Shrikes in the brood may take any of the following biomorphs:
-Adrenaline Glands - 1 pt./model
-Flesh Hooks - 2 pts./model
-Toxin Sacs - 4 pts./model
  • The unit may take the Psyker keyword - 50 pts./2 PP
  • One Tyranid Shrike in the Brood may be upgraded to a Tyranid Shrike Alpha for ten points. The brood uses the Tyranid Shrike Alpha's leadership in place of its own as long as it is alive.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Fast Attack, Infantry, Tyranid Shrikes, Fly

Heavy Support[edit]

Biovore Brood[edit]

This unit contains 1 Biovore (Power Rating 2). It can 1 additional Biovore (Power Rating +2), 2 additional Biovores (Power Rating +4), 3 additional Biovores (Power Rating +6), 4 additional Biovores (Power Rating +8), or 5 additional Biovores (Power Rating +10).

Name M WS BS S T W A Ld Sv
Biovore 5" 4+ 4+ 4 4 4 2 5 4+

Biomorphs:

  • Spore Mine Launcher with Frag Mines

Special Rules:

  • Instinctive Behaviour
  • Spore Mine Launcher (Acid Mines): Each time a Spore Mine Launcher equipped with Acid Mines hits the target, roll a D6 to find out how much damage is inflicted on the target; on a 1 it fails to inflict any harm, on a 2-5 it inflicts 1 mortal wound, and on a 6 it inflicts D3 mortal wounds. Each time a Spore Mine Launcher misses its target, set up a single <HIVE FLEET> Acid Mine model anywhere within 6" of the target unit and more than 3" from any enemy model (if the Acid Mine cannot be placed it is destroyed). This then follows the rules for an Acid Mine that is part of your army, but it cannot move or charge during the turn it was set up. This weapon can target units that are not visible to the firer, but it cannot be used to fire Overwatch.
  • Spore Mine Launcher (Char Mines): Each time a Spore Mine Launcher equipped with Char Mines hits the target, roll a D6 to find out how much damage is inflicted on the target; on a 1 it fails to inflict any harm, on a 2-5 it inflicts 1 mortal wound, and on a 6 it inflicts D3 mortal wounds. Each time a Spore Mine Launcher misses its target, set up a single <HIVE FLEET> Char Mine model anywhere within 6" of the target unit and more than 3" from any enemy model (if the Char Mine cannot be placed it is destroyed). This then follows the rules for a Char Mine that is part of your army, but it cannot move or charge during the turn it was set up. This weapon can target units that are not visible to the firer, but it cannot be used to fire Overwatch. Add 1 to the hit rolls when targeting units that can Fly.
  • Spore Mine Launcher (Frag Mines): Each time a Spore Mine Launcher equipped with Frag Mines hits the target, roll a D6 to find out how much damage is inflicted on the target; on a 1 it fails to inflict any harm, on a 2-5 it inflicts D6 automatic hits on the nearest enemy unit, and on a 6 it inflicts 6 automatic hits on that unit. Each time a Spore Mine Launcher misses its target, set up a single <HIVE FLEET> Frag Mine model anywhere within 6" of the target unit and more than 3" from any enemy model (if the Frag Mine cannot be placed it is destroyed). This then follows the rules for a Frag Mine that is part of your army, but it cannot move or charge during the turn it was set up. This weapon can target units that are not visible to the firer, but it cannot be used to fire Overwatch. Use the profile below to resolve the hits inflicted by a Frag Mine:
Weapon S AP D Abilities
Frag Mine 4 -1 1 -
  • Spore Mine Launcher (Toxic Mines): Each time a Spore Mine Launcher equipped with Toxic Mines hits the target, roll a D6 to find out how much damage is inflicted on the target; on a 1 it fails to inflict any harm, on a 2-5 it inflicts D6 automatic hits on the nearest enemy unit, and on a 6 it inflicts 6 automatic hits on that unit. Each time a Spore Mine Launcher misses its target, set up a single <HIVE FLEET> Toxic Mine model anywhere within 6" of the target unit and more than 3" from any enemy model (if the Toxic Mine cannot be placed it is destroyed). This then follows the rules for a Toxic Mine that is part of your army, but it cannot move or charge during the turn it was set up. This weapon can target units that are not visible to the firer, but it cannot be used to fire Overwatch. Use the profile below to resolve the hits inflicted by a Toxic Mine:
Weapon S AP D Abilities
Toxic Mine 1 0 D3 This weapon always wounds on a 2+ unless the target is a Vehicle.

Options:

  • Mutations: (M:-/WS:-/BS:10/S:-/T:15/W:15/A:-/Ld:5/Sv:15/Psy:-/Syn:-)
  • Any model may exchange its Frag Mines for one of the following spores:
-Acid Mines - free
-Char Mines - free
-Toxic Mines - free

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Heavy Support, Infantry, Biovores


Carnifex Brood[edit]

This unit contains 1 Carnifex (Power Rating 6). It can contain 1 additional Carnifex (Power Rating +6), 2 additional Carnifexes (Power Rating +12), 3 additional Carnifexes (Power Rating +18), or 4 additional Carnifexes (Power Rating +24).

Name M WS BS S T W A Ld Sv
Carnifex 7" 4+ 4+ 8 6 8 4 6 3+

Biomorphs:

  • Two pairs of Monstrous Scything Talons

Special Rules:

  • Instinctive Behaviour
  • Living Battering Ram
  • Monstrous Brood

Options:

  • Mutations: (M:10/WS:10/BS:15/S:25/T:20/W:15/A:20/Ld:-/Sv:25/Psy:-/Syn:-)
  • Any model may replace any pair of Monstrous Scything Talons with a pair of Monstrous Crushing Claws - 12 pts./model
  • Any model may replace a pair of Monstrous Scything Talons with a Stonecrusher Ramshield - 15 pts./model
  • Any model may take items from the Monstrous Bio-cannons and Biomorphs lists.
  • Any model may take one of the following:
-Bio-plasma - 10 pts./model
-Enhanced Senses - 10 pts./model
-Monstrous Acid Maw - 10 pts./model
-Tusks - 10 pts./model
  • Any model may take one of the following:
-Spine Banks - 2 pts./model
-Spore Cysts - 10 pts./model
  • Any model may take any of the following:
-Adrenal Glands - 5 pts./model
-Chitin Thorns - 4 pts./model
-Toxin Sacs - 4 pts./model
  • Any model may take one of the following tail biomorphs:
-Thresher Scythe - 7 pts/model
-Bone Mace - 2 pts/model

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Heavy Support, Monster, Carnifexes


Screamer-Killer Brood[edit]

This unit contains 1 Screamer-Killer (Power Rating 6). It can contain 1 additional Screamer-Killer (Power Rating +6), 2 additional Screamer-Killers (Power Rating +12), 3 additional Screamer-Killers (Power Rating +18), or 4 additional Screamer-Killers (Power Rating +24).

Name M WS BS S T W A Ld Sv
Screamer-Killer 7" 4+ 4+ 8 6 8 4 6 3+

Biomorphs:

  • Bio-plasmic Scream
  • Two pairs of Monstrous Scything Talons

Special Rules:

  • Instinctive Behaviour
  • Living Battering Ram
  • Monstrous Brood
  • Terrifying

Options:

  • Mutations: (M:10/WS:10/BS:15/S:25/T:20/W:15/A:20/Ld:-/Sv:25/Psy:-/Syn:-)
  • Any model may take items from Biomorphs lists.
  • Any model may take any of the following:
-Adrenal Glands - 5 pts./model
-Spore Cysts - 10 pts./model
-Toxin Sacs - 4 pts./model

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Heavy Support, Monster, Screamer-Killers, Carnifexes


Stone Crusher Carnifex Brood[edit]

This unit contains 1 Stone Crusher Carnifex (Power Rating 6). It can contain 1 additional Stone Crusher Carnifex (Power Rating +6), 2 additional Stone Crusher Carnifexes (Power Rating +12), 3 additional Stone Crusher Carnifexes (Power Rating +18), or 4 additional Stone Crusher Carnifexes (Power Rating +24).

Name M WS BS S T W A Ld Sv
Stone Crusher Carnifex 7" 4+ 4+ 8 6 8 4 6 3+

Biomorphs:

  • Two Wrecker Claws

Special Rules:

  • Instinctive Behaviour
  • Carapace Chitin Ram
  • Monstrous Brood

Options:

  • Mutations: (M:10/WS:10/BS:15/S:25/T:20/W:15/A:20/Ld:-/Sv:25/Psy:-/Syn:-)
  • Any model may replace its pair of Wrecker Claws with a Wrecker Claw and a Bio-flail - 25 pts./model
  • Any model may take items from Biomorphs lists.
  • Any model may take any of the following:
-Adrenal Glands - 5 pts./model
-Bio-plasma - 9 pts./model
-Toxin Sacs - 4 pts./model
  • Any model may take one of the following tail biomorphs:
-Thresher Scythe - 7 pts/model
-Bone Mace - 2 pts/model

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Heavy Support, Monster, Stone Crusher Carnifexes, Carnifexes
Thornback Brood[edit]

This unit contains 1 Thornback (Power Rating 6). It can contain 1 additional Thornback (Power Rating +6), 2 additional Thornbacks (Power Rating +12), 3 additional Thornbacks (Power Rating +18), or 4 additional Thornbacks (Power Rating +24).

Name M WS BS S T W A Ld Sv
Thornback 7" 4+ 4+ 8 6 8 4 6 3+

Biomorphs:

  • A pairs of Monstrous Scything Talons
  • Two Devourers with Brainleech Worms

Special Rules:

  • Chitin Thorns
  • Instinctive Behaviour
  • Monstrous Brood
  • Thorned Battering Ram
  • Vicious Hunter

Options:

  • Mutations: (M:10/WS:10/BS:15/S:25/T:20/W:15/A:20/Ld:-/Sv:25/Psy:-/Syn:-)
  • Any model may replace its pair of Monsrous Scything Talons with a Stranglethorn Cannon - 25 pts./model
  • Any model may replace its two Devourers with Brainleech Worms with two Deathspitter with Slimer Maggots - 14 pts./model
  • Any model may take items from Biomorphs lists.
  • Any model may take any of the following:
-Adrenal Glands - 5 pts./model
-Enhanced Senses - 10 pts./model
-Spine Banks - 2 pts./model
-Thresher Scythe - 7 pts/model
-Toxin Sacs - 4 pts./model

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Heavy Support, Monster, Thornbacks, Carnifexes


Exocrine Brood[edit]

This unit contains 1 Exocrine (Power Rating 11). It can contain 1 additional Exocrine (Power Rating +11) or 2 additional Exocrines (Power Rating +22).

Name M WS BS S T W A Ld Sv
Exocrine 6" * * 7 8 12 * 6 3+
Remaining W WS BS A
7-12+ 4+ 4+ 3
4-6 4+ 5+ D3
1-3 5+ 5+ 1

Biomorphs:

  • Bio-plasmic cannon
  • Powerful Limbs
  • A pair of Scything Talons

Special rules:

  • Death Throes
  • Instinctive Behaviour
  • Monstrous Brood
  • Symbiotic Targeting
  • Weapon Beast

Options:

  • Mutations: (M:-/WS:10/BS:20/S:10/T:20/W:20/A:10/Ld:10/Sv:35/Psy:-/Syn:-)
  • Any model may take items from Biomorphs lists.
  • Any model may take the a Thresher Scythe tail biomorph - 7 pts.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Heavy Support, Monster, Exocrine


Mawloc Brood[edit]

This unit contains 1 Mawloc (Power Rating 6). It can contain 1 additional Mawloc (Power Rating +6) or 2 additional Mawlocs (Power Rating +12).

Name M WS BS S T W A Ld Sv
Mawloc * * - * 6 12 7 7 3+
Remaining W M WS S
7-12+ 9" 4+ 6
4-6 7" 5+ 5
1-3 5" 6+ 4

Biomorphs:

  • Distensible Jaws
  • Prehensile Pincer
  • Three pairs of Scything Talons

Special rules:

  • Burrow
  • Death Throes
  • Instinctive Behaviour
  • Monstrous Brood
  • Terror from the Deep
  • Swallow Whole: If 4 or more of the Mawloc's Scything Talon attacks hit, instead of causing damage normally the Mawloc can attempt to swallow a victim whole. Roll a D6, and if the result is equal to or higher than the highest Wounds characteristic of the unit, one model from that unit is slain.

Options:

  • Mutations: (M:10/WS:10/BS:-/S:10/T:20/W:15/A:15/Ld:10/Sv:35/Psy:-/Syn:-)
  • Any model may take items from Biomorphs lists.
  • Any model may replace its Prehensile Pincer with one of the following:
-Biostatic Rattle - 10 pts./model
-Toxinspike - 1 pts./model

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Heavy Support, Monster, Mawloc


Toxicrene Brood[edit]

This unit contains 1 Toxicrene (Power Rating 8). It can contain 1 additional Toxicrene (Power Rating +8) or 2 additional Toxicrenes (Power Rating +16).

Name M WS BS S T W A Ld Sv
Toxicrene 8" * 4+ * 7 12 * 7 3+
Remaining W WS S A
7-12+ 3+ 7 6
4-6 4+ 6 5
1-3 5+ 5 4

Biomorphs:

  • Acid blood
  • Choking Cloud
  • Two sets of Massive Toxic Lashes

Special rules:

  • Acid Blood
  • Entangle: During Shooting phase, Toxicrene may choose to Entangle one enemy model within 12" (the model must be the closest to the Toxicrene). Both players roll 1d6 and add it to the corresponding models' Strenght characteristics. If the model wins, nothing happens. If it fails, it cannot move in any way and has to subtract 1 from all its hit rolls until your next Shooting phase.
  • Frenzied Death Throes
  • Hypertoxic: Any attack made by a Toxicrene cause an additional mortal wound on a 6+.
  • Hypertoxic Miasma
  • Instinctive Behaviour
  • Overwork: During Movement phase, Toxicrene may choose to suffer D3 mortal wounds to double its Move, Advance and Charge distances by D6".

Options:

  • Mutations: (M:10/WS:30/BS:10/S:5/T:20/W:20/A:20/Ld:10/Sv:30/Psy:-/Syn:-)
  • Any model may take items from the Biomorphs lists.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Heavy Support, Monster, Toxicrene

Trygon Brood[edit]

This unit contains 1 Trygon (Power Rating 9). It can contain 1 additional Trygon (Power Rating +9) or 2 additional Trygons (Power Rating +18).

Name M WS BS S T W A Ld Sv
Trygon * * * 7 6 12 6 7 3+
Remaining W M WS BS
7-12+ 9" 3+ 4+
4-6 7" 4+ 5+
1-3 5" 5+ 6+

Biomorphs:

  • Bio-electric Pulse
  • Three pairs of Monstrous Scything Talons

Special rules:

  • Ambusher Brood: The first time this unit is set up on the battlefield, all of its models must be placed within 9" of at least one other model in their unit. From that point onwards, each operates independently and is treated as a separate unit.
  • Burrow: At the beginning of any of your Movement phases, any Trygon that is not within 1" of an enemy unit can burrow. Remove it from the battlefield - it can return as described in the Subterranean Assault ability. A Trygon may not burrow and return to the battlefield in the same turn. If the battle ends while the Trygon is underground, it is considered to be slain.
  • Death Throes
  • Instinctive Behaviour
  • Subterranean Assault

Upgrades:

  • Lurker: A Trygon Prime with this upgrade can enter from Reserve on the first turn.
  • Prepared Tunnel Network: Two units can emerge by the Subterranean Assault special rule with a Trygon with this upgrade.

Options:

  • Mutations: (M:15/WS:10/BS:15/S:10/T:20/W:15/A:15/Ld:-/Sv:35/Psy:25/Syn:-)
  • Any model may take items from the Biomorphs and Thorax Biomorphs lists.
  • The entire brood may take any of the following upgrades:
- Prepared Tunnel Network - 50 pts./model
- Lurker - 50 pts./model
  • Any model may take one of the following:
- Heavy spinefist - 10 pts./model
- Spine banks - 2 pts.
  • Any model may take one of the following tail biomorphs:
- Biostatic Rattle - free
- Prehensile Pincer - free
- Toxinspike - 1 pts./model

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Heavy Support, Monster, Trygon


Tyrannofex Brood[edit]

This unit contains 1 Tyrannofex (Power Rating 11). It can contain 1 additional Tyrannofex (Power Rating +11) or 2 additional Tyrannofexes (Power Rating +22).

Name M WS BS S T W A Ld Sv
Tyrannofex * * * 7 6 12 6 7 3+
Remaining W M WS BS
7-12+ 9" 3+ 4+
4-6 7" 4+ 5+
1-3 5" 5+ 6+

Biomorphs:

  • Acid spray
  • Powerful Limbs
  • Stinger salvo

Special rules:

  • Bio-tank
  • Death Throes
  • Instinctive Behaviour
  • Monstrous Brood
  • Weapon Beast

Options:

  • Mutations: (M:10/WS:10/BS:20/S:10/T:20/W:20/A:10/Ld:10/Sv:-/Psy:-/Syn:-)
  • Any model may take items from the Thorax Biomorphs and Biomorphs lists.
  • Any model may replace its Acid Spray with one of the following:
-Fleshborer hive - 15 pts./model
-Rupture cannon - 49 pts./model
  • Any model may take any of the following:
-Adrenal Glands - 5 pts./model
-Toxin Sacs - 1 pts./model

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Heavy Support, Monster, Tyrannofex

Flyer[edit]

Erinyes Brood[edit]

Fluff:

These terrifying beasts are tailor-made to deliver fast and lethal attacks against the enemies of the hive fleet as well as to confound the machinery of the enemies of the Tyranids with constant generation of electromagnetic energy that can foul even the hardiest and most sophisticated of machinery. With most of its enemies heavily dependent on technology, the Erinyes finds itself a feared opponent for enemy mechanized divisions and especially those foes who would entrust their defence to machinery. They are especially feared by the Mechanicus, the Iron Warriors, the Tau, and hated by Ork mekboyz for their ability to render the creations that they rely so much on nearly inoperable. Even non-mechanical foes, however, must beware as the Erinyes is a highly specialized and capable killer in close combat and can dive from the skies to immediately engage an opponent in a vicious melee that few enemies are likely to survive.

Modelling notes

If you're feeling lazy you could simply put a flying MUTO (from the 2014 Godzilla movie) toy on a base, if you're feeling a bit more up for hardcore converting, the model is meant to have a rather pronounced shield head (like said MUTOs) and the wings are more angular like the Harridan's than the more traditionally bat-like wings of the Harpy/Crone and Flyrant. It should be about in between the size of a Harridan and a Harpy. The tail is scythed so don't forget that. This is less of a shooty flying monstrous creature and more of a choppy one, so the melee biomorphs should be rather pronounced and it should have legs that look like they can function on land

This unit contains 1 Erinys (Power Rating 12). It can contain 1 additional Erinys (Power Rating +12) or 2 additional Erinyes (Power Rating +24).

Name M WS BS S T W A Ld Sv
Erinys * * 4+ 8 6 18 * 9 3+
Remaining W M WS A
9-18+ 30" 3+ 6
5-8 20" 4+ 3
1-4 10" 5+ D3

Biomorphs:

  • Bio-plasma
  • Electroshock Grubs
  • Flesh Hooks
  • Heavy Spinefist
  • Scything Wings

Special Rules:

  • Electromagnetic Beast: At the start of your Shooting phase, the Erinyes may release a special pulse of electromagnetic energy. Every enemy model within 6" takes one automatic hit with the following profile:
S AP D Abilities
4 -1 1 If the target is a VEHICLE and you make a wound roll of 4+, the target suffers 1 mortal wound in addition to any other damage. If you make a wound roll of 6+, inflict D3 mortal wounds instead.
  • Instinctive Behaviour
  • Monstrous Brood
  • Wing Tearer: During the Fight phase, if an Erinys is against a unit with the Flyer keyword, roll a 2D6 for every wound inflicted on that unit; on a 10+ that unit immediately suffers the effects of the Crash and Burn special rule, although this model doesn't suffer any mortal wounds from it.

Upgrades:

  • Lone Hunter: This model is not affected by the Instinctive Behaviour rule.

Options:

  • Mutations: (M:20/WS:10/BS:5/S:20/T:20/W:15/A:15/Ld:-/Sv:30/Psy:-/Syn:-)
  • May include up to 2 additional Erinyes - 200 pts./model
  • Any model may take items from the Biomorphs list.
  • Any model may take one of the following:
- Stinger Salvo - 8 pts.
- Cluster Spines - 10 pts.
  • May take the Lone Hunter upgrade - 25 pts./model

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Flyer, Monster, Erinys, Fly


Harpy Brood[edit]

This unit contains 1 Harpy (Power Rating 9). It can contain 1 additional Harpy (Power Rating +9) or 2 additional Harpies (Power Rating +18).

Name M WS BS S T W A Ld Sv
Harpy * * * 6 6 12 3 9 4+
Remaining W M WS BS
7-12+ 30" 4+ 4+
4-6 20" 4+ 5+
1-3 10" 5+ 5+

Biomorphs:

  • Scything Wings
  • Stinger Salvo
  • Two Stranglethorn Cannons

Special Rules:

  • Death Throes
  • Monstrous Brood
  • Instinctive Behaviour
  • Sonic Screech
  • Spore Mine Cysts (Acid Mine): A Harpy can drop Spore Mines as it flies over enemy units in the Movement phase. To do so, after the Harpy has moved, pick one enemy unit that it flew over and roll a D6 for each model in the unit, up to a maximum of 3 dice. Each time you roll a 4+ an Acid Mine has hit the target and explodes. Roll a D6 to find out how much damage is inflicted; on a 1 the Acid Mine fails to inflict any harm, on a 2-5 it inflicts 1 mortal wound, and on a 6 it inflicts D3 mortal wounds. Each time an Acid Mine misses its target, set up a single <HIVE FLEET> Acid Mine anywhere within 6" of the target unit and more than 3" from any enemy model (if the Acid Mine cannot be placed it is destroyed). This then follows the rules for an Acid Mine that is part of your army, but it cannot move or charge during the turn it was set up.
  • Spore Mine Cysts (Char Mine): A Harpy can drop Spore Mines as it flies over enemy units in the Movement phase. To do so, after the Harpy has moved, pick one enemy unit that it flew over and roll a D6 for each model in the unit, up to a maximum of 3 dice. Each time you roll a 4+ a Char Mine has hit the target and explodes. Roll a D6 to find out how much damage is inflicted; on a 1 the Char Mine fails to inflict any harm, on a 2-5 it inflicts 1 mortal wound, and on a 6 it inflicts D3 mortal wounds. Each time a Char Mine misses its target, set up a single <HIVE FLEET> Char Mine anywhere within 6" of the target unit and more than 3" from any enemy model (if the Char Mine cannot be placed it is destroyed). This then follows the rules for a Char Mine that is part of your army, but it cannot move or charge during the turn it was set up. Add 1 to the roll when targeting units that can Fly. Enemies that can Fly suffer double the number of mortal wounds from this weapon.
  • Spore Mine Cysts (Frag Mine): A Harpy can drop Spore Mines as it flies over enemy units in the Movement phase. To do so, after the Harpy has moved, pick one enemy unit that it flew over and roll a D6 for each model in the unit, up to a maximum of 3 dice. Each time you roll a 4+ a Frag Mine has hit the target and explodes. Roll a D6 to find out how much damage is inflicted; on a 1 the Frag Mine fails to inflict any harm, on a 2-5 it inflicts D6 automatic hits on the nearest enemy unit, and on a 6 it inflicts 6 automatic hits on that unit. Each time a Frag Mine misses its target, set up a single <HIVE FLEET> Frag Mine anywhere within 6" of the target unit and more than 3" from any enemy model (if the Frag Mine cannot be placed it is destroyed). This then follows the rules for a Frag Mine that is part of your army, but it cannot move or charge during the turn it was set up. Use the profile below to resolve the hits inflicted by a Frag Mine:
Weapon S AP D Abilities
Frag Mine 4 -1 1 -
  • Spore Mine Cysts (Toxic Mine): A Harpy can drop Spore Mines as it flies over enemy units in the Movement phase. To do so, after the Harpy has moved, pick one enemy unit that it flew over and roll a D6 for each model in the unit, up to a maximum of 3 dice. Each time you roll a 4+ a Toxic Mine has hit the target and explodes. Roll a D6 to find out how much damage is inflicted; on a 1 the Toxic Mine fails to inflict any harm, on a 2-5 it inflicts D6 automatic hits on the nearest enemy unit, and on a 6 it inflicts 6 automatic hits on that unit. Each time a Toxic Mine misses its target, set up a single <HIVE FLEET> Toxic Mine anywhere within 6" of the target unit and more than 3" from any enemy model (if the Toxic Mine cannot be placed it is destroyed). This then follows the rules for a Toxic Mine that is part of your army, but it cannot move or charge during the turn it was set up. Use the profile below to resolve the hits inflicted by a Toxic Mine:
Weapon S AP D Abilities
Toxic Mine 1 0 D3 This weapon always wounds on a 2+ unless the target is a Vehicle.

Upgrades:

  • Lone Hunter: This model is not affected by the Instinctive Behaviour rule.

Options:

  • Mutations: (M:10/WS:10/BS:15/S:10/T:20/W:15/A:15/Ld:-/Sv:30/Psy:-/Syn:-)
  • Any model may take items from the Biomorphs list.
  • Any model may replace the two Stranglethorn Cannons with two Heavy Venom Cannons - 50 pts.
  • Any model may take one of the following:
-Stinger salvo - 8 pts.
-Cluster spines - 10 pts.
  • May take the Lone Hunter upgrade - 25 pts./model
  • Any model may exchange its Frag Mines in its Spore Mine Cysts special rule for one of the following spores:
-Acid Mines - free
-Char Mines - free
-Toxic Mines - free

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Flyer, Monster, Harpy, Fly

Hive Crone Brood[edit]

This unit contains 1 Hive Crone (Power Rating 8). It can contain 1 additional Hive Crone (Power Rating +8) or 2 additional Hive Crones (Power Rating +16).

Name M WS BS S T W A Ld Sv
Harpy * * * 6 6 12 3 9 4+
Remaining W M WS BS
7-12+ 30" 4+ 4+
4-6 20" 4+ 5+
1-3 10" 5+ 5+

Biomorphs:

  • Drool cannon
  • Scything Wings
  • Tentaclids
  • Wicked Spur

Special Rules:

  • Death Throes
  • Instinctive Behaviour

Upgrades:

  • Lone Hunter: This model is not affected by the Instinctive Behaviour rule.

Options:

  • Mutations: (M:10/WS:10/BS:15/S:10/T:20/W:15/A:15/Ld:-/Sv:30/Psy:-/Syn:-)
  • Any model may take items from the Biomorphs list.
  • Any model may take another set of Tentacilids - 15 pts./model
  • Any model may take one of the following:
-Stinger salvo - 8 pts.
-Cluster spines - 10 pts.
  • May take the Lone Hunter upgrade - 25 pts./model

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Flyer, Monster, Hive Crone, Fly

Dedicated Transport[edit]

Malefactor[edit]

Fluff:

A distinctive ground based transport organism for the Tyranid swarm, the malefactor is incredibly durable and is also well noted for its displeasing aesthetics. While not particularly dangerous in combat, it is capable of absorbing obscene damage.

Modeling notes

The malefactor isn't particularly hard to make, though if you have the old Armorcast minis; good for you! Be warned, some people will probably sooner gouge out their eyes than gaze upon the...erm...beauty of the malefactor for too long. A beauty so otherwordly that even the forces of Nurgle, Slaanesh, and the Haemonculi are driven to mass vomiting and find their eyes bursting into flames when they gaze upon the Malefactor's glory.

This unit contains 1 Malefactor (Power Rating 9).

Name M WS BS S T W A Ld Sv
Malefactor * 5+ 5+ * 8 16 * 7 2+
Remaining W M S A
7-12+ 8" 6 3
4-6 4" 5 D3
1-3 2" 4 1

Biomorphs:

  • Two sets of Cluster Spines
  • Scything Talons
  • Enhanced Leg Muscles
  • Adrenal Glands
  • Amphibious Adaptations

Special Rules:

  • Death Throes
  • Instinctive Behaviour
  • Transport Beast: When you set a Malefactor on the field, you can also set up a <HIVE FLEET> INFANTRY unit of up to 20 models or a single <HIVE FLEET> MONSTER with a Wounds characteristic of 14 or less inside it (this cannot be a Tyrannocyte or a Sporocyst). A Malefactor may disembark units while it is being assaulted or after it moved but may not disembark on a turn that it has chosen to advance. If it is transporting a Synapse creature, then the synapse field continues to project from within the Malefactor, measuring the synapse field from the malefactor's base instead of the original model's.

Options:

  • Mutations: (M:15/WS:5/BS:10/S:5/T:20/W:20/A:5/Ld:5/Sv:-/Psy:-/Syn:-)
  • May take take items from the Biomorphs list.
  • May replace Electro-shock grubs with any other Thorax Biomorph.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Dedicated Transport, Monster, Malefactor, Transport


Tyrannocyte[edit]

This unit contains 1 Tyrannocyte (Power Rating 8).

Name M WS BS S T W A Ld Sv
Tyrannocyte * 5+ 5+ * 6 12 * 7 4+
Remaining W M S A
7-12+ 6" 5 D6
4-6 4" 4 D3
1-3 2" 3 1

Biomorphs:

  • 5 Deathspitters

Special Rules:

  • Death Throes
  • Instinctive Behaviour
  • Invasion Organism
  • Transport Spore

Options:

  • Mutations: (M:5/WS:5/BS:10/S:5/T:20/W:10/A:5/Ld:5/Sv:15/Psy:-/Syn:-)
  • May replace all five Deathspitters with:
- Five Barbed Stranglers - 50 pts.
- Five Venom Cannons - 100 pts.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Dedicated Transport, Monster, Tyrannocyte

Lords of War[edit]

Cerebore[edit]

This unit contains 1 Cerebore (Power Rating 30).

Name M WS BS S T W A Ld Sv
Cerebore * * 4+ 8 8 30 * 9 2+
Remaining W M WS A
16-30+ 18" 3+ 6
9-15 12" 3+ D3+2
5-8 6" 4+ D3
1-4 3" 5+ 1

Biomorphs:

  • A pair of Monstrous Lash Whips
  • A pair of Massive Scything Talons
  • Feeder Tendrils
  • Greater Flesh Hooks
  • Bio-acid Spray
  • Frag-spine Batteries
  • Amphibious Adaptations
  • Thresher Tendrils

Special rules:

  • Instinctive behaviour
  • Thresher Tendrils: Once per battle at the beginning of your turn, this model may exhaust its Thresher Tendrils to provide an extra boost of speed. If you activate this ability this model advances and charges 3D6" discarding the lowest value, and may charge after advancing. Any models embarked inside it may disembark after it has advanced and may still charge themselves with a +1 to their charge distances. Once your turn finished, however, this model suffers D6 mortal wounds from overexerting itself and ripping itself to pieces.
  • Living transport: This model can transport up to 20 <Hive Fleet> GENESTEALERS, Ymgarl GENESTEALERS, TERMAGANTS or HORMAGAUNTS, or a unit of up to 6 HIVE GUARD, TYRANT GUARD or TYRANID WARRIORS. It may also transport a single <HIVE FLEET> TYRANID PRIME, Genestealer Patriarch or Ymgarl Genestealer Patriarch.

Options:

  • May take up to three biomorphs from the following list:
-Bio-cannon - 45 pts.
-Cellular Bolster - 35 pts.
-Gargantuan Warp Shield - 40 pts.
-Spore Cloud - 35 pts.
-Spine-cloud Spray - 35 pts.
-Synaptic Regeneration - 45 pts.

Keywords:

  • Faction: <Hive Fleet>, Tyranids
  • Lord of War, Cerebore, Monster, Titanic, Transport

Dactylis[edit]

Fluff:

Hivemind's standard approach towards siege operations usually include subterranean or aerial distraction strike, followed by the massed frontal assault, lead by heavily armoured Carnifexes, meant to soak enemy firepower and ram through the gates or even walls. Though against the most heavily fortified points of the Imperium and Orks these attacks have proven to be too costly, mainly due to the absurd amount of heavy ordnance they deploy. To counter this, hive mind breed it's own heavy ordnance, in a form of Dactylis.
Based on the simple and easy to produce Carnifex genus, Dactylis is nothing like its progenitor. Slow and sluggish, it prefers to keep itself as long distance from its foes as possible, and usually tries to hide and flee if left on its own. Its weapon limbs get transformed into massive plates of ablative armour, almost useless in close combat, but invaluable at protecting it from enemy firepower. Armed with a massive spore launcher biomorph on it's back, Dactylis uses its oversized chem glands to fill both the spores and the weapon's barrel with compressed bio-plasma, and then detonate it to launch the spore with a force, rivalled only by the heavy artillery of humans. Though neither the launching process nor the chem glands of the Dactylis proven to be stable, the usefulness of this siege beast and the ease with producing it totally compensate these weaknesses.

Modelling notes

A Dactylis should be represented with a Carnifex base body with massive bio-cannon on its back, skin sacs, meant to represent bio-plasmic chem glands, sticking off its sides or back, and its weapon limbs replaced by the armour plates, covering the front of the model. The final result should look like this

This unit contains 1 Dactylis (Power Rating 40).

Name M WS BS S T W A Ld Sv
Dactylis 6" * * 8 9 30 * 10 2+
Remaining W WS BS A
21-30 4+ 3+ 3
11-20 5+ 4+ D3
1-10 6+ 5+ 1

Biomorphs:

  • Dactylis Birthing Cannon with Frag Mines
  • Gigantic Shovel Limbs
Weapon Range Type S AP D Abilities
Dactylis Birthing Cannon - - - - - Choose one of this weapons profiles before firing.
-Arching Shot 24”-360” Heavy 3D6 - - - See “Launched Mines (X Mine)” ability. This attack can target units that aren't visible to the shooter.
-Defensive Ejection 36” Heavy 4D6 - - - See “Launched Mines (X Mine)” ability. Subtract 1 from the hit rolls when using this weapon profile.
Gigantic Shovel Limbs Melee Melee +4 -2 D3 -

Special Rules:

  • Birthing Overload: At the beginning of your shooting phase if this model did not move in the preceding movement phase, then you may have this model suffer D3+1 mortal wounds. If so, you may fire this model's Dactylis Birthing Cannon twice (and at different targets if you wish) until your next shooting phase but for each hit roll of 1, this model suffers D3 mortal wounds.
  • Launched Mines (Acid Mine): Each time a Dactylis Birthing Cannon equipped with Acid Mines hits the target, roll a D6 to find out how much damage is inflicted on the target; on a 1 it fails to inflict any harm, on a 2-5 it inflicts D3 mortal wounds, and on a 6 it inflicts D6 mortal wounds. Each time a Dactylis Birthing Cannon misses its target, set up D3 <HIVE FLEET> Acid Mine models anywhere within 6" of the target unit and more than 3" from any enemy model (if the Acid Mine cannot be placed it is destroyed). This then follows the rules for an Acid Mine that is part of your army, but it cannot move or charge during the turn it was set up.
  • Launched Mines (Char Mine): Each time a Dactylis Birthing Cannon equipped with Char Mines hits the target, roll a D6 to find out how much damage is inflicted on the target; on a 1 it fails to inflict any harm, on a 2-5 it inflicts D3 mortal wounds, and on a 6 it inflicts D6 mortal wounds. Each time a Dactylis Birthing Cannon misses its target, set up D3 <HIVE FLEET> Char Mine models anywhere within 6" of the target unit and more than 3" from any enemy model (if the Char Mine cannot be placed it is destroyed). This then follows the rules for a Char Mine that is part of your army, but it cannot move or charge during the turn it was set up. Add 1 to the hit rolls when targeting units that can Fly. Enemy Flyers suffer double the number of mortal wounds from this weapon.
  • Launched Mines (Frag Mine): Each time a Dactylis Birthing Cannon equipped with Frag Mines hits the target, roll a D6 to find out how much damage is inflicted on the target; on a 1 it fails to inflict any harm, on a 2-5 it inflicts 6 automatic hits with the profile below, D3+6 on a 6. Each time a Dactylis Birthing Cannon misses its target, set up D3 <HIVE FLEET> Frag Mine models anywhere within 6" of the target unit and more than 3" from any enemy model (if the Frag Mine cannot be placed it is destroyed). This then follows the rules for a Frag Mine that is part of your army, but it cannot move or charge during the turn it was set up. Use the profile below to resolve the hits inflicted by a Frag Mine:
Weapon S AP D Abilities
Frag Mine 4 -1 1 -
  • Launched Mines (Toxic Mine): Each time a Dactylis Birthing Cannon equipped with Toxic Mines hits the target, roll a D6 to find out how much damage is inflicted on the target; on a 1 it fails to inflict any harm, on a 2-5 it inflicts 6 automatic hits with the profile below, D3+6 on a 6. Each time a Dactylis Birthing Cannon misses its target, set up D3 <HIVE FLEET> Toxic Mine models anywhere within 6" of the target unit and more than 3" from any enemy model (if the Toxic Mine cannot be placed it is destroyed). This then follows the rules for a Toxic Mine that is part of your army, but it cannot move or charge during the turn it was set up. Use the profile below to resolve the hits inflicted by a Toxic Mine:
Weapon S AP D Abilities
Toxic Mine 1 0 D3 This weapon always wounds on a 2+ unless the target is a Vehicle.
  • Ruptured Birthing Sack: When this model is slain roll a D6. On a 1 nothing happens, remove this model as usual. On a 2+ place 3D6 Spore Mines (the one it had equipped) in base contact with this unit (or with an enemy unit in base contact with this model), then remove it from the battlefield. On a 6, however, the fatal blow has caused the remaining spore mines in the Dactylis’ birthing chamber to explode, causing a massive shower of lethal components. All units with 2D6” of this model suffer 6 automatic hits from the type of Spore Mines it was equipped with.
  • Titanic Monster: A model with this rule can Fall Back in the movement phase and still shoot and/or charge during its turn. This model may still shoot if there are enemy models within 1” of it as long as they possess the INFANTRY keyword. In this case, it can shoot at enemies within 1” of itself or any other visible enemy unit that is not within 1” of a friendly unit. Finally, this model only gains a bonus to its armour save if at least half of it is obscured from the firing unit.
  • Unsubtle Attack’s: When this model attacks in the Fight phase, you may add 1 to the hit rolls if the targeted unit has 10 or more models in it or it has the Titanic keyword. However, it subtracts 1 from its hit rolls against units with less than 5 models.

Options:

  • May exchange its Frag Mines for one of the following spores:
-Acid Mines - free
-Char Mines - free
-Toxic Mines - free

Keywords:

  • Faction: <Hive Fleet>, Tyranids
  • Lord of War, Dactylis, Monster, Titanic


Dominatrix[edit]

This unit contains 1 Dominatrix (Power Rating 110).

Name M WS BS S T W A Ld Sv
Dominatrix * * * 12 10 65 4 10 2+
Remaining W M WS BS Casting Bonus
46-65+ 18” 2+ 2+ +3
36-45 12” 2+ 2+ +2
20-35 6” 3+ 3+ +2
5-19 4” 4+ 4+ +1
1-4 2” 5+ 5+ 0

Biomorphs:

  • A pair of Gargantuan Scything Talons
  • Two Dire Bio-cannons
  • Back-mounted Digestion Cannon
  • Psychic Feelers and Mind Spikes
Weapon Range Type S AP D Abilities
Back-mounted Digestion Cannon Macro 6 96” 16 -3 2D6 -

Special Rules:

  • Bio-titan Warp Field
  • Frenzied Metabolism: When firing this its Dire Bio-cannons, this model may choose to suffer D6 mortal wounds. If it does so, double the strength of its Dire Bio-cannons.
  • Massive Psychic Backlashing: When this model is slain all Tyranids units (including those in reserve) suffer D3 mortal wounds and all Psykers on the battlefield suffer D6 mortal wounds. If the Dominatrix had also the Norn Queen upgrade then all Tyranids suffer D6 mortal wounds, all Tyranids model in reserve are instantly slain and all Psykers on the battlefield would suffer 2D6 mortal wounds.
  • Monster in the Warp: Enemy Psykers must subtract 1 from any Psychic tests they make if they are within 36" of any units with this ability. Tyranid Psykers are not affected.
  • Monstrous Progenitor: At the start of your Movement phase, a Dominatrix can spawn a single <Hive Fleet> unit of maximum 20 models of GENESTEALERS, Ymgarl GENESTEALERS, TERMAGANTS, HORMAGAUNTS, HIVE GUARD, TYRANT GUARD or TYRANID WARRIORS If it does so add the new unit on the battlefield so that it is wholly within 6" of the Dominatrix and more than 1" from the enemy. These models have their normal Biomorphs. Alternatively, you can replace up to 20 models lost earlier in the battle in an existing unit of GENESTEALERS, Ymgarl GENESTEALERS, TERMAGANTS, HORMAGAUNTS, HIVE GUARD, TYRANT GUARD or TYRANID WARRIORS from your army that is within 6" of the Dominatrix. These models count as having the same upgrades as the unit they take part in. Models placed in this way must be within 6" of the Dominatrix and more than 1" from the enemy.
  • Synaptic Beacon: <Hive Fleet> units automatically pass Morale tests if they are within 36" of this model. In addition, Instinctive Behaviour effects only activate if the unit is more than 72” away from this model.
  • Titanic monster: A model with this rule can Fall Back in the movement phase and still shoot and/or charge during its turn. When this model Falls Back, it can even move over enemy models as long as they possess the INFANTRY keyword and as long as it ends it's moving more than 1” from enemy models. This model may still shoot if there are enemy models within 1” of it as long as they possess the INFANTRY keyword. In this case, it can shoot at enemies within 1” of itself or any other visible enemy unit that is not within 1” of a friendly unit. Finally, this model only gains a bonus to its armour save if at least half of it is obscured from the firing unit.

Psyker:

  • A Dominatrix can attempt to manifest three psychic powers in each friendly Psychic phase, and attempt to deny three psychic power in each enemy Psychic phase. It knows the Smite power and three psychic powers from any of the Hivemind's disciplines.
  • A Dominatrix that has the Norn Queen upgrade can attempt to manifest five psychic powers in each friendly Psychic phase, and attempt to deny four psychic power in each enemy Psychic phase. It knows the Smite power and five psychic powers from any of the Hivemind's disciplines.

Upgrades:

  • Norn Queen: A model with a Norn Queen has a 4+ invulnerable save and adds +1 to its casting rolls.

Options:

  • May replace its Back-mounted Digestion Cannon for the Norn Queen upgrade - 400 pts.
  • May take up to four Biomorphs from the following list:
- Incendiary Ichor - 40 pts.
- Greater Flesh Hooks* - 30 pts.
- Frag Spine Batteries* - 30 pts.
- Cellular Bolster - 80 pts.
- Spine-cloud Spray* - 40 pts.
- Spore Cloud - 50 pts.
*may be taken multiple times.
  • Faction:<Hive Fleet>, Tyranids
  • Lord of War, Dominatrix, Monster, Titanic, Synapse, Psyker


Harridan[edit]

This unit contains 1 Harridan (Power Rating 32).

Name M WS BS S T W A Ld Sv
Harridan * * * 7 7 30 5 10 3+
Remaining W M WS BS
16-30+ 30” 3+ 3+
10-15 20" 3+ 4+
5-9 15” 4+ 5+
1-4 10” 5+ 6+

Biomorphs:

  • Two Bio-cannons
  • A pair of Massive Sything Talons
  • Transport Hooks

Special rules:

  • Death Throes (Harridan)
  • Flying Titanic Monster
  • Frenzied Metabolism
  • Sky Attack

Options:

  • May take any biomorph from the following list:
-Cellular Bolster - 15 pts.
-Greater Flesh Hooks - 30 pts.
-Frag Spine Batteries - 30 pts.
-Gargantuan warp shield - 40 pts.
-Regeneration - 45 pts.
-Psy-Catalyst - 50 pts.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Lord of War, Viragon, Monster, Titanic, Fly


Hierodule[edit]

Barbed Hierodule[edit]

This unit contains 1 Barbed Hierodule (Power Rating 22).

Name M WS BS S T W A Ld Sv
Barbed Hierodule * 3+ * 10 8 22 * 10 3+
Remaining W M BS A
11-22+ 12” 4+ 5
6-10 8” 5+ 4
1-5 4” 6+ 3

Biomorphs:

  • A pair of Massive Scything Talons
  • Bio-cannon

Special rules:

  • Agile
  • Death Throes (Hierodule)
  • Instinctive Behaviour
  • Titanic Monster

Options:

  • May take up to three biomorphs from the following list:
- Transport Chamber - 15 pts.
- Cellular Bolster - 15 pts.
- Greater Flesh Hooks - 30 pts.
- Frag Spine Batteries - 30 pts.
- Gargantuan Warp Shield - 40 pts.
- Spore Cloud - 40 pts.
- Synaptic Regeneration - 45 pts.
- Psy-Catalyst - 50 pts.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Lord of War, Barbed Hierodule, Monster, Titanic


Scythed Hierodule[edit]

This unit contains 1 Scythed Hierodule (Power Rating 22).

Name M WS BS S T W A Ld Sv
Scythed Hierodule * * 4+ 10 8 22 * 10 3+
Remaining W M BS A
11-22+ 12” 3+ 7
6-10 8” 4+ 5
1-5 4” 5+ 3

Biomorphs:

  • A pair of Massive Scything Talons
  • Bio-acid Spray

Special rules:

  • Agile
  • Death Throes (Hierodule)
  • Instinctive Behaviour
  • Titanic Monster

Options:

  • May take up to three biomorphs from the following list:
- Transport Chamber - 15 pts.
- Cellular Bolster - 15 pts.
- Greater Flesh Hooks - 30 pts.
- Frag Spine Batteries - 30 pts.
- Gargantuan Warp Shield - 40 pts.
- Spore Cloud - 40 pts.
- Synaptic Regeneration - 45 pts.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Lord of War, Scythed Hierodule, Monster, Titanic


Hierophant[edit]

This unit contains 1 Hierophant (Power Rating 90).

Name M WS BS S T W A Ld Sv
Hierophant * * 3+ 10 8 50 * 10 2+
Remaining W M WS A
35-50+ 12” 3+ 6
20-34 9” 3+ 5
5-19 6” 4+ 4
1-4 3” 5+ 3

Biomorphs:

  • Bio-plasma Torrent
  • A pair of Gargantuan Scything Talons
  • Lashwhip Pods
  • Two Dire Bio-cannons
  • Synaptic Regeneration
  • Spore Cloud
  • Gargantuan Warp Shield

Special rules:

  • Death Throes (Hierophant)
  • Frenzied Metabolism
  • Swarm Incubation Chamber
  • Titanic Monster

Upgrades:

  • Swarm Incubation Chamber

Options:

  • May take up to four biomorphs from the following list:
- Greater Flesh Hooks - 30 pts.
- Frag Spine Batteries - 30 pts.
- Cellular Bolster - 40 pts.
- Spine-cloud Spray - 40 pts.
- Psy-Catalyst - 80 pts.
  • May take one of the following:
-Incendiary Ichor - free
-Swarm Incubation Chamber special rule - free

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Lord of War, Hierophant, Monster, Titanic


Hydraphant[edit]

This Unit contains 1 Hydraphant (Power Rating 350).

Name M WS BS S T W A Ld Sv
Hydraphant * * * 16 15 80 * 10 2+
Remaining W M WS BS Attacks Casting bonus Invulnerable Save
65-80+ 18” 2+ 2+ 6 +3 3+
40-64 14” 3+ 3+ 5 +2 4+
20-39 12” 4+ 4+ 4 +2 5+
10-19 10” 5+ 5+ D3 +1 6+
1-9 8” 5+ 6+ 1 +1 7+

Biomorphs:

  • Two Hydraphant Dire Bio-cannons
  • Massive Feeder Tendrils
  • A pair of Spore Cloud Scything Talons
  • Pyro-acid Spit
  • Venom Mortar Launcher
  • Greater Flesh Hooks
  • Feeder Tendrils
  • Synaptic Regeneration

Special Rules:

  • Bio-Titan Psychic Field: This model has an invulnerable save equal to the one in the table on top. Subtract 1 from the invulnerable save rolls against attacks made in the Fight phase.
  • Clouds of Death and Despair: Enemy units targeting friendly <Hive Fleet> units within 24” of this model subtract 1 from their hit rolls. In addition, enemy units, that don't possess the Vehicle or Titanic keywords, within 24” of this model subtract 3” from their movement characteristic and suffer 1 wound mortal at the end of their movement phase on a 4+ on a D6.
  • Horror in the warp: Enemy Psykers must subtract 1 from any Psychic tests they make if they are within 36" of this model. Tyranid Psykers are not affected. In addition, this model does not suffer perils in the warp for rolling greater than 12 when manifesting or denying psychic powers.
  • Impossible entity: This model ignores all damage on a 6+ except damage dealt by Macro weapons. In addition, all enemy units within 36” subtract 2 from their leadership characteristic.
  • Synapse Titan: Friendly <Hive Fleet> units within 36” automatically pass morale tests and are not affected by Instinctive Behaviour.
  • Titanic monster: A model with this rule can Fall Back in the movement phase and still shoot and/or charge during its turn. When this model Falls Back, it can even move over enemy models as long as they don't possess the Titanic keyword and as long as it ends it's moving more than 1” from enemy models. This model may still shoot if there are enemy models within 1” of it as long as they possess the Infantry keyword. In this case, it can shoot at enemies within 1” of itself or any other visible enemy unit that is not within 1” of a friendly unit. Finally, this model only gains a cover bonus to its armour save if at least half of it is obscured from the firing unit.

Psyker:

  • A Hydraphant can attempt to manifest three psychic powers in each friendly Psychic phase, and attempt to deny three psychic power in each enemy Psychic phase. It knows the Smite power and three psychic powers from any of the Hivemind's disciplines.

Upgrades:

  • Attention of the Norn Queens: This model adds an additional +1 to its psychic tests and +1 to its invulnerability saves.
  • Gigantic Swarm Incubation Chamber: This model gains the Transport keyword and may transport up to 40 <Hive Fleet> Genestealers, Termagaunt or Hormagaunt, or two units of up to 6 Hive Guard, Tyrant Guard or Warriors. It may also transport a single Hive Tyrant or two Broodlords. At the start of your Movement phase, a Dominatrix can spawn a single <Hive Fleet> unit of maximum 20 models of any Tyranid unit that possess the Infantry keyword. If it does so add the new unit on the battlefield so that it is wholly within 6" of the Dominatrix and more than 1" from the enemy. These models have their normal Biomorphs. Alternatively, you can replace up to 20 models lost earlier in the battle in an existing Infantry unit from your army that is within 6" of the Dominatrix. These models count as having the same upgrades as the unit they take part in. Models placed in this way must be within 6" of the Dominatrix and more than 1" from the enemy.
  • Incendiary Ichor and Acidic Flesh: When an enemy unit within 18” of this model inflicts one or more wounds on this model on a 5+ that model suffers a mortal wound. If this damage was dealt by a melee attack then attacking unit suffers 2D3 mortal wounds on a 2+ instead.

Options:

  • An Hydraphant may choose one of the following three upgrades:
-Incendiary Ichor and Burning Flesh - free
-Gigantic Swarm Incubation Chamber - 500 pts./25 PP
-Attention of the Norn Queens - 300 pts./15 PP

May take up to six Biomorphs from the following list:

-Frag Spine Batteries* - free
-Cellular Bolster - free
-Psy-Catalyst - free
-Spine-cloud Spray* - free
*may be taken multiple times.
  • Faction:<Hive Fleet>, Tyranids
  • Lord of War, Hydraphant, Monster, Titanic, Synapse, Psyker


Nautiloid[edit]

This unit contains 1 Nautiloid (Power Rating 30).

Name M WS BS S T W A Ld Sv
Nautiloid 9" * 4+ * 8 30 * 10 2+
Remaining W WS S A
16-30+ 2+ 10 6
7-15 3+ 9 5
1-6 4+ 7 4

Biomorphs:

  • Amphibious Adaptations
  • A pair of Massive Scything Talons
  • Feeder Tendrils
  • Greater Flesh hooks
  • Impaling Tendril
  • Lashwhip Pods
  • Synaptic Regeneration

Special Rules:

  • Armoured Shell: This model treats weapons of ap -1 or -2 as being ap 0.
  • Anaphylactic Shock: Ever time a unit suffers an unsaved wound from this model roll a D6. On a 4+ the unit suffers a -1 to all its hit rolls and -1 to its movement characteristic until the next turn. Vehicles are effected on a 5+ and TITANIC units are unaffected by this ability unless they suffer 7 or more damage from this model in a single phase, in which case they are affected on a 5+.
  • Fuel for Rampage: For each model removed as a casualty due to a Nautiloid attack (both ranged and melee), this model gains one Food Token at the end of the phase, to a maximum of six. At the start of the Movement phase, a Nautiloid may spend up to three Food tokens to gain +2" bonus to its maximum movement distance for each token spent. At the start of the Fight phase, a Nautiloid may spend any number of Food tokens to gain +1 bonus Attack for each token spent. At the start of the movement phase, a Nautiloid may spend any number of Food tokens to recover one wound per food token spent.
  • Unstoppable and stable: This model may not advance, but it does not suffer hit penalties for moving and firing heavy weapons and may not suffer any negative modifiers to its movement characteristic.

Options:

  • May take up to three Biomorphs from the following list:
-Transport Chamber - 25 pts.
-Cellular Bolster - 25 pts.
-Gargantuan Warp Shield - 40 pts.
-Spore Cloud - 40 pts.
-Spine-cloud Spray - 25 pts.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Lord of War, Nautiloid, Monster, Titanic


Viciator[edit]

This unit contains 1 Viciator (Power Rating 30).

Name M WS BS S T W A Ld Sv
Viciator * * * 10 8 28 8 10 3+
Remaining W M WS BS
13-28+ 18” 2+ 3+
7-12 12” 2+ 4+
1-6 6” 3+ 5+

Biomorphs:

  • Monstrous Acid Maw
  • A pair of Gargantuan Scything Talons
  • Brainleech Hive
  • Thresher Tendrils and Spikes
  • Greater Flesh Hooks
  • Spore cloud

Special Rules:

  • Death incarnate: All units (other than this model) within 18" suffer a -1 to their leadership characteristic.
  • Unholy speed: This model rolls 3D6 dices when advancing and charging and discards the lowest result value. This model may charge after advancing.
  • Bonded exoskeleton: This model treats all weapons with an ap value of -2 or less as being ap 0.
  • Titanic monster: A model with this rule can Fall Back in the movement phase and still shoot and/or charge during its turn. When this model Falls Back, it can even move over enemy models as long as they possess the Infantry keyword and as long as it ends it's moving more than 1” from enemy models. This model may still shoot if there are enemy models within 1” of it as long as they possess the Infantry keyword. In this case, it can shoot at enemies within 1” of itself or any other visible enemy unit that is not within 1” of a friendly unit. Finally, this model only gains a bonus to its armour save if at least half of it is obscured from the firing unit.

Options:

  • May replace its Brainleech Hive with a Deathscreamer Hive - 25 pts
  • May take up to three biomorphs from the following list:
- Transport chamber - 25 pts.
- Cellular bolster - 35 pts.
- Frag Spine Batteries - 30 pts.
- Gargantuan Warp Shield - 40 pts.
- Spine-Cloud Spray - 40 pts.
- Synaptic Regeneration - 45 pts.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Lord of War, Viciator, Monster, Titanic

Viragon[edit]

This unit contains 1 Viragon (Power Rating 100).

Name M WS BS S T W A Ld Sv
Viragon * * * * 12 55 6 10 3+
Remaining W M WS BS S
45-55+ 18” 2+ 2+ 9
35-45 14" 2+ 3+ 9
20-34 10” 3+ 3+ 8
5-19 8” 4+ 4+ 7
1-4 6” 5+ 5+ 6

Biomorphs:

  • Acid Spit
  • Melting Maw
  • A pair of Viragon Scything Talons

Special Rules:

  • Burrowing: At the beginning of any of your Movement phases, any Viragon can burrow. Remove it from the battlefield - it can return as described in the Underground Reaper ability. A Viragon may not burrow and return to the battlefield in the same turn. If the battle ends while the Viragon is underground, it is considered to be slain.
  • Caustic Vomit: When this model slays a model that doesn't have the Titanic keyword with its Melting Maw (the Swallow Whole rule counts), instead of healing D3 lost wounds, it can make a shooting attack against an enemy unit between 18" (even between 1" of this model but not of other friendly units) with the following profile:
Range Type S AP D Abilities
18" Assault X * -5 D3 X is the number of wounds the slain model had (if the model had the Vehicle keyword then it's half the wounds that he had). In addition, this weapon wounds on a roll equal to the slain model's armour save (If its armour save was 2+ then this weapon wounds on a 2+ and so on). This weapon automatically hits its target.
  • Dense Muscular Tissue: This model has a 6+ saves against any damage, mortal wounds included. If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 4+, it lashes out in its death throes, and each unit within 6" suffers D6 mortal wounds, D6+3 on a 6.
  • Subterranel Tunnels: During deployment, you can set up a Viragon underground instead of placing it on the battlefield. At the same time, you can set up a maximum of two <HIVE FLEET> unit in the Viragon's tunnel. At the end of any of your Movement phases, set up the Viragon anywhere on the battlefield that is more than 9" away from any enemy models. If there are other units in the Viragon's tunnel, set them up at the same time wholly within 6" of the Viragon and more than 9" away from any enemy models. Any models that you cannot place in this way are destroyed.
  • Swallow Whole: If an enemy model suffers any damage from this model Acid Maw it has to take a Strenght test (unless it has the Titanic keyword). If the result is equal or higher than this model's strength characteristic then nothing happens, if the result is lower then that model is slain, remove it from the game without making saves of any kind. This model then regains D3 lost wounds.
  • Underground Reaper: Instead of following the Subterranean Tunnels rule you can set up a Viragon alone underground instead of placing it on the battlefield. At the end of any of your Movement phases, set up the Viragon anywhere on the battlefield that is more than 1" away from any enemy models and more than 6" away from any other Viragons set up this way this turn, then roll a D6 for each enemy unit within 2" of it; on a 1 the unit escapes unharmed, on a 2-3 it suffers D3 mortal wound, on a 4-5 it suffers D6 mortal wounds, and on a 6 it suffers D6+3 mortal wounds. The Viragon cannot charge in the same turn.

Psyker:

  • A Viragon that has purchased the Synaptic Spinal Node special rule can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny two psychic power in each enemy Psychic phase. It knows the Smite power and two psychic powers from any of the Hivemind's disciplines.

Upgrades:

  • Hardened Carapace: Subtract 2" from this model's movement and charge distance. Also, consider the AP of the weapons that wound this model has two points worse (-4 become -2, -2 becomes 0 and so on).
  • Iper-Acid Sacs: You can re-roll all wound rolls for this model and on a wound roll of 6 the enemy unit suffers 3D3 mortal wounds. Also, consider the AP of every weapon of this model (included the Caustic Vomit) as one point better. In addition, each time this model loses a wound, roll a D6; on a 4+ every unit between 6" suffers 2D3 mortal wounds, 2D6 on a 6.
  • Synaptic Spinal Node: This model receives the Synapse and Psyker keywords, the Shadow in the Warp special rule and a 5+ invulnerable save.

Options:

  • May take one of the following upgrades:
-Hardened Carapace special rule - 50 pts.
-Iper-Acid Sacs special rule - 150 pts.
-Synaptic Spinal Node special rule - 100 pts.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Lord of War, Viragon, Monster, Titanic

Fortification[edit]

Capillary Towers[edit]

This unit contains 1 Capillary Tower (Power Rating 8). It can include 1 additional Capillary Tower (Power Rating +8), or 2 additional Capillary Towers (Power Rating +16). A Capillary Tower is a Battlefield Debris no more large than 4"x4" and as high as you want (count as unlimited height). These pieces must be deployed at the same time once both players have finished setting their armies on the table, but they don't need to be set near each other. When a Capillary Tower loses its last wound it loses its Biomass Transponder special rule and becomes regular Battlefield Debris, and the Tyranid Player who controls it loses D3 Victory Points.

Name M WS BS S T W A Ld Sv
Capillary Tower - - - - 9 16 - - 2+

Special Rules:

  • Biomass Transponder: If you have at least one functioning Capillary Tower on the board, each time one of your units with the Instinctive Behavior special rule destroys an enemy unit in close combat, give a Biomass Token to that unit. Units with a Biomass Token count friendly <Hive Fleet> Capillary Towers as Objective Markers which grants 3 Victory Points at the end of each of the controlling player's turns. Each time it grants Victory Points, remove one Biomass token from one of the units scoring the Capillary Tower.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Fortification, Monster, Capillary Tower, Building


Spawning Pools[edit]

This unit contains 1 Spawning Pool (Power Rating 4). It can include 1 additional Spawning Pool (Power Rating +4), or 2 additional Spawning Pools (Power Rating +8). A Spawning Pool is a swamp terrain no larger than 6"x6". When a Spawning Pool loses its last wound it loses its Ripper Spawner special rule and becomes a regular Swamp.

Name M WS BS S T W A Ld Sv
Spawning Pool - - - - 5 6 - - 4+

Special Rules:

  • Ripper Spawner: At the start of each of your Movement phases roll a D3, and add an equal number of Ripper Swarm bases anywhere within 3" of the Spawning Pool - these bases could be included into an already existing friendly <Hive Fleet> Ripper Swarm Brood, if they can be placed in unit a coherency with it, or form a new Ripper Swarm Brood. If any of these models cannot be placed, because there is no available place, remove them as causalities.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Fortification, Monster, Spawning Pool, Building


Spore Chimneys[edit]

This unit contains 1 Spore Chimney (Power Rating 6). It can include 1 additional Spore Chimney (Power Rating +6), or 2 additional Spore Chimneys (Power Rating +12). A Spore Chimney is a Battlefield Debris no more large than 3"x3"x10". These pieces must be deployed at the same time once both players have finished to set their armies on the table, but they don't need to be set near each other. When a Spore Chimney loses its last wound it loses its Spore Cloud special rule, and becomes a regular Battlefield Debris.

Name M WS BS S T W A Ld Sv
Spore Chimney - - - - 8 10 - - 3+

Special Rules:

  • Spore Cloud: Your opponent must subtract 1 from hit rolls for ranged weapons that target <Hive Fleet> units within 6" of any friendly <Hive Fleet> Spore Chimneys. At the beginning of each turn, roll a D6 for each enemy unit within 6" of any Spore Chimneys. On a 4+, that unit suffers D3 mortal wounds.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Fortification, Monster, Spore Chimney, Building


Sporocyst Brood[edit]

This unit contains 1 Sporocyst (Power Rating 7). It can include 1 additional Sporocyst (Power Rating +7), or 2 additional Sporocysts (Power Rating +14). These pieces must be deployed at the same time once both players have finished to set their armies on the table, but they don't need to be set near each other.

Name M WS BS S T W A Ld Sv
Sporocyst * 5+ 5+ * 6 12 * 7 4+
Remaining W M S A
7-12+ 6" 5 D6
4-6 4" 4 D3
1-3 2" 3 1

Biomorphs:

  • Five Deathspitters
  • Spore Node

Special Rules:

  • Bio-fortress
  • Bombardment Organism
  • Death Throes
  • Immobile
  • Instinctive Behaviour
  • Psychic Resonator
  • Spawn Spore Mines
  • Spore Node

Options:

  • Mutations: (M:5/WS:5/BS:10/S:5/T:20/W:10/A:5/Ld:5/Sv:15/Psy:-/Syn:-)
  • May replace all five Deathspitters with:
- Five Barbed Stranglers - 50 pts.
- Five Venom Cannons - 100 pts.
  • May upgrade it's Spore Node to launch a different type of spore mine - 10 pts.

Keywords:

  • Faction:<Hive Fleet>, Tyranids
  • Fortification, Monster, Sporocyst

Points Cost[edit]

Units[edit]

HQs[edit]

Unit Models per unit Points per model (weapons not included)
Genestealer Patriarch 1 170
Ymgarl Genestealer Patriarch 1 180
Hive Tyrant 1 133
Malanthrope 1-3 140
Neurothrope 1 70
Tervigon 1 225
Trygon Prime 1 138
Tyranid Prime 1 95

Characters[edit]

Unit Models per unit Points per model (weapons included)
Blind Horror 1 175
Deathleaper 1 100
Old One Eye 1 200
The Doom of Malan'tai 1 300
The Laius Horror 1 160
The Parasite of Mortex 1 80
The Red Terror 1 75
The Swarmlord 1 400
The Thing from Below 1 160

Troops[edit]

Unit Models per unit Points per model (weapons not included)
Genestealer Brood 5-20 10
Hormagaunt Brood 10-50 5
Ripper Swarm Brood 3-15 11
Termagant Brood 10-50 4
Tyranid Warrior Brood 3-9 20

Elites[edit]

Unit Models per unit Points per model (weapons not included)
Cortex Leech Swarm Brood 3-15 13
Crinis Brood 1-3 170
Haruspex Brood 1-3 170
Hive Guard Brood 3-6 18
Lictor Brood 1-5 40
Maleceptor Brood 1-3 165
Megakaryte Swarm Brood 3-15 15
Pirovore Brood 1-5 35
Synaptic Booster Spore Brood 3-9 5
Tyrant Guard Brood 3-6 35
Venomthrope Brood 3-9 30
Ymgarl Genestealer Brood 5-15 17
Zoanthrope Brood 3-6 40

Fast Attacks[edit]

Unit Models per unit Points per model (weapons not included)
Dimachaeron Brood 1-3 200
Gargoyle Brood 10-50 6
Meiotic Spore Brood 3-9 18
Mucolid Spore Brood 1-3 20
Ravener Brood 3-9 23
Simurgh Brood 10-50 7
Sky-Slasher Swarm Brood 3-15 11
Spore Mine Brood 3-12 8
Tyranid Shrikes 3-9 26

Heavy Supports[edit]

Unit Models per unit Points per model (weapons not included)
Biovore Brood 1-6 36
Carnifex Brood 1-5 67
Screamer-Killer Brood 1-5 90
Stone Crusher Carnifex Brood 1-5 80
Thornback Brood 1-5 70
Exocrine Brood 1-3 216
Mawloc Brood 1-3 104
Toxicrene Brood 1-3 157
Trygon Brood 1-3 108
Tyrannofex Brood 1-3 181

Flyers[edit]

Unit Models per unit Points per model (weapons not included)
Erinyes Brood 1-3 174
Harpy Brood 1-3 121
Hive Crone Brood 1-3 153

Dedicated Transports[edit]

Unit Models per unit Points per model (weapons not included)
Malefactor 1 130
Tyrannocyte 1 98

Lords of War[edit]

Unit Models per unit Points per model (weapons included)
Barbed Hierodule 1 440
Cerebore 1 700
Dactylis 1 1000
Dominatrix 1 2200
Harridan 1 760
Hierophant 1 2000
Hydraphant 1 6000
Nautiloid 1 650
Scythed Hierodule 1 400
Viciator 1 700
Viragon 1 2100

Fortifications[edit]

Unit Models per unit Points per model (weapons not included)
Capillary Towers 1-3 160
Spawning Pools 1-3 70
Spore Chimneys 1-3 110
Sporocyst Brood 1-3 79

Weapons[edit]

Shooting Weapons[edit]

Unit Points per weapon
Acid Spray 25
Bio-Electric Pulse 0
Bio-Electric Pulse with Containment Spines 0
Bio-Plasma 9
Bio-plasmic Cannon 0
Bio-Plasmic Scream 0
Choking Cloud 0
Deathspitter 5
Devourer 4
Devourer with Brainleech Worms 7
Drool Cannon 0
Electroshock Grubs 10
Flamespurt Cannon 0
Fleshborer 0
Flesh Hooks 2
Grasping Tongue 0
Heavy Spinefist 10
Impaler Cannon 30
Massive Toxic Lashes 0
Spore Mine Launcher 8
Stinger Salvo 8
Stranglethorn Cannon 25
Tentaclids 0
Toxic Lashes 0

Melee Weapons[edit]

Unit Points per weapon
Acid Maw 0
Blinding Venom 0
Distensible Jaw 0
Grasping Talons 0
Grasping Talons and Thorax Spine-maw 0
Massive Toxic Lashes 0
Monstrous Lash Whips 10
Monstrous Rending Claws 0
Monstrous Scything Talons 10
Patriarch's Claws 0
Powerful Limbs 0
Ravenous Maw 0
Rending Claws 2
Schoveling Claws 0
Scything Talons 0
Scything Wings 0
Sickle Claws 0
Toxic Lashes 0
Wicked Spur 0
Wrecker Claw 9