TYRANID RULES

Although Genestealers are the bioconstructs of Tyranids and act independently of them, Tyranids are sometimes found on Space Hulks for many reasons. Some may have been isolated from their Hive Fleets in hasty escapes. Others may have been assigned as a special force to protect a fledgling Brood through the currents of the Warp. In any event, the Tyranids are awesome warriors that send shivers of formidable dread down the spines of even the battle hardened Space Marines.

All Tyranid models (except the Hive Tyrant) have 6 APs each per turn.

All Tyranid blips are treated as though they are Purestrain Genestealer blips. This helps to encourage the Tyranid player to convert some of his more powerful models to take advantage of their extra toughness.


Introducing Tyranid Warriors

Tyranid Warriors tower over the heads of Space Marines. They are fast, deadly, impossibly strong and cunning. Alhough they are psychically attuned to the Hive Mind, they do not share or participate in the Genestealer’s Brood intelligence. Therefore, Tyranid Warriors do not use psychic powers and they can not influence reinforcement blips. They are usually armed with at least one hideous bioweapon or sometimes more. Tyranid Warriors have stronger and tougher carapaces than Genestealers, in many ways better than Terminator Armour.

Before playing a mission, both players can agree to use some of the lettered blips to represent Tyranid Warriors. A typical blip would either have one or two Tyranid Warriors armed with either two Boneswords, or a ranged bioweapon. Do not overuse Tyranid Warriors in a force unless the Marine player has superior firepower to deal with their presence. If the bidding system for missions is used, then this will not be a problem as the players can decide for themselves what they think will be an appropriate force required to complete the mission. See the Tyranid forces page for more suggestions on how to introduce them into your games.

Image: Tyranid Warrior armed with a Deathspitter.


Introducing Termagants

Termagants usually propel themselves forward on four legs and they can be armed with a Fleshborer, Devourer, Strangleweb or Spike Rifle. They are often found in numbers and can be deadly in packs. Blips of Termagants usually number at least two to four creatures. Opponents need to be very cautious around a swarm that has so many models capable of firing back.

Image: Termagant armed with a Fleshborer.


Introducing Hormagaunts

Hormagaunts bound along on two legs and usually have two sharp Scything Talons ready to cut their enemies into confetti. They are the most agile of Tyranid bioconstruct creatures and can leap along corridor walls and ceilings, sometimes even faster than overwatch can react to. They are very similar to Termagants, but they do not generally use ranged bioweapons. Hormagaunts use their great speed and agility to close in quickly on their enemies and tear them to shreds with swift strikes of the Scything Talons. A typical Hormagaunt blip has at least three to six creatures all ready to run.

Hormagaunt Leap

A Hormagaunt can pay 2 APs to leap over its forward facing square. It can not Leap over an enemy model or section effect, but it can Leap over another Genestealer or Tyranid model, including blips. It can also leap over crates and rubble. The square that the Hormagaunt will land in must be empty, otherwise it can not perform the leap. A Hormagaunt can leap over a square that would normally be in LOS for overwatch without being targeted. In this manner, a Hormagaunt can also Leap down a corridor to rush a Marine who is on overwatch. The Marine can not take an overwatch shot at the Hormagaunt while it is leaping in the air, he can only shoot when the Hormagaunt lands.


Introducing Squigs

Squig bases are comprised of tens to hundreds of smaller bioconstruct creatures that are often the genetic left-overs of the Tyranids other creations. Typical Squig creatures can be as small as a toe or as tall as a knee and they collectively form a tangle of living, crawling organisms that exist merely on a primordial level. A Squig base will consume most waste matter it passes, regardless of wether it is alive or inorganic. They effectively serve as biocleaners that recycle resources on a Hive Ship. A Squig blip is only ever converted to be one base of Squig creatures. Their special abilities are listed below.

Squig Facing and LOS

A Squig base is always considered to only have a forward facing, it has no side or rear squares. It has LOS in all directions. Due to the size of the individual Squig creatures, Squig bases DO NOT block LOS to or from any other model on the board. This is important, as the Genestealer player can not hide more powerful models behind Squigs without being seen. Squigs are not big enough to provide sufficient cover, so other blips behind them will be converted.

Similarly, Squig bases do not block shooting of any ranged weapon or psychic attack. Any Model can shoot over Squigs to other models that are within LOS. Squigs can be targeted as normal, so the shooting player must declare if he is targeting the Squig base or a model behind it. Many enemies fall to Squigs when they are too preoccupied at shooting larger and more dangerous targets behind them.

Close Assault

Squig bases do not close assault as other models normally do. They try to crawl all over the enemy model while tearing, ripping and devouring to process the organic matter. This does not affect the game mechanics so a Squig base rolls d - 3 in close assault to see if it wins, or otherwise. If a Squig base wins a close assault against an organic enemy (not doors, crates, etc) during its turn, then it must immediately stop and can take no further actions for the turn. The Squig creatures are too busy devouring the fresh kill to continue spending their remaining APs.

Movement

Any Tyranid or Genestealer model CAN pass through a square occupied by a Squig base without harm or penalty. Similarly, a Squig base can pass through a Tyranid or Genestealer square without penalty. Note that a Squig base, Tyranid or Genestealer model can never end its move sharing a square with another model. The special movement can only take place while passing through the shared square. No other action, besides a movement action, can be taken when a model is sharing a square with a Squig.

When a Squig moves through a rubble square it must pay the extra AP like other models do. However, when it leaves the rubble square, the rubble counter is removed entirely from the board. The Squig creatures have eaten most of the rubble freeing the square for unhindered movement. Crates and doors block Squig base movement. They must wait until the obstacle is removed before they can continue on their way.

Regeneration

Squig bases that are killed in close assault, by targeted weapon, or targeted psychic attack, are not entirely dead. While many of the creatures may have been killed, the remaining creatures on the Squig base actively consume them to remultiply. The Squig base spends its entire next turn regenerating. During this time it does not block movement for enemy models. If the section the Squig base is regenerating in takes a hit from any section effect that causes damage, then the Squig base is killed before it can regenerate.

The following turn after regeneration, the Squig base is able to continue to move as normal since it has fully healed. If an enemy model is standing in the square of a regenerated Squig base, then it is knocked prone to an adjacent square of the Genestealer player’s choosing. If there is no empty adjacent square, the enemy model is automatically killed as the Squig creatures permeate even Terminator Armour. The Squig base then has its full APs to spend for the turn. Any friendly models standing in a regenerated Squig base square must be moved to an adjacent square, otherwise they too are automatically consumed by the ravenous Squigs!

Section effect weapons and psychic attacks will remove a Squig base if killed. The devastation is sufficient to kill all of the Squig creatures entirely.

Some mission objectives require the total destruction of a Tyranid force as victory conditions for the opposition. If the last remaining models on the board for the Tyranid player are Squig bases, then the opponent wins. It is a routine procedure for enemy forces to mop up stray Squig bases once the more deadlier Tyranids have been destroyed.


Introducing Lictors

Lictors are the advance scouts of a Tyranid attack force. They have extremely acute sensory organs that allow them to see, hear and even taste their enemy before they come into contact with them. A Lictor also has the ability to change its appearance with chameleon like scales so that it can remain near invisible. It is the perfect creature designed to flush out and infiltrate enemy positions before the main swarm of Tyranid creatures can arrive to deal swift death.

If both players agree, then you can use ambush blips to introduce Lictors into the Space Hulk. They typically lie in wait until the enemy have passed and can then attack vulnerable rear guard positions. When an ambush blip is converted the Tyranid player rolls a dice. On a result of 6, the Blip is revealed to be a Lictor. This will require both players to designate before the game begins the nature of ambush blips. It may be confusing to use Purestrain Genestealers, Hybrid Magi as well as Lictors on the ambush blips.

Lictors are usually unarmed, however, they are extremely deadly in close assault. Their huge talons are able to puncture their enemy’s skull and drink their brains dry. Lictors are tougher than most other Tyranids and can withstand greater amounts of damage before they are destroyed. A Lictor is so swift in close assault that it can never be attacked from the sides or from behind. It is always able to turn and face its attacker before close assault begins.


Introducing Carnifexs

Carnifexs are monstrous creatures that are like living battering rams of invulnerable strength and muscle. Though not often found on Space Hulks, they can sometimes be placed as part of a Tyranid Brood that is about to send an invasion force onto a nearby planet. The usual role of a Carnifex is to rip apart enemy tanks and heavy support weapons, often by purely smashing into them and shredding them with their awesome might. Both players can agree to include a Carnifex, but there would rarely be more than one present during a mission.

The sheer size of a Carnifex poses it some problems on a Space Hulk. It occupies four squares instead of just one. Therefore, it can only move in areas that are large enough to contain it. A Carnifex can never be found or moved on a narrow one square wide corridor section. A typical mission would have the Carnifex model on the board at the start of play, either in a room or a three square wide corridor. From there it would only be allowed to move in areas that are wide enough to allow it access. LOS to a Carnifex can be traced to or from any of the four squares that it occupies. A Carnifex is not able to climb up or down ladders or pitfall squares, as they do not provide enough room for it to pass through. Carnifexs can never be knocked prone, they are just too powerful.

A Carnifex can withstand extraordinary amounts of damage before it is destroyed, making it one of the toughest creatures in the known galaxy. Carnifexs are deadly in close assault. They are able to kill enemy models that attack them from the left or right squares, even though they are not facing them. However, the close assault rolls for the appropriate left or right square are still used, and the Carnifex must win the close assault. It does not have the option to turn and face the attacker if the attacking model is killed.

A Carnifex is even more terrifying than other Tyranid creatures. It will strike terror into enemies, as detailed in the New Rules section.

Bioplasma Bolt

A Carnifex is able to spew forth a giant ball of living bioplasma from its gut and hold it in an electric field generated by its claws. It can then shoot the bioplasma bolt at any target within range. This ability can only be used once per turn, as the bioplasma needs a short time to recharge before another bolt can be spewed forth.


Introducing Zoanthropes

Zoanthropes are extremely psychic Tyranids. They are able to gather information about their enemies in split seconds and have an intimate knowledge of speech, thought, culture, fears and even emotions of love and hate. Zoanthropes speak with silk tounges and are able to mask their hideously alien appearance with friendly gestures of assurance. Zoanthropes are often called upon by the Hive Mind to persuade weak minded resistance into peaceful surrender.

They walk on two stocky legs and are always unarmed, though by no means are they defenceless. While not as powerful as many of their counterparts in close assault, they are comparatively as tough as a Warrior to destroy.

A Zoanthrope’s true power is its ability to harness the psychic energy of the Brood and wield it with consummate ease. When a Zoanthrope is in play it is treated as a fourth level Psyker. It is able to use one free force card against every psychic attack, just as the Aegis Hood functions for the Marine Librarians. The Zoanthrope shares the psychic attack cards that the Hybrids use if they are present. If there are no Hybrids in the mission, then the Zoanthrope will be dealt a hand of four psychic attack cards once it has been converted from a blip.

Psychic Powers

The Zoanthrope has a choice of four psychic powers that it can use.

The Horror

Range: 12
Target:
Any Termagant, Hormagaunt, Squig Base or Tyranid Warrior in LOS.
Cost:
6 APs
Effect:
The target model is imbued with Warp energy and glows with a pulsating field of terror. It is able to strike terror to all enemies that have LOS to it, as they are touched by the fear of the radiated Warp currents. If the target model has not been activated, then it may still be activated normally and strike terror to all enemy models that gain LOS to it as it moves about. The effect lasts until the start of the next Tyranid turn. The Horror is unstoppable, but it will immediately end if the model walks into a Miasma.

Psychic Scream

Range: The entire map, except for any sections that may be isolated by a Miasma.
Target:
All enemy Psykers.
Cost:
8 APs and discard 4 psychic attack cards.
Effect:
The Hive Mind releases a shrill piercing scream across the battlefield that affects all enemy Psykers. They are not able to use ANY psychic abilities in any way. Force and aura cards are not allowed and Force weapons can not channel any bonuses in close assault. Existing psychic effects remain on the board and other Zoanthropes and Hybrids are still allowed to use their psychic powers. The effect lasts until the start of the next Tyranid turn, but it CAN NOT be played in two consecutive turns by the same Zoanthrope. Psychic scream is unstoppable, but it will immediately end if the casting Zoanthrope is killed.

Warp Blast

Range: 8
Target:
Any section in LOS.
Cost:
4 APs and discard 3 psychic attack cards.
Effect:
Similar to a cross between the Vortex psychic attack card and the Vortex Grenade, Warp Blast opens up an instantaneous rift to the Warp. It will drag unfortunate victims into the Warp and consume them. Warp Blast is not unstoppable. A Force card of any colour can be used to counter it, along with Aegis Hoods, aura cards or other latent psychic defences.

Warp Field

Range: 0
Target:
Self.
Cost:
4 APs and discard all remaining psychic attack cards (must discard at least one card).
Effect:
The Zoanthrope is surrounded in a defensive Warp field that acts like a personal Miasma. The Warp field protects the Zoanthrope with as many force cards or aura cards that the Zoanthrope needs. However, it does not provide Aura Cards to defend against ordinary weapons such as bullets or close assault blades. The Warp field is only attuned to protect the Zoanthrope against all forms of psychic attack cards and powers. It will also immediately dispel a section effect that the Zoanthrope walks into (such as Jinx, Warp Time), but the Zoanthrope can not walk into a Miasma. The Zoanthrope is not able to use any other psychic abilities until the Warp field dissipates. Warp field is unstoppable and the effect lasts until the start of the next Tyranid turn. The Zoanthrope can not choose to drop out of the Warp field voluntarily.


Introducing Hive Tyrants

Hive Tyrants are the generals in an attack force of Tyranids. They are extremely intelligent, highly psychic and actively lead their Brood against the enemy. Hive Tyrants are monstrous creatures that strike terror, and they are always armed with a variety of bioweapons. Though not as tough as a Carnifex, the Hive Tyrant can still withstand abnormal amounts of punishment before it is destroyed.

If both players agree, then the Hive Tyrant can be placed on the board at the start of a game. It can otherwise enter play as the 'J blip'. Despite its size, the Hive Tyrant is more mobile than a Carnifex. It only occupies one square and can move freely about the Space Hulk. It is deadly in close assault and can kill models that attack it from the left or right square if it wins the combat. However, the close assault rolls for the appropriate square are still used and the Hive Tyrant can not turn to face the attacker if the attacker is killed.

Image: A Hive Tyrant with Venom Cannon, Bonesword and Lashwhip.

Hive Tyrant APs

A Hive Tyrant is able to assimilate vast amounts of sensory information from all other nearby Tyranids. It is an active beacon for the presence of the Hive Mind and can act with incredibly quick judgement based on split second information that it receives. Based on this superior awareness, a Hive Tyrant has 9 APs per turn.

Hive Tyrant Psychic Attack Cards

While the Hive Tyrant is the accumulator of the psychic energy of a Brood, it is not the main focal point of the release of such energy. If there are already Hybrid Psykers or Zoanthropes on the board that are using the psychic attack cards, then the Hive Tyrant increases their hand of cards by two. Example: A Patriarch and a Hive Tyrant on the board will give a hand of eight psychic attack cards. A Hive Tyrant may only use the psychic attack cards if there was already a hand of psychic attack cards in play. The Hive Tyrant can not generate a hand of psychic attack cards by itself as the energy needed to do so detracts from its efforts to coordinate the Hive Mind’s will through all of the other Tyranid creatures.

The Hive Tyrant is treated as a fourth level Psyker, but it can only ever use one psychic attack card per turn if a hand of cards is already present.


Tyranid Command Points

Many Tyranid models are able to use CPs, just as the Hybrid Genestealers are able to. Any Tyranid Warrior, Lictor, Carnifex, Zoanthrope or Hive Tyrant can use CPs. Therefore, in a mixed force of Genestealer Hybrids and Tyranids, the CPs can be shared amongst the appropriate models. However, the only Tyranid that can generate CPs in its own right is the Hive Tyrant. If there are no Hybrids in play, the presence of a Hive Tyrant allows for d6 + 2 CPs just as a Patriarch generates. Other Tyranid models capable of using CPs are not allowed to do so until they are generated by the presence of a model that can offer the use of CPs. It is not important that the CPs come from Hybrids or the Hive Tyrant, provided there is a converted model on the board capable of allowing the Tyranids and Hybrids to use CPs.


TYRANID HIVE SHIPS

There comes a time when enemies must take the fight to the Tyranid’s own ships and battle through the living arterial corridors to reach their objective. The Hive Ship is an alien environment that houses the Tyranids and actively defends them while trying to repel intruders. Only the highly trained Marines or craziest of Orks or the most suicidal of Harlequins would enter a Hive Ship. Fraught with danger in every living alcove, the ship itself dispatches whatever it needs to mop up the invading genetic stock and to use it for processing purposes in the biofactories on board.

Using Hive Ship Floor Tiles

The floor tiles can be generated randomly with the set up cards or placed for a pre-designed mission. They are of a grid design that is similar to the normal corridors of a Space Hulk. However, the Ship will aid the Tyranids, while hindering any other life form on board.

Image: The arterial passageways of a Tyranid Hive Ship.


Doors, LOS and Carnifexs

Some rooms in the Hive Ship have doorway sphincter muscles. These muscles are normally closed off, but they contract to open when a model steps onto a square adjacent to the doorway or when standing in the doorway square. If there are no models keeping a doorway sphincter open, then it is shut. Enemy models can not trace LOS beyond the closed off doorway sphincters. This will hinder their shooting with any ranged weapon. A closed doorway sphincter will block blind targeted psychic attacks, but will not affect free targeted psychic attacks.

The Hive Ship is in direct communication with all of the Tyranid models on board and it is aware of their intentions. If a doorway sphincter is shut, then it DOES NOT block LOS for any Tyranid or Genestealer model. It is possible for Tyranid models to shoot at enemies on the other side of a closed doorway sphincter, as the Hive Ship briefly opens the sphincter for the shot to pass through. Enemy models may return overwatch fire if they are alive or spend CPs reacting to the single attack. Any Tyranid blips will be converted if they are revealed as the result of a doorway sphincter opening for a ranged or psychic attack. As soon as the Tyranid attack is resolved, the doorway sphincter shuts to protect the Tyranid model. It will be ready to briefly open if another attack is announced.

The Hive Ship actively supports the movement of all Tyranid models through the living arteries. The passages will swell open and freely allow a Carnifex to move unhindered. A Carnifex only ever occupies one square when it is on a Hive Ship floor tile. This makes it even more lethal as it is able to charge into enemies with disregard for being caught in tight places or narrow passages.


Acid Blobs

The Hive Ship secretes Acid Blobs that routinely travel the arteries mopping up any stray genetic material which is then reabsorbed into the Ship’s system. Acid Blobs can be selected in place of a normal blip just as ambush blips are selected. However, they must always start on a single closed red cell that is not within six squares of an enemy model. There can only ever be a maximum of three Acid Blobs in play at any time.

Acid Blobs have 6 APs and move as blips. They are automatically destroyed by any section effect weapon or section effect psychic attack and they are immune to all other forms of attack. Acid Blobs automatically kill any model that they come into contact with, even Tyranid models. When this happens, the Acid Blob and the contacted model are removed from the game. The Acid Blob has to pay 1 AP to move onto the model. Standing adjacent to a model is not enough to dissolve it. The only way that a model can save itself from an Acid Blob is by playing an aura card, in which case only the Acid Blob is dissolved. Acid Blobs are a powerful motivator for enemy forces to have a ready supply of section effect weapons at their disposal. Acid Blobs are never able to move onto the ordinary squares of a Space Hulk corridor.

Image: Two Acid Blobs.


Section Effects

The interior of a Hive Ship is not regimented in its design. Some cells are small, while other cells are as large as normal sized rooms. It is difficult to define what a ‘section’ is for area of effect weapons, when there is no consistency within a Hive Ship. Therefore, considering that the Hive Ship will naturally try to neutralise any section effect weapons, a section effect is generally much smaller than what it would be inside a Space Hulk. A section effect blast or marker will only occupy a three by three area at most.

When firing a section effect weapon or using another effect, a target square has to be nominated. The section effect then affects the target square and all of the immediate eight squares surrounding the target square. If there are less than 8 squares surrounding the target square then the effect only covers those squares touching the target square.

Grenades that target by section are similarly affected. They can be thrown at any target square that is in a range of three to eight squares and they affect an area of three by three squares instead of the section.

If a doorway sphincter is opened adjacent to a section effect, then the newly revealed three by three section may be affected as well (as in the case of an existing flamer hit spreading to an adjacent section when a door is opened).

A Vortex will move around as a three by three section, but it can not move through a closed doorway sphincter.


Teleportation Nexus and Cysts

Tyranid Hive Ships are equipped with an efficient living transportation system that operates through the Warp. Long, snakelike Worms live both inside a ship and also within the Warp. Each Worm has many tendrils that crosses the boundaries from real space into the Warp. The ends of these mysterious tendrils are known as Teleportation Nexus and Teleportation Cysts. They are internal organs of the Worm and Hive Ship and both can be vulnerable against attack.

Image: A Teleportation Nexus with two Teleportation Cysts.

Placing Nexus and Cysts

The Nexus is a large organ that blocks movement through it (for enemy models) and all LOS. It takes up four squares inside a Hive Ship and grows from floor to ceiling. Its orifices open and close at will for each passing Tyranid, but remain shut for enemy models. Make sure that each Nexus is placed where it can fit onto the board. It may be placed to block movement if desired. Each Cyst is smaller, fitting neatly into one square. Cysts block movement, but not LOS as they are flatter portals of about knee height that seem to open downwards into the depths of the Warp. Cysts can be placed anywhere on the board. Each Nexus can control up to four Cysts at most. A Nexus and its Cysts is known as a Network. If there are two or more Nexus on the board, then each can have up to four Cysts, so there will be two different Networks on the board. A Cyst can only ever belong to one Nexus so it is important to note which Cysts belong to which Nexus in cases where more than one Nexus is being used.

All Nexus and Cysts must be placed on the board at the start of a mission.

Using Nexus and Cysts

Any Tyranid or Purestrain Genestealer is able to step inside a Nexus or Cyst for the cost of a normal movement action. This could be a forwards, backwards or even a sidestepping action. It does not matter which square of a Nexus that the Tyranid model entered, as it is devoured upon entry into the Nexus. Tyranid models may move through the Nexus or Cyst, if they desire, without being teleported. Models moving within a Nexus may not be targetted by any effect until they leave the Nexus. Any single Tyranid may remain in the relative safety of a Nexus, however, that Network can not teleport another Tyranid until the model within the Nexus leaves. No other Tyranid can enter the Nexus as long as there is already another Tyranid inside. Tyranids moving across a Cyst can still be targetted as normal, as the Cyst does not block LOS. Any Tyranid that remains on a Cyst will block its ability to teleport until the model leaves the Cyst.

If a Tyranid within a Nexus or Cyst pays 2 APs then it may instantly disappear and reappear at any other Nexus or Cyst in the Network. If the model reappears at a Cyst, then it may be shot at with overwatch fire.

A Network is not affected by a Miasma or any other psychic attack or psychic power. As each Network is part of a much larger living Worm. The life force of the Worm and the Hive Mind negates any negative psychic attempt to cease the function of the Network.

Destroying Nexus and Cysts

Nexus and Cysts are delicate organs and are not able to sustain much damage before they are destroyed. A Nexus is as tough as a Tyranid Warrior to destroy with ranged weaponry. Use all statistics for the Tyranid Warrior on the Ranged Weapons Table. If a Nexus is caught in a section effect and survives, any Tyranid that may be inside is safe. If the Nexus is destroyed as a result of the section effect, then the enemy model may roll to destroy the Tyranid inside as well. A Cyst is as tough as a Gaunt on the Ranged Weapons Table. Cysts can only be targetted for an attack if there are no other Tyranids standing on them. Cysts can still be caught in section effect bursts if there is a Tyranid standing on them.

To destroy a Nexus or Cyst in Close Assault requires a six. All normal bonuses are considered, making it easier for some powerful enemies to slash the organs apart. Nexus and Cysts can not fight back, nor can they hurt an enemy model.

If a Cyst is destroyed, then remove the counter from the board as it is no longer usable. Cysts regrow over a period of hours, but not quickly enough to be useful for the remainder of the mission. The Nexus does not suffer from the loss of a Cyst. If all of the Cysts of a Network are destroyed, then the Nexus is unable to teleport, but it is not dead. It will remain in place, alive and functional, until it has time to regrow more Cysts.

If a Nexus is destroyed, then the whole Network collapses and is removed. This will not affect other Networks on the board and they may continue to function normally.

Worms always grow Cysts from differing Networks close to each other, so they can create a teleportation chain along the length of the Hive Ship. In the extremely rare event that all of the Nexus are destroyed, each Network will collapse and the Worm will die. This will injure the Hive Ship as it suffers internal stress.


TYRANID WARGEAR

Most Tyranid weapons will not harm other Tyranids or Genestealers as their genetic design ensures that all of their dangerous effects only take place in foreign tissue samples. The Hive Mind is an efficient entity that has evolved its weapons to take effect only against enemies and not on a part of itself.

Barbed Strangler

The Barbed Strangler is a Tyranid bioweapon that shoots a small seed pod towards its intended target. If the target is hit, the seed pod rapidly matures inside the host body and sprouts into hideous vines and tentacles that rip the victim apart from the inside. Such a grotesque death is unsettling to most enemies. The Barbed Strangler can only be fired once per turn as each new seed pod needs a short amount of time to germinate in the ammunition sac of the weapon.

Boneswords

These Tyranid bioweapons are used for close assault. They are living creatures that are capable of sending a static charge through their horned blade, similar to Power Swords. Tyranids can parry attacks with Boneswords as they are adept in using them for attack and defence.

Death Spitter

The Death Spitter is a Tyranid bioweapon that shoots a large slug like creature towards the section. When it hits it splatters with corrosive juices that eat away the flesh and armour of enemy models. A Death Spitter has a relatively slow rate of fire because each slug bullet takes a short amount of time to crawl into the weapon’s chamber.

Devourer

The Devourer is a Tyranid bioweapon that is sometimes carried by Termagants as well as Warriors. It is a vile weapon that shoots clusters of miniature worms towards the target. If hit, the worms burrow into the victim and rapidly crawl towards the brain stem. This kills the victim, but not before they experience moments of screaming agony as their pain threshold internally explodes.

Fleshborer

The Fleshborer is a bioweapon that is commonly used by Termagants as they run rampant towards enemy lines. It fires a single beetle that bores through bone and armour to cause massive internal trauma. Fleshborers are not a relatively powerful weapon, but they do have a high rate of fire.

Lash Whip

The Lash Whip is a Tyranid bioweapon that is used for close assault. It is a creature that has strong squirming tentacles that try to grasp hold of the enemy models around them. If a Tyranid with a Lash Whip is involved in a draw during close assault, then the enemy model is knocked prone by the Lash Whip. The enemy suffers the normal effects of being prone. The Tyranid need not be the attacker in the close assault as the Lash Whip can take effect even in defence.

Scything Talons

Scything Talons are excessively long sharp claws that have mutated on some Tyranids. They have the same bonuses in close assault as a Bonesword, but do not allow the Tyranid to parry. Rather than being a bioweapon as such, the Scything Talons are a grown part of the Tyranid creature that has them.

Spike Rifle

The Spike Rifle is a form of heavy bioweapon that is mostly used by Termagants. It is similar to old fashioned whaling harpoon guns that were used in the founding days on Terra to hunt whales in the open oceans. The Tyranid harpoon is a large creature that consists of a sharp spiked head that is capable of penetrating through layers of solid armour. This is attached to the main body of the slim, cylindrical shafted creature and is slightly barbed so that the spike will not fall out of the victim. Often the impacting blast of the spike at high velocity is enough to kill many victims, however, once the shaft is lodged inside the victim it quickly corrodes and releases toxic bioacids as a by-product. The acid is strong enough to burn through many substances and can reduce victims to steaming pools of sludge. Once the Spike Rifle is fired place a fired counter next to it. On the next Tyranid turn flip the counter over to show that the Spike Rifle is recharging. The Spike Rifle does not have a fast rate of fire, as each spike creature takes some seconds to regerminate inside the barrel of the weapon.

Strangleweb

Just as a spider is able to spin a web, so does the Strangleweb shoot a silken net of Tyranid slime over the target. When a target is hit by a Strangleweb, it is not killed, instead, it is knocked prone and is unable to spend APs or CPs until the start of its next turn. If in the unlikely event that the target has survived long enough to see its next turn, it can then spend 4 APs cutting itself free from the web. Stranglewebs have a slow rate of fire as the spinner sacs in the bioweapon need a short amount of time to construct another net ready to fire.

Venom Cannon

The Venom Cannon is another type of heavy Tyranid bioweapon. It fires a burst of acidic poison crystals at supersonic speeds towards its target. The high pitched blast is unmistakable across the roar of a battlefield and is even more profound on a Space Hulk. If the target is hit the crystals shatter in a blast that instantaneously covers the whole section that the target model was standing in. If the Venom Cannon misses its intended target then you do not roll for section effect shatter. The Venom Cannon can be aimed at an empty square so that the resulting hit will shatter across the section.

The Venom Cannon is able to kill other Tyranid and Genestealer models, not as a result of the acidic poison of the crystals, but from the force of the impacting blast alone.


TYRANID TURN SEQUENCE


Note that the following Tyranids will not be introduced into Space Hulk:

Biovore and Spore Mines - no need for artillery.

Gargoyles - no flyers.

Raveners - sorry, but I'm old school.


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Last revised: June 30, 2005.