Hive War
Hive War Rulebook
Table of Contents
Table of Contents
Components
This box contains the following components:
- 1 Rulebook
- 82 Swarm cards
- 24 Mycetic Spore chits
- 24 Hive Mind cards
- 15 Instinct counters
- 22 Wound markers
- 12 Spore Mine markers
- 50 Spore markers
- 1 Energy Pulse template
- 6 Trygon Bio-shock templates
- 1 Pyro-Acid Spray template
Hive Mind Rules
The extragalactic origin of the Tyranid hive fleets means that they are utterly alien to humanoid perspectives. This overwhelming sense of difference extends not only to the basic organisation of the ground forces they deploy for planetary assaults but also to their command structure and objectives.
To represent their unique characteristics, Tyranid forces in the Epic game use a number of different rules from other races.
Firstly, Tyranids choose their troops differently from Orks, Eldar and Imperial armies, using Tyranid swarm cards organised into a special swarm structure.
Secondly, because many of the Tyranid creatures are driven only by their basic instincts, they must be given their orders by the hive mind if they are to fight at their most efficient.
Thirdly, in a battle, Tyranids score victory points differently from other races. This is because the hive mind has no interest in seizing tactically important areas, it is only concerned with annihilating enemy troops.
Organisation
Swarm Cards
As mentioned above, the Tyranid force is picked with the special hexagonal (six-sided) Tyranid army cards called swarm cards. Individual swarm cards represent either a brood of Tyranid creatures (the equivalent of a squadron or detachment in other forces) or a single very powerful Tyranid creature such as a bio-Titan or a Hive Tyrant.
The swarm cards include most of the information you normally find on Epic army cards: points value, break point (if the card is a brood) and victory points.
There are only two pieces of different information on swarm cards. Instead of a Morale value Tyranids have a Hive Mind value which is used to determine if they lose contact with the hive mind after taking casualties. Some swarm cards (the ones coloured red, blue and green) represent instinctive creatures. The kind of instinctive behaviour these creatures are prone to is described on the back of the card.
Building Swarms
The hexagonal Tyranid swarm cards are used to form swarms. These are broadly analogous to Ork clans or companies of troops in other armies. A Tyranid force may comprise several swarms or one large one, depending on the points value of the game and your own personal preferences. A single large swarm is more powerful but several smaller swarms are less vulnerable to being disrupted by battle damage.
Each swarm must include one Dominatrix as its core and the Dominatrix card is always placed first. A Tyranid force may only have one Dominatrix card per 3,000 points or part thereof. This is summarised on the table below for convenience.
| Force Points Value | Max. Number of Dominatrixes |
|---|---|
| Up to 3,000 points | 1 |
| 3,001 to 6,000 points | 2 |
| 6,001 to 9,000 points | 3 |
| 9,001 to 12,000 points | 4 |
| Etc. | Etc. |
This rule represents the fact that Dominatrix are only ever seen as the central nexus of a swarm. The rest of the swarm is made up of broods, individual creatures and commanders (such as Hive Tyrants) that extend the Dominatrix's sphere of control.
The individual swarm cards are marked with one or more arrows along their edges. There are two kinds of arrow: incoming arrows and outgoing arrows. Incoming arrows point towards the centre of the card, outgoing arrows point towards the edge.
Extra cards are added to a swarm by placing them so that one of the incoming arrows on the new card matches up with an outgoing arrow on one of the cards already placed in the swarm structure.
[Diagram: a Dominatrix card with six outgoing arrows, with a Haruspex card placed against one of them. Caption: "Every Tyranid swarm has a Dominatrix as its core, and the Dominatrix card is always placed first. The Dominatrix card has six outgoing arrows, so six swarm cards can be placed adjacent to it, matching incoming arrows to outgoing arrows."]
Cards may only be linked to the swarm if they are abutting a hex edge with a free outgoing arrow. When no outgoing arrows remain free no more cards may be added to the swarm.
[Diagram: a cluster of hex cards whose outgoing arrows are all covered. Caption: "All the outgoing arrows are covered, so no more cards can be added to this swarm."]
A swarm doesn't have to use up all of its outgoing arrows to work. In fact you may find it difficult not to leave a few outgoing arrows unused. You will need to leave your swarm organisation laid out to one side during the battle so you can keep track of which swarm cards have been broken or destroyed.
Hive Mind Cards
The Tyranid hive mind is the single co-ordinating will that directs its trillions of constituent members. Each Tyranid invasion force is made up of untold millions of individual consciousnesses in telepathic contact with one another. Some of these minds are capable of independent thought, while others are little more than animals or automata and require the motivating force of the hive mind to give them purpose and direction.
The more Tyranid forces are present in a battle the more attention and instruction they will receive from the gestalt consciousness of the hive mind. Certain creatures like the Dominatrix act as vital synapses and help impose the hive mind's mandates on the mass of animal-like beasts that make up the bulk of the swarms. As forces are destroyed the hive mind will become increasingly out of touch with the battle and many of the creatures that make up the Tyranid bio-war machine will become disorganised and confused.
Hive Mind cards are used to represent the power of the Tyranid collective consciousness in action. They can be used to motivate broods of creatures and to stimulate the generation of acids, enzymes or other body-altering chemicals.
A swarm generates a certain number of Hive Mind cards to use during each turn, based on the number of swarm cards it comprises. The number of cards in a swarm will be reduced as broods are broken and individual creatures are destroyed, and in turn this will reduce the number of Hive Mind cards the swarm can generate.
To work out how many Hive Mind cards a swarm generates count up the number of cards in the swarm structure. Look up the number on the Hive Mind Chart to find out how many Hive Mind cards you get from the swarm each turn.
The Hive Mind Chart
| No. of connected Swarm cards | 0 | 1-5 | 6-10 | 11-15 | 16-20 | 21+ |
|---|---|---|---|---|---|---|
| No. of Hive Mind cards | 1 | 3 | 4 | 5 | 6 | 7 |
Swarm Casualties and the Hive Mind
As broods are broken by taking casualties and individual creatures are destroyed, the lattice of the hive mind is disrupted and the number of Hive Mind cards a swarm generates is reduced. Broken broods and destroyed creatures are deducted from the total number of cards in the swarm for the purposes of calculating how many Hive Mind cards it generates.
Unless a swarm card is connected to the Dominatrix via a chain of unbroken swarm cards it does not count towards generating Hive Mind cards. Should the Dominatrix of a swarm be killed, none of the swarm's cards will count towards generating Hive Mind cards.
Multiple Swarms
If you are playing a game with more than one swarm in your army just add together the total number of swarm cards in your force and work out the number of Hive Mind cards you get for them. The Hive Mind cards you get can be played on models from any of your swarms as you see fit.
For example, if you had two swarms, one of nine swarm cards and the other of seven swarm cards, you would start the game with 16 connected swarm cards and have a hand of six Hive Mind cards.
Swarms in Battle
Each brood or individual creature represented on a swarm card is a discrete unit in a game, like a vehicle squadron or a troop detachment in an Imperial or Eldar force. This means that the way you deploy swarms to fight in a battle and how you move them during the game is not dictated by the locations of broods and individual creatures in their swarm structure. It is, of course, advisable to ensure that synapse creatures are in range of most of your creatures so that you can use Hive Mind cards to control them. The main point, however, is that the deployment and movement of Tyranid forces on the tabletop is not dictated by their swarm structure.
Dealing Hive Mind Cards
At the start of a battle you should deal your full hand of Hive Mind cards for the swarm(s) you have in your force. Any number of Hive Mind cards can be played at once, up to your entire hand, though it is a good idea to keep a few in reserve at all times.
At the start of the psychic phase of each turn you can discard any Hive Mind cards you don't want and then draw extra Hive Mind cards to replenish your hand to the correct size for the number of swarm cards in your force. So, for example, if you had swarms comprising 21 or more cards you would have a hand size of seven Hive Mind cards. If you played or discarded five cards, you would pick up five more cards to replenish your hand back up to seven cards in the psychic phase.
Because you replenish your hand during the psychic phase it means that on the first turn of the game you will be able to play all of your cards with relative impunity. This represents the preparations the hive mind has undertaken for this particular conflict. However, as the battle goes on the ebb and flow of the combat will become increasingly difficult for the hive mind to control.
Of course, as broods become broken your hand size will be reduced, and you may end up in a situation where the number of cards you are holding exceeds your new hand size. If this is the case you will have to discard Hive Mind cards in the psychic phase to bring your hand down to the right size.
Playing Hive Mind Cards
Each Hive Mind card has three pieces of information on it: its range, the effect it produces and the phase it can be played in. Some examples of Hive Mind cards are reproduced in the original rulebook.
Effect: The 'Effect' section of the card gives a brief summary of what the card lets you do and whether the effect will stay in play. Nearly all Hive Mind cards are instantaneous and so are resolved immediately. The card is then discarded and has no further effect on the game. The different Hive Mind cards are discussed more thoroughly in the Hive Mind Card Commentary later. If there is any confusion about the cards refer to the Commentary for more information. If this doesn't resolve the problem roll a D6 to see who's right!
Range: If you look at the ranges on the cards you can see most Hive Mind cards have to be played through a synapse creature such as a Hive Tyrant or a Dominatrix, but still have a limited range. Other cards are directed from the bio-ships in orbit and do not require any special creatures to use. In all cases the cards can only be played as specified, so if you have cards that say their range is measured from a synapse creature but all your synapse creatures are dead, you can't play them!
Phase: This section of the card tells you which phase of the turn you can play it in: Orders, Psychic, Combat, End or Any (as in any of the above). If a card can be played in the combat phase it can be used during any of the segments of that phase. A Hive Mind card can be played at any point in a permitted phase, even interrupting the opposing player's actions unless dice have already been rolled.
Orders
Unlike ordinary troops, most Tyranid broods are not automatically given an order counter in the orders phase. Their activities will be limited and instinctive unless they are given direct commands by the hive mind. Hence for the purposes of orders Tyranid creatures are split into three categories: Instinctive creatures, Independent creatures and Commanders.
1. Instinctive Creatures
Instinctive creatures have rudimentary intelligence but will normally react to situations by reflex or natural impulse. Such creatures will act without co-ordination with the hive mind unless they are being directly controlled by it. Termagants and Carnifexes are examples of instinctive Tyranid creatures. The swarm cards for Instinctive creatures are coloured green, red or blue to make them easy to pick out in the swarm structure.
Instinctive Tyranid creatures can only be given orders by playing Hive Mind cards. Some units that act as nodes for the hive mind (such as Tyranid Warriors) are also able to control instinctive creatures which are close to them. Instinctive broods must take a Hive Mind test when they are broken and will revert to their instinctive behaviour if they fail it.
An instinctive brood that is already broken must take a Hive Mind test every time it is given an order counter. If it fails the test, the brood will disregard the order counter and follow its natural instincts instead.
If instinctive creatures do not have an order counter with them for any reason they revert to their instinctive behavioural responses. A creature's responses are noted in its individual description and on its army card. See the Instinctive Behaviour section below for a description of the three different instinctive behaviour patterns. Place one of the special Instinct counters with the brood to show which form of behaviour it is exhibiting.
2. Independent Creatures
These are self-aware creatures with drive, purpose and self-motivation. These creatures will undertake action alone and will not be disrupted by separation from the swarm. Tyranid Warriors and Genestealers are both examples of independent creatures.
Independent Tyranid creatures are treated just like ordinary troops in the Epic game. They may be given either a First Fire, Advance or Charge order counter in the orders phase.
3. Commanders
These are highly intelligent, self-determining and often powerfully psychic creatures who dictate the will of the hive mind in the immediate area of their responsibility (such as on a particular battlefield, for example). Dominatrix and Hive Tyrants are commanders and are normally the most powerful individuals seen outside the bio-ships of the hive fleet.
Tyranid commanders obey all the standard Epic rules for command units. They do not need to be given orders themselves: they always move as if on Charge orders and shoot as if on First Fire orders. Like command units, Tyranid commanders may only be shot at if they are the closest target of their type (eg, super heavy vehicles in the case of a Dominatrix).
Instinctive Behaviour
Tyranid creatures exhibit three types of instinctive behaviour: Rampage, Hunt and Nest. The instincts a creature exhibits are specified on its army card and in its description in the rules. Behaviour patterns are dictated by the creature's normal activities, its original bioform and its genetic programming.
The three instincts Rampage, Hunt and Nest equate to the standard Epic orders of Charge, Advance and First Fire. However, these instinctive activities are likely to be frustratingly unco-ordinated and ineffective most of the time, that's why Tyranids have a hive mind to control them!
Rampage: Creatures that Rampage have blue swarm cards. Rampaging creatures must move double their normal movement rate towards the nearest enemy models that are not already engaged in close combat. If a rampaging model moves into contact with any enemy models it will stop moving and fight them in close combat during the combat phase. Rampaging creatures will not make ranged attacks of any kind (they're too busy rampaging).
Roll a D6 for any rampaging model that enters impassable terrain: on a 1-3 it brains itself/drowns/falls off and is destroyed, and on a 4-6 it somehow manages to move into the terrain and keep going (wading through the river, smashing through the building, climbing up the cliff or whatever). Roll again each turn that a rampaging model is in impassable terrain.
Hunt: Creatures that Hunt have green swarm cards. Hunting creatures will move at their normal rate towards the nearest enemy model which is not already engaged in close combat. Hunting creatures will move into close combat if possible and they will move around impassable terrain. If a hunting creature is not in close combat during the combat phase it will shoot at the nearest enemy model in the advance fire segment. Hunting creatures may even end up shooting at things they can't damage because they don't know any better.
Nest: Creatures that Nest have red swarm cards. Nesting creatures will not move but will shoot at the nearest enemy model in the first fire segment of the combat phase.
Note that because instinctive creatures react to the nearest enemy they will often be distracted by inconsequential enemy units and fail to co-ordinate their attacks. Do not make the mistake of assuming that Nest is exactly the same as First Fire orders. On First Fire orders you can choose your targets freely; on Nest you must fire at the closest enemy.
Placing Order Counters
Because the Tyranid player places order counters somewhat differently from other races, the orders are best placed in the following sequence to avoid confusion:
Orders phase
- Place order counters face down for independent broods and broods 'sharing' order counters with Tyranid Warriors and the like.
- Play any Hive Mind cards that enable you to place order counters face down for instinctive broods within range of synapse creatures.
- Wait until your opponent has finished placing his orders.
- Place Instinct counters face-up next to any instinctive broods that do not have an order counter.
- Roll a Hive Mind test for any instinctive broods which have been given an order counter but are broken. If they fail the Hive Mind test remove the order counter and give them a face-up Instinct counter instead.
- Roll for initiative.
- Reveal order counters.
Brood Coherency
Creatures and troop stands that appear on the swarm cards as broods are subject to the normal Epic scale formation rules. This means that no model in the brood may be separated by more than 6cm from at least one other model in the chain. See the Formation rule in the Epic rule book for more information.
Moving Instinctive Creatures
All moving by creatures following instinctive behaviour should take place before the Tyranid player's other moves. Instinctive creatures move towards the nearest enemy, ignoring enemy models that are already engaged in close combat. If a brood of instinctive creatures is an equal distance away from two enemy units roll randomly to see which unit it moves towards.
Break Points and Morale
Tyranid broods have a break point just like Imperial Guard, Space Marines or Eldar. When the brood is broken flip over the swarm card and award the appropriate number of victory points to the enemy in the end phase.
When a Tyranid brood breaks it will not try to fall back from combat, the ferocious purpose of the hive mind is too strong. However, the brood's link with the hive mind is weakened through suffering casualties and instinctive broods are liable to revert to their instinctive behaviour under continued pressure.
When a Tyranid brood reaches its break point it has to take an immediate Hive Mind test. Roll a D6 and compare it to the Hive Mind value shown on the brood's swarm card. Independent broods and commanders always automatically pass their Hive Mind test.
If the brood rolls equal to or more than its Hive Mind value it has passed the check and may carry on normally. If the brood rolls less than its Hive Mind value it has failed the test and changes its orders for the appropriate Instinct counter immediately. This may affect the phase in which the brood can fire, or prevent it firing at all, depending on the brood's instinctive responses.
Once a brood is broken it must pass a Hive Mind test every time it has an order counter played on it. If the check is failed the order counter is discarded and the brood continues to follow its instincts. Note that some creatures such as Tyranid Warriors and synapse creatures allow models that are within range to automatically pass their Hive Mind checks.
Other Morale Checks
Tyranid creatures automatically pass any morale checks they called on to make, whatever their cause. These might be for fighting against daemons in close combat, because of psychic attacks etc. Whatever the cause, morale checks never affect Tyranids, and they never use Fall Back orders.
Victory Points
Other races battling against the Tyranid hordes score victory points for holding objective markers and achieving Titan missions in the same way as normal. Victory points are also scored for breaking Tyranid broods just like other troops. The victory points awarded for each brood are shown on the back of the swarm card along with its break point.
The Tyranids themselves score victory points differently from other races. When the hive mind unleashes its swarms against the enemy it is not motivated by the capture of abstract areas of territory (such as objectives). The hive mind's sole interest is in bringing enemy forces to battle and then crushing them utterly, eliminating all resistance to further expansion and exploitation.
To represent this, Tyranid armies score no victory points for holding objective counters. Instead, they score victory points for enemy units once when they are broken and a second time when they are wiped out or are forced to leave the tabletop because of Fall Back orders. Units that cannot be broken, like Titans or Eldar Warlocks, are worth double victory points when they are destroyed.
For example: A Tyranid force fighting Eldar breaks a Defender Warhost by inflicting nine casualties on it. The Tyranids score 5 victory points in the end phase. The following turn the Tyranids inflict another nine casualties on the Warhost, completely wiping it out. Any other race would score no victory points but the Tyranids score another 5 victory points in the end phase.
Note that although a Tyranid player cannot score victory points for holding objective counters he can deny the victory points for an objective to an opposing player. Tyranid models will control an objective counter if they are closest to it, even though they don't score any victory points for doing so.
Victory Points in the Assault Scenario
If you have access to the Space Marine Battles book and play games using the Assault Scenario rules, some special rules apply to Tyranids. Firstly, the Tyranids never act as the defending force in an assault scenario, though they obviously make highly appropriate attackers. Secondly, in the context of an assault scenario it is suitable for Tyranids to gain victory points by seizing Objective markers to represent them overrunning heavily fortified nests of resistance. Hence Tyranids score victory points just like ordinary attackers in an assault scenario, ie 10 VPs per objective and the normal amount of VPs for breaking defending units.
Tyranid Special Rules
All Tyranids are hard to kill but some Tyranid creatures exhibit an almost supernatural ability to survive damage. Reports abound of creatures climbing out of steaming craters after direct hits from artillery, charging on after suffering crippling damage or even being crushed by falling buildings and digging their way out again minutes later.
This unearthly vitality is characteristic of all Tyranids but is particularly prevalent in certain creatures. Some creatures are impervious to pain or certain kinds of energy, others have incredibly tough internal organs reinforced with thick bone plates and sinews like wire. Some are able to regrow lost body parts and heal their wounds by tapping the hive mind's vast reservoir of psychic power. Particularly dangerous Tyranid creatures can exhibit all of these characteristics.
Two special rules are used to represent this capacity in Tyranid creatures. If either one or both of them apply to a specific creature this will be noted in its description.
Multiple Wounds
Creatures with 'multiple wounds' are so tough that they don't die the first time they are hit and fail their armour saving throw. If a creature has more than 1 wound (which is unusual), its profile will indicate how many wounds it has. Place a Wound marker next to the model each time it fails its armour save. When it has accumulated as many markers as it has Wounds it is killed and removed as a casualty.
A creature with multiple wounds is liable to suffer a lot more damage in the vicious carnage of close combat than it will from shooting attacks. To represent this, a creature with multiple wounds that loses in close combat will suffer 1 wound for each point it lost the combat by.
For example: A Hive Tyrant (close assault factor +10) is in close combat with a Reaver Battle Titan (close assault factor +12). The Hive Tyrant rolls 2D6 and gets 6, the Reaver rolls 2D6 and gets 7. The totals including the two protagonists' CAF are 16 for the Hive Tyrant and 19 for the Reaver. Hence the Hive Tyrant loses and suffers 3 wounds (19-16=3).
Regenerate
Regenerating creatures can recover from damage they have suffered. When a regenerating creature fails its armour saving throw do not remove the model, place it on its side instead. The model does not count as destroyed for victory points. In the end phase roll a D6 for each regenerating model on its side. On a roll of 1-3 the model is actually dead and is removed as a casualty. If the roll is 4-6 the model recovers from its damage and is placed back on its feet.
Regenerating and Multiple Wounds
Some creatures can survive multiple wounds and regenerate as well. A creature with multiple wounds will collapse when it has accumulated a number of markers equal to its wounds. However, because it can regenerate the model is placed on its side and will get an opportunity to regenerate in the end phase.
The creature can still be fired at or hit in close combat while it is on its side, representing the enemy pouring extra fire into the creature to ensure that it's really dead. If the creature suffers any more hits while it is on its side make saving throws as normal and place an extra Wound marker with the creature for each failed save.
In the end phase, to regenerate each Wound marker the creature has suffered (including wounds taken in previous turns), roll a D6 for each marker. On a roll of 4-6 the Wound marker is removed; on a roll of 1-3 the marker remains.
If, after rolling to regenerate, the number of Wound markers the creature is left with is equal to or greater than its number of wounds, the creature dies. If there are fewer Wound markers than the creature has wounds it clambers back to its feet/hooves/claws with a triumphant shriek and is able to act normally in the next turn.
For example: A Hive Tyrant is fired at by a detachment of Space Marine Devastators. It suffers 4 hits and fails to save against three of them so three Wound markers are placed by the Hive Tyrant and, because it only has two wounds, it keels over. Later in the combat phase a Land Raider hits the prone Hive Tyrant again (just to make sure) and inflicts another wound. In the end phase the Tyranid player rolls four D6 to regenerate all four Wound markers and gets 6, 4, 4 and 2. So, three of the Wound markers are removed and the model is put back on its feet but it keeps the one Wound marker that it failed to regenerate. If the rolls had been different: 6, 4, 3 and 2 for example, the Hive Tyrant would have failed to regenerate 2 wounds and would have been killed.
Tyranid Forces
Biovore
In space combat the Tyranid hive fleets make extensive use of thousands of huge, floating pod-like spores to protect the mother ships of the swarm or seed planetary systems before their approach. These drifting pods are deadly mines which move in an apparently random fashion until their detonation, triggered by the proximity of a non-Tyranid object. Their explosive power is extraordinary, prompting speculation that they utilise a thermonuclear reaction, and they inflict considerable damage not only from the resultant shockwave but also from the impact of shell fragments hundreds of feet across. These "spore mines" also discharge an accompanying shower of virulent viruses, acids, algae and infectious parasites when they detonate, causing extensive secondary damage to their target.
Tyranid forces fighting on planetary surfaces utilise a smaller version of the space-going spore mine. These are vomited from the maw of an adapted war-beast referred to by the Magos Biologis as the Biovore.
The Biovore nurtures a clutch of spore mines inside its body until they are required, at which point they are launched by muscle spasm from a dorsal aperture. The spore mines are flung high through the air before they float down towards ground level, eventually hanging at a height of around five metres and starting to drift.
The Biovore may only fire spore mines if it is on First Fire or Nest orders. Unlike other units that fire barrages, each Biovore fires only a single Spore Mine marker when it shoots. Biovores can fire at targets that are out of sight if other Tyranid creatures can observe the targets. Place a Spore Mine marker over the desired target and roll for scatter. The Biovore rolls for scatter twice because the spore mines often drift far off their targets. Roll the scatter dice, and if the result is an arrow reposition the marker 2D6cm in the direction shown. Then roll the scatter dice a second time and reposition the marker again if the result is an arrow.
If a Spore Mine marker ends up touching an enemy model it will explode: place a barrage template over the marker to see whether any other models are caught in the blast. Any models at least half under the template, including the model that triggered it, are affected in the same way as being hit by a barrage with 6 barrage points (a basic to hit roll of 4, 5 or 6) and a -3 saving throw modifier.
A spore mine blast will affect buildings if they are hit, forcing them to pass a saving throw with a -3 modifier or collapse into virus-eaten rubble. Note that Tyranid models may be hit by the explosion as well, though they ignore the -3 saving throw modifier because they are immune to the genetically engineered horrors carried by a spore mine.
If the Spore Mine marker does not end up touching any enemy models it should be left in position on the tabletop. When the Tyranids move in the next movement phase all the Spore Mine markers are moved too. Note that each marker is marked 1 to 6 around its edge with lines connecting the numbers. Roll a D6 for each marker to determine which direction it will move in and roll 2D6 to see how far it will travel in centimetres. If a Spore Mine marker contacts an enemy model at any point, either because the marker drifts into it or because the model moves into contact with the marker, it will explode as noted above.
Spore Mine markers will drift over terrain without detonating, unless of course they drift into an enemy model. If you roll a double for the distance a marker moves it will travel that distance and then explode if it has not been previously triggered while moving. Markers that leave the table have no chance of coming back.
Biovores are simplistic creatures with a limited intelligence barely sufficient for them to be able to move and launch spore mines. Because of this, Biovores are subject to instinctive behaviour with their natural instincts making them Nest, so they will remain stationary and launch spore mines at the nearest enemy in the first fire segment of the combat phase.
| Unit | Type | Move | Saving Throw | CAF | Weapons | Range | Attack Dice | Roll to Hit | Target's Save Mod |
|---|---|---|---|---|---|---|---|---|---|
| Biovore | 10cm | 4+ | +1 | Spore Mines | 100cm | Special Marker / 6 BP | -3 |
Notes: Vehicle, Instinct: Nest, Special rules.
Carnifex
The Carnifex is known as the Screamer Killer by warriors of the Imperium because of the high-pitched scream it makes as it rushes forward, scything its razor-edged killing arms open and shut. Its massive, rounded body is extremely tough, having a chitinous hide which protects it from damage and a shape that allows it to withstand tremendous pressures. A Carnifex is a living engine of destruction evolved for use in shock assaults, spaceship boarding actions and massed battles where it can smash through almost any obstacle, whether it is a defensive line, enemy tanks or a fortified position. The assault of these creatures is terrifying to behold, a primeval and irresistible force which smashes men and vehicles aside like children's toys.
Carnifexes are armed with four great sickle-shaped claws of diamond-hard chitin, bone and cartilage. The combined assault of these scythes is powerful enough to rip through even armourplas and ceramite with ease. Carnifexes also have the capacity to energise a form of bio-plasma in their gut via rasping plates in their oesophagus, the source of their high-pitched scream. An electrical field around the claws holds the incandescent plasma ball until it is launched at its target.
The psychological impact of these hulking monsters is such that a unit in close combat with them must take a Morale test at the start of the combat phase. Robots or other models that do not take Morale tests are obviously immune. Enemy which fail their Morale test change their orders to Fall Back orders immediately. They will not be able to fire and will suffer a -2 penalty to their close assault factor in the close combat for being on Fall Back orders. See the Epic game rules for details of the Fall Back rule.
Note that if a Carnifex brood enters close combat with a unit which is already broken that unit will have to take two Break tests in succession: the first test for being a broken unit in close combat and the second for being in close combat with a Carnifex brood.
Carnifexes are protected by a heavy, reinforced exoskeleton. Combined with their massive bulk and supernatural vitality this gives them an ability to resist the blasts of even the most massive weaponry. Because of this the Carnifex is able to effectively regenerate, recovering from a kill on a roll of 4-6 on a D6 in the end phase.
Carnifexes are aggressive and single-minded in battle, and without the influence of the hive mind their slender reasoning quickly gives way to mindless slaughter. Because of this, Carnifexes are subject to the rules for instinctive behaviour. Carnifexes using instinctive behaviour will Rampage, making a double distance move towards the enemy and fighting the first enemy they come to in close combat.
Carnifexes are brutal, powerful creatures that are far more mobile than machines of equivalent size. Because of this they count as Knights for combat, though they are classified as infantry for the purposes of movement.
| Unit | Type | Move | Saving Throw | CAF | Weapons | Range | Attack Dice | Roll to Hit | Target's Save Mod |
|---|---|---|---|---|---|---|---|---|---|
| Carnifex | 10cm | 4+ | +7 | Bio Plasma | 50cm | 1 | 4+ | -2 |
Notes: Knight/Infantry, Enemy test morale in close combat, Instinct: Rampage, Regenerates.
Dactylis
Dactylis are highly specialised bio-war creatures that have been created to deal death at long range. As the Tyranid swarms close the distance to overwhelm the enemy in frontal assault the Dactylis sow destruction in the enemy's ranks with machine-like precision.
The forelimbs of the Dactylis rise from its bony prow and curve back in a state of tension. The limbs themselves are long and multiple-jointed, covered in thick ropes of tendon and muscle which make a distinctive cracking sound when released. A Dactylis can grasp an object with these limbs and whip it forward with eye-blurring speed to release it with startling velocity and accuracy towards a target.
The Dactylis's ammunition is a parasitic pod-like creature that feeds off glands at the rear of the Dactylis's cranium. These creatures have a hard shell and are almost entirely made up of a central sac containing highly corrosive bile. Using its forelimbs, the Dactylis detaches these creatures and hurls them at its target. On impact the bile pods shatter into chitinous shrapnel, spraying the corrosive bile across a wide area. The bile is deadly and able to permeate and destroy armour at a ferocious rate.
Bile pods are a barrage weapon so they may be fired indirect and will damage buildings if they hit them. For close-in defence Dactylis grow a number of symbiotic spore cysts like those found on the Malefactor.
Dactylis are relatively unintelligent and unless controlled by the hive mind they are prone to instinctive behaviour. This seldom impedes their function however, as the Dactylis's natural instinct is to Nest, remaining stationary and hurling its bile pods at the nearest enemy in the first fire segment of the combat phase.
| Unit | Type | Move | Saving Throw | CAF | Weapons | Range | Attack Dice | Roll to Hit | Target's Save Mod |
|---|---|---|---|---|---|---|---|---|---|
| Dactylis | 15cm | 2+ | +4 | Bile pods | 75cm | 3 barrage pts | -2 | ||
| 15cm | Spore cysts | 2 | 6+ | 0 |
Notes: Vehicle, Instinct: Nest.
Dominatrix
The Dominatrix is a gargantuan composite-creature of nightmarish dimensions. Those unfortunate enough to have seen a Dominatrix report an overwhelming sense of horror and revulsion at the sight, brought about by the blasphemous implications of its form. The bulk of the Dominatrix is a gigantic and bestial creature equipped with ripping claws and fangs, symbiote weaponry and poison spines in dizzying and deadly profusion.
Straddling the beast's back and sunk partway into its flesh by hooks and spines, snaking loops of intestine and pulsing arteries is a second creature. This rider is a form of Tyranid as far advanced beyond ordinary Tyranid Warriors as Tyranid Warriors are beyond the genetically-constructed sphincter portals of the bio-ships. Neither creature in itself is the Dominatrix; both are combined to give the bestial strength of the most savage Tyranid creatures hybridised with awesome psychic powers and a direct conduit to the hive mind.
Divination and intensive investigation have revealed that the Dominatrix is the brood-mother of the swarm she leads. The Dominatrix absorbs genetic material and changes its DNA strands within herself in a manner not fully understood. After a period of gestation she lays eggs that quickly hatch out into more of the monsters that make up her swarm.
As the swarm grows in size the power the hive mind manifests in the Dominatrix becomes greater. Hence the oldest Dominatrix, those with the greatest swarms, are the most powerful elements of the hive mind identified thus far. Debate has raged through the inner circles of the Techno Magi regarding the relations between individual Dominatrix and whether there is a hierarchical structure amongst them.
Dominatrix are so huge they can survive multiple wounds (4 in total) and can regenerate damage. A Dominatrix will only be destroyed if it fails four or more armour saves and then is left with four or more Wound markers after it has attempted to regenerate in the end phase.
A Dominatrix is a command unit so it does not need to be given an order counter in the orders phase; it always moves as if on Charge orders and fires as if on First Fire orders. Dominatrix act as a synapse for the hive mind so Hive Mind cards can be played on them to control nearby creatures or trigger other reactions. Any Tyranid broods with at least one model within 20cm of a Dominatrix will pass Hive Mind tests automatically.
The Dominatrix is armed with a heavy bio-cannon that juts forward from its spine. This deadly weapon spits chitin spines or shells at fantastic velocity, but does not use the lethal slime-fungus common to Exocrine bio-cannon.
Dominatrix are terrifying opponents in close combat. The alien impact of their presence is such that a unit in close combat with a Dominatrix must take a Morale test at the start of the combat phase. Robots or other models that do not take Morale tests are obviously immune. Enemy that fail their Morale test change their orders to Fall Back orders immediately: they will not be able to fire and will suffer a -2 penalty to their close assault factor in the close combat segment. See the Epic game rules for details of the Fall Back rule.
Note that if a Dominatrix enters close combat with a unit which is already broken that unit will have to take two Break tests in succession: the first test for being a broken unit in close combat and the second for being in close combat with a Dominatrix.
Dominatrix are protected by a heavy, stony carapace several feet thick, and they employ their massive psychic powers to protect themselves from attacks and to heal damage. These combine to give them a saving throw of 1 or more on a D6. (The printed text reads "1 or more"; the unit profile below lists 2+. Both are reproduced as printed.) This means that basic tactical troops and similarly armed tanks with a save modifier of 0 will have to get around the flanks or rear of a Dominatrix to have any chance at all of penetrating its natural armour. Dominatrix are also extremely resilient to psychic attacks and have a psychic saving throw of 2 or more on a D6 against Weirdboy psychic bolts, Warlock mind blasts, Vortex missiles and the like.
The Dominatrix's immense psychic strength enables it to use one of the following powers per psychic phase:
Warp Field. This power projects an aura of warp energy around the Dominatrix which can fling the energy of incoming attacks into the warp. The warp field lasts until the next psychic phase. Until the next psychic phase roll a D6 for any hits on the Dominatrix: on a roll of 3 or more they are nullified by the warp field and have no effect. Save modifiers are ignored when rolling warp field saves. Saving throws can also be made against hits suffered in close combat. Attacks which require a psychic saving throw to stop, as mentioned above, are not affected by the warp field.
Energy Pulse. The Dominatrix can use this power to unleash an ultra-powerful pulse of warp energy at the foe. The energy pulse is a white-hot blast of light and deadly harmonics more direct and focussed than a laser beam. Its duration is less than a second but in that time it can burn through buildings, Titans and troops to leave great ragged scars across the landscape. Place the Energy Pulse template in line of sight of the Dominatrix up to 100cm away. The template can be turned to point in any direction but only models within the Dominatrix's line of sight are vulnerable to being hit.
[Diagram caption: Though both troop stands are covered by the template, only B is hit because A is out of the Dominatrix's line of sight.]
Any vulnerable models more than half under the template will be struck by the pulse on a roll of 4, 5 or 6 on a D6. This roll is modified by to hit modifiers like an ordinary shooting attack. Models that are hit suffer D6 hits with a -4 saving throw modifier. The raw energy of the pulse adds +1 to damage rolls against Titans and other targets that use a hit location template. Buildings must make a saving throw at -4 if they are hit by the pulse and will collapse into rubble if they fail.
| Unit | Type | Move | Saving Throw | CAF | Weapons | Range | Attack Dice | Roll to Hit | Target's Save Mod |
|---|---|---|---|---|---|---|---|---|---|
| Dominatrix | 10cm | 2+ | +10 | Bio-cannon | 75cm | 6 | 5+ | -3 | |
| Spore cysts | 15cm | 12 | 6+ | 0 |
Notes: Super Heavy, Command Unit, Psychic save 2+, Psychic powers, Enemy test morale in close combat, Synapse, Wounds: 4, Regenerate.
Exocrine
The Exocrine is undoubtedly the most specialised of all the Tyranid bio-war machines. Like the Dactylis, it has been bred for the express purpose of striking at the foe from long range while more conventional Tyranid constructs close in to attack with tooth and claw. The highly developed forelimbs of other Tyranid creatures appear to be absent from the Exocrine body form, but the distinctive bony head frill and long tubular bio-cannon were originally the creature's forelimbs. These have fused together and expanded considerably to achieve their new purpose.
The Exocrine fires high velocity chitin shells, which with the aid of their silicon-based penetrator core can punch through even Titan armour with shocking ease. The tremendous velocity of these projectiles is achieved by a surge of isometric muscle contractions which starts in ropes of muscle tissue that cover the head frill as it is raised and is unleashed when the frill depresses again.
Metallic residue found in the chitin shells suggests an electromagnetic impetus gives the shot its final burst of acceleration, probably achieved with adapted nerve bundles lining the bio-cannon. The shells are simple but deadly, the velocity of their arrival at the target shattering them into a cloud of lethal shrapnel as they strike. The shells also contain an acidic slime-fungus which replicates rapidly and causes severe damage to complex systems. Because of this, Exocrine bio-cannon hits add +1 to damage rolls against Titans and other targets that use a hit location template.
Exocrine are driven by instinct and are liable to become confused and uncoordinated unless they are controlled by the hive mind. The Exocrine's natural instincts have been genetically altered to make it Nest, remaining stationary and hurling its chitin shells at the nearest enemy in the first fire segment of the combat phase.
| Unit | Type | Move | Saving Throw | CAF | Weapons | Range | Attack Dice | Roll to Hit | Target's Save Mod |
|---|---|---|---|---|---|---|---|---|---|
| Exocrine | 15cm | 2+ | +3 | Bio-cannon | 75cm | 3 | 5+ | -3 | |
| 15cm | Spore cysts | 2 | 6+ | 0 |
Notes: Vehicle, Instinct: Nest, +1 on damage rolls.
Malefactor
Malefactors are lumbering bio-engineered organisms the size of a large vehicle. They are commonly called Line-Breakers by Imperial troops in reference to their terrifying sledgehammer attacks on defensive lines. Their clawed forelimbs are exaggerated and powerful and are used for dragging the Malefactor forward over difficult ground. However, the forelimbs are primarily used for lashing out in close combat and mount a variety of deadly symbiote bio-weapons.
The Malefactor has a number of adapted spines implanted into its forelimbs and carapace. These spines are fired by a muscular contraction and use explosive cellular expansion to detonate on impact and spray razor sharp chitin plates over the target area. More short-ranged destruction is supplied by outgrowths of virulent spores on the creature's carapace. An autonomic nerve function fires off these spores with the speed and hitting power of bolters in the presence of non-Tyranid bio-forms.
The primary use of Malefactors is to carry broods of Tyranid creatures under the protection of their chitinous carapaces, nestling between the bony plates of the creatures' flanks. As they get to within close range of their foe the Malefactors unleash their progeny and use their symbiote armament to blast a gap in the enemy line for them to exploit. If Genestealers or similar shock troops are being unleashed the enemy position is quickly doomed.
When a brood of Malefactors is carrying troop stands you will need to place two order or Instinct counters, one for the Malefactors and one for the brood they are carrying. Remember that broods being transported can't make ranged attacks while inside and they will need Advance or Charge orders to get out.
Malefactors are single-minded in battle. Closing with the foe is the reason for their existence and without the influence of the hive mind their perception is almost non-existent. Because of this, Malefactors are subject to the rules for instinctive behaviour. Malefactors using instinctive behaviour will Rampage, making a double distance move towards the nearest enemy and fighting the first opposing model they come to in close combat.
| Unit | Type | Move | Saving Throw | CAF | Weapons | Range | Attack Dice | Roll to Hit | Target's Save Mod |
|---|---|---|---|---|---|---|---|---|---|
| Malefactor | 20cm | 2+ | +5 | Frag Spines | 25cm | 4 barrage pts | 0 | ||
| 15cm | Spore cysts | 3 | 6+ | 0 |
Notes: Vehicle, Instinct: Rampage, Carries 2 infantry stands.
Gargoyles
Gargoyles are vicious winged monsters that are often the first parts of the Tyranid swarms seen in battle. They range ahead of the swarm, either flying in broods or clinging to the bellies of the great Harridan brood mothers as they flap through the skies. Their prime purpose seems to be seeking out the enemy and sowing terror and confusion amongst them. Thus fire and the flap of the Gargoyles' membranous wings precede the Tyranid hordes, driving the enemy out into the open to be absorbed by the swarm.
Gargoyles physically resemble Termagants in many aspects such as body mass, cranial capacity and the configuration of their medial armour plates. This makes it likely that either both are evolved from a single creature or the Gargoyles were derived from the Termagant's DNA template. Gargoyles have wide leathery wings, raking claws and barbed tails. Though they have six limbs the lower pair has atrophied to little more than stumps. Their jaws have been adapted by a symbiotic creature so that they can squirt flaming bile at a considerable distance. This flame spurt is used to set fires and burn the enemy out of defensive positions.
It is not known whether Gargoyles fulfil a specific role on the hive ships, perhaps they destroy cancerous growths in the ship with burning fluid and patch wounds with their broad pinions. It is more likely that they flock together in lofty chambers deep in the bowels of the ship and hibernate like Tyranid Warriors. Gargoyles seem so well adapted to bringing terror and death it is hard to imagine them doing anything else.
Because they can swoop and glide long distances Gargoyles count as skimmers. Woods and buildings offer little defence against their fiery spittle so to-hit modifiers for cover do not affect the Gargoyles' to-hit roll. Like Termagants, Gargoyles have limited decision-making faculties and are subject to the rules for instinctive behaviour. Gargoyle broods subject to instinct will Hunt, so a brood will move towards the nearest enemy at their normal rate and shoot at the nearest enemy in the advance fire phase.
To represent their ability to range ahead of the swarm the Tyranid player is allowed to reposition Gargoyles once both armies have been deployed. Before the game begins the Tyranid player can move any of his Gargoyles once at up to charge rate (ie, double their normal move distance). This move may not bring them within 5cm of the enemy. If both sides have units able to reposition like this roll a dice or flip a coin to see who moves first.
Gargoyle stands comprise five Gargoyle models mounted on a standard plastic epic base.
Chaplain Rankin's address to the Emperor's troops, quoted in the original rulebook as flavour text, is omitted.
| Unit | Type | Move | Saving Throw | CAF | Weapons | Range | Attack Dice | Roll to Hit | Target's Save Mod |
|---|---|---|---|---|---|---|---|---|---|
| Gargoyles | 20cm | - | +1 | Flamespurt | 25cm | 1 | 5+ | 0 |
Notes: Infantry, Skimmer, Ignore cover, Instinct: Hunt, Move 40cm forward after set-up.
Genestealers
The Imperium first encountered Genestealers on the moons of Ymgarl long before they were alerted to the approach of the hive fleets. At the time it was assumed that the Ymgarl Genestealers were an indigenous life form and no connection was made with the Tyranids. Now it has become clear that the Genestealers are their vanguard.
Genestealers possess the six-limbed body form of all Tyranid creatures with powerful ripping claws and taloned hands. They are incredibly fast and dangerous opponents in hand-to-hand combat but never use ranged weaponry or other devices, despite their obvious intelligence. Genestealers can operate independently of the hive mind having a gestalt brood intelligence of their own.
Genestealers are an important part of the fighting forces of the hive fleets, where their speed and power make them devastating shock troops. More insidiously, they are implanted aboard space hulks and drifting hulks encountered by the hive fleet in the warp. By this means they are allowed to spread ahead of the Tyranid hive fleet and prepare the way for planetary invasion. It seems unlikely that such monsters could conceal themselves from humans for long but by lurking aboard space hulks the Genestealers are able to ensnare and infect explorers who come aboard by implanting them with their genetic material.
Once infected a victim can be controlled by the psychic brood intelligence of the Genestealers, and becomes completely dedicated to their cause. The implanted germ cell grows inside its host until it is ready to emerge. The Genestealer's genetic attributes are passed on in part to the offspring, creating monstrous hybrids whose own spawn will either be purestrain Genestealers or more human seeming hybrids. As the hybrid brood grows in strength it generates a psychic signal that the hive fleets can follow, drawing the Tyranids on to rich feeding grounds.
Genestealers of the same brood are connected telepathically and capable of operating beyond the range of the hive mind. Hence in battle a Genestealer brood may be given order counters in the orders phase just like ordinary troops.
Genestealer stands comprise five Genestealer models mounted on a standard plastic epic base.
| Unit | Type | Move | Saving Throw | CAF | Weapons | Range | Attack Dice | Roll to Hit | Target's Save Mod |
|---|---|---|---|---|---|---|---|---|---|
| Genestealers | 15cm | - | +6 | Claws | - | - | - | - |
Notes: Infantry, Independent.
Harridan
The Harridan acts as a monstrous brood mother to the wheeling flocks of Gargoyles that scour the land ahead of Tyranid swarms. The Harridan flaps through the skies on great leathery wings with clusters of Gargoyles clinging to its belly. As its black shadow sweeps overhead the Gargoyles spiral down to unleash fire and destruction on the enemy below.
The Harridan itself carries a fearsome armament of bio-cannon and poison spores. The bio-cannon are melded into the Harridan's wings and utilise the tremendous musculature of its great pinions to hurl chitin missiles like those fired by the deadly Exocrine. However, the chitin shells launched by Harridans do not use the corrosive slime-fungus which makes Exocrine hits so devastating against Titans and other great war machines.
The poison spores are released in noxious clouds by the Harridan as it passes over enemy troops or settlements. To represent this, a Harridan on Advance orders may drop one, two or three barrage templates in its wake while moving, providing it doesn't end its move at high level. This is because the Harridan must remain low to release the spores or they disperse too much to be effective. The templates must be placed in a straight line so that they are each touching at least one other.
The templates are left in place until the close combat segment of the combat phase. This is so units on First Fire orders get a chance to shoot at the Harridan as it passes over them. If the Harridan is killed by first firing or snap-firing models the templates are removed: the Harridan was shot down as it attempted to release its spores. If the Harridan survives the spores take effect in the close combat segment. The Harridan has a total of 12 barrage points and these are split amongst the barrage templates used, as summarised below.
| No. of Templates | BP per Template |
|---|---|
| 1 | 12 |
| 2 | 6 |
| 3 | 4 |
The spores do not destroy buildings but they ignore to hit modifiers for cover. Any models affected suffer a hit with a 0 save modifier.
The Harridan's hide is exceptionally tough and its vital organs are heavily protected by thick chitinous armour plates. These give the Harridan an armour saving throw of 2 or more on a D6. This is not reduced by side and rear shots as the Harridan is equally well armoured from all quarters. This heavy protection and great bulk combine to allow the Harridan to take 3 wounds before it dies.
Harridans do not regenerate wounds.
Like Tyranid Warriors, Harridans act as psychic resonators. They intensify the psychic bond of the hive mind with lesser creatures and amplify its power. Because of this Harridans are independent and may be given an order counter in the orders phase like normal troops. Also, a single brood of Tyranid creatures (or single organism) which is subject to instinctive behaviour may be given the same orders as the Harridan if they have at least one model within 10cm of a Harridan in the orders phase. Instinctive broods or creatures also pass their Hive Mind tests automatically if they are within 10cm of a Harridan.
A Harridan can carry up to five troop stands clinging beneath its belly and flanks. Because of the precariousness of these positions only Gargoyle troop stands may be carried in this way.
To represent the Harridan sweeping forward ahead of the swarm the Tyranid player is allowed to reposition any Harridans in his force once both armies have been deployed. Before the game begins the Tyranid player can move any of his Harridans once at up to charge rate (ie, double their normal move distance). This move may not bring them closer than 5cm to the enemy. If both sides have units able to reposition like this roll a dice or flip a coin to see who moves first.
| Unit | Type | Move | Saving Throw | CAF | Weapons | Range | Attack Dice | Roll to Hit | Target's Save Mod |
|---|---|---|---|---|---|---|---|---|---|
| Harridan | 25cm | 2+ | +5 | Spore Cloud | See below | 12 barrage pts | 0 | ||
| Bio-cannon | 50cm | 4 | 5+ | -3 |
Notes: Super Heavy Vehicle, Flyer, Independent, 3 Wounds, Carries 5 Gargoyle stands, Place barrages when moving, Move 50cm after set-up.
Haruspex
The Haruspex is a specially bred bio-war creature used by the Tyranids to close assault enemy forces and rip them apart. Haruspex are well protected by a thick carapace and have a simple nervous system which makes them notoriously hard to kill. The creature advances at a startling speed with rippling contractions of its body, seeking to close with the enemy as quickly as possible.
The Haruspex's symbiote weaponry is short ranged but deadly, comprising conical muscular organs attached to each upper arm. These simple creatures secrete and store molecular acid which they can squirt over short distances, melting through even armourplas and ceramite with little difficulty. In addition to its acid sprays the Haruspex carries frag spines (similar to those implanted on the Malefactor) to shred lightly armoured foes that are out of reach.
The Haruspex's primary attack mode utilises its massive frontal mandibles and piercing upper limbs to attack foes in close assault. Up close it is quite capable of overturning or crushing super heavy vehicles and obliterating infantry squads with negligent ease. Anything which proves resistant is seized by the upper claws and weakened with acid before being broken apart by the clashing mandibles.
Haruspex are highly aggressive by nature, and without the influence of the hive mind their instinct for slaughter becomes uncontrollable. Because of this Haruspex are subject to the rules for instinctive behaviour. Haruspex using instinctive behaviour will Rampage, making a double distance move towards the enemy and fighting the first enemy they come to in close combat.
| Unit | Type | Move | Saving Throw | CAF | Weapons | Range | Attack Dice | Roll to Hit | Target's Save Mod |
|---|---|---|---|---|---|---|---|---|---|
| Haruspex | 15cm | 2+ | +7 | Acid jets | 25cm | 2 | 5+ | -2 | |
| Frag spines | 25cm | 2 barrage pts | 0 |
Notes: Vehicle, Instinct: Rampage.
Hormagaunts
Great swarms of Hormagaunts are employed in wave attacks against the enemy in battle, often being used to exhaust the defenders before the main attack is launched. The Hormagaunt is extraordinarily single-minded in its purpose of closing with its foe and eviscerating it with its scythe-like claws, bounding forward regardless of pain or injury. They are very fast and seemingly indefatigable, constantly moving in restless swarms which appear to be made of nothing but rippling claws and ridged plates.
Hormagaunts appear to be another genetic manipulation of the Termagant genus. This bio-form is more upright with the two sets of upper limbs equipped with well-developed claws for ripping and piercing. The lower legs are long and powerful, tucking up beneath the body when the creature is at rest but flicking out to drive it forward in a series of bounding leaps as it attacks. The Hormagaunt has a simple digestive tract and sustains itself by draining body fluids from its victims. However, the Hormagaunt's highly active metabolism constrains it to constantly seek out and attack fresh prey.
Hormagaunts have been reported being dropped down to the planet surface in mycetic spores, similar to the way that Space Marines use drop pods. Once they have landed the Hormagaunts act as instinctive terrorists, constantly searching for and attacking native life forms. Hormagaunts are also unusual because they appear to reproduce independently of the Dominatrix. They lay hundreds of eggs just below the surface of a planet before their short lifespan is over, making Hormagaunt infestation a serious problem on planets raided by the Tyranids.
Because of their specialised springing legs Hormagaunts move at triple speed when they are on Charge orders rather than double speed like normal troops. Like their distant relations Termagants and Gargoyles, Hormagaunts are driven by the constant urge to seek out prey, so they are subject to the rules for instinctive behaviour. Naturally Hormagaunts have a strong instinct to Hunt, so a brood will move towards the nearest enemy at their normal rate and fight them in close combat.
Hormagaunt stands comprise five Hormagaunt models mounted on a standard plastic epic base.
| Unit | Type | Move | Saving Throw | CAF | Weapons | Range | Attack Dice | Roll to Hit | Target's Save Mod |
|---|---|---|---|---|---|---|---|---|---|
| Hormagaunt | 10cm | - | +2 | Claws |
Notes: Infantry, Triple speed on charge, Instinct: Hunt.
Hive Tyrant
The Hive Tyrant is a large and massively powerful creature, rivalling even the hulking Carnifexes in size and weight. Hive Tyrants strongly resemble Tyranid Warriors in many respects, although whether they are a divergent strain or are actual Warriors evolved to a higher level is unknown. Like all Tyranids, Hive Tyrants seem to mutate rapidly and several different physical characteristics have been reported.
Hive Tyrants are highly psychic and their relationship to the hive mind is even closer than that of the Tyranid Warriors. Hive Tyrants form vital synapses which allow the Dominatrix to extend her influence over the teeming hordes of the hive swarm. Hive Tyrants are highly intelligent and are sometimes despatched alone to command small Tyranid swarms on raid/infection missions. Hive Tyrants also manifest potent psychic powers in battle, venting tiny portions of the massive psychic potential of the hive mind to impel the broods forward or terrify and crush the enemy.
Hive Tyrants are command units so they do not need to be given an order counter in the orders phase. They always move as if on Charge orders and fire as if on First Fire orders. Hive Tyrants also act as a hive mind synapse so certain Hive Mind cards can be played on them to control nearby creatures; see the Hive Mind rules for more details on the role of synapse creatures. Any Tyranid broods with at least one model within 10cm of a Hive Tyrant will pass their Hive Mind tests automatically.
Hive Tyrants are terrifying opponents in close combat. The alien impact of their presence is such that a unit in close combat with a Hive Tyrant must take a Morale test at the start of the combat phase. Robots or other models which do not take Morale tests are obviously immune. Enemy that fail their Morale test change their orders to Fall Back orders immediately and will suffer a -2 penalty to their close assault factor in the close combat segment for being on Fall Back orders. See the Epic game rules for details of the Fall Back rule.
Note that if a Hive Tyrant enters close combat with a unit which is already broken that unit will have to take two Break tests in succession: the first test for being a broken unit in close combat and the second for being in close combat with a Hive Tyrant.
Hive Tyrants are protected by a thick chitinous carapace covered in polymer bonded silicon and carbon platelets; additionally they employ their own considerable psychic powers to defend themselves. This means Hive Tyrants can survive multiple wounds (2 in total) and can regenerate damage. A Hive Tyrant will only be destroyed if it fails two or more armour saves and then is left with two or more Wound markers after it has attempted to regenerate in the end phase.
Hive Tyrants are also extremely resilient to psychic attacks and have a psychic saving throw of 4 or more on a D6 against Weirdboy psychic bolts, Warlock mind blasts, Vortex missiles and the like.
The Hive Tyrant's psychic strength enables it to use one of the following psychic powers once per psychic phase:
The Horror. This power forces all non-Tyranid units within 20cm of the Hive Tyrant to take a Morale test immediately. Robots or other models that do not take Morale tests are obviously immune. Enemy which fail their Morale test change their orders to Fall Back orders immediately and will suffer a -2 penalty to their close assault factor in the close combat segment for being on Fall Back orders.
Psychic Scream. The Hive Tyrant can use this power to affect any non-Tyranid creatures that have psychic powers within 40cm. Roll a D6 for each psyker within range. On a roll of 4, 5 or 6 the psyker is temporarily stunned and may not use any psychic powers during this psychic phase.
Hive Tyrants are powerful and agile creatures that are far more mobile than machines of equivalent size. Because of this they count as Knights for combat, but are classified as infantry for the purposes of movement.
| Unit | Type | Move | Saving Throw | CAF | Weapons | Range | Attack Dice | Roll to Hit | Target's Save Mod |
|---|---|---|---|---|---|---|---|---|---|
| Hive Tyrant | 10cm | 2+ | +10 | Venom cannon | 50cm | 2 | 5+ | -2 |
Notes: Knight/Infantry, Command unit, Psychic save 4+, Psychic powers, Synapse creature, Enemy test morale in close combat, Wounds: 2, Regenerates.
Lictors
Lictors rove ahead of Tyranid ground swarms seeking out pockets of enemy resistance and native life forms to be absorbed. Lictors are often referred to by Imperial troops as Spooks or Mantis Stalkers because of their unnerving behavioural patterns and combat techniques. They are intelligent and possess highly developed sensory organs so they can see, smell, hear, and taste their prey long before it becomes aware of their presence.
Lictors appear to be a specialist mutation of Tyranid Warriors and are highly adapted to survival in hostile environments and a stalker/predator role. Stalking Lictors exude a pheromone trail which draws other Tyranid creatures in their wake; a larger concentration of prey stimulates a stronger pheromone response and brings a larger group of trailing Tyranids.
Lictors are well equipped for dealing death with a whole arsenal of bio-weaponry which includes mantis-like upper claws, venomed talons, feeder tentacles and barbed flesh hooks. The Lictor's feeder tentacles are tipped with sharpened bony plates and are used to lobotomise victims so the Lictor can absorb their genetic data. The powerful upper claws are edged with fractal chitin and the lower talons have venom channels containing a deadly haematoxin.
The flesh hooks are the most unusual of the Lictor's weapons. They are formed out of carbon-based chitin with a monomolecular edge and are attached to lengths of exceptionally tough muscle fibre situated between the ribs. The hooks are fired by a sharp intercostal muscle spasm and allow Lictors to snare their victims from a distance. The flesh hooks are also sometimes used as grapnels, which allows Lictors to scale vertical surfaces at great speed.
Lictors are protected by a thick, chitinous exoskeleton. Combined with their size and tough constitution this gives them a saving throw of 6 on a D6, though most infantry stands have no save at all. Furthermore, because their save in part represents their ability to dodge out of the way the Lictor's saving throw is not subject to any saving throw modifiers. This means Lictors will always save on a 6 even if they are hit by a powerful weapon like a Plasma Annihilator.
Lictors are also covered with tiny chameleoid scales which shift their colour and texture to match the creature's surroundings. These make Lictors exceedingly difficult to spot except at very close range. To represent their ability to stalk forward unseen, the Tyranid player is allowed to reposition Lictors once both armies have been deployed. Before the game begins the Tyranid player can move any of his Lictors once at up to charge rate (ie, double their normal move distance). This move may not bring them closer to the enemy than 5cm. If both sides have units able to reposition like this roll a dice or flip a coin to see who moves first.
Because Lictors are almost impossible to see at long range no enemy may shoot or target indirect barrages at them unless they are within 25cm or, in the case of indirect barrages, they have a spotter within 25cm. Lictors are intelligent and retain the self-awareness of Tyranid Warriors so they are independent creatures and order counters are placed for them like ordinary troops.
Lictor stands comprise a single Lictor model mounted on a standard plastic epic base.
| Unit | Type | Move | Saving Throw | CAF | Weapons | Range | Attack Dice | Roll to Hit | Target's Save Mod |
|---|---|---|---|---|---|---|---|---|---|
| Lictor | 15cm | 6+ fixed | +4 | Flesh Hooks | 25cm | 2 | 5+ | 0 |
Notes: Infantry, Move 30cm forward after set-up, Independent, Cannot be targeted from over 25cm away.
Mycetic Spores
During planetary invasions Tyranids tend to only commit the bulk of their forces from the bio-ships once they have located opposition which needs to be eliminated. To facilitate this they make use of bio-constructed ablative spores disgorged from bio-ships in orbit. These carry shock troops such as Genestealers, Hormagaunts and other creatures straight into battle in a similar fashion to Space Marine drop pods. These spores are often inaccurately reported as meteor showers by civilian observers but experienced troops soon learn to spot the telltale fiery streaks of the spores dropping through the upper atmosphere.
When you are creating a swarm you can opt to buy mycetic spores to deliver broods directly into battle. There are a number of Mycetic Spore chits which cost additional points and are placed in the swarm structure to indicate which broods are being dropped into combat. A chit is placed between swarm cards, between the outgoing arrow of the preceding card and the incoming arrow of the brood which is going to be dropped by the spores.
Spore chits for dropping three, five or ten models are available. Obviously the chit bought for a brood must be able to carry all of the models in that brood. Astute players will notice that the points cost is the same for dropping broods of three models as it is for broods of five models; this is because broods of three models invariably contain larger creatures which in turn require larger spores. Each spore carries one stand of infantry, or one model (which can be a vehicle or super heavy vehicle-sized model, but not a bio-Titan).
Before the game starts allot a number to each spore and note down which numbers correspond to which broods. Then decide in which turn the spores are going to arrive. For each brood you must note down whether you want it to arrive with the first wave (first turn), the second wave (second turn), the third wave (third turn) and so on. All the models in a single brood must drop in the same wave but other than this you can spread out dropping broods through the game as you like.
Spores land on the table during the orders phase after all orders have been placed but before they are revealed. Determine where the spores land using the special Spore markers. Sort out enough markers for the spores you are dropping, with numbers marked on them corresponding to the numbers noted down for the broods.
Place all the markers for spores landing that turn on a burst template and hold it 30-40cm above any part of the table. Invert the template sharply so that the markers fall on the table. A spore is destroyed if it lands off the table, in terrain which is impassable to vehicles, or on a Titan/Gargant. Anything a spore lands on (with the exception of other spores) suffers a hit with a -1 saving throw modifier.
Enemy models on First Fire orders may fire at dropping spores as they fall from the sky. This is an exception to the normal turn sequence because the firing is resolved at the end of the orders phase after orders have been revealed. Because the spores are plummeting through the air firers may ignore any intervening terrain that might block their line of sight. However, because the spores drop from a high angle at great speed, weapons that fire barrages cannot be brought to bear on them as they drop. Remove the order counters of troops that fire as a reminder that they cannot fire again during the turn.
Once any firing has been resolved the spores land. Spores sometimes land at too steep an angle and shatter on impact, smashing their occupants into jelly. Roll a D6 for each Spore marker. On a roll of 1 the spore and its contents are destroyed (though regenerating creatures may still be able to recover); on a roll of 2 or more the contents of the spore survive and can be placed on the tabletop. Models with multiple wounds suffer D6 wounds if they roll a 1 on impact.
Models emerging from spores can move normally in the movement phase and fight in the combat phase, though their orders for the turn will depend on their type.
- Instinctive Broods: Instinctive broods will follow their instinctive behaviour on the turn they emerge, though they can be controlled by the hive mind as normal in subsequent turns.
- Independent Broods: Independent broods will have Advance orders on the turn they are dropped.
- Commanders: Commanders will be able to move at charge rate and still fire in the first fire phase.
Once the models carried by the spores have been placed on the table remove the Spore markers from play.
| Unit | Type | Move | Saving Throw | CAF | Weapons | Range | Attack Dice | Roll to Hit | Target's Save Mod |
|---|---|---|---|---|---|---|---|---|---|
| Mycetic Spore | Special | 4+ | - | None |
Notes: Vehicle, carries one model or stand.
Termagants
Termagants are fast, agile and cunning creatures. They are commonly referred to as Hunter-Slayers by Imperial Guard troops. On board the bio-ships of the hive fleet their role is to protect the vessel by moving quickly through the narrow arterial passages of the ship to attack intruders. In planetary invasions packs of Termagants accompany Tyranid Warriors, hunting down enemy defenders and tearing them apart. Their minds are ferocious but simplistic and they are apt to become confused if they are separated from the influence of the hive mind.
Termagants are generally one to two metres tall and run on four legs clutching a symbiote weapon-creature (known as a fleshborer by Imperial troops) in their forelimbs. Though they lack the size and strength of Tyranid Warriors or Genestealers, Termagants attack in large packs relying on determination and strength in numbers to overwhelm the foes of the hive mind.
Because of their simplistic and aggressive mentality Termagants are subject to the rules for instinctive behaviour if they are not guided by the hive mind. The Termagant's instinctive behaviour is to Hunt, so a brood will move towards the nearest enemy at their normal rate and shoot at the nearest enemy in the advance fire phase.
Termagant stands comprise five Termagant models mounted on a standard plastic epic base.
| Unit | Type | Move | Saving Throw | CAF | Weapons | Range | Attack Dice | Roll to Hit | Target's Save Mod |
|---|---|---|---|---|---|---|---|---|---|
| Termagants | 10cm | - | +1 | Fleshborers | 25cm | 1 | 5+ | 0 |
Notes: Infantry, Instinct: Hunt.
Zoanthrope
Zoanthropes are perhaps the strangest of the mutant strains of Tyranid Warrior seen amongst the swarms. Though they are considerably larger than Tyranid Warriors their bodies are fragile and have feeble, atrophied limbs, and their heads are so huge and bloated that they look too large for their frail bodies to support. Zoanthropes appear to have been engineered to exploit the maximum psychic potential of Tyranid Warriors and even seem to use psychic energy to motivate their wasted bodies.
Zoanthropes, for all their seeming physical weakness, are lethal creatures. They use their psychic powers both to defend themselves and to attack their opponents with ravening bolts of warp energy. Because of their psychic defences Zoanthropes have a psychic saving throw of 4+ against Librarian and Warlock psychic attacks, Vortexes etc.
A Zoanthrope's saving throw against ordinary hits from weapons is 5 or more on a D6, and because this is reinforced by the Zoanthrope's stores of psychic energy it is not affected by weapon saving throw modifiers. This means a Zoanthrope will always save on a 5 or a 6 even if it is hit by a powerful weapon like a Volcano cannon.
Zoanthropes do not have any shooting attacks but they can make a psychic attack in the psychic phase.
Warp Blast. This power unleashes a blast of warp energy against a model in sight of the Zoanthrope and within 50cm. The blast will hit on a D6 roll of 5 or 6 if the Zoanthrope is on Nest or First Fire orders, or a roll of 6 if it is on Advance orders. If a Zoanthrope is on Charge orders it may not use its Warp Blast power at all. A model struck by a warp blast suffers a hit with a -6 saving throw modifier, or loses a single shield if it is protected by void shields or power fields.
Though they are highly intelligent, Zoanthropes have become sedentary creatures through their mutation, so unless they are controlled by the hive mind they will halt to conserve their energy. Zoanthropes are subject to instinctive behaviour with their natural instincts making them Nest, so they will remain stationary and hurl warp blasts at the nearest enemy in the first fire segment of the combat phase.
| Unit | Type | Move | Saving Throw | CAF | Weapons | Range | Attack Dice | Roll to Hit | Target's Save Mod |
|---|---|---|---|---|---|---|---|---|---|
| Zoanthrope | 10cm | 5+ fixed | +1 | Warp blast | 50cm | 1 | 5+/6+ | -6 |
Notes: Dreadnought/walker, Instinct: Nest, Psychic save 4+, Psychic Powers.
Trygon
The Trygon is a massive, snake-like organism the size and weight of a super heavy tank. Trygons are commonly referred to as Shockers or Rattlers by Imperial Guard troops because of their distinctive attacks using a bolt of flaring electrical energy. The Trygon is a living weapon that generates an electrical field from the thousands of scales which cover its body. As the Trygon moves the scales are agitated and each one generates a bio-static charge, thus creating the Trygon's sinister rattling. Energy from the scales is conducted along hardened nerve synapses to blade-shaped forelimbs on its upper body.
The Trygon builds up its charge as a crackling corona of lightning which wreathes its forelimbs until unleashed. At the point of release modified gill structures are used to spray an ionizing exhalation which conducts the shock discharge. The result is a rolling blast of high voltage power which can burn out electrical systems and electrocute troops with frightening efficiency.
The Trygon's electrical charge is represented by a special template on the tabletop. The template is positioned in front of the Trygon, and as the Trygon moves the template moves with it. If any models are touched by the template while the Trygon is moving they may be electrocuted. Models attempting to engage the Trygon in close combat may also be electrocuted if they touch the template as they move into contact, but note that the bio-shock affects friend and foes alike so friendly models may also be hit as the Trygon moves!
In either case, roll a D6 to see whether the model is hit: on a roll of 3 or more the model suffers a hit with a saving throw modifier equal to the number rolled on the dice. Normal to-hit modifiers for cover apply to this roll, and to the saving throw modifier of the hit, because of the chances of the electrical discharge partially earthing itself into the terrain.
For example, a Trygon pushes its template so that it's touching a Land Raider in rubble. The roll to hit is 4, which is reduced to a 3 because of the -1 to hit for the rubble, so the Land Raider is hit and must make a saving throw with a -3 modifier. Models with shields will lose a single shield if they are hit by a Trygon template.
If it is on Advance, Hunt or First Fire orders a Trygon can fire its template a random distance forward in a straight line in the appropriate segment of the combat phase. The distance the template travels is equal to the roll of a D6 multiplied by 10cm, so a roll of 3 would mean the template travelled 30cm, a 6 would move it 60cm and so on. Any models touched by the template as it moves may be hit. Resolve the effects of hits in the same way as when the Trygon itself is moving the template.
When the Trygon template is fired in this way it will stop if it moves into a building (it will move into the building but not out of the other side) or hits a Titan, Gargant or other large machine which uses a hit location template. If the Trygon template is stopped calculate any hits and then remove it from play. The template will move through woods, ruins, craters, bunkers and over hills and trenches etc. without any problems, but it will be instantly discharged and removed from play if it touches a marsh, river, stream or other body of water.
Once a Trygon has discharged its template it needs time to build up a static charge again so the template is not replaced until after the following movement phase. This is easy to remember because at the end of the movement phase you place a template in front of every Trygon that hasn't already got one.
Trygons are simple but voracious entities driven by their predatory instincts. Because of this they are subject to the rules for instinctive behaviour if they are not guided by the hive mind. The Trygon's instinctive behaviour is to Hunt, so a Trygon will move towards the nearest enemy at its normal rate and shoot its template at the nearest enemy in the advance fire phase.
| Unit | Type | Move | Saving Throw | CAF | Weapons | Range | Attack Dice | Roll to Hit | Target's Save Mod |
|---|---|---|---|---|---|---|---|---|---|
| Trygon | 20cm | 1+ | +8 | Bio-Shock | D6x10cm | Template | 3+ | -D6 |
Notes: Super Heavy Vehicle, Instinct: Hunt, Uses special template.
Tyranid Warriors
Tyranid Warriors are the elite fighters of the hive mind. They have six limbs and stand over twice the height of a man. Their lower limbs end in sharp hooves and are used for locomotion, leaving the middle and upper pairs to use various deadly bio-weapons like Boneswords or Deathspitters. The ships of the hive fleet carry untold millions of Tyranid Warriors in frozen hibernation. These act as the foot troops of invasion forces unleashed against the worlds in the path of the hive fleet.
Tyranid Warriors are amongst the most important Tyranids. Not only are they genetically engineered organic killing machines in their own right but they also fulfil a pivotal role in the Tyranid swarm. They act as psychic resonators, amplifying the psychic bond of the hive mind and transmitting its power to the less receptive organisms around them. When the Tyranids swarm out of the bio-ships to do battle the Tyranid Warriors lead the lesser creatures into combat, giving their troops the ferocious resolve and unshakeable purpose so characteristic of the swarm.
Tyranid Warriors are protected by a thick, bony carapace and scaly cartilage. Combined with their size and tough constitution this gives them a saving throw of 6 on a D6, though most infantry stands have no save at all. Furthermore, because their save in part represents their ability to move quickly and absorb damage which would kill lesser creatures, the Tyranid Warriors' saving throw is not subject to any saving throw modifiers. This means Tyranid Warriors will always save on a 6 even if they are hit by a powerful weapon like a Plasma Annihilator.
Tyranid Warriors are closely meshed into the hive mind so they always pass Hive Mind tests no matter what the cause. Any Tyranid broods with at least one model within 10cm of a stand of Tyranid Warriors will also pass Hive Mind tests automatically.
Tyranid Warriors can plan and make decisions independently of the hive mind so they may be given an order counter in the orders phase, like normal troops. A brood of Tyranid creatures following instinctive behaviour may be given the same orders as the Tyranid Warriors if they have at least one model within 10cm of a stand of Tyranid Warriors in the orders phase.
A stand of Tyranid Warriors comprises three Tyranid Warrior models mounted on a single base.
| Unit | Type | Move | Saving Throw | CAF | Weapons | Range | Attack Dice | Roll to Hit | Target's Save Mod |
|---|---|---|---|---|---|---|---|---|---|
| Tyranid Warriors | 10cm | 6+ fixed | +5 | Deathspitters | 50cm | 2 | 5+ | -1 |
Notes: Infantry, Independent.
Transcription note: the Deathspitters save modifier is printed faintly in the scan and is transcribed as -1.
Tyranid Bio-Titans
Tyranid bio-Titans are the most gigantic of all the monstrosities unleashed by the hive fleets during a planetary assault and are brought into action only against the most determined defences. Though they are identified as bio-Titans by Imperial forces, these creatures bear little resemblance to the humanoid shaped fighting machines built by the Imperium and the Eldar, or even the idol-like Gargants of the Orks, except in terms of size and lethality.
Bio-Titans are giant multi-legged creatures more reminiscent of spiders or scorpions than anything else. In general they have four long legs for locomotion and two arms, specially adapted for carrying a range of giant symbiote weapons. Their heads or mouth parts are also substantially modified to carry further weapons such as acid spitters, spine firers, poison sprayers and the like.
As with all Tyranid beasts, rapid mutation and adaptability is common to bio-Titans. They appear to be a composite of several creatures so closely meshed together that they have become an indistinguishable whole. For example, the exoskeleton for the legs and much of the carapace is formed by a single creature but the musculature to move the bio-Titan's vast body is supplied by a series of creatures rooted in cavities inside the exo-skeleton.
Bio-Titans are notoriously difficult to kill, even with the heaviest of weaponry. They are protected by ridged plates of chitin that are angled to deflect incoming shots. Even if their armour is penetrated their composite nature means that parts of the Titan will continue to function and fight long after critical injuries have been inflicted on other parts of the whole. In battle bio-Titans march forward on spiderlike legs to duel with the largest enemy units or sweep aside lesser troops in an orgy of bloodshed and horror.
Bio-Titan Rules
Orders
All bio-Titans are independent creatures and as such may be given First Fire, Advance or Charge orders freely during the orders phase.
Movement Phase
Unsurprisingly, bio-Titans move with exactly the same movement restrictions as ordinary Titans. They may turn up to 90° once during their move, be it at the beginning, in the middle or at the end. Terrain effects are the same for bio-Titans as for normal Titans.
Psychic Phase
Whatever serves the bio-Titan as a brain is undoubtedly psychic so bio-Titans normally have a psychic saving throw, as noted on their datacards. It is unusual, but not unknown, for bio-Titans to manifest psychic powers. If a bio-Titan does have psychic powers this will be noted on its datacard.
Combat Phase
Fire Arc. Bio-Titans can fire their weaponry into their forward 180° arc, as shown on the diagram in the original rulebook. A bio-Titan may fire its weapons 180° to the front.
Bio-Titan Armour Saves. Bio-Titans do not have shields like Imperial, Ork and Eldar machines; instead they have their natural armour and toughness to protect them. To represent this, bio-Titans receive an overall armour saving throw against any hits against them. The bio-Titan datacard includes the saving throws for the creature's front, side and rear facings.
This saving throw is modified by the attacking weapon's save modifier as normal (note that the save is not further modified for side and rear shots). If the bio-Titan makes its overall saving throw the hit has no effect: it is deflected by the bio-Titan's armour or hits but fails to penetrate far enough to cause any significant damage. If the bio-Titan fails its overall save there is a chance the hit will inflict a wound on the beast and possibly also cause critical damage.
Wounds. Bio-Titans have a number of wounds to represent how hard they are to kill. The number of wounds a bio-Titan has varies by type, and is noted on the creature's datacard.
Each time a bio-Titan fails its overall armour save go to the hit location template to work out exactly where the hit lands. This works in the same way as for normal Titans or Gargants, so refer to the template and pick a location you want to aim at.
Take the pair of Aim dice and roll them to see whether the shot scatters. If it scatters and you hit an empty square, or a square that is behind cover, the shot has missed or been deflected at the last moment and does no damage. If the shot hits a location it will automatically inflict 1 wound, so place a Wound marker next to the model. A bio-Titan always suffers 1 wound each time it fails its overall armour save and one of its locations is hit.
When a bio-Titan has accumulated as many markers as it has wounds it collapses to the ground and may not fight until it has regenerated and removed some or all of the markers. Carefully put the model on its side until the end phase to show it can't fight. A bio-Titan that has collapsed in this way may still be targeted by the enemy, and most opponents will not be able to resist putting a few more shots into it "just to make sure". Just add another Wound marker each time it is hit, fails its overall armour save and is hit in a location.
Critical Damage. In addition to inflicting a wound, hits to locations can cause critical damage: haemorrhages, severed tendons, nerve damage and similar unpleasantness. To represent this, each location has a critical hit number which indicates how difficult it is to damage. The higher the number the harder that location is to hurt.
For example, the Hierophant bio-Titan has a critical hit number of 6 on its head because it is very heavily protected by bony plates. Conversely, its legs only have a critical hit number of 4 because they are more vulnerable to being smashed or severed.
In order to score critical damage on a location you must roll equal to or over its critical hit number on a D6. So, for example, you would need to roll a 6 to critically damage the Hierophant's head but only a 4, 5 or 6 to damage its leg.
If you score critical damage against a location, roll for its effect on the appropriate location damage table on the back of the datacard. Depending on the location critical damage can inflict extra wounds, destroy the bio-Titan's symbiote weapons, immobilise it, stun it temporarily and so on. Some weapons, like Volcano cannon for example, have a bonus on location damage rolls and this applies as normal against bio-Titans if they suffer critical damage from the hit.
Most critical damage can be regenerated in the end phase as the bio-Titan's nervous system compensates for the damage done by releasing coagulants into its wounds, growing new cells to replace destroyed ones, bypassing damaged organs and so on. The location damage table will state if a particular instance of critical damage can be regenerated.
Close Combat. Bio-Titans are horrific opponents in close combat, having the size and strength of Titans combined with the voracious ferocity and agility of a living creature. Most bio-Titans are armed with claws, tentacles and clashing mandibles which they can use to tear opponents apart in a highly efficient manner. Opposing troops are often so terrorised by these monsters that they cannot stand against them in close combat, breaking and fleeing at the last moment or becoming frozen in place by their horror.
Opposing troops in close combat with a bio-Titan must take a Morale test at the start of the combat phase. Robots or other models that do not take Morale tests are obviously immune. Enemy which fail their Morale test change their orders to Fall Back orders immediately and will suffer a -2 penalty to their close assault factor in the close combat for being on Fall Back orders. See the Epic game rules for details of the Fall Back rule.
Note that if a bio-Titan enters close combat with a unit which is already broken that unit will have to take two Break tests in succession: the first test for being a broken unit in close combat and the second for being in close combat with a bio-Titan.
Bio-Titans fight in close combat just like ordinary Titans. They cannot be pinned by opponents that are not Titans. If an opposing model beats a bio-Titan in close combat the bio-Titan will suffer 1 wound for each point of difference between the two scores (for example if the bio-Titan rolled 21 and its enemy rolled 24 the bio-Titan would suffer 3 wounds, 24-21=3). Like all close combat damage no armour saving throw is possible against the wounds suffered. In addition, the bio-Titan will automatically suffer critical damage to one hit location chosen by its opponent. Simply make a roll on the appropriate location damage table for the critical damage. You don't need to roll the Aim dice as it's impossible to miss something as big as a bio-Titan at point blank range!
End Phase
Regenerating Wounds. In the end phase you can roll to regenerate each Wound marker the bio-Titan has suffered (including wounds taken in previous turns). Roll a D6 for each Wound marker: on a roll of 4-6 the marker is removed, on a roll of 1-3 the marker remains.
If, after rolling to regenerate, the number of Wound markers the bio-Titan is left with is equal to or greater than its number of wounds, the creature dies. If there are fewer Wound markers than the creature has wounds it stands upright again and is able to act normally in the next turn (subject to the effects of any critical damage of course). Remember to leave in play any Wound markers the bio-Titan failed to regenerate, as it makes the bio-Titan easier to knock down again if it still has some lingering Wound markers.
Regenerating Critical Damage. In the end phase you can also roll to regenerate critical damage (including damage taken in previous turns) as indicated on the location damage tables. Roll a D6 for each critical damage result the bio-Titan has taken. If the roll is equal to or greater than the number noted in the location damage tables it has been successfully regenerated and the critical damage has no further effect. Note, however, that extra wounds inflicted by critical damage will not be regenerated just because the critical damage is healed; the Wound markers must be regenerated separately.
Bio-Titan Weapons
Bio-Titan weapons are used with the fire arc and template rules above. The weapon profiles are summarised in the table at the end of this section.
Cluster Spines
Cluster spines are similar to the frag spines implanted onto Haruspex and Malefactors for close range anti-personnel work. They are fired by a muscular contraction and use explosive cellular expansion to detonate on impact and spray razor-sharp chitin plates over the target area. The cluster spines implanted onto bio-Titans are larger, more densely packed and fire in groups to achieve maximum saturation of the target.
| Weapon | Range | Attack Dice | To Hit Roll | Sv Mod |
|---|---|---|---|---|
| Cluster Spines | 50cm | 8 barrage points | -1 |
Pyro-Acid Spray
The pyro-acid spray is undoubtedly one of the most fearsome symbiote weapons in the bio-Titan's arsenal. The spray fires a triple jet of highly corrosive acids which melt through plascrete and steel like wax. The interaction of the acids also produces a great release of heat, such that the jets ignite as they leave the nozzles of the spray and the target area is quickly covered in licking flames and explosions where the burning acid has swept over it.
| Weapon | Range | Attack Dice | To Hit Roll | Sv Mod |
|---|---|---|---|---|
| Pyro-acid spray | Template | 3+ | -2 |
Special Rules. The pyro-acid spray uses the special template supplied. Place the template so that its narrow end touches the firing bio-Titan and the other end covers the target. Any model (friend or foe) that is at least half under the template is hit on a roll of 3 or more on a D6 and must make a saving throw with a -2 modifier to avoid destruction. To hit modifiers for cover are ignored when you roll for hits because the acid permeates any cover. Buildings hit by the pyro-acid spray must make a saving throw with a -2 modifier to avoid collapsing into burning rubble.
Stinger Salvo
Stinger salvos are used against troops and lightly armoured vehicles at close range. The stingers themselves are fans of long needle-like protuberances which contain a vein of lethal corrosive venom. The stings are segmented and when the bio-Titan directs a pulse of venom into them the tips are launched with tremendous velocity. This reveals the sharp tip of the next segment of the needle and makes it ready for firing. Salvos of the high velocity stingers are short ranged but devastating, riddling the targets with slivers of bone and corrosive poisons.
| Weapon | Range | Attack Dice | To Hit Roll | Sv Mod |
|---|---|---|---|---|
| Stinger Salvo | 25cm | 6 | 4+ | -1 |
Bio-Cannon
Bio-Titans commonly carry large triple-orificed symbiote weapons which appear to function in a similar manner to the bio-cannon mounted on an Exocrine. The heavy cords of muscle that ridge the barrels of the cannon accelerate its ammunition of chitin shells to a speed at which they punch through armour as if it were cardboard. A hardened penetrator core at the centre of the shell penetrates the target in a small explosion of shrapnel and carries the spores of a pernicious slime fungus into it. Large targets that sustain bio-cannon hits are often rotted from the inside out within minutes.
| Weapon | Range | Attack Dice | To Hit Roll | Sv Mod |
|---|---|---|---|---|
| Bio-cannon | 75cm | 3 | 5+ | -3 |
Special Rules. The slime fungus contained in bio-cannon shells adds +1 to the damage roll against targets that use a hit location template, like Titans.
Bile Launcher
Bile launchers work by belching a jellied lump of cankerous slime which is corrosive enough to burn through flesh and bone in seconds. Armoured targets may last a little longer than others but even they will collapse into piles of pitted and rusted metal within a few minutes. Worse still, the bile launcher can have a considerable splatter radius if it strikes its target. These smaller droplets of acidic slime are unlikely to damage battle tanks but they can still kill foot troops who fail to take cover.
| Weapon | Range | Attack Dice | To Hit Roll | Sv Mod |
|---|---|---|---|---|
| Bile Launcher (Hit) | 100cm | 1 | 3+ | -3 |
| Bile Launcher (Splatter) | - | 4 barrage points | 0 |
Special Rules. If you roll a hit with the bile launcher place a barrage template directly over the target model. Any other models that are at least half under the barrage template may also be hit by it. This "splatter" is treated as a barrage with 4 barrage points (5 or 6 on a D6 to hit) and no saving throw modifier. Buildings may be affected by the splatter like a normal barrage. Buildings may also be targeted by the bile launcher and must make a saving throw with a -3 modifier or collapse into rubble. In this case there is no splatter effect as the building absorbs most of it.
Spore Pods
Many bio-Titans carry swollen pods of virulent spores implanted into their chitinous limbs. When they explode, the air around the bio-Titan is filled with deadly spores which will pierce the surface of anything warm that they touch and send burning threadlike growths shooting into it. Bio-Titans use nerve impulses to detonate the pods, either as an intensive cloud in a small area or as a broad bank of spores to sweep a larger area. Though each spore pod is emptied when it is used a single bio-Titan carries enough spore pods to last for the whole battle.
| Weapon | Range | Attack Dice | To Hit Roll | Sv Mod |
|---|---|---|---|---|
| Spore Pods | 25cm | 12 barrage points | -1 |
Special Rules. The spore pods discharge a total of 12 barrage points in a single turn. These may be split amongst several barrage templates, as summarised below.
| No. of Templates | BP per Template |
|---|---|
| 1 | 12 |
| 2 | 6 |
| 3 | 4 |
Any models affected suffer a hit with a -1 save modifier.
Razor Claw
Razor claws are deadly hand-to-hand combat weapons carried by Tyranid bio-Titans to enhance their already formidable fighting power. Razor claws resemble gigantic crab claws, but this basic evolutionary design has been made more lethal by bonding a mono-molecular edge to them so that they can slice through armourplas and ceramite. Razor claws are also implanted with frag spines like those mounted on Haruspex and Malefactors, and these increase the bio-Titan's short range firepower against infantry and light vehicles.
| Weapon | Range | Attack Dice | To Hit Roll | Sv Mod |
|---|---|---|---|---|
| Razor claw (Frag Spines) | 25cm | 8 barrage points | 0 |
Special Rules. If a bio-Titan armed with a razor claw wins a close combat it can make a grab attack instead of rolling for damage normally. The grab attack only affects Titans and buildings; other models are too small to grab. Against enemy Titans the bio-Titan can "grab" any location shown on the hit location chart and try to tear it off. Both players roll a D6 and the bio-Titan adds +2. If the bio-Titan's score is higher than its opponent's the location is torn off and suffers the highest result on the appropriate damage table. If the scores are equal the opponent pulls partially free of the bio-Titan's grasp, roll for damage normally. If the opponent rolls higher than the bio-Titan he wriggles completely out of the bio-Titan's grasp and no damage is done.
If a bio-Titan is in contact with a building during the close combat phase it can make a free grab attack on the building if it wishes. A building hit by a grab attack suffers a hit with a -4 saving throw modifier, and if it fails to make its save it collapses into rubble.
In the combat phase the razor claw may be used either in close combat or to make a ranged attack with its frag spines. It may not be used to do both in the same turn.
Ripper Tentacles
Ripper tentacles are thick ropes of tendon and muscle tipped with diamond-hard talons that can slice through armour with frightening ease. The talons themselves are hollow and inject a highly corrosive fluid into their prey when they strike. Each tentacle is controlled by a separate nerve bundle so they writhe and strike as if they have a mind of their own. This makes a bio-Titan equipped with ripper tentacles incredibly hard to close assault with troops or tanks because the tentacles will lash out at individual squads and vehicles as they come within range.
| Weapon | Range | Attack Dice | To Hit Roll | Sv Mod |
|---|---|---|---|---|
| Ripper Tentacles | - | - | - | - |
Special Rules. If a bio-Titan is armed with ripper tentacles it prevents enemy troop stands and vehicles gaining the bonus dice for multiple attackers in close combat. Super heavy vehicles, Knights and equivalent sized models are too big for the tentacles to handle more than one at a time so they may gain the bonus dice for multiple attackers but only for other super heavies which are attacking in the same close combat phase.
If a bio-Titan with ripper tentacles is fighting against another Titan or Gargant it can wrap its tentacles around one of its opponent's close combat weapons to stop it being used during the close combat phase. Note that if the tentacles are engaged like this they cannot be used to fight off infantry and vehicles as well. If the bio-Titan wins the close combat, roll for damage against a single location chosen as normal and also against the trapped weapon with a +2 modifier on both damage dice rolls.
If a bio-Titan is in contact with a building during the close combat phase it can make a free attack on the building with its tentacles if desired. A building attacked by the tentacles suffers a hit with a 0 saving throw modifier. If the building fails to make its save it collapses into rubble.
Bio-Titan Weapon Summary
| Weapon | Range | Attack Dice | To Hit Roll | Save Mod | Notes |
|---|---|---|---|---|---|
| Cluster Spines | 50cm | 8 barrage points | - | -1 | See Bio-Titan weapons |
| Pyro-acid spray | Template | - | 3+ | -2 | Special rules |
| Stinger Salvo | 25cm | 6 | 4+ | -1 | |
| Bio-Cannon | 75cm | 3 | 5+ | -3 | +1 damage vs. targets that use a hit location template |
Hierophant Bio-Titan Datacard
| CAF | +14 |
| Move | 25cm |
| Psychic Save | 3+ |
| Wounds | 8 |
| Regenerate | Yes |
| Transport | 5 Infantry Stands |
| Weapon Mounts | x3, Head, Right and Left Arm |
Overall armour save: Front 2+, Side 2+, Back 3+.
Permitted weapons: Cluster Spines, Bile Launcher, Razor Claws, Bio-Cannon, Ripper Tentacles, Spore Pods, Pyro-acid spray, Stinger Salvo, Frag Spines.
Hit location critical numbers (datacard diagram): every leg box is Leg 4; Weapon 5; Head 6; Thorax 4 (side); Abdomen 5 (front and side), with Abdomen 5, 4 and 3 on the back facing.
Location damage table (datacard reverse, as printed in order on the scan):
1-2. The Hierophant's thorax is pierced and leaks colourless slime, inflicting 1 extra wound.
The Hierophant's thorax is split, causing blood and ichor to spray out. The Hierophant suffers an extra 1D3 wounds.
The Hierophant's thorax is ripped open with a spray of viscous jelly, inflicting 1D6 wounds.
The thorax is deeply punctured and starts to pour out body fluids inflicting 1D6 wounds now and another 1D6 wounds in each orders phase. This damage may be regenerated on a D6 roll of 4+ in the end phase.
The abdomen is gashed open by the hit, inflicting 1 extra wound. Any troop stands being carried are unharmed but they are reflexively disgorged immediately, place them within 5cm of the Hierophant.
The abdomen is impaled, inflicting 1 extra wound. Troop stands being carried must make a saving throw or be destroyed, any surviving troops stands are disgorged as in 1-3 above.
The abdomen is slashed open, spilling its contents to the ground. The Hierophant suffers 1D3 wounds. Troop stands being carried must make a saving throw or be destroyed, any surviving troops stands are disgorged as in 1-3 above.
The Hierophant staggers D6+4cm in a random direction. Any models it moves onto take a hit with a 0 save modifier on a roll of 4+ on a D6. If the Hierophant staggers into difficult or impassable terrain it suffers D6 hits with a 0 save modifier.
The Hierophant's head-mounted weaponry is damaged and may not be fired again until it is regenerated on a D6 roll of 6 in the end phase.
The Hierophant's nerve core is disrupted. While damaged its CAF is halved and it must roll a 4+ on 1D6 before it can move or shoot (roll the D6 just before you move or shoot). This damage may be regenerated on a D6 roll of 6 in the end phase.
The Hierophant's head is punctured, inflicting an extra 1D6 wounds.
The Hierophant's head is half blown off, inflicting an extra 2D6 wounds.
The leg is damaged, forcing the Hierophant to walk with a pronounced limp. The Hierophant's movement rate is reduced by 5cm and it may not enter difficult terrain. This damage may be regenerated on a D6 roll of 4+ in the end phase.
The Hierophant's leg is crippled. The Hierophant's movement rate is reduced by 10cm and it may not enter difficult terrain. This damage may be regenerated on a D6 roll of 4+ in the end phase.
The Hierophant's leg is severed, inflicting 1 extra wound and permanently impairing its movement as noted in 3-4 above. If two of the Hierophant's legs are severed it will collapse on the spot, unable to move again, even to turn in place. If this occurs the Hierophant's CAF is halved but otherwise it may fight and shoot as normal.
The Hierophant's leg is ripped away with a great gout of ichor, inflicting an extra 1D3 wounds on the creature. Loss of the leg affects the Hierophant as noted in 5 above.
The Hierophant's weapon is knocked aside by the hit and may not fire this turn.
The Hierophant's weapon is smashed by the hit, inflicting 1 extra wound on the Hierophant in the process. The weapon may not fire again until it is regenerated on a D6 roll of 5+ in the end phase.
The Hierophant's weapon is blown clean off and will land 2D6cm away in a random direction, causing a hit with a 0 save modifier on anything underneath where it lands. Ichor boils up out of the stump and the hit inflicts an extra 1D3 wounds on the Hierophant.
Transcription note: the numeric roll ranges for each damage entry on the Hierophant location table are not fully legible in the scan text layer; entries are given in printed order and the roll bands should be checked against the datacard reverse (scan page 30).
Hierodule Bio-Titan Datacard
| CAF | +10 |
| Move | 25cm |
| Psychic Save | 4+ |
| Wounds | 6 |
| Regenerate | Yes |
| Transport | No |
| Weapon Mounts | x2, Right and Left Arm |
Overall armour save: Front 2+, Side 3+, Back 4+.
Permitted weapons: Cluster Spines, Bile Launcher, Razor Claws, Bio-Cannon, Ripper Tentacles, Spore Pods, Pyro-acid spray, Stinger Salvo, Frag Spines.
Hit location critical numbers (datacard diagram): every leg box is Leg 4; Weapon 4; Head 5; Thorax 5 (side); Abdomen 5 (back).
Location damage table (datacard reverse, as printed in order on the scan):
1-2. The Hierodule's thorax is pierced and leaks colourless slime, inflicting 1 extra wound.
The Hierodule's thorax is split, causing blood and ichor to spray out. The Hierodule suffers an extra 1D3 wounds.
The Hierodule's thorax is ripped open with a spray of viscous jelly, inflicting 1D6 wounds.
The thorax is deeply punctured and starts to pour out body fluids inflicting 1D6 wounds now and another 1D6 wounds in each orders phase. This damage may be regenerated on a roll of 4+ in the end phase.
1-3. The abdomen is gashed open by the hit, inflicting 1D3 extra wounds.
4-6. The abdomen is slashed open and body fluids gush out. The Hierodule suffers 1D6 extra wounds.
The Hierodule staggers D6+4cm in a random direction. Any models it moves onto take a hit with a 0 save modifier on a roll of 4+ on a D6. If the Hierodule staggers into difficult or impassable terrain it suffers D6 hits with a 0 save modifier.
The Hierodule's nerve core is disrupted. While damaged its CAF is halved and it must roll a 4+ on 1D6 before it can move or shoot (roll the D6 just before you move or shoot). This damage may be regenerated on a D6 roll of 6 in the end phase.
The Hierodule's head is punctured, inflicting an extra 1D6 wounds.
The Hierodule's head is half blown off, inflicting an extra 2D6 wounds.
The leg is damaged, forcing the Hierodule to walk with a pronounced limp. The Hierodule's movement rate is reduced by 5cm and it may not enter difficult terrain. This damage may be regenerated on a D6 roll of 4+ in the end phase.
The Hierodule's leg is crippled. The Hierodule's movement rate is reduced by 10cm and it may not enter difficult terrain. This damage may be regenerated on a D6 roll of 4+ in the end phase.
The Hierodule's leg is severed, inflicting 1 extra wound and permanently impairing its movement as noted in 3-4 above. If two of the Hierodule's legs are severed it will collapse on the spot, unable to move again, even to turn in place. If this occurs the Hierodule's CAF is halved but otherwise it may fight and shoot as normal.
The Hierodule's leg is ripped away with a great gout of ichor, inflicting an extra 1D3 wounds on the creature. Loss of the leg affects the Hierodule as noted in 5 above.
The Hierodule's weapon is knocked aside by the hit and may not fire this turn.
The Hierodule's weapon is smashed by the hit, inflicting 1 extra wound on the Hierodule in the process. The weapon may not fire again until it is regenerated on a D6 roll of 5+ in the end phase.
The Hierodule's weapon is blown clean off and will land 2D6cm away in a random direction, causing a hit with a 0 sv mod on anything underneath where it lands. Ichor boils up out of the stump and the hit inflicts an extra 1D3 wounds on the Hierodule.
Transcription note: as for the Hierophant table, the roll bands are not fully legible in the scan text layer for every entry and should be checked against the datacard reverse (scan page 32).
Hive Mind Card Commentary
The game effects of each Hive Mind card are described on the card itself and in most cases this should supply enough information to resolve playing the card with no problems. However, because there are so many different types of troops and vehicles in the Epic game, situations are bound to arise where there is room for confusion. Because of the limited area on the cards for explanations, the commentary below clarifies the intentions behind the rules.
The following points expand on the standard phrases used on all of the cards. These general interpretations should be used unless they are contradicted by the card itself or the commentary that follows.
Range
Ranges for Hive Mind cards come in three types.
-
"From a synapse creature": This is the most common range type and is used on nearly all the Hive Mind cards. The range is measured from a single, nominated synapse creature model (eg, a Dominatrix or Hive Tyrant). The card can be played on any eligible unit or model within the stated range. It is quite permissible to check that a model or unit is within range before actually playing the card.
-
"Anywhere on the battlefield": This means exactly what it says. The range of these Hive Mind cards is effectively unlimited, though they cannot be played on reinforcements such as drop pods, Thunderhawk gunships etc. which are being held off-board until later in the game.
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"In sight of a Tyranid creature": Any Tyranid creature can be nominated as being the 'spotter' for this card as long as it is able to move and/or attack (not knocked over by wounds and waiting to regenerate, or incapacitated by a psychic attack, for example). Instinctive creatures that are using an Instinct counter this turn may not be nominated as spotters because they are not fully synchronised with the hive mind. Other than this the normal true line of sight rules apply and range for the effect of the card is effectively unlimited.
Effect
Hive Mind cards always allow you to affect a brood or a single model, the intention being that the effect extends to everything on a single swarm card. However, it's worth noting that bio-Titans always count as single models even if they are part of a bio-Titan brood. Also note that certain Hive Mind cards can only be used to affect Tyranid infantry broods, this being made up of troop stands like Termagants, Tyranid Warriors, Genestealers etc.
Duration
The effects of Hive Mind cards only last for the turn in which they are played. So, for example, if you played Acid Blood on a brood it would only damage opponents in close combat during that turn and wouldn't last into the following turn. Obviously, the results of Hive Mind cards will endure, so models destroyed by Hive Mind cards stay dead.
Card Commentaries
Regenerate. The hive mind pours psychic energy into the wounded creature so that it can remove all of its Wound markers without having to roll. Note that this Hive Mind card will only ever affect a single Tyranid model. Though it is assumed that this card will be used on a creature with multiple wounds that can also regenerate (like a Dominatrix) it will also work on a creature that can regenerate but which does not have multiple wounds, like a Carnifex.
Acid Blood. The hive mind stimulates the creatures of the brood to alter the chemical balance of their blood, turning it into a potent acid on contact with air. As noted above, the effects of acid blood only last one turn but during that turn any model from the brood which is killed in close combat will inflict a hit with a -2 save modifier against all of its opponents (even opponents that did not get to fight in a multiple combat because the Tyranid stand was killed). The acid splash is treated as a shooting hit against Titans and other models which use a hit location template. Pick a location and roll the Aim dice to see where the splash lands.
Bio-Assassin. The Bio-assassin card represents an attack by a creature which has been genetically programmed to infiltrate the enemy battleline and destroy one of their leaders. Because the Bio-assassin card can be played at any time it can be used during the close combat segment in order to combine its attack with that of other Tyranid creatures in a close combat and create (or add to) a multiple combat situation.
Chameleon. This card represents a combination of a physical shift in surface colour or texture and psychic shielding to disguise a Tyranid infantry brood as part of its background. Because the brood is almost impossible to see at long range no enemy may shoot or target indirect barrages at it unless they are within 25cm or, in the case of indirect barrages, they have a spotter within 25cm. Chameleon can be played on a brood after the enemy has declared his intention to fire at it, but if this happens the enemy can retarget his firing unit against another visible target.
Psychic Barrage. Psychic Barrage cards represent powerful blasts of energy being directed against the planet's surface by orbiting bio-ships of the hive fleet. Psychic Barrage uses a normal barrage template as its area of effect and models must be at least half under the template to be affected. Because the attack is psychic no armour saving throws apply but psychic saving throws do.
A Titan or Gargant hit by a psychic barrage automatically suffers a damage roll to its head location, representing damage to its crew. In the case of Mega-Gargants and Emperor class Titans that fail their psychic saving throw, roll to hit every troop stand aboard but do not roll to hit the Titan/Gargant itself. Naturally robots and other models without living crews are immune to psychic barrage but daemons are vulnerable to it and Greater Daemons struck by a psychic barrage will be destroyed and may not expend Chaos cards to survive.
Pathogenic Slime. Pathogenic slime is a self-replicating corruptive agent that breaks down metal and flesh almost instantaneously. The Pathogenic Slime card represents the hive mind causing this substance to be excreted by Tyranid creatures or their symbiote weaponry. Pathogenic slime makes a single hit cause D6 hits instead. The slime will not affect power fields or void shields because it can't damage energy alone. If the slime is used against unshielded Titans or other models which use a hit location template, each hit after the first must be aimed at either the same hit location or an adjacent location to represent the corrupting spread of the slime.
It is possible that the Aim dice will cause the slime hits to scatter away from the chosen hit location or off the location template entirely. If the first hit scatters off the template then no further damage is done, the slime-bearing projectile didn't hit in the first place so it does no further damage. If the second or subsequent hits scatter so that they are not hitting areas adjacent to the initial impact point they still cause damage. This represents random splatters of pathogenic slime flung out from the impact point.
Overrun Assault. The hive mind impels one of its broods into combat with a mental command which drives them into a screaming fury of bloodlust. This card allows the single model or brood it is played on to engage enemy models in close combat during the movement phase and then fight them in the same phase. It is important to note that these combats are fought after all movement has been completed so your opponent has an opportunity to move in reinforcements if he is moving second. First Fire orders are no defence against the overrun assault because only snap fire shots can be taken in the movement phase.
Because of the impetus of the Tyranids' assault, models that kill their opponents and are not still pinned in close combat by another model may move again up to 5cm (transcription note: the distance is smudged in the scan text layer and is read as 5cm; check against the scan, page 68). Models which made an overrun assault during the movement phase may also fight during the close combat segment of the combat phase.
Hallucinogens. The hive mind influences a synapse creature to release a cocktail of airborne neurotoxins and pheromones combined with subsonics and empathic interference to disorientate and confuse the enemy. The Hallucinogens card is very potent because it allows you to select the orders for an enemy unit. Note that this card only affects a squadron or detachment, not a whole company. Most importantly it can only be used to select First Fire, Advance or Charge orders for the enemy detachment; Fall Back orders may not be chosen.
Energy Immunity. Energy immunity represents Tyranid creatures temporarily reforming their bodies to dissipate or absorb the energy of attacks. Energy immunity only gives a saving throw against shooting attacks, not close combat hits or psychic attacks. The energy immunity saving throw is not subject to saving throw modifiers so it will always work on a 4 or more on a D6. If the energy immunity saving throw is failed the creature can still take its armour saving throw (if any). The creature's armour saving throw is subject to saving throw modifiers as normal.
Summary Sheets
The rulebook's back pages carry two playsheets for the Tyranid rules. The text is reproduced below. The Tyranid data sheet (scan page 74) lists each unit's profile, which is transcribed under its own heading in Tyranid Forces above.
Orders
Tyranid broods cannot automatically be given an order counter like ordinary troops, so their activities will be limited unless they are given direct commands by the hive mind. For the purposes of orders Tyranid creatures are split into three categories: Instinctive, Independent and Commanders.
Instinctive. Instinctive creatures will normally react to situations by reflex or natural impulse. Such creatures will act without co-ordination with the hive mind unless they are being directly controlled by it. The swarm cards for Instinctive creatures are coloured red, blue or green to make them easy to pick out in the swarm structure.
Instinctive Tyranid creatures can only be given orders by playing Hive Mind cards. Some units act as nodes for the hive mind (such as Tyranid Warriors) and they are also able to control Instinctive creatures which are close to them. Instinctive broods must take a Hive Mind test when they are broken and revert to their instinctive behaviour if they fail. An instinctive brood which is already broken must take a Hive Mind test every time it is given an order counter and disregards the order counter if it fails the test. If instinctive creatures do not have an order counter with them for any reason they revert to their instinctive responses. The response a creature will make is noted in its description, and on its swarm card. The instinctive behaviour patterns are shown below. Place one of the special Instinct counters with the brood to show what behaviour it is exhibiting.
Independent. These are self-aware creatures with drive, purpose and motivation. Independent Tyranid creatures are treated just like ordinary troops in the Epic game. They may be given either a first fire, advance or charge order counter in the orders phase.
Commanders. These are highly intelligent creatures who dictate the path of the hive mind on the battlefield. Tyranid commanders obey all the standard Epic rules for command units. They do not need to be given orders themselves, they always move as if on charge orders and shoot as if on first fire orders. Like other command units, commanders may only be shot at if they are the closest target of their type.
Regenerating and Multiple Wounds (Summary)
When a regenerating creature fails its armour saving throw, do not remove the model, place it on its side instead. The model does not count as destroyed for victory points. In the end phase roll a D6 for each regenerating model. On a roll of 1-3 the model is actually dead and is removed. If the roll is 4-6 the model recovers from its damage and is placed back on its feet.
Creatures with multiple wounds don't die the first time they are hit and fail their armour saving throw. Place a Wound marker next to the model each time it fails its armour save; when it has accumulated as many markers as it has Wounds it is killed. In close combat a creature with multiple wounds which loses will suffer 1 wound for each point it lost the combat by.
A regenerating creature with multiple wounds will collapse when it has accumulated a number of markers equal to its wounds. The model is placed on its side and tries to regenerate in the end phase. The creature can still be attacked while it is on its side: make saving throws as normal and place an extra Wound marker with the creature for each failed save. In the end phase roll to regenerate each Wound marker (including wounds from previous turns). Roll a D6 for each Wound marker: on a roll of 4-6 the marker is removed, on a roll of 1-3 the marker remains. If, after rolling to regenerate, the number of Wound markers the creature is left with is equal to or greater than its number of wounds the creature dies. If there are fewer Wound markers than the creature has wounds it clambers back to its feet and is able to act normally again.
Swarm Casualties
As broods are broken by taking casualties and individual creatures are destroyed, the number of Hive Mind cards a swarm generates is reduced. Swarm cards for broken broods and destroyed single creatures are deducted from the total number of cards in the swarm when you calculate how many Hive Mind cards it generates.
Also, unless a Swarm card is connected to the Dominatrix via a chain of unbroken swarm cards it does not count towards generating Hive Mind cards. Should the Dominatrix of a swarm be killed, none of the swarm's cards will count towards generating Hive Mind cards.
Multiple Swarms
If there is more than one swarm in your army add together the total number of swarm cards and work out the number of Hive Mind cards you get for them. The Hive Mind cards you get can be played on models from any of your swarms.
Hive Mind Chart
| Number of connected Swarm Cards | 0 | 1-5 | 6-10 | 11-15 | 16-20 | 21+ |
|---|---|---|---|---|---|---|
| Number of Hive Mind Cards | 1 | 3 | 4 | 5 | 6 | 7 |
Dominatrix Limits
| Force Points Value | Max. No. of Dominatrix |
|---|---|
| Up to 3,000 points | 1 |
| 3,001 to 6,000 points | 2 |
| 6,001 to 9,000 points | 3 |
| 9,001 to 12,000 points | 4 |
| Etc. | Etc. |
Turn Sequence (Tyranid Summary)
Orders phase
- Place face down order counters for Independent broods and broods 'sharing' Tyranid Warriors' or Harridans' order counters.
- Play Hive Mind cards to place order counters face down for Instinctive broods within range of Synapse creatures.
- Wait until your opponent has finished placing his orders.
- Place Instinct counters face-up next to any Instinctive broods that do not have an order counter.
- Roll a Hive Mind test for any Instinctive broods that have been given an order counter but are broken. If they fail the Hive Mind test remove the order counter and give them a face-up Instinct counter instead.
- Roll for initiative.
- Resolve any Mycetic Spores dropping in this turn.
- Reveal order counters.
Movement phase
- Whether you are moving first or second: move Instinctive, Hunting or Rampaging creatures.
- Move remaining Tyranid broods.
Psychic phase
- Total up the number of unbroken swarm cards still attached to the Dominatrix in your swarms and look at the Hive Mind Chart to find the number of Hive Mind cards you can draw.
- Discard unwanted Hive Mind cards.
- Draw Hive Mind cards to bring your hand back to the correct size.
- Alternate using models with psychic powers, starting with the player who won the initiative.
Combat phase
- The combat phase is resolved as normal.
End phase
- Roll to remove Wound markers from regenerating creatures. Roll a D6 for each Wound marker: on a roll of 4 or more the marker is removed. Bio-Titans suffering some types of critical damage can also roll to recover from it.
- Total up victory points. Tyranids score victory points when they break opposing units and score victory points a second time when they wipe out opposing units. Units which cannot be broken are worth double victory points when destroyed.
Instinctive Behaviour (Summary)
Rampage. Creatures which Rampage have blue swarm cards. Rampaging creatures must move at double rate towards the nearest enemy models that are not already engaged in close combat. If a rampaging model moves into contact with any enemy models it will stop and fight them in close combat during the combat phase. Rampaging creatures will not make ranged attacks of any kind. Roll a D6 for any rampaging model that enters impassable terrain: on a 1-3 it is destroyed, on a 4-6 it moves into the terrain and keeps going. Roll again each turn that a rampaging model is in impassable terrain.
Hunt. Creatures which Hunt have green swarm cards. Hunting creatures move at their normal rate towards the nearest enemy model not already in close combat. Hunting creatures will move into close combat if possible and they will move around impassable terrain. If a hunting creature is not pinned in close combat during the combat phase it will shoot at the nearest enemy model in the advance fire segment.
Nest. Creatures which Nest have red swarm cards. Nesting creatures will not move but will shoot at the nearest enemy model in the first fire segment of the combat phase.
Note that because Instinctive creatures react to the nearest enemy they will often be distracted by inconsequential enemy units and fail to co-ordinate their attacks. Do not make the mistake of assuming that Nest is just like First Fire orders. On First Fire orders you can choose your targets freely; on Nest you must fire at the closest enemy.