Tyranid Hive Fleet Leviathan v3.0. Epic Armageddon Army List

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1 Tyranid Hive Fleet Leviathan v3.0 Epic Armageddon Army List Sub Champion Barny Zombocom Skinner

2 HIVE FLEET LEVIATHAN The Imperium of Man has many enemies; on all fronts they are assailed by traitors, aliens and creatures of chaos too vile to describe. Many of these pose a direct threat to the existence Imperium as a whole, but only one poses a threat to the existence of all life. They come from the darkness between the Galaxies, fuelled by an insatiable hunger. Primitive peoples call them The Great Devourer; to the Imperium they are known as the Tyranids. They are a race more alien than anything else ever encountered, a swarm of insectoids that engulf anything in their path. Individual Tyranids have almost no intelligence or awareness of their own, they are controlled by an overarching gesalt Hive Mind, much like cells in a giant single organism. They appear as creatures from a nightmare, with razor-sharp fangs and claws that can tear a man apart in seconds. They are perfectly engineered predators, genetically designed to feed on all living things. Their numbers are impossible to comprehend, and they advance much like a swarm of locusts, stripping planets of every resource before moving on. Tyranids are nomadic, travelling between the stars in great Hive Fleets, each containing millions of living spacecraft. Each craft is home to vast numbers of varied lesser organisms, each genetically designed and bred for a specific task. They exist only to serve the ship, and the ship exists only to serve the Hive Fleet. The largest, and most recent of these Hive Fleets to be encountered by humanity is Hive Fleet Leviathan. This, of course, is the human name for the fleet, as there is no evidence that the Tyranids have any concept of names or even language. Leviathan has so far employed a different tactic to that of the earlier Hive Fleets that have assaulted the galaxy; while they struck from the eastern rim, Leviathan has risen from beneath the galactic plane. The Forge World of Gryphonne IV is one of the best-known casualties of Leviathan to-date. It was one of the best fortified, most well-prepared and well-armed planets in the galaxy, with mighty Titan Legions and vast numbers of disciplined Skitarii. In the end, it posed little threat to Leviathan, which had adapted new creatures such as the Tyranofex specifically for dealing with the heavily-armoured titans. The world was scoured, and the fleet moved on. Those tracking Hive Fleet Leviathan have made a worrying discovery; unlike previous Hive Fleets, Leviathan seems to be moving in a direct path towards Terra, the heart of the Imperium. Whether this is a coincidence or something more sinister remains to be seen. Picture Goes Here

3 HIVE FLEET LEVIATHAN SPECIAL RULES SPECIAL RULE: EXPENDABLE SPECIAL RULE: XENO-BIOLOGY A formation does not receive a Blast marker when a unit with the Expendable special rule is destroyed, this includes the extra Blast marker from the first casualty of a crossfire and for units destroyed for being out of formation after a move. If an Expendable unit is hit by a weapon with Disrupt it does not inflict a Blast marker. If a formation is comprised completely of Expendable units then they do not benefit from any of the rules above. Expendable units killed in an assault count for the purposes of working out its result (see EA ). Mobility: Tyranid Armored Vehicle and War Engine units do not take dangerous terrain tests when moving through most normal terrain features. In addition, Tyranid Light Vehicle units count as infantry for the purposes of terrain (see EA 1.8). Fortification terrain features such as minefields or razorwire, and special terrain features such as lava flows affect Tyranids normally. Regeneration: War Engine units with Regeneration can regain lost damage capacity points. Each unit with regeneration regains one damage capacity point at the beginning of each turn's end phase. SPECIAL RULE: TUNNELER Formations where all of the units have the Tunneler ability may enter play using the Tunneller rule as described in the Epic Rule Book, with the following changes: Regeneration cannot be used by a destroyed unit nor may it increase a unit's damage capacity beyond the starting amount. SPECIAL RULE: THE HIVE MIND Formations of multiple Tunnelers need only record one location where they will surface. Place a unit at this location, or within 5cm of another unit that has already been placed, so long as all units are placed within 15cm of the surfacing location and on the appropriate half of the table. SPECIAL RULE: XENO-SOCIOLOGY Brood: Unit with the Brood (X) special rule (known as Brood Units), are placed in the army s off-board Swarm Pool when they are destroyed. These units may be returned to play via Swarming for a number of Swarm Points equal to X. Synapse: Formations that contain at least one unit with the Synapse ability (known as Synapse Units) may return units to play from the Swarm Pool via the Swarming rules. Formation is unbroken +D3 Formation has no enemy units within 30cm +D3 Swarming: After a formation with at least one Synapse Unit regroups or attempts to rally, it may return units to play from the Swarm Pool in process known as Swarming. Roll a number of dice based on the table below: The total rolled is the number of Swarm Points available to the formation. Units with Brood (X) in the Swarm Pool may be returned to play for a number of swarm points equal to X A formation may only return a unit to play if it started the game with that type of unit. For example, if a formation began the game with Termagants but not Hormagaunts it could return Termagants, but not Hormagaunts, via swarming. The specific units returned need not have originally come from the formation, but the formation must have contained that unit type at the start of the game. All units returned to play in this manner must be placed within 5cm of a unit from the formation that was there prior to swarming. These units may not be placed in the Zone Of Control of enemy units, or in impassable terrain. Not all of the swarm points available to each formation need to be used, but any leftover are discarded. Augmented Swarming: Some units are noted as having Augmented Spawning (X). Units with this ability generate an addional number of Swarming Points equal to X when their formation is Swarming. The Hive Mind of the Tyranids is a single coordinating sentience. Its influence is projected through synapse creatures that communicate with their lesser kin via a form of telepathy. Under the control of synapse creatures the slave organisms act in perfect unison. However, should the synapse creatures be slain the basic creatures revert to their anomalistic behaviors until other synapse creatures can exert control over them. This is represented by the following rules for any formation that begins the game containing at least one Synapse Unit, (known as a Synapse Swarm). Synapse Swarms ignore Brood Units for the purposes of determining formation strength during Tiebreak in the Grand Tournament Scenario. A Synapse Swarm with no remaining synapse units has an initiative of 3+ and may not capture objectives in the Grand Tournament Scenario, though may still contest them normally. A broken Synapse Swarm with at least one synapse unit ignores the -2 modifier to Initiative for being broken when it is attempting to rally. At the end of its activation, A Synapse Swarm with at least one synapse unit can absorb other Synapse Swarm formations which have lost all their synapse units. The absorbing formation must have one unit within 5cm of a unit from the formation(s) being absorbed. The units and blast markers of an absorbed formation become part of the absorbing formation. An absorbed formation is considered completely destroyed for the purposes of Tiebreak and the Break Their Spirit victory condition in the Grand Tournament Scenario.

4 HIVE TYRANT Hive Tyrants are a common Tyranid leader genus, the with the size and power of a tank but also with enough cunning intellect to make for a formidable tactician. Hive Tyrants tend not to risk themselves in direct battle, but instead surround themselves with hordes of lesser Tyranid creatures, commanding them through psychic means. Opponents of the Tyranids soon learn to target Hive Tyrants above all other target types if possible, as the loss of Hive Tyrants tends to disproportionally disrupt Hive Mind control over the local area. Hive Tyrants have been observed bearing a multitude of weapon symbiotes, however by far the most commonly observed limb configuration is a combination of Lash Whip, Bonesword and Heavy Venom Cannon. This armament appears to afford a Hive Tyrant a balanced combination of ranged, close combat and psychic abilities and has consequentially risen to prominence amongst the rapidly mutating Tyranid swarms. HIVE TYRANT Armoured Vehicle 20cm Bonesword Extra Attacks (+1), Macro Weapon Heavy Venom Cannon 30cm AP4+/AT5+ Notes: Commander, Fearless, Leader, Reinforced Armour, Synapse TYRANT GUARD Tyrant Guards appear to have the least amount of brain matter of any commonly encountered Tyranid bioform. They will never stray more than a few paces from their Tyrant master, and are often seen exactly matching its tics and twitches, almost as if directly connected to the Hive Tyrant it is attending. It seems likely that Tyrant Guards are little more than biological puppets slaved to the Hive Tyrant s brain. This would explain their seeming lack of any survival instincts, so dedicated are they to protecting their Tyrant. There are good reasons to believe that the Tyrant Guard genus only began to appear amongst the Hive Fleets swarms after the Tyranid conflict with Space Marines of the Ultramarines Chapter during the Battle for Macragge. This coincidence is likely more than pure happenstance, as the Tyrant Guard s exceptionally resilient physique at the least lends strong credence to the theory that the Tyrant Guard genus was created with the use of Astartes DNA. TYRANT GUARD Light Vehicle 20cm Talons Notes: Fearless, Reinforced Armour, Expendable ZOANTHROPE The Zoanthrope is a highly psychically-attuned creature, little more than a huge floating brain, beneath which dangles an atrophied and useless body. In battle, Zoanthropes seem to possess two main functions. First and foremost they are a psychic weapon, capable of killing with a thought at distance, or projecting a beam of power capable of cracking even tank armour at shorter range. It is this use that is most obvious to the enemies of the Tyranids, but Zoanthropes also have a second role as Hive Mind nexus points, relaying instructions to the swarm s lesser creatures. Unlike Hive Tyrants, however, the Zoanthropes expend little of their mental energy on tactical matters, and instead simply act as a conduit for the instructions from above. The Zoanthropes have much more important and direct uses for their brainpower; focusing it on unleashing psychic energy to devastating effect. ZOANTHROPE Light Vehicle 15cm Warp Blast 30cm and (15cm) AP5+ Macro Weapon Notes: Jump Packs, Invulnerable Save, Synapse

5 MALANTHROPE Normally seen hovering low over the ground in the later stages of a Tyranid attack, surrounded by hordes of Rippers, Malanthropes pick their way across the corpse-strewn landscapes, stopping where the battle was fiercest to ingest the torn bodies of their opponents. It is theorised that this behaviour is part of a genetic screening method undertaken by Hive Fleets, and that it is from the Malanthrope s gristly meals that new Tyranid bio-morph adaptations are evolved. Malanthropes themselves do not display much evolutionary diversity, as they are presumably already perfectly adapted to their role within the larger Tyranid organism. If they are seen in battle, Malanthropes generally stick to the periphery of the fighting until they can sweep in to consume the freshest kills, but if caught in combat Malanthropes will lash out with their poisonous grappling talons, instantly killing even the largest of biological opponents. MALANTHROPE Armoured Vehicle 25cm Poisoned Talons Extra Attacks (+1), Macro Weapon Ripper Swarm (15cm) or Extra Attacks (+1) Notes: Fearless, Reinforced Armour, Invulnerable Save, Synapse, Jump Packs TYRANID WARRIORS Tyranid Warriors are the most common, and also the smallest, Synapse caste Tyranids. As such, they also tend to be more numerous than other Synapse creatures to make up for their relative weakness. Some earlier stage Tyranid invasions are even composed entirely of Warriors and Gaunt class creatures, which swarm in great tides over battlefields as an unstoppable living carpet of infantry-sized Xenos. With many Tyranid attacks, an effective counter-measure is to target the larger creatures, safe in the knowledge that many of these will be in Synapse control of the swarm and that their destruction will help disrupt the coordination of the assault. However, Tyranid Warriors are small enough to hide amongst the rest of the swarm, making this tactic difficult, if not impossible, to use. TYRANID WARRIORS Infantry 20cm Talons Venom Cannon 30cm AP5+ Notes: Fearless, Synapse TERVIGON The Tervigon is so massive that it uses all its limbs to support its weight, though it can still swing its front limbs in a deadly arc if necessary, and fire a cloud of spines at anything that comes too near. However, its primary purpose seems to be as a cross between a living APC and an incubator; dozens of Termagants are contained within its swollen abdomen and can be spawned at will. The Tervigon has not been well studied by the Imperium, and it is as of yet unknown whether this is some form of birthing process or simply a creature acting as a living transport. It remains possible that Tervigons are the progenitors of all Termagants. It has been theorised, though not confirmed, that similarly massive Tyranid creatures may exist which carry or breed other small Tyranid types, such as the Hormagaunt. TERVIGON War Engine 15cm Claws and Teeth Stinger Salvo (15cm) Damage Capacity 2, Critical Hit Effect: The Tervigon is killed, and the synaptic backlash lays a hit on any tyranid unit with 5cm on a 6+ Notes: Fearless, Leader, Reinforced Armour, Synapse, Augmented Swarming(d3)

6 SYNAPSE SYMBIOTE Some of the larger Tyranid creatures are fused with Symbiotic Synapse growths, which grow on the outside of the creature s chitin as a parasite. These are intelligent enough to provide the host creature with autonomy, meaning it can range across the battlefield without a nearby Synapse creature to control it. Many of these parasites are also able to channel psychic energy into deadly, short-ranged attacks. Not only will this parasite control its host creature directly, but it will also take command of other nearby Tyranid brood creatures in a similar manner to a Hive Tyrant or Tyranid Warrior. The sight of a such a huge Tyranid monster is terrifying enough, but to see hundreds of scuttling creatures around it all heading purposefully in the same direction is even worse. This capacity to lead other Tyranids has led to such parasitically upgraded beasts being known as Prime Creatures. SYNAPSE SYMBIOTE Character Psychic Onslaught (15cm) Extra Attacks (+1), Macro Weapon Notes: Fearless, Synapse DOMINATRIX SYMBIOTE The rarest known Symbiotic Synapse Parasite is the Dominatrix Symbiote, and is only ever found on the largest Bio-Titans. The strength of its psychic powers and connection to the Hive Mind are unsurpassed; lesser Tyranid creatures within its sphere of influence become nothing more than puppets under its total control. As a consequence, a Tyranid force directed by a Dominatrix acts as a single creature with unfathomable tactical abilities. The Dominatrix also modifies its host Bio-Titan into a giant incubator, capable of spawning vast hordes of infantry from its distended abdomen even in the middle of a battle. Fortunately for humanity, such creatures are rare; they re only generally found in the later stages of an invasion, when all hope of survival is generally already lost. DOMINATRIX SYMBIOTE Character Engergy Pulse 60cm 3BP Macro Weapon Notes: Supreme Commander, Synapse, Augmented Swarming (D3) SYNAPSE NODE Beneath the surface of a thousand worlds, Tyranids dig vast tunnel networks. In these vast underground caverns, creatures nest and breed, ready to surge out when called upon. From deep within these caves, mighty creatures with powerful links to the Hive Mind orchestrate battles on the surface above. the upper atmosphere. Hordes of rippers surge around the entrances, tearing apart anything that comes near, and reclaim their matter in steaming bio-digestion pools. These Tyranid structures are usually protected by the Hive Guard, creatures solely bred for the defence of the nest. On the surface, such nests are often surrounded by Spore Chimneys, which belch a constant stream of spore mines into SYNAPSE NODE War Engine 0cm Ripper Swarm (15cm) OR Extra Attacks(+1) 2x Spore Chimneys 15cm AA5+ Disrupt Damage Capacity 4, Critical Hit Effect: The ground beneath the nest collapses, destroying it. Notes: Reinforced Armour, Thick Rear Armour, Fearless, Leader, Synapse, Augmented Swarming (D3)

7 TERMAGANTS Termagants are one of the most common classes of Tyranid bio-form in most Tyranid attacks, and also amongst the physically smallest. Even though it has a relatively diminutive stature, it is still roughly human sized, and equipped with a fleshborer weapon-symbiote it is a considerable threat to infantry and light vehicles; its weapon discharge splatters enemies with living grubs, which burrow under armour plates and dissolve the flesh beneath with their acidic saliva. Termagants are highly numerous amongst Tyranid swarms; often attack waves will include hundreds, if not thousands of Termagants. Enemies which could under normal circumstances deal with a massed attack will simply be swamped, for few armies can deal with the kind of tactics that Termagant swarms employ. As long as a Termagant swarm retains its Synapse creatures to command it, tools or tactics capable of stopping the onrushing swarm are few indeed. TERMAGANTS Infantry 20cm Fleshborer (15cm) Notes: Expendable, Brood(1) HORMAGAUNTS Hormagaunts embody the Tyranid way of war in its purest and least compromising form. Tactics, restraint, and caution are all set aside as the Hormagaunt swarms charge headlong towards the enemy at a sustained pace few other living beings can manage. As the swarm crashes home against the enemy lines, thousands of pairs of scything talons flash out, carving and slicing with unbridled fury. The Hormagaunts do not care how many of their number are lost in their headlong charges, or even if their charge succeeds at all. All that concerns a Hormagaunt is the instinctual need to close with the enemy as rapidly as possible and tear them asunder. Some Tyranid Hive fleets specialise in breeding Hormagaunt broods almost to the exclusion of all else, and their armies are a terrible sight to behold. The last thing an opponent will see is a living tide of claws and teeth that stretches for dozens of miles in every direction, to the horizon and beyond. HORMAGAUNTS Infantry 20cm Scything Talons Notes: Infiltrators, Expendable, Brood(1) GARGOYLES When a Tyranid attack is imminent, it is often presaged by the distant sight of ominously dark, drifting clouds. As the clouds shift and reform, coming ever closer, the horrible truth is revealed often just too late; what may have appeared to be a natural phenomenon is in reality thousands of Tyranid Gargoyles on the hunt for prey. Once they reach the battle lines, Gargoyles are a fearsome opponent for any human, capable of firing blasts of living ammunition from their fleshborers, or spewing bio-plasma over their opponent at closer range. Gargoyle swarms can even form a hazard to low flying aircraft, as the dozens of mindless creatures expend every effort to be sucked into jet intakes. Although individually they do not pose much of a threat, as a swarm it becomes likely that one or two Gargoyles will be struck by the aircraft, and in doing so cause enough damage to bring the fast-flying fighter down. GARGOYLES Infantry 30cm Fleshborer (15cm) Swarm Strike 15cm AA6+ Notes: Expendable, Jump Packs, Brood(2)

8 RAVENERS Raveners are presumed to be a mutant strain of the Warrior genus, more adapted for the fast, close combat role than ranged fire. They have evolved to lose their legs, instead replacing them with an extra row of Scything Talon weaponlimbs. Raveners can pull themselves across the battlefield at a surprisingly fast speed, outpacing all but the fastest of their alien brethren, especially when they sense prey is near. As well as their feared strength in combat, Raveners are also known for their ability to infiltrate defensive formations without warning. By tunnelling beneath the ground Raveners can emerge at unexpected quarters before charging into combat, slashing their opponents apart. Digging together, these creatures are capable of tunnelling far behind enemy lines before emerging in a terrifying display. Imperial troops have learned to fear the slightest ground tremble, as little warning is given before they emerge as death incarnate. RAVENERS Infantry 20cm Scything Talons Extra Attacks (+1) Notes: Expendable, Infiltrators, Tunnelers, Brood(2) BIOVORES The Biovore is apparently a relatively recent bio-adaptation amongst the Tyranid Hive Fleets, as it was not encountered during the early skirmishes with Hive Fleets Behemoth. It was only once Hive Fleet Kraken was deep into its own invasion that Biovores became a regular sight on the battlefields of the 41 st millennium. Physiological examination has led Imperial analyticae to presume that the Biovore is at least partially adapted from Orkoid DNA, and that the Biovore was only evolved by the Hive Fleets after their first conflicts with the Orks of the Milky Way. In battle, Biovores are comparatively slow and docile considering their heritage, but unlike most Tyranids they possess a large bio-weapon symbiote that is capable of launching Spore Mines high on a ballistic trajectory. In essence, Biovores are a form of living artillery, and the Hive Mind uses them to soften up targets before a charge from other more active Tyranids. BIOVORES Light Vehicle 15cm Spore Mines 30cm AP5+/AT6+ Disrupt, Indirect Fire Notes: HARPY Often found accompanying Gargoyles in the early stages of a Tyranid assault, Harpies are snakelike, winged creatures. Their bodies are hollow in order to keep their weight down for flight, which means they are surprisingly agile for their size. Harpies usually sport a pair of linked Stranglethorn cannons, which fire huge seed-pods that burst into a barbed mass of growing tentacles as they fly through the air. They also often carry a spore cist, which explode in a cloud of deadly grubs, causing havoc when dropped on the battle below. Harpies favour a hit-and-run combat strategy; diving in with a piercing shriek loud enough to disable their prey, they proceed to slash at their target in a form of strafing-run, before swooping back out of reach. HARPY Armoured Vehicle 35cm Twin Stranglethorn Cannon 30cm AP3+ Disrupt Spore Mine Cyst 15cm 1BP One Shot Notes: Skimmer, Reinforced Armour, First Strike

9 CARNIFEX The Carnifex is amongst the most feared of all Tyranid creatures. Large and powerful enough to be an extreme threat, yet small enough that infantry are not beneath its notice, the Carnifex is a horrible foe. The Carnifex, like most Tyranid creatures, is a highly mutable bio-form, and it appears on the battlefield in many different sub-species. The most common sub-genus of the Carnifex is the Scythed Carnifex, colloquially known as the Screamer-Killer by Imperial infantry, for the noise made by its Bio-Plasma blasts as they tears through the air. With surprising speed for its large bulk, the Screamer-Killer charges across the battlefield heedless of its own danger, blasts that would kill a dozen men bouncing off its toughened carapace, before slamming into the enemy lines to rend and tear, slaying all before it with unchecked violence. CARNIFEX Armoured Vehicle 20cm Large Scything Talons Extra Attacks (+1), Macro Weapon Bio-Plasma (15cm) Notes: Fearless, Reinforced Armour DEVOURER CARNIFEX A common sub-genus of the phenotype, the Devourer Carnifex replaces is slashing close combat arms with bioweapon symbiotes that eject torrents of living ammunition over short distances towards hapless targets. Devourer Carnifexes also possess the exceptional toughness common to all of the mutant sub-types, meaning that they can survive enemy firepower long enough to close to firing range. During the invasion of Hamman s World, a Tyranid swarm composed exclusively of Hive Tyrants and more than fifty Devourer Carnifexes attacked the Imperial Guard outpost at Theta sub-complex nine. The entire assault took only forty-five minutes, during which time more than five hundred Guardsmen were eaten alive by the ammunition grubs of the Devourer Carnifexes. DEVOURER CARNIFEX Armoured Vehicle 20cm x Twin Devourers 15cm AP3+ Disrupt Notes: Fearless, Reinforced Armour BARBED CARNIFEX A rarer Carnifex sub-type is the Barbed Carnifex, which is solely bred for ranged combat. Its arms are replaced entirely with ranged weaponry, commonly Heavy Venom Cannons and Stranglethorn Cannons. Nicknamed the Boomfex by Imperial Guardsmen, these biological tanks are ruthlessly efficient at mowing down opposing infantry at medium range, though they sacrifice a lot in close quarters abilities to achieve this focus. Though other Carnifex variants are more common, the Barbed Carnifex has developed a feared reputation throughout the Imperium. Whispered tales abound about occasions when hordes of the unstoppable beasts have been sighted enmasse, and while no official reports of such clusters have been reported, this may simply be because all opposition to such a force has been crushed before it is able to send a report. BARBED CARNIFEX Armoured Vehicle 20cm Large Venom Cannon 30cm AP4+/AT5+ Stranglethorn Cannon 30cm AP4+ Disrupt Notes: Fearless, Reinforced Armour

10 TRYGON The Trygon is a large snakelike creature, armed with multiple scything talons and a ferocious demeanour. In addition it is exceptionally fast, despite its lack of dedicated motive limbs. However it is the Trygon s ability to burrow quickly through the earth that makes it a formidable opponent, as it can emerge from the ground in an unexpected quarter of the battlefield, in the face of nearby enemies. Smaller burrowing creatures often follow it into battle, leaving an opponent overrun by creatures large and small, where moments before there had only been empty, featureless ground. As the Trygon burrows it generates an enormous static charge, which it is capable of directing into a devastating bioelectric pulse, capable of burning the flesh and stopping the hearts of anyone foolish enough to get too close. TRYGON War Engine 25cm Large Scything Talons Extra Attacks (+1), Macro Weapon Bio-Electric Field (15cm) Damage Capacity 2, Critical Hit Effect: The Trygon collapses, dead Notes: Fearless, Reinforced Armour, Tunnelers SCYTHED HIERODULE The Scythed Hierodule is a massive living engine of destruction, compactly built despite its vast bulk. It bears huge talons on its four forward limbs, which are backed up by enough strength to peel apart even Titan-class armour with ease. As well as its enormous scything talons, the Scythed Hierodule carries a symbiote creature on its back that squirts a short-range stream of acidic compounds. Scythed Hierodules were first observed during the Tyranid destruction of Hamman s world, when they attacked Imperial fortifications in dozens of sectors and proved to be the largest Tyranid creature encountered on that ill-fated world. Sometimes even slaying a Hierodule proves to be dangerous, as in its titanic death throes the Hierodule can lash out, killing anything that stands nearby. SCYTHED HIERODULE War Engine 30cm Giant Scything Talons Extra Attacks (+1), Titan Killer (1) Bio-Acid Spray 15cm AP3+ Ignores Cover Damage Capacity 3, Critical Hit Effect: The Hierodule is killed, but its death spasms lay a hit on all units within 5cm on a 6+ Notes: Fearless, Reinforced Armour BARBED HIERODULE The Barbed Hierodule is an uncommon variant of the genus, which replaces two of its scything talons with a pair of bio-cannons. Although it still has a very respectable close combat ability, it is at range where the Barbed Hierodule is most dangerous, as the combined effect of its linked bio-cannons is devastating to infantry and armour alike. Ultimately, the Barbed Hierodule has few weaknesses for an enemy to exploit. Unlike the Scythed Hierodule it does not lack for ranged firepower, and even the most powerful of close combat fighters will baulk at facing the destructive power of its scything talons. Combined with its heavily armoured body, this makes the Barbed Hierodule a terrifying opponent, and it is a relief that they are not more common in the hive fleets so far encountered. BARBED HIERODULE War Engine 25cm Twin Bio-Cannon 45cm 2x AP3+/AT4+ Forward Arc Large Scything Talons Extra Attacks (+1), Macro Weapon Damage Capacity 3, Critical Hit Effect: The Hierodule is killed, but its death spasms lay a hit on all units within 5cm on a 6+ Notes: Fearless, Reinforced Armour

11 TYRANOFEX The Tyranofex can only be described as a biological tank. Clad in thick, chitinous armour and with a massive implosive rupture cannon fused to it, it is as tough as any siege engine or battle tank. They are almost mindless, with no considerations other than to continue firing at the enemy. Almost all tyranids carry symbiotic parasites, but the Tyranofex takes this to new levels. Inside its body are several breeding sacs, wherein the beast spawns vast numbers of unsavoury organisms. So fast growing are these grubs that the Tyranofex must regularly release them even when it is not in combat, lest it burst from the pressure. During a battle they spew forth to devour anything that comes close enough. TYRANOFEX War Engine 15cm Claws and Teeth Rupture Cannon 45cm 2x AT4+ Fixed Forward Arc Thorax Swarm 15cm AP4+ Ignores Cover Damage Capacity 2, Critical Hit Effect: The Tyranofex is killed in an explosion of grubs. All units within 5cm take a hit on a 6+. Notes: Fearless, Reinforced Armour HARRIDAN The Harridan is a massive winged Tyranid, which typically soars high over the battlefield before diving towards a target, unleashing flocks of parasitic Gargoyles as it makes its rapid descent. Its impact, either in shooting its bio-cannons or in swiping with its huge talons, is considerable, but it is the Harridan s speed that makes it so terrifying. Clear skies over a battlefield can quickly become filled with Harridans, each a monster capable of tearing whole enemy formations to pieces. Harridans are masters of gliding; they are capable of flying indefinitely without landing, swooping over whole continents without a moment s rest. HARRIDAN War Engine 35cm Bio-Cannon 45cm 2x AP4+/AT5+ Fixed Forward Arc Large Scything Talons Extra Attacks (+1), Macro Weapon Damage Capacity 3, Critical Hit Effect: The Harridan loses an extra DC Notes: Reinforced Armour, Skimmer, Fearless, Transport (4 Gargoyles units) HIEROPHANT BIO-TITAN (990.M41) The Hierophant Bio-Titan is one of the largest Tyranid land creatures. Deceptively slender in build, its arched back reaches to the same height as a Reaver Titan s cockpit. Upon its forelimbs it bears powerful bio-cannons larger than those found on the Barbed Hierodule, and its metres-long talons can rend enemy war engines to scrap. During the fall of Gryphonne IV, hundreds of clashes occurred between Hierophants and Imperial Titans of the War Gryphons legio, as the beleaguered Imperials futilely defended their home planet against the Tyranid horde. One by one the metal behemoths of Gryphonne IV were torn apart by the onrushing Tyranid monstrosities. HIEROPHANT BIO-TITAN (990.M41) War Engine 25cm x Bio-Titan Bio-Cannons 45cm 3x AP4+/AT5+ Forward Arc 2x Giant Scything Talons Extra Attacks (+1), Titan Killer (1) Damage Capacity 5, Critical Hit Effect: Roll a D6 and consult the chart below. 1 The Hierophant thrashes about wildly in a blind rage; any unit in base contact recieves a MW6+ attack 2-5 The Hierophant suffers a deep wound and loses an extra DC 6 The Hierophant is killed Notes: Fearless, Reinforced Armour, Invulnerable Save, Regeneration

12 GENESTEALERS Genestealers form an important component of the greater Tyranid organism; not only are they exceptional frontline troops, they are also the advanced scouts for the Tyranid Hive Fleets. Seeded in systems ahead of the Hive Fleets by Vanguard Drone Ships, Genestealers live underground and secretly breed and create cults of followers to increase their numbers until enough have spawned that their combined psychic resonance draws the attention of the Hive Mind. Once a Genestealer infestation has reached a critical mass, a full Tyranid invasion is sure to follow. GENESTEALERS Infantry 20cm Rending Claws First Strike Notes: Infiltrators, Scout BROODLORD At the heart of each Genestealer swarm is a Broodlord, a larger, more powerful creature than a regular Genestealer. As well as exceptional strength, the Broodlord has a weak psychic link to its underlings that inspires them to greater feats of combat. Broodlords have an instinctual understanding of battlefield tactics, and they will lead their Genestealer followers into secret hiding places before the battle begins and secrete themselves, waiting for the opportune moment to emerge and strike. When they spring from hiding, the Broodlord will lead his Genestealers from the front, charging headlong to tear opponents to pieces. The very oldest of Broodlords may eventually evolve into an even greater form known as a Patriarch, but luckily for humanity such creatures are exceptionally rare. BROODLORD Character Large Rending Claws Extra Attacks (+1), First Strike Notes: Inspiring, Invulnerable Save, Leader LICTOR A highly specialised variant of the Tyranid Warrior genus, Lictors are the scouts and assassins of the swarm. They spread out far ahead of the main advance, disguised by their chameleonic skin, and moving silently though even the densest foliage. Lictors are genetically designed for guerrilla warfare, capable of stalking victims for days without being noticed, picking off targets in ones and twos and even remaining motionless for days on end to ensure their victim is unsuspecting. As vanguards for the force, Lictors are capable of releasing potent pheromones when prey is located, which allows the rest of the swarm to locate them even if the Lictor itself is killed. As much as anything else, Lictors are a weapon of psychological warfare, as those fighting against Tyranids are constantly looking over their own shoulders expecting death to leap from the shadows at any moment. It often does. LICTORS Light Vehicle 20cm Claws and Talons Sniper Flesh Hooks (15cm) Notes: First Strike, Infiltrators, Invulnerable Save, Scout, Teleport

13 MEIOTIC SPORE Though appearing as nothing more than giant spore mines, these sacks actually contain clusters of smaller spores under their skin. These are released in an explosion of choking death if the Meiotic Spore s sensitive tentacles detect the presence of a nearby enemy. Variably filled gas-bladders allow them to either drift low to the ground, tentacles sweeping the surface for targets, or to rise into the atmosphere, filling the air with dozens of smaller mines as they go. This aerial drifting can cause serious problems for aircraft, as they can often find whole areas of sky filled with clouds of spores, each capable of setting off a cascading explosion of bone shrapnel, acidic juices and corrosive gases. It is a brave or foolhardy pilot who flies into the cloud created by Meiotic Spores, for few craft make it out the other side. MEIOTIC SPORE Light Vehicle 10cm Acidic Explosions Spore Clouds 15cm AA5+ Disrupt Notes: Skimmer, Expendable, Scout HIVE FLEET LEVIATHAN ARMY LIST HOW TO USE THE ARMY LIST The following Army List allows you to field an army of Tyranids in epic that closely matches the Tyranids as presented in their most recent form in Warhammer 40,000. Though the name Hive Fleet Leviathan is used, your army could easily represent Tyranids from another Hive Fleet, such as Kraken or Gorgon. Formations in a Hive Fleet Leviathan Army are referred to as Swarms. Hive Fleet Leviathan Swarms come in three types: Core Swarms, Support Swarms and Independent Swarms. The army may contain any number of Core Swarms, one Support Swarm for each Core Swarm in the army, and may spend up to 1/4 of its points on Independent Swarms. Core Swarms and Support Swarms each contain at least one Synapse Unit, so they are considered Synapse Swarms, and so are subject to the special rule The Hive Mind. Independent Swarms are not subject to The Hive Mind. Hive Fleet Leviathan Core Swarms are constructed somewhat more flexibly than formations in other armies; they are built by adding together Clusters of other units. These Clusters come in three types: Synapse Clusters, Brood Clusters and Rare Clusters. Synapse Clusters are groups of Synapse Units, Brood Clusters are groups of the common infantry types with the Brood special rule, and Rare Clusters consist of all other Synapse-needing units. The army list describes how many of each Cluster can be in each Core Swarm. A Core Swarm can take multiples of the same Cluster, as long as the Swarm in question allows it. Some Clusters can be bought in two different sizes, Small and Large, and separate prices are listed for each. Large Clusters contain twice the number of units listed, but still only count as a single Cluster for army construction purposes. The costs of each cluster are added together to determine the total Swarm cost. Despite being made from these Clusters, in-game Core Swarms function as normal formations; the Clusters are just a tool for the army-building process. Support Swarms and Independent Swarms are not built from Clusters, but rather are fixed starting formations with the option to add Upgrades. These are clearly listed in the army list, along with the cost for each Upgrade Each Swarm may only take each Upgrade once.

14 HIVE FLEET LEVIATHAN ARMY LIST Strategy Rating of 1. Initiative 1+ (see The Hive Mind for the exception) CORE SWARMS A Hive Fleet Leviathan army may contain any number of Core Swarms. All Core Swarms are Synapse Swarms and so are subject to the special rule The Hive Mind. All Core Swarms are composed of Clusters. There are two different Core Swarms, listed below, which have different Cluster composition requirements. CORE SWARMS A Hive Fleet Leviathan army may contain any number of Core Swarms Formation Name Synapse Clusters Brood Clusters Horde Swarm Specialist Swarm 1 0 Rare Clusters 1 per Brood Cluster 1-2 SYNAPSE CLUSTERS Cluster Name Units Cost Warriors 2 Tyranid Warriors units 100 points Tyrant 1 Hive Tyrant 100 points Zoanthropes 2 Zoanthropes units 100 points Tervigon 1 Tervigon 125 points Malanthrope 1 Malanthrope 125 points Dominatrix (0-1 per army) 1 Hierophant Bio-Titan with Dominatrix Symbiote 400 points Node 1 Synapse Node 150 points BROOD CLUSTERS Brood Clusters come in two sizes, Small and Large. Large Brood Clusters contain twice as many of the stated units. Cluster Name Units Small Cost Large Cost Termagants 4 Termagants units 75 points 125 points Hormagaunts 4 Hormagaunts units 50 points 100 points Raveners 4 Raveners units 125 points 200 points Gargoyles 4 Gargoyles units 100 points 150 points RARE CLUSTERS Most Rare Clusters come in two sizes, Small and Large. Large Rare Clusters contain twice as many of the stated units. Cluster Name Units Small Cost Large Cost Guard 2 Tyrant Guards 50 points 75 points Biovores 4 Biovores units 100 points 150 points Carnifexes 3 Carnifex, Devourer Carnifex and/or Barbed Carnifex in any combination 125 points 200 points Harpies 2 Harpies 100 points 150 points Trygon 1 Trygon 75 points 125 points Tyranofex 1 Tyranofex 75 points 125 points Hierodule 1 Scythed Hierodule or Barbed Hierodule 150 points 250 points Swarmlord (0-1 per army, may not be taken if there is a Dominatrix in the army) Add Supreme Commander to a Hive Tyrant 100 points N/A SUPPORT SWARMS A Hive Fleet Leviathan army may contain one Support Swarm per Core Swarm in the army. All Support Swarms are Synapse Swarms and so are subject to the special rule The Hive Mind. SUPPORT SWARMS Swarm Name Units Upgrades Cost Trygon Prime 1 Trygon with Synapse Symbiote and 4 Raveners units Add 1 Trygon for 75 points 250 points Harridan Prime 1 Harridan with Synapse Symbiote and 4 Gargoyles units Add 4 Raveners for 100 points Add 1 Harridan for 150 points 250 points Hierophant Prime 1 Hierophant Bio-Titan with Synapse Symbiote Add 4 Gargoyles for 75 points Add 2 Harpies for 100 points Add 1 Hierophant for 250 points Add 1 Scythed Hierodule for 150 points Add 1 Barbed Hierodule for 150 points 350 points INDEPENDENT SWARMS A Hive Fleet Leviathan army may spend up to 1/4 of its points on Independent Swarms. Independent Swarms are not subject to the special rule The Hive Mind. INDEPENDENT SWARMS Brood Name Units Upgrades Cost Spore Mine Cloud 6 Meiotic Spores (Meiotic Spores gain the benefits of the Expendable rule Add 2 Meiotic Spores for 50 points 150 points even though there are no units without Expendable in the formation) Genestealers 6 Genestealers units Add 2 Genestealers for 50 points 150 points Add 1 Broodlord for 50 points Lictors 4 Lictors Units Add 2 Lictors for 50 points 150 points

15 Hive Fleet Leviathan Reference Sheet Name Type Speed Armour CC FF Notes Weapons Range Firepower Notes Hive Tyrant AV 20cm Commander, Fearless, Leader, Reinforced Armour, Synapse Tyrant Guard LV 20cm Fearless, Reinforced Armour, Expendable Heavy Venom Cannon 30cm AP4+/AT5+ Bone Sword EA(+1), MW Talons Zoanthrope LV 15cm Jump Packs, Invulnerable Save, Synapse Warp Blast 30cm and (15cm) AP5+ MW Malanthrope AV 20cm Fearless, Reinforced Armour, Invulnerable Save, Synapse, Jump Packs Poisoned Talons Ripper Swarm (15cm) and EA(+1), MW EA(+1) Tyranid Warriors INF 20cm Fearless, Synapse Talons Venom Cannon 30cm AP5+ Tervigon WE 15cm DC 2, Fearless, Leader, Reinforced Armour, Synapse, Augmented Swarming (D3) Stinger Salvo Claws and Teeth (15cm) Synapse Symbiote CH N/A N/A N/A N/A Synapse, Fearless Psychic Onslaught (15cm) EA(+1), MW Dominatrix Symbiote CH N/A N/A N/A N/A Supreme Commander, Synapse, Augmented Swarming (D3) Energy Pulse 60cm 3BP MW Synapse Node WE 0cm DC 4, Reinforced Armour, Thick Rear Armour, Fearless, Synapse, Augmented Swarming (D3) Ripper Swarm 2x Spore Chimneys (15cm) OR 15cm AA5+ Termagants INF 20cm Brood, Expendable Fleshborer (15cm) Hormagaunts INF 20cm Brood, Expendable, Infiltrators Talons EA(+1) Disrupt Gargoyles INF 30cm Brood, Expendable, Jump Packs Fleshborer Swarm Strike (15cm) 15cm AA6+ Raveners INF 20cm Brood, Expendable, Infiltrators, Tunnellers Scything Talons EA(+1) Biovore LV 15cm Spore Mines 30cm AP5+/AT6+ Disrupt, Indirect Harpy AV 35cm Skimmer, Reinforced Armour, First Strike Twin Stranglethorn Cannon Spore Mine Cysts 30cm 15cm AP3+ 1BP Disrupt One Shot Carnifex AV 20cm Fearless, Reinforced Armour Bio-Plasma Large Scything Talons (15cm) EA(+1), MW Devourer Carnifex AV 20cm Fearless, Reinforced Armour 2x Twin Devourers 15cm AP3+ Disrupt Barbed Carnifex AV 20cm Fearless, Reinforced Armour Heavy Venom Cannon Stranglethorn Cannon 30cm 30cm AP4+/AT5+ AP4+ Disrupt

16 Hive Fleet Leviathan Reference Sheet Name Type Speed Armour CC FF Notes Weapons Range Firepower Notes Tyranofex WE 15cm DC 2, Fearless, Reinforced Armour Rupture Cannon Thorax Swarm 45cm 15cm 2x AT4+ AP4+ Fixed Forwards Ignores Cover Trygon WE 25cm Damage Capacity 2, Reinforced Armour, Fearless, Tunnellers Bio-Electric Field Large Scything Talons (15cm) EA(+1), MW Scythed Hierodule WE 30cm Damage Capacity 3, Fearless, Reinforced Armour 2x Giant Scything Talons Bio-Acid Spray 15cm AP3+ EA(+1), TK(1) Ignores Cover Barbed Hierodule WE 25cm Damage Capacity 3, Fearless, Reinforced Armour Twin Bio-Cannon Large Scything Talons 45cm 2x AP3+/AT4+ EA(+1), MW Harridan WE 35cm Damage Capacity 3, Reinforced Armour, Fearless, Skimmer, Transport (4 Gargoyles) Bio-Cannon Large Scything Talons 45cm 2x AP4+/AT5+ EA(+1), MW Hierophant Bio-Titan WE 25cm Damage Capacity 5, Fearless, Reinforced Armour, Invulnerable Save, Regeneration 2 x Bio Titan Bio-Cannons 2x Giant Scything Talons 45cm 3x AP4+/AT5+ EA(+1), TK(1) Genestealers INF 20cm Infiltrators, Scout Rending Claws First Strike Broodlord CH N/A N/A N/A N/A Inspiring, Invulnerable Save, Leader Large Rending Claws EA(+1), First Strike Lictor LV 20cm First Strike, Infiltrators, Scout, Invulnerable Save, Teleport Claws and Talons Flesh Hooks (15cm) Sniper Meiotic Spore LV 10cm Skimmer, Expendable, Scout Acidic Explosions Spore Clouds 15cm AA5+ Disrupt Critical Hit Results Tervigon: The Tervigon is killed, and the synaptic backlash lays a hit on any tyranid unit with 5cm on a 6+ Synapse Node: Roll a D6 1 The Node loses an extra DC and all units within 5cm take a hit on a The Node loses an DC. 6 The Node loses two extra DC. Tyranofex: The Tyranofex is killed in an explosion of grubs. All units within 5cm take a hit on a 6+. Trygon: The Trygon Collapses, Dead Scythed Hirodule: The Hierodule is killed, but its death spasms lay a hit on all units within 5cm on a 6+ Barbed Hirodule: The Hierodule is killed, but its death spasms lay a hit on all units within 5cm on a 6+ Harridan: The Haridan loses an extra DC Hierophant Bio-Titan: Roll a D6 1 The Hierophant thrashes about wildly in a blind rage, losing an extra DC, and any unit in base contact receives a hit on a The Hierophant suffers a deep wound and loses an extra DC 6 The Hierophant suffers a horrible wound and loses two extra DC

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