Unearthed Apocrypha: The Great Devourer

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2 Unearthed Apocrypha: The Great Devourer The Tyranid Menace in Warhammer 40,000 Roleplay by Nathan N0-1_H3r3 Dowdell Version III Some rules taken from Creatures Anathema, Published by Fantasy Flight Games. Contents Overview: The Devourer of Worlds... 7 Section I: Common Tyranid Rules... 8 Without Number... 8 The Hive Mind... 8 Brood Creature... 8 Independent Organism... 9 Synapse Creature... 9 Living Weaponry Barbed Strangler Bonesword Crushing Claws Deathspitter Devourer Fleshborer Lashwhip Rending Claws Scything Talons Spinefist Venom Cannon Biomorphs and Evolutionary Adaptations Acid maw Adrenal Glands Bio-Plasma Bonded Exoskeleton Enhanced Senses Extended Carapace Feeder Tendrils

3 Flesh Hooks Implant Attack Leaping Mace Tail/Scythe Tail Regenerate Reinforced Chitin Scuttlers Spine Banks Spore Cysts Thornback Toxic Miasma Toxin Sacs Tusked Winged Psychic Powers Catalyst The Horror Psychic Scream Warp Blast Warp Field Psychic Techniques Catalyst The Horror Psychic Scream Warp Blast Warp Field Section II: Vanguard Organisms Genestealer Broodlord Genestealers Lictors Section III: Battlefield Organisms Biovores Carnifexes Gargoyles Gaunts Hierodule, Barbed Hierodule, Scythed

4 Hormagaunts Raveners Spore Mines Trygon Tyrant Guard Zoanthropes Section IV: Synapse Creatures Hive Tyrants Tyranid Warriors Section V: Non-military Organisms Rippers Malanthropes Section V: Void-Faring Organisms Tyranid Specific Rules Crew and Morale Synaptic Control and Instinctive Behaviour Navigation Targeting Boarding Extended Actions Damage, Crippled Bio-Ships and Critical Hits Species of Bio-Ship Vanguard Droneship Kraken Escort Droneship Cruiser Hive Ship Weapon Symbiotes Bio-Plasma Feeder Tentacles Massive Claws Pyro-acid Batteries Spores Evolutionary Adaptations Accelerated Healing Additional Discharge Vents Additional Spore Cysts

5 Adrenaline Sacs Drone Link Psychic Scream Reinforced Carapace Solar Vanes Tenacity Section VI: Tyrano-forming, Micro-Organisms, Flora and Fauna Brood Nest Capillary Tower Spore Chimney Tyrano-forming Phase I: Discovery Phase II: Approach Example Tyrano-Formed Plant: Slasher-Vine Phase III: Attack Hyperactive Phase IV: Subdual Phase V: Consumption Section VII: Facing the Great Devourer In The Wake of the Swarm Background Packages Arbitrator: Heralds of the Great Devourer Guardsman: Tyrannic War Veteran Psyker: Witness to the Hive Mind Elite Advance Package: Tyranid Hunter To Slay the Beast: Weapons to Combat the Tyranids Hellfire -Pattern Bio-Weapon Delivery Shells Long-Range Ground Scanners Disclaimer

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7 Overview: The Devourer of Worlds First truly encountered in the latter centuries of the 41st Millennium, the Tyranids are one of the gravest threats ever to face the galaxy. Utterly relentless, knowing no fear or doubt, they are driven solely by an insatiable hunger, forcing vast hive-ships from world to world, consuming all life and leaving nought but dead planets in their wake. Most individual Tyranid creatures are largely bestial, animalistic creatures, knowing nothing but instinct. This alone makes them dangerous, but hardly a military threat. The Tyranid Hive Mind is what makes this species so utterly deadly. A singular gestalt consciousness, focussed through the psychic minds of a small number of control or Synapse creatures and overriding the will and instinct of the lesser creatures, the Hive Mind is a cold and utterly alien intellect, feeling only an eternal need to devour. Lesser Tyranids known as Brood Creatures are expended in much the same way a human soldier might expend ammunition, and are often sent to their deaths in their thousands or millions simply to exhaust the resources and resolve of an enemy. The larger, more powerful creatures are used in more essential strategic and tactical roles, as advanced scouts, commanders, shock troops, bio-artillery, or living battering rams. In all cases, however, these creatures are all nothing other than living weaponry easily expended and easily replaced. This supplement is designed for use in any Warhammer 40,000 Role-playing Game. Some elements are designed specifically with Dark Heresy in mind, while others work alongside rules presented within Rogue Trader. The majority of rules in this document, and all of the background, will function equally well under either version of the game. Where a difference exists between the versions of the game, two sets of rules will be provided to accommodate this, clearly noted as to which rules are designed for which system

8 Section I: Common Tyranid Rules Before we begin the creature entries, a number of common rules will be detailed these rules apply to several different kinds of Tyranid, and in some cases, to all of them, and are thus being dealt with separately in order to save on space. Without Number Tyranids are rarely encountered in small groups. Indeed, aside from their Vanguard organisms, Tyranids are more likely to be encountered in mind-numbingly vast hordes than they are individually. Such swarms buzz with the power of the Hive Mind and are so unsettling that the mere sight of such a veritable sea of undulating flesh and chitin can drive a man to panic or insanity. When Tyranids are encountered in large groups, their effective Fear rating increases. When there are 10 or more of a given type of creature present, increase their Fear rating by 1. When there are 100 or more of a given type of creature present, increase their Fear rating by 2. When there are 1,000 or more of a given type of creature present, increase their Fear rating by 3. Fear ratings have a maximum of 4. For example, if a Guardsman spotted a swarm of 120 Hormagaunts (Fear 1 individually, Fear 3 for there being more than 100 of them) rushing towards his position, he would have to take a Fear test at -20. The Hive Mind The Tyranid Hive Mind controls the actions of every Tyranid in every Hive Fleet, and though some creatures can become separated from it, its imperatives still drive every single Tyranid organism. Tyranid creatures are divided into three broad groups Brood Creatures, Independent Organisms and Synapse Creatures. Traits for each of those creatures are provided below: Brood Creature A creature with this trait is a lesser creation of the Tyranids, largely insignificant, utterly bestial in nature and wholly subservient to the will of the Hive Mind. When separated from the control of the Hive Mind, the creature may revert to a savage, animalistic state, reliant on instinct. Though linked by a basic Brood Mind, their intellect is minimal. A Brood Creature or group of identical Brood Creatures outside the control of a Synapse Creature must attempt a Will Power Test each round (in combat) or minute (out of combat). Failure indicates the creature has reverted to instinct and will either retreat towards the nearest Synapse Creature (if there is one within 1km) or go to ground (rush to cover, or dig into suitably soft ground, and lurk there until something approaches). Success allows the creature to continue acting according to the dictates of the Hive Mind. A Brood Creature that has gone to ground does not have to make any further tests the lurk instinct has overwhelmed its mind, and only contact with either a Synapse Creature or an enemy will change that. Contact with a Synapse Creature immediately brings the Brood Creature back under control tales abound of vast swarms of creatures seeming to burst from nowhere at the mere presence of a Tyranid Warrior or Hive Tyrant. Contact with an enemy causes the Brood - 8 -

9 Creature to attack remaining in cover if able to attack at range, or bursting out if only able to attack in melee. Brood creatures are fundamentally mindless; little but instinctive background noise can be gleaned from attempts to read their thoughts. Independent Organism A creature with this trait either has a mind powerful enough to receive commands from the Hive Mind from great distances, or is possessed of complex enough instincts and intellect to be able to act autonomously for long periods of time. The creature can act normally, without any penalties or drawbacks from lacking a nearby Synapse Creature, and counts as having the trait From Beyond (DH Rulebook, page 330). However, Synapse Creatures can still control it if necessary, in spite of the fact that this is a form of mind control, granting all the normal benefits of a creature under direct Synapse control. Any psyker attempting to read the thoughts of an Independent Organism must attempt a Will Power Test or gain 1d10 Insanity Points, as per the Closer Than Flesh rules in the Dark Heresy rulebook. Synapse Creature A creature with this trait is a focal point and relay for the will of the Hive Mind, possessed of, and by, a calculating and utterly alien intellect and able to drive lesser creatures forth with sheer force of will. A Synapse Creature is utterly without fear or the petty frailties of lesser beings. It is completely immune to Fear, Pinning, Insanity Points and any Psychic Powers used to cloud, control or delude the mind. In addition, it may ignore any negative effects from damage or Critical Damage, and cannot be Stunned the Hive Mind s power makes it heedless of pain or injury. A Synapse Creature can control any allied Tyranid creature within a number of metres equal to its Willpower score. If the creature also has the Unnatural Willpower trait, use that trait s multiplier on this control radius so a creature with WP 40 and Unnatural Willpower (x2) could control other Tyranids up to 80m away. Creatures so controlled gain the From Beyond trait, ignore any negative effects from damage or Critical Damage, and cannot be Stunned. Further, if so desired, the Synapse Creature may drive those creatures under its control into a savage frenzy, granting them the effects of the Frenzy talent (DH rulebook, page 116), without them needing to spend a round inciting the frenzy. None of this takes any action whatsoever the Synapse Creature is free to act while directing lesser Tyranids. Effects that inhibit psychic powers within a certain radius have been known to suppress the effects of a Synapse Creature s control. Within an area where psychic powers are inhibited, a Synapse Creature cannot exert its will upon Brood or Independent creatures unless it first succeeds on a Will Power test (if the source of the psychic dampening is a living creature, this will be an Opposed Will Power test). If this test succeeds, the raw force of the Hive Mind simply burns through any interference (with the Synapse Creature dealing damage as per the Mental - 9 -

10 Fortress DH talent to the offending null or similar psy-dampening creature; the brute force of the Hive Mind is dangerous even to those who can silence the Warp) and continues functioning normally. Any psyker attempting to read the thoughts of a Synapse Creature must attempt a Will Power Test or gain 1d10 Insanity Points, as per the Closer Than Flesh rules in the Dark Heresy rulebook. If this test is failed, then another Will Power Test must be attempted to avoid gaining a further 1d10 Insanity Points. Further, the psyker is stunned for 1d5 rounds as a result of touching the utterly alien intellect that exists within a conduit to the Hive Mind. Living Weaponry Tyranid weaponry is symbiotic; small, specialised organisms spawned in permanent union with a larger creature to serve as a lethal whole. This means that, in many cases, the physical prowess of the host creature directly influences the operation of the weapon-symbiote, as larger creatures can support larger weapons and exert greater physical force upon them. A range of common Tyranid melee and ranged weapons is listed below. For the ranged weapons, the notation SB is used to determine when the creature s Strength Bonus is applied in some way. For example, 1d10+SB denotes that the weapon s damage is 1d10 plus the creature s Strength Bonus, while SBd10 denotes that the weapon s damage is a number of 1d10 equal to the creature s Strength Bonus. SB/2 denotes half the creature s Strength Bonus, and so forth where fractions of a creature s Strength Bonus are used, always round down. Certain weapons have a minimum mass listing. This is used to determine the minimum size of creature permitted to wield such a weapon, and refers to the normal range of size categories in the DH rulebook. Tyranid weapons aren t loaded or reloaded in the same way as human weapons are. Due to their symbiotic nature, larger creatures can fire more often than smaller ones, so a Tyranid ranged weapon effectively has a clip equal to the carrying creature s Wounds. Once these are expended, the weapon may not fire for two turns while it produces more ammunition, though the carrying creature can perform other actions normally during this time. Finally, many of the weapons listed below are melee adaptations. In many cases, such blades and claws will be as large as, if not larger than, a human being, and swung with such brutal force that they would be impossible to deflect with any mortal blade. Attacks from creatures one size larger than the defender can be parried at a -20. Attacks from creatures two sizes or more larger cannot be parried. Barbed Strangler This bio-weapon hurls a genetically-altered seed into a target with great force. This seed rapidly erupts and grows into a lethal mature plant, ripping the victim apart, taking root and lashing out to grab and consume anything within reach. Range RoF Dam Pen Special Minimum Mass 120m S/-/- 1d10+SB I 4 See Below Hulking Anyone who takes damage from a Barbed Strangler, after reduction for armour and Toughness Bonus, immediately suffers an additional 2d10 X damage, ignoring Toughness Bonus

11 and armour. The round after, and every round after that, he suffers a further 2d10 X damage, until he dies. When this happens, the rapidly-growing plant bursts out and takes root, lashing out to capture anything within reach. The plant s reach is 2d5 yards, and it has a WS and Strength of 50, with the Unnatural Strength (x2), Toxic and Natural Weapons traits. It makes one attempt to grapple every enemy within reach on the turn it emerges, and one every round after that for 1d5/2 rounds (rounding up) before its rapid lifecycle comes to an abrupt end. Bonesword Boneswords appear as massive psychically-charged blades, formed from razor-sharp chitin. They have only ever been seen carried by Synapse Creatures, and most commonly by Hive Tyrants. The weapon stimulates the wielder s body, sustaining it long enough to lash out at all those nearby with its violent death-throes, and can even be used to project this effect to other, nearby Tyranids. Range Dam Pen Special Minimum Mass - 2d10* R 4 See Below Hulking A Bonesword may only be used by a creature with the Synapse Creature trait. Like all melee weapons, it adds the wielder s Strength Bonus to damage. The wielder of a Bonesword is permanently under the effects of the Catalyst power. As a half action, it may boost this, so that every Tyranid within 15m gains the benefits of the Catalyst power for the next turn. Crushing Claws Massive crab-like claws are often seen on creatures of the Carnifex genus, enhancing the creature s ability as a living battering ram, able to smash aside men and vehicles with equal ease. Range Dam Pen Special Minimum Mass - 4d10* I 12 Rampage (see below) Enormous Like all melee weapons, Crushing Claws add the wielder s Strength Bonus to damage. Rampage: Crushing Claws are engineered to be used in great sweeping attacks that pulverise groups of enemies in one go, as the Carnifex s mass and ferocity bear down on them. A Carnifex making a Ferocious Impact attack deals damage to enemies within 3m of the initial target, instead of 1m. Deathspitter This bio-weapon is highly complex, and uses larvae from some other Tyranid as ammunition, hurling the acidic embryo-blob at the enemy with great force, burning with a chemical fire before it splatters acids, toxins and caustic enzymes over a wide area. Some particularly large creatures are spawned with a pair of Deathspitters bonded with a single limb, engineered to fire simultaneously. The first line on the table below describes a single Deathspitter weapon symbiote. The second line on the table below describes a twin-linked Deathspitter. Range RoF Dam Pen Special Minimum Mass 90m S/-/- 1d10+SB I 4 Blast (3), Hulking

12 Toxic 90m S/-/- 1d10+SB I 4 Blast (3), Toxic, Twin- Linked RT Enormous The rules for the Twin-Linked quality can be found on page 117 of the Rogue Trader rulebook, and are summarised here: the weapon gains a +20 bonus to hit and uses twice as much ammunition. If the attack succeeds by two or more degrees of success, an additional hit is scored. Devourer This bio-weapon spits a host of malformed ripper larvae at the target, sending them into a frenzy that causes them to rip and burrow into the flesh they impact into, secreting corrosive substances and digging frantically towards the brain and spinal cord. Some particularly large creatures are spawned with a pair of Devourers bonded with a single limb, engineered to fire simultaneously. The first line on the table below describes a single Devourer weapon symbiote. The second line on the table below describes a twin-linked Devourer. Range RoF Dam Pen Special Minimum Mass 45m S/3/6 1d10+SB-2 I - Tearing Average 45m S/6/10 1d10+SB-2 I - Storm RT, Tearing Enormous The rules for the Storm quality can be found on page 117 of the Rogue Trader rulebook, and are summarised here: when fired on Full-Auto, every degree of success will yield two additional hits, up to the weapon s normal firing rate. Fleshborer This bio-weapon projects specially-engineered borer beetles which burrow into and consume the flesh of a target for the few seconds until its death. Range RoF Dam Pen Special Minimum Mass 60m S/2/- 1d10+SB I - Tearing Average Lashwhip This weapon consist of long, snaking tendrils that lash out at non-tyranids in reach, entangling them and making them easier targets for the creature s other weapons. Range Dam Pen Special Minimum Mass Snare, Flexible Hulking Rending Claws Razor-sharp talons are common on many Tyranid creatures, used to shred through the armour and flesh of their enemies with savage efficiency. Range Dam Pen Special Minimum Mass

13 - 1d10* R SB+2 Tearing Average Like all melee weapons, Rending Claws add the wielder s Strength Bonus to damage. Scything Talons Great hooked blade-limbs are commonplace on many Tyranid creatures, and are employed in a frenzy of slashing and ripping Range Dam Pen Special Minimum Mass - 1d10* R - - Average - 2d10* R 4 - Hulking - 3d10* R 8 - Enormous - 4d10* R 12 - Massive Like all melee weapons, Scything Talons add the wielder s Strength Bonus to damage. A creature with Scything Talons will always have a pair appropriate for its size so a Hulking Creature will have Hulking Scything Talons and cannot choose to bear a smaller pair of talons instead. Spinefist These small bioweapons hurl sprays of poisonous spikes at the enemy. On many man-sized creatures, they re normally wielded as a pair, one on each fore-limb. Range RoF Dam Pen Special Minimum Mass 30m S/-/- 1d10+SB R - Scatter, Toxic, Twin-Linked RT Puny When not wielded as a pair, Spinefists lose the Twin-Linked quality. The rules for the Twin-Linked quality can be found on page 117 of the Rogue Trader rulebook, and are summarised here: the weapon gains a +20 bonus to hit and uses twice as much ammunition. If the attack succeeds by two or more degrees of success, an additional hit is scored. Venom Cannon Venom Cannons are massive bioweapons that project salvoes of crystalline cysts at massive speeds towards the enemy, shattering them and showering the enemy in razor-sharp toxic shards and bio-electric discharge. Range RoF Dam Pen Special Minimum Mass 150m S/2/- (SB/4)d10 R 4 Blast (2), Toxic, Shock Hulking Biomorphs and Evolutionary Adaptations Acid maw The creature s tongue has been extended and is now powerful enough to lash out and ensnare prey, dragging them towards a fanged mouth dripping with corrosive bile and acidic mucous. As a Half Action, a creature with this Biomorph may lash out with its prehensile tongue to grab an enemy of no larger than Average size who is in melee with the beast. This requires a WS

14 test, and if the attack is successful and not dodged or parried, the target is immobilised as per the Snare quality. While so immobilised, the victim will suffer 2d10+SB R, Toxic damage from the creature s bite and accompanying bio-acids each round, and counts as a helpless target for the creature s other melee attacks. Adrenal Glands A polyp-like symbiote is latched onto the creature s back, pumping an adrenaline-like substance through its body and spurring it to greater speeds. The creature gains +10 WS and Ag. Bio-Plasma The creature s mouth and throat have been altered to produce a form of energy dubbed bio-plasma and spit it at enemies as a blast of green flame. The process creates a high-pitched screaming sound as the energy gathers. As a Half Action, a creature with this Biomorph may produce and spit a bolt of Bio-Plasma at a single enemy within 10m. This attack is resolved using the creature s BS, and has a damage and qualities based on the creature s size. Size Damage Qualities Average 1d10+1+SB E Tearing Hulking 2d10+SB E Blast (1) Enormous 3d10+SB E Blast (3) Massive 3d10+SB E Blast (5) Bonded Exoskeleton The creature s body is sheathed in a tough outer shell formed of muscle, bone, chitin and cartilage, covering its few weak spots and making it far more difficult to slay. The creature gains +10 Toughness. If this increases the creature s Toughness above 60, then it gains the Massive trait in addition. Enhanced Senses Antennae, additional eyes or other sensory apparatus stud the creature s head, granting it better awareness of its surroundings, while complex networks of nerves link the creature s weapon-symbiotes more closely to its mind, allowing greater accuracy in battle. The creature s Perception and Ballistic Skill both increase by +10. Extended Carapace The creature s carapace has thickened and grown in places, helping to cover vulnerable spots like joints. The creature s Natural Armour increases by +2. Feeder Tendrils Normally seen on vanguard creatures, these facial tendrils and sophisticated olfactory senses sample and absorb all kinds of information from defeated and consumed prey. Absorbed information is communicated to nearby Tyranids psychically on a subconscious level, granting an unsettling ability to pick out the vulnerable parts of their enemy

15 The creature gains the Crippling Strike and Sure Strike talents against enemies of a kind it has already killed (as determined by the GM), and confers these talents onto other Tyranids within 10m of it against those same enemies. Flesh Hooks Long, tough sinews, tipped with razor-sharp chitin hooks stud the creature s chest, and can be fired by muscle spasms at high speeds, latching onto enemies and dragging them near, or alternately lashing onto the creature s surroundings like organic grapnels, allowing it to scale vertical surfaces at considerable speed. The creature may use its Flesh Hooks to initiate a grapple with an enemy up to 10m away. With every successful opposed Strength test as part of a Grapple action, the victim is moved 1m, plus 1m for each Degree of Success, closer to the creature, eventually bringing the victim within reach of the creature s claws and talons. In addition, Flesh Hooks grant the creature the Climb Skill (if it didn t already have it), and a +20 bonus on all Climb Tests. Implant Attack The creature s tail or tongue have been augmented with barbed stingers, used to deliver potent chemicals acids, poisons, digestive enzymes, even lethal viral strains directly into a victim s body. The creature gains an additional natural weapon, dealing 1d10+SB R damage with the Toxic quality. Leaping Powerful, bounding leaps are a notable feature of some Tyranid species, carrying them forwards into close quarters with astounding speed. The creature s bounding motion grants it the Unnatural Speed trait and Unnatural Strength (x2) for the purposes of jumping and leaping only. Mace Tail/Scythe Tail Prehensile tails with beweaponed tips have been observed on larger Tyranid bioconstructs. In combat, these tails lash about in the area around the creature, making them dangerous to approach. When engaged in melee, a creature with this Biomorph can make a free attack against anyone within melee reach who is approaching behind it. This attack requires a WS test as normal. Scything Tails are tipped with long blades that slash through massed enemies, and deal 2d10+SB R Damage on a successful hit, with an additional enemy struck for every degree of success. Mace Tails are tipped with knobbly, chitinous clubs which can deliver a single punishing blow. These deal 4d10+SB I Damage on a successful hit

16 Regenerate Carnifex-genus creatures and Bio-titans alike sometimes exhibit the ability to regenerate battle damage, healing injuries with startling speed and allowing them to survive punishment that would slay almost anything else. Each round, make a Toughness test. If successful, the creature regains 1 wound, plus 1 wound for every degree of success (if Critically Wounded, the creature heals critical damage at the same rate, before any wounds are restored). The creature may attempt to use this trait in the round after it dies, but the Toughness Test is Very Hard (-30), and the creature is truly and permanently dead if this test is failed. Reinforced Chitin In the most hostile environments, some larger Tyranids start developing thicker armour to compensate. Their carapace plates exude a thick resinous mucous which hardens into ceramiclike layers containing pockets of gel. The resultant armour is resistant to heat impact, through sheer solid construction and the pockets of gel which rob an attack of its effectiveness. The creature gains +10 wounds. If this results in it having more than 50 wounds, it gains the Massive trait in addition. Scuttlers The creatures instincts have been altered, making it stealthy and cunning, inclined to creep forwards unseen before launching an attack. The creature gains Concealment +10 and Silent Move +10. If the creature already has those skills or better, it gains Talented (Concealment) and Talented (Silent Move) instead. Spine Banks Rows of poisoned spines embedded in the creature s carapace can be fired by muscle contraction at short range, showering the target area with envenomed projectiles which blind and incapacitate with frightening ease. The creature gains an additional ranged attack with the profile listed below, which may be triggered as a Half Action, even though it follows the Full-Auto rules. Range RoF Dam Pen Special 15m -/-/6 1d10+SB R - Scatter, Toxic Spore Cysts Another feature sometimes observed on larger Tyranids are subcutaneous excretion pits used to generate Spore Mines. A creature with Spore Cysts may spend a Full Action producing and ejecting a single Spore Mine. If this is done, the creature must attempt a Toughness Test if it fails, it suffers 1d10+1 wounds, ignoring armour and toughness. After being ejected, the Spore Mine acts independently. Thornback The creature s carapace is studded with hooked blades and thorns, used to impale enemies as the creature charges. Imperial Guardsmen have dubbed such creatures Thornbacks

17 Any creature charged by a Tyranid with this Biomorph count all Dodge tests as being one step more difficult than normal. Toxic Miasma The chimney-like vents sprouting from the backs of larger Tyranids sometimes have clusters of microscopic, algal symbiotes around their rims that poison the air with soporific emissions. Any non-tyranid passing within 5m of a Tyranid with this Biomorph is subjected to an airborne paralytic poison, and must pass a Routine (+20) Toughness Test or suffer 1d10 temporary Strength damage plus a further 1d10 for each degree of failure. If reduced to 0 Strength, they are completely paralysed and unable to act. The paralysis and strength damage wears off in 2d5 minus the victim s Toughness Bonus in hours. A creature must test to resist this poison every round he remains within the toxic cloud. Toxin Sacs Tick-like parasites feed on the host creature and secrete lethal poisons into or over its weapon-symbiotes. Poisons created vary widely, from agonising paralytic neurotoxins to aggressive necrotic enzymes, all swimming with deadly Tyrannic phage cells. The creature s bio-weapons all of them gain the effects of a single poison. This should be created using the Poison rules in the Game Master s Kit (all poisons used for this purpose should have the Instant speed), but if you don t have access to those, simply add Example Toxins To save you time and effort, a few previously-encountered toxins used by the Tyranids have been included below. Macragge-Alpha (Instant/-30/Lethal and Paralytic) Designed to overcome the enhanced physiology of the Adeptus Astartes, even a small dose of this deadly toxin causes organ failure and muscular paralysis, rapidly weakening even the hardiest of warriors and making them easy prey for the swarm. Any Tyranid using this toxin should count its Threat Rating as one step higher creatures so equipped are a dangerous foe for the greatest of warriors, and the merest of scratches will almost certainly lead to any mortal warrior s rapid demise. Ichar-IV-Theta (Instant/-10/Necrotic (2d10)) Encountered during the brutal invasion of Ichar IV, Tyranid organisms were often encountered using a potent bio-acid coating their weapon-symbiotes and appendages, delivering it directly into the tissues and organs of their enemies and corroding them from within. Countless thousands of men, Astartes and Eldar died screaming under the effects of this toxin. Ymgarl-Beta (Instant/-/Sedative) The unique strategies of Genestealers have been in place for thousands of years, since long before mankind first encountered them on Ymgarl. Where venomous Ymgarli Genestealers existed, they used a fast-acting soporific to incapacitate their prey without killing them. Whether this was so these unfortunates could be consumed later, or for some darker purpose, can only be speculated about. the Toxic quality to all of the creature s attacks, both melee and ranged. If any of those attacks already have the Toxic quality, then those attacks (and only those attacks) gain an enhanced version that imposes an additional -10 penalty on Toughness Tests and deals 2d10 damage instead of 1d10. Tusked Curving, adamantium-laced chitin tusks sprout from the Tyranid s head, granting it yet another way of ripping apart its enemies. When charging (or in the case of Carnifexes, using Furious Impact), the creature adds +1d10 damage to any attacks it makes. Winged Specialised Tyranid organisms evince one or more sets of wings which enable them to fly over short distances. Some creatures, particularly Gargoyles, have evolved to fly higher and for longer, and have atrophied lower limbs

18 A Tyranid with this Biomorph may either gain the ability to fly short distances, or permanently. Either way, the creature gains the Flyer trait with a speed equal to twice their Agility Bonus. However, short-distance flight can only be used for a single round at a time the creature must land after each short flight, and may not fly for two turns in a row. Long-distance or permanent flight allows the creature to remain airborne almost indefinitely, but cannot move quickly on the ground, counting their Agility Bonus for ground movement as being 1, as the creature is forced to drag itself along. Psychic Powers Many Tyranids, particularly Synapse Creatures, demonstrate an array of potent psychic abilities, many of which are not truly Psychic Powers as mankind knows them, but rather ambient effects seemingly caused by a creature s mere presence. These rules are designed to be used with the Psychic Powers system presented in the Dark Heresy rulebook. Many of the powers below are constantly in effect, requiring no psychic test and possessing no risk of Psychic Phenomenon or Perils of the Warp. These are still considered to be sustained psychic effects in every other way, including the -4 penalty applied to all psychic tests for each of that creature s sustained powers in effect. Only the most potent Tyranid psykers can sustain large numbers of distinct effects. Catalyst Threshold: 18 Focus Time: Full Action Sustained: Yes Range: 100m Spurred on by the Will of the Hive Mind, the targets of this power will fight on even after death, lashing out at those who slew them for the few moments their bodies still have the strength to fight. Nominate a single individual Tyranid or brood within range. While this power remains in effect, the Tyranids this power was used on may still perform their normal actions for one round after being slain, after which time their bodies collapse and do nothing more than twitch unnervingly. Overbleed: For every 10 points by which you exceed the Threshold, the number of additional rounds of activity the targeted creatures have is increased by one. The Horror A Tyranid is a terrifying opponent under normal circumstances, but some encountered are wreathed in a palpable aura of dread that saps the will to fight from any facing such a baleful creature. This power is constantly in effect. The Tyranid has the Fear (4) trait. Psychic Scream This creature s mind emits a continual piercing shriek that echoes through the warp, wracking psykers nearby with pain and setting all others on edge, constantly distracted by the nerve-wracking sound they can t quite hear

19 This power is constantly in effect. Every creature within 60m suffers a -10 penalty on all Willpower tests. This is essentially a variant of the trait Daemonic Presence, and applies in all the same situations. Warp Blast Threshold: 10 Focus Time: Half Action Sustained: No Range: 100m The Tyranid s mind gathers together the energy of the Warp and hurls it in a crackling blast at its enemies. The creature must roll to hit using its Ballistic Skill, and the power is resolved as any other shooting attack, ignoring any modifiers for range. If it hits, treat it as a ranged attack with the following rules: RoF Dam Pen Special S/-/- 2d10 E 6 Blast (2) Special: Creatures with the Enhanced Senses biomorph suffer a Dam 2d10 E hit to the head, ignoring armour, and blind it for 1d5 rounds, as the psychic energies overload its delicate sensory apparatus. Overbleed: For every 5 points by which you exceed the Threshold, you may improve the Pen value by 2. For every 10 points by which you exceed the Threshold, you may increase the damage by +1d10. Warp Field Crackling defensive barriers wreathe the creature, deflecting all manner of attacks. This power is constantly in effect. The Tyranid gains 12 Armour Points to all locations

20 Psychic Techniques The below techniques are duplicates of the psychic powers presented in the previous section, adapted for use in with the psychic techniques system presented in Rogue Trader. Before using Tyranids in your game, you should choose which system you are going to use to represent Tyranid psykers. Many of the powers below are constantly in effect, requiring no psychic test and possessing no risk of Psychic Phenomenon or Perils of the Warp. These are still considered to be sustained psychic effects in every other way, including the normal reduction in Psy Rating applied to all Focus Power tests for each of that creature s sustained powers in effect. Only the most potent Tyranid psykers can sustain large numbers of distinct effects. Though not Sanctioned by any definition of the word, Tyranid psykers are driven by the implacable will of the Hive Mind which shields them from the worst effects of their powers. Thus, they are considered to be Sanctioned psykers for all mechanical purposes relating to the use of psychic techniques. Catalyst Activation Time: Full Action Maintainable: No Range: 100m Focus Power Test: Willpower Spurred on by the Will of the Hive Mind, the targets of this power will fight on even after death, lashing out at those who slew them for the few moments their bodies still have the strength to fight. Nominate a single individual Tyranid or brood within range. While this power remains in effect, the Tyranids this power was used on may still perform their normal actions for one round after being slain, after which time their bodies collapse and do nothing more than twitch unnervingly. For every degree of success by which you passed the Focus Power Test, the number of additional rounds of activity the targeted creatures have is increased by one. The Horror Focus Power Test: None A Tyranid is a terrifying opponent under normal circumstances, but some encountered are wreathed in a palpable aura of dread that saps the will to fight from any facing such a baleful creature. The Tyranid has the Fear (4) trait. This technique is constantly in effect. Psychic Scream Focus Power Test: None This creature s mind emits a continual piercing shriek that echoes through the warp, wracking psykers nearby with pain and setting all others on edge, constantly distracted by the nerve-wracking sound they can t quite hear. This technique is constantly in effect. Every creature within 60m suffers a -10 penalty on all Willpower tests. This is essentially a variant of the trait Daemonic Presence, and applies in all the same situations. Warp Blast Activation Time: Half Action

21 Maintainable: No Range: 100m Focus Power Test: Willpower The Tyranid s mind gathers together the energy of the Warp and hurls it in a crackling blast at its enemies. The creature must roll to hit using its Ballistic Skill, and the technique is resolved as any other shooting attack, ignoring any modifiers for range. If it hits, treat it as a ranged attack with the following rules: RoF Dam Pen Special S/-/- 2d10 E 6 Blast (2) Special: Creatures with the Enhanced Senses biomorph suffer a Dam 2d10 E hit to the head, ignoring armour, and blind it for 1d5 rounds, as the psychic energies overload its delicate sensory apparatus. For every degree of success you score on the Focus Power Test, you may improve the Pen value by 2. For every two degrees of success you score on the Focus Power Test, you may increase the damage by +1d10. You may mix-and-match the benefits gained from additional degrees of success freely. Warp Field Focus Power Test: None Crackling defensive barriers wreathe the creature, deflecting all manner of attacks. This technique is constantly in effect. The Tyranid gains 12 Armour Points to all locations. Section II: Vanguard Organisms Genestealer Broodlord Imperial Designation: Broodlord Common Name: Leech-Master Species Name: Corporaptor primus A result of evolving and advancing the Genestealer genus, the Broodlord is a lethal melee combatant, even beyond the terrifying abilities of its less-developed kin. Inhumanly fast and strong, with claws able to rip through all but the toughest armour, a Broodlord is a terrifying adversary, before even accounting for the brood of Genestealers that will invariably accompany one. Swarms led by Broodlords often precede the main Tyranid advance, driving deep into enemy territory with speed and stealth, before revealing themselves in a maelstrom of bloodshed. WS BS S T Ag Int Per WP Fel (10) 60 (6) 65 (12) 32 (3) 56 (5) 55 (5) - (0) Movement: 12/24/36/72; Wounds: 26 Skills: Awareness (Per) +10, Climb (S) +10, Concealment (Ag) +10, Dodge (Ag) +10, Silent Move (Ag) +10, Swim (S). Talents: Ambidextrous, Crippling Strike, Crushing Blow, Genestealer s Kiss (See Creatures Anathema, page 90), Hard Target, Leap Up, Lightning Attack, Lightning Reflexes, Resistances (Psychic Powers, Cold, Poisons), Step Aside, Swift Attack Traits: Dark Sight, Fear (2), Multiple Arms, Natural Armour (6), Synapse Creature, Unnatural Agility (x2), Unnatural Speed, Unnatural Strength (x2)

22 Armour: Chitinous Hide (Head 6, Arms 6, Body 6, Legs 6) Weapon Symbiotes: Rending Claws (1d10+12 R, Pen 12, Tearing), Scything Talons (1d10+12 R) Biomorphs: None as standard. However, Broodlords demonstrate occasional mutability, and may demonstrate any of the following Biomorph adaptations: Acid Maw, Extended Carapace, Feeder Tendrils, Flesh Hooks, Implant Attack, Scuttlers, Toxin Sacs Threat Rating: Xenos Majoris Genestealers Imperial Designation: Genestealer Common Name: Stealer, Sewerstalker, Scuttler, Clawfiend, Ghost, Leech Species Name: Corporaptor hominis, Corporaptor ymgarli, etc (by species) The Imperium first encountered Genestealers on the moons of Ymgarl, many centuries before they knew anything of the Tyranids. Whether originally a distinct and deadly species, or if they have simply always been a Tyranid vanguard species remains unknown. Sent out in small numbers to infiltrate and undermine potential prey-worlds, Genestealers are insidious threats in their own right. In battle, they are legendarily ferocious, a deadly challenge even for the might of the Adeptus Astartes in battle, with blindingly fast reflexes and razor-sharp claws. Author s Note: Genestealers are looked at in a variety of other works, particularly those focussing on Genestealer Cults, and thus there are a range of different interpretations of what a Genestealer s rules should look like. The rules below have been written with their role as scouts and shock assault troops for the Hive Fleets in mind, and designed to work within the system of weapon symbiotes and biomorphs already described. Other rules will have been designed with differing purposes in mind. Feel free to pick and choose whichever interpretation is most suitable for your campaign. WS BS S T Ag Int Per WP Fel (5) 60 (6) 60 (12) 27 (2) 56 (5) 45 (4) - (0) Movement: 12/24/36/72; Wounds: 16 Skills: Awareness (Per) +10, Climb (S) +10, Concealment (Ag) +10, Dodge (Ag) +10, Silent Move (Ag) +10, Swim (S). Talents: Ambidextrous, Crushing Blow, Genestealer s Kiss, Hard Target, Leap Up, Lightning Attack, Lightning Reflexes, Resistances (Psychic Powers, Cold, Poisons), Step Aside, Swift Attack, Traits: Dark Sight, Fear (2), Independent Organism, Multiple Arms, Natural Armour (4), Unnatural Agility (x2), Unnatural Speed. Armour: Chitinous Hide (Head 4, Arms 4, Body 4, Legs 4) Weapon Symbiotes: Rending Claws (1d10+7 R, Pen 7, Tearing)

23 Biomorphs: None as standard. However, Genestealers demonstrate occasional mutability, and may demonstrate any of the following Biomorph adaptations: Acid Maw, Extended Carapace, Feeder Tendrils, Flesh Hooks, Implant Attack, Scuttlers, Toxin Sacs Threat Rating: Xenos Majoris Lictors Imperial Designation: Lictor Common Name: Spook, Mantis Stalker Species Name: Tyranicus chameleo Lictors are the other major vanguard species used by the Tyranids. In spite of their considerable size a Lictor stands 2.4m tall and weighs approximately a tonne they are peerless infiltrators, able to conceal themselves in plain sight and reach any location with unsettling speed and stealth. Were that not sufficient, their senses are keen enough to detect and identify prey from considerable distances, allowing it to lay ambushes or simply avoid those who would seek it. Lictors appear to be a highly-specialised evolution of Tyranid Warriors, adapted to survive in hostile environments without detection. Lictors exude a pheromone trail which marks its location to other Tyranids, producing more pheromones when a greater concentration of prey is near, drawing larger groups of Tyranids to its location. WS BS S T Ag Int Per WP Fel (12) 60 (6) 50 (10) 25 (2) 45 (8) 45 (4) - (0) Movement: 14/28/42/84; Wounds: 25 Skills: Acrobatics (Ag), Awareness (Per) +10, Climb (S) +20, Concealment (Ag) +20, Contortionist (Ag) +10, Dodge (Ag) +10, Shadowing (Ag) +20, Silent Move (Ag) +20, Survival (Int) +20, Swim (S), Tracking (Int) +20. Talents: Ambidextrous, Assassin Strike, Berserk Charge, Blind Fighting, Catfall, Combat Master, Crushing Blow, Furious Assault, Hard Target, Heightened Senses (Sight, Smell, Sound, Taste, Touch), Leap Up, Lightning Attack, Lightning Reflexes, Rapid Reaction, Resistances (Psychic Powers, Cold, Poisons), Sprint, Step Aside, Swift Attack Traits: Chameleonic Scales (see below), Dark Sight, Fear (2), Independent Organism, Enormous, Multiple Arms, Natural Armour (2), Sturdy, Toxic, Unnatural Agility (x2), Unnatural Perception (x2), Unnatural Strength (x2). Chameleonic Scales: A Lictor s body is coated in polychromatic scales which shift to match its surroundings, making it extremely difficult to see, even in open ground. All Awareness tests versus the Lictor suffer a -30 penalty. A Lictor can attempt a Concealment test as a half action instead of a full action, and may attempt the test even if being observed at the time. Armour: Chitinous Hide (Head 2, Arms 2, Body 2, Legs 2)

24 Weapon Symbiotes: Rending Claws (1d10+16 R, Pen 14, Tearing), Scything Talons (3d10+16 R, Pen 8) Biomorphs: Flesh Hooks and Feeder Tendrils. Lictors are notably lacking in mutability. Threat Rating: Xenos Terminus

25 Section III: Battlefield Organisms Biovores Imperial Designation: Biovore Common Name: Gunbeast Species Name: Tyranicus patris boletus Tyranid assaults are often preceded by hails of Spore Mines hurled forth by specialised war-beasts known as Biovores. These creatures nurture a clutch of Spore Mines inside their bodies, and launch them from a powerfully-muscled tube running upwards along the creature s spine. WS BS S T Ag Int Per WP Fel (4) 48 (4) 11 (1) 20 (2) 36 (3) 25 (2) - (0) Movement: 4/8/12/24; Wounds: 24 Skills: Awareness (Per) +10, Swim (S). Talents: Fearless, Resistances (Psychic Powers, Cold, Poisons) Traits: Dark Sight, Fear (1), Hulking, Independent Organism, Living Artillery (see below), Natural Armour (2), Natural Weapons (claws), Quadruped, Sturdy. Living Artillery: A Biovore stores and launches Spore Mines as its main weapon, defending themselves with their teeth and claws if attacked. The types of Spore Mines stored within each Biovore must be preselected, from the Spore Mine entry, below. A Biovore can carry up to 24 Spore Mines of varying types within its internal magazine. A Biovore s launcher is a Heavy weapon (the Biovore must brace itself before it fires) with a range of 300m and a RoF of S/-/-. The damage, penetration and qualities of a given shot are determined by the type of Spore Mine launched. Nominate a chosen target point anywhere within range, and roll to hit, modifying for range, etc, as normal. Target points do not have to be within line of sight, but an additional -30 penalty is applied to any rolls to hit. If the attack roll was successful, the spore mine lands exactly where intended. Otherwise, determine how it deviates using the Scatter Diagram on page 196 of the Dark Heresy rulebook. The spore mine will scattered 1d5m, plus an additional 1d5 for every two degrees of failure. Armour: Chitinous Hide (Head 2, Arms 2, Body 2, Legs 2) Weapon Symbiotes: Spore Mine Launcher (see above), Claws (1d10+4 R, Primitive) Biomorphs: None as standard. Threat Rating: Xenos Minoris Carnifexes Imperial Designation: Carnifex Common Name: Screamer-Killer, Bio-Tank Species Name: Carnifex voracio, Carnifex ululare, Carnifex arbilys

26 The Carnifex is a living engine of destruction, evolved for use in shock assaults, boarding actions, sieges or any other conflict where there are obstacles to the triumph of the Hive Mind be that obstacle a defensive line, enemy armour, or fortifications. The assault of a Carnifex who stand some 4m tall and weigh between 8 and 9 tonnes each is terrifying to behold, an irresistible force against which nothing can stand. WS BS S T Ag Int Per WP Fel (24) 55 (15) 15 (1) 23 (2) 36 (3) 55 (5) - (0) Movement: 3/6/9/18; Wounds: 48 Skills: Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Crushing Blow, Die Hard, Fearless, Furious Assault, Iron Jaw, Swift Attack, Resistances (Psychic Powers, Cold, Poisons) Traits: Auto-Stabilised, Dark Sight, Fear (3), Independent Organism, Enormous, Furious Impact (See Below), Natural Armour (10), Sturdy, Unnatural Strength (x4), Unnatural Toughness (x3). Furious Impact: Instead of performing a normal charge, the Carnifex may instead use Furious Impact. When using Furious Impact, the Carnifex moves its normal charge distance in a straight line towards a single target. If the Carnifex engages the target, that target and any other creatures, friend or foe, within 1 metre of the original target, suffer 3d10+SB Impact Damage (or the damage from Crushing Claws, if it has them). The target and any other struck creatures hit by this attack may make Dodge Reactions as normal to avoid the damage. The Carnifex does not need to roll to hit in order to use Furious Impact. Furious Impact may only be used once every other round. Armour: Chitinous Hide (Head 10, Arms 10, Body 10, Legs 10) Weapon Symbiotes: Any two from the following list: Barbed Strangler (120m; S/-/-; 1d10+24 I, Pen 4; special), Crushing Claws (4d10+26 I, Pen 8; Rampage), Lash Whip (Snare, Flexible), Rending Claws (1d10+26 R, Pen 26; Tearing), Scything Talons (3d10+26 R, Pen 8), Twin-linked Deathspitters (90m; S/-/-; 1d10+24 I, Pen 4; Blast (3), Toxic, Twin-Linked), Twin-linked Devourers (45m; S/6/10; 1d10+22 I; Storm Tearing), Venom Cannon (150m; S/2/-; 6d10 R, Pen 4; Blast (2), Toxic, Shock). If two melee weapon symbiotes are chosen, the Carnifex gains the Multiple Arms trait, though it does not gain the additional Toughness from that trait. If two or more ranged weapon symbiotes are selected, they may all be fired using the Multiple Attacks action as if the Carnifex had the Two-Weapon Wielder (Ballistic) talent. Biomorphs: Carnifexes are notably mutable in form and function, and many distinctive species have been discovered belonging to this Genus. It may have any of the following Biomorphs: Acid Maw, Adrenal Glands, Bio-Plasma, Bonded Exoskeleton, Enhanced Senses, Extended Carapace, Flesh Hooks, Implant Attack, Mace Tail/Scythe Tail (pick one), Regenerate, Reinforced Chitin, Spine Banks*, Spore Cysts*, Thornback*, Toxic Miasma, Toxin Sacs, Tusked. Only one Biomorph marked * may be taken. Threat Rating: Xenos Terminus

27 Gargoyles Imperial Designation: Gargoyle Common Name: Hellbat Species Name: Gauntii avius Gargoyles are vicious winged creatures, often encountered in the early stages of a Tyranid assault. Being derived from the Gaunt genus, they exist in vast numbers, and will flock above a warzone, sowing terror and confusion and drawing enemy fire, often herding enemies into the path of the land-bound swarms. WS BS S T Ag Int Per WP Fel (4) 40 (4) 33 (6) 14 (1) 43 (4) 44 (4) - (0) Movement: 12/24/36/72 (Flying) or 1/2/3/6 (ground); Wounds: 12 Skills: Awareness (Per) Talents: Ambidextrous, Fearless, Resistances (Psychic Powers, Cold, Poisons) Traits: Brood Creature, Dark Sight, Fear (1), Flyer (12), Natural Armour (2), Unnatural Agility (x2) Armour: Chitinous Hide (Head 2, Arms 2, Body 2, Legs 2) Weapon Symbiotes: Fleshborer (60m; S/2/-; 1d10+4 I; Tearing) Biomorphs: Bio-Plasma (1d10+5 E, Tearing), Winged (permanent) Threat Rating: Xenos Minoris Gargoyles are commonly encountered in swarms, devouring anything in their path. Such swarms can be represented by the profile below: WS BS S T Ag Int Per WP Fel (6) 60 (6) 33 (6) 14 (1) 43 (4) 34 (3) - (0) Movement: 12/24/36/72 (Flying) or 1/2/3/6 (ground); Wounds: 36 per Swarm Skills: Awareness (Per) Talents: Ambidextrous, Fearless, Lightning Attack, Resistances (Psychic Powers, Cold, Poisons), Swift Attack Traits: Brood Creature, Dark Sight, Fear (2), Flyer (12), Natural Armour (2), Natural Weapons, Quadruped, Swarm Creature (see below), Unnatural Agility (x2), Volley Fire (see below) Swarm Creature: Any attack from a weapon that doesn t have either the Blast, Flame or Scatter effects can only inflict half the rolled damage. A Swarm creature cannot be grappled, knocked down or pinned in most circumstances. Volley Fire: Gargoyle swarms fire hails of organic projectiles at their foes, bombarding them with acidic beetles or shards of crystalline chitin. When rolling to hit with a shooting attack, the Gaunt swarm counts the

28 difficulty of the attack as two steps better than normal, and gains two bonus degrees of success on successful attack rolls. Armour: Chitinous Hide (Head 2, Arms 2, Body 2, Legs 2) Weapon Symbiotes: Multiple Fleshborers (60m; S/4/6; 1d10+6 I; Tearing) Biomorphs: Bio-Plasma (1d10+7 E, Tearing), Winged (permanent) Threat Rating: Xenos Majoris Gaunts Imperial Designation: Gaunt, Spinegaunt, Termagant (by species) Common Name: Critter Species Name: Gauntii virago The Gaunt is an agile beast, a little larger than a human, fast and cunning, equipped with small, simple weapon-symbiotes and driven into battle en-masse in a manner similar to a common foot soldier. Swarms of thousands of Gaunts have been expended solely to exhaust a defensive force s ammunition prior to a major assault. WS BS S T Ag Int Per WP Fel (4) 40 (4) 33 (6) 14 (1) 43 (4) 14 (1) - (0) Movement: 6/12/18/36; Wounds: 12 Skills: Awareness (Per) Talents: Ambidextrous, Fearless, Resistances (Psychic Powers, Cold, Poisons) Traits: Brood Creature, Dark Sight, Fear (1), Natural Armour (2), Quadruped, Unnatural Agility (x2) Armour: Chitinous Hide (Head 2, Arms 2, Body 2, Legs 2) Weapon Symbiotes: Any one of: Devourer (45m; S/3/6; 1d5+4 I; Tearing), Fleshborer (60m; S/2/-; 1d10+4 I; Tearing) or Twin Spinefist (30m; S/-/-; 1d10+4 R; Scatter, Toxic, Twin-Linked) Biomorphs: Gaunts come in a wide variety of species. Gaunts may have any of the following Biomorphs: Adrenal Glands, Extended Carapace, Flesh Hooks, Scuttlers, Toxin Sacs Threat Rating: Xenos Minoris Gaunts are commonly encountered in swarms, devouring anything in their path. Such swarms can be represented by the profile below: WS BS S T Ag Int Per WP Fel (6) 60 (6) 33 (6) 14 (1) 43 (4) 34 (3) - (0) Movement: 6/12/18/36; Wounds: 36 per Swarm Skills: Awareness (Per) Talents: Ambidextrous, Fearless, Lightning Attack, Resistances (Psychic Powers, Cold, Poisons), Swift Attack Traits: Brood Creature, Dark Sight, Fear (2), Natural Armour (2), Natural Weapons, Quadruped, Swarm Creature (see below), Unnatural Agility (x2), Volley Fire (see below)

29 Swarm Creature: Any attack from a weapon that doesn t have either the Blast, Flame or Scatter effects can only inflict half the rolled damage. A Swarm creature cannot be grappled, knocked down or pinned in most circumstances. Volley Fire: Gaunt swarms fire hails of organic projectiles at their foes, bombarding them with acidic beetles or shards of crystalline chitin. When rolling to hit with a shooting attack, the Gaunt swarm counts the difficulty of the attack as two steps better than normal, and gains two bonus degrees of success on successful attack rolls. In addition, the Weapon Symbiote profiles are altered to represent several weapons instead of one. Armour: Chitinous Hide (Head 2, Arms 2, Body 2, Legs 2) Weapon Symbiotes: Any one of: Multiple Devourers (45m; S/6/10; 1d10+4 I; Tearing), Multiple Fleshborers (60m; S/4/6; 1d10+6 I; Tearing) or Multiple Twin Spinefists (30m; S/3/-; 1d10+6 R; Scatter, Toxic, Twin-Linked) Biomorphs: Gaunts come in a wide variety of species. Gaunts may have any of the following Biomorphs: Adrenal Glands, Extended Carapace, Flesh Hooks, Scuttlers, Toxin Sacs Threat Rating: Xenos Majoris Hierodule, Barbed Imperial Designation: Barbed Hierodule Common Name: Barbed Slaughterer Species Name: Uncus hierodule domitor Believed to be a distant genetic relation of the Carnifex, Hierodules are massive living weapons, individually larger than an average battle tank, mindlessly ferocious and utterly devastating to encounter. The average Hierodule stands nearly five metres tall to the upper carapace, and is nearly three times that in length from the tip of the tail to the foremost weapon symbiotes, massing in excess of 25 tonnes. Barbed Hierodules are a specific variant, arising first on Moran Prime, having replaced the claws of its middle limbs with massive biological cannons, and strengthened the frontal carapace to resist incoming fire, allowing it to slay from a distance where the previously encountered Scythed Hierodules vulnerable to concerted long-ranged attack. WS BS S T Ag Int Per WP Fel (28) 58 (20) 25 (2) 18 (1) 36 (3) 55 (5) - (0) Movement: 5/10/15/30; Wounds: 72 Skills: Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Crushing Blow, Die Hard, Fearless, Furious Assault, Iron Jaw, Swift Attack, Resistances (Psychic Powers, Cold, Poisons) Traits: Auto-Stabilised, Dark Sight, Fear (4), Independent Organism, Furious Impact (See Below), Massive, Natural Armour (14), Sturdy, Unnatural Strength (x4), Unnatural Toughness (x4). Furious Impact: Instead of performing a normal charge, the Hierodule may instead use Furious Impact. When using Furious Impact, the Hierodule moves its normal charge distance in a

30 straight line towards a single target. If the Hierodule engages the target, that target and any other creatures, friend or foe, within 2 metres of the original target, suffer 4d10+SB Impact Damage. The target and any other struck creatures hit by this attack may make Dodge Reactions as normal to avoid the damage. The Hierodule does not need to roll to hit in order to use Furious Impact. Furious Impact may only be used once every other round. Armour: Chitinous Hide (Head 14, Arms 14, Body 14, Legs 14) Weapon Symbiotes: Scything Talons (4d10+30 R, Pen 12), Bio-cannons (fired as a pair with the following stats: 200m; S/-/-; 7d10 R, Pen 8; Blast (6), Toxic, Twin-Linked) Biomorphs: Hierodules have only been encountered in two distinct varieties as yet, with little mutability between individuals so far observed. Threat Rating: Xenos Terminus Hierodule, Scythed Imperial Designation: Scythed Hierodule Common Name: Scythed Slaughterer Species Name: Sica hierodule domitor Believed to be a distant genetic relation of the Carnifex, Hierodules are massive living weapons, individually larger than an average battle tank, mindlessly ferocious and utterly devastating to encounter. The average Hierodule stands nearly five metres tall to the upper carapace, and is nearly three times that in length from the tip of the tail to the foremost weapon symbiotes, massing in excess of 25 tonnes. Scythed Hierodules were first encountered during the Hamman s World invasion, creatures of then-unprecedented size and lethality that were at the forefront of every assault the Tyranids made against strongpoints and prepared defences. Their resilience, far greater than even that of a Carnifex, required massive firepower to overcome, often needing massed volleys of heavy anti-tank weaponry or even the guns of heavy tanks and titans, to bring one of these monstrous beasts down. Aside from their four massive scythe-like talons, each over three metres long and capable of slicing clean through the hull of a tank, and a maw filled with long, dagger-like fangs, the Scythed Hierodule is armed with an acid-spewing symbiote nestling between its armour plates, projecting a concentrated stream of corrosive venom at enemies who stray too near yet avoid the touch of the beast s claws or teeth. Beyond that, their hides are a mass of barbed protrusions and vicious spikes, threatening to impale or shred any nearby as the creature charges. WS BS S T Ag Int Per WP Fel (35) 58 (20) 25 (2) 18 (1) 36 (3) 55 (5) - (0) Movement: 5/10/15/30; Wounds: 72 Skills: Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Crushing Blow, Die Hard, Fearless, Furious Assault, Iron Jaw, Swift Attack, Resistances (Psychic Powers, Cold, Poisons)

31 Traits: Auto-Stabilised, Dark Sight, Fear (4), Independent Organism, Furious Impact (See Below), Massive, Multiple Limbs, Natural Armour (14), Sturdy, Unnatural Strength (x5), Unnatural Toughness (x4). Furious Impact: Instead of performing a normal charge, the Hierodule may instead use Furious Impact. When using Furious Impact, the Hierodule moves its normal charge distance in a straight line towards a single target. If the Hierodule engages the target, that target and any other creatures, friend or foe, within 2 metres of the original target, suffer 4d10+SB Impact Damage. The target and any other struck creatures hit by this attack may make Dodge Reactions as normal to avoid the damage. The Hierodule does not need to roll to hit in order to use Furious Impact. Furious Impact may only be used once every other round. Armour: Chitinous Hide (Head 14, Arms 14, Body 14, Legs 14) Weapon Symbiotes: Scything Talons (4d10+37 R, Pen 12), Bio-Acid Symbiote (30m; S/-/-; 2d10 I, Pen 8; Flame, Toxic) Biomorphs: Thornback. Hierodules have only been encountered in two distinct varieties as yet, with little mutability between individuals so far observed. Threat Rating: Xenos Terminus Hormagaunts Imperial Designation: Gaunt, Spinegaunt, Termagant (by species) Common Name: Critter Species Name: Gauntii gladius The Hormagaunt is a creature engineered for one purpose to close with the enemy and eviscerate them. They are fast, tireless and numerous, rushing forwards at high speed in a tide of ridged chitin armour and bladed limbs. Their lower legs are long and powerful, able to propel the creature in a series of bounding leaps as they attack. WS BS S T Ag Int Per WP Fel (4) 40 (4) 33 (6) 14 (1) 43 (4) 14 (1) - (0) Movement: 12/24/36/72; Wounds: 12 Skills: Awareness (Per) Talents: Ambidextrous, Fearless, Resistances (Psychic Powers, Cold, Poisons) Traits: Brood Creature, Dark Sight, Fear (1), Natural Armour (2), Quadruped, Unnatural Agility (x2), Unnatural Speed Armour: Chitinous Hide (Head 2, Arms 2, Body 2, Legs 2) Weapon Symbiotes: Scything Talons (1d10+4 R) Biomorphs: Leaping. Hormagaunts demonstrate a degree of mutability and may additionally have any of the following Biomorphs: Adrenal Glands, Extended Carapace, Flesh Hooks, Toxin Sacs Threat Rating: Xenos Minoris

32 Hormagaunts are commonly encountered in swarms, devouring anything in their path. Such swarms can be represented by the profile below: WS BS S T Ag Int Per WP Fel (6) 60 (6) 33 (6) 14 (1) 43 (4) 34 (3) - (0) Movement: 12/24/36/72; Wounds: 36 per Swarm Skills: Awareness (Per) Talents: Ambidextrous, Fearless, Furious Assault, Lightning Attack, Resistances (Psychic Powers, Cold, Poisons), Swift Attack Traits: Brood Creature, Dark Sight, Fear (2), Natural Armour (2), Natural Weapons, Quadruped, Swarm Creature (see below), Unnatural Agility (x2), Unnatural Speed Swarm Creature: Any attack from a weapon that doesn t have either the Blast, Flame or Scatter effects can only inflict half the rolled damage. A Swarm creature cannot be grappled, knocked down or pinned in most circumstances. Armour: Chitinous Hide (Head 2, Arms 2, Body 2, Legs 2) Weapon Symbiotes: Scything Talons (1d10+6 R) Biomorphs: Leaping. Hormagaunts demonstrate a degree of mutability and may additionally have any of the following Biomorphs: Adrenal Glands, Extended Carapace, Flesh Hooks, Toxin Sacs Threat Rating: Xenos Majoris Raveners Imperial Designation: Ravener, Mantifex Common Name: Snake, Slither-Slasher Species Name: Tyranicus ophidius subterra Raveners are snake-like creatures, easily 5m from snout to tail and weighing approximately two tonnes, blending the size, strength and bio-weapons of a Tyranid Warrior with the unholy swiftness of Hormagaunts and Gargoyles. Vulnerable to heavy weapons fire, Raveners have evolved to burrow through earth and rock with their talons, navigating by the psychic imperative of the Hive Mind and sensitivity to vibrations, bursting up amidst their enemies and attacking in a flurry of claws and the lethal projections of their weapon symbiotes. WS BS S T Ag Int Per WP Fel (10) 60 (6) 51 (10) 28 (2) 36 (3) 45 (4) - (0) Movement: 12/24/36/72; Wounds: 30 Skills: Awareness (Per) +20, Climb (S) +10, Contortionist (Ag), Dodge (Ag), Swim (S). Talents: Ambidextrous, Crushing Blow, Fearless, Lightning Attack, Swift Attack, Resistances (Psychic Powers, Cold, Poisons) Traits: Brood Creature, Burrower (10), Dark Sight, Fear (2), Hulking, Multiple Arms, Natural Armour (4), Unnatural Agility (x2), Unnatural Senses (15m), Unnatural Speed, Unnatural Strength (x2)

33 Armour: Chitinous Hide (Head 4, Arms 4, Body 4, Legs 4) Weapon Symbiotes: Scything Talons (2d10+12 R, Pen 4). A Ravener may also have a set of Rending Claws (1d10+12 R, Pen 12; Tearing). In addition, a Ravener may have a Deathspitter (90m; S/-/-; 1d10+10 I, Pen 4; Blast (3), Toxic), Devourer (45m; S/3/6; 1d5+SB I, Tearing) or a pair of Spinefists (30m; S/-/-; 1d10+10 R; Scatter, Toxic, Twin-Linked) within its thorax. Biomorphs: None. Raveners are notably lacking in mutability. Threat Rating: Xenos Majoris Spore Mines Imperial Designation: Spore Mine Common Name: Floaters Species Name: Boletus minoris Spore Mines are floating organic masses, more like living bombs than creatures, and entirely lacking in sentience. Rudimentary instinct drives them vaguely towards heat, noise and movement, but for the most part, they simply drift about on the wind, a short distance from the ground, tendrils waving in search of something for the Spore Mine to attack. WS BS S T Ag Int Per WP Fel (1) 35 (3) - (0) 1 (0) 1 (0) - (0) - (0) Movement: 1d10m; Wounds: 6 Skills: None Talents: Fearless, Resistances (Psychic Powers, Cold, Poisons) Traits: Brood Creature, Living Weapon (see below) Living Weapon: Every turn, a Spore Mine moves 1d10 metres in a random direction. If, at any point (either through drifting, or due to being launched by a Biovore), a Spore Mine comes into physical contact with a living being or warm object (such as a vehicle), it will detonate. Spore Mines also detonate whenever a weapon is fired within 5m, when reduced to 0 wounds, or when commanded to by a Synapse Creature (which requires a half action). A detonating Spore Mine explodes with one of the following effects, based on the type of Spore Mine: Type Damage Pen Special Toxin 2d10 I 6 Toxic (if using GM s Kit, Instant/-20/Lethal), Blast (8) Frag 2d10+4 R 4 Blast (8) Bio-Acid 2d10 I 10 Blast (8), Agility Test or take damage again next turn Armour: None Weapon Symbiotes: None Biomorphs: None

34 Threat Rating: Xenos Minima Trygon Imperial Designation: Trygon Common Name: Mother Ravener, Slash-Tail Species Name: Tyranicus subterra extremis Trygons are massive tunnelling organisms, monstrous creatures able to dig tunnels large enough for whole broods of Raveners or Gaunts to follow it. Their claws, no less massive than those found on other similarly-sized Tyranids, are broader and more spade-like, allowing it to dig with them, its strength permitting it to shear through almost any material in its path, up to and including the foundations of fortified bunkers. The appearance of a Trygon often precedes an assault, as swarms of creatures issue forth from the tunnels it leaves behind, and the Trygons themselves are unerringly accurate in their attacks, sensing motion through the ground around them from the surface before exploding upwards in a display of devastating power, hurling men through the air and ripping through vehicles. In addition to their claws, Trygons are wreathed in a strong bioelectric field, generated as the creature s armour plates grind together and crackling across its body before discharging in a sudden, powerful bolt that is strong enough to kill a human being. Whilst this field builds to full strength, it disrupts attacks against the Trygon itself, acting like a rudimentary biological force field. WS BS S T Ag Int Per WP Fel (30) 63 (18) 55 (10) 28 (2) 46 (4) 55 (5) - (0) Movement: 14/28/42/84; Wounds: 60 Skills: Awareness (Per) +20, Climb (S) +10, Contortionist (Ag), Dodge (Ag), Swim (S). Talents: Ambidextrous, Crushing Blow, Die Hard, Fearless, Furious Assault, Iron Jaw, Lightning Attack, Swift Attack, Resistances (Psychic Powers, Cold, Poisons) Traits: Auto-stabilised, Burrower (16), Bio-electric Field, Dark Sight, Enormous, Fear (3), Multiple Arms, Natural Armour (10), Unnatural Agility (x2), Unnatural Senses (20m), Unnatural Speed, Unnatural Strength (x5), Unnatural Toughness (x3). Bio-electric Field: A Trygon s body crackled with electrical energy which protects it from harm and can discharge into nearby foes, harming them. A Trygon reduces the damage from any ranged attack directed at it by 1d10 due to the coursing energy of its bio-electric field. Additionally, it gains the ability to attack with the field, with the profile detailed in the Weapon Symbiotes section, below. Armour: Chitinous Hide (Head 10, Arms 10, Body 10, Legs 10) Weapon Symbiotes: Scything Talons (3d10+32 R, Pen 8), Bio-electric field (30m; -/-/10; 1d10+5 E; Pen 4; Recharge, Shocking) Biomorphs: Scythe-tail. Trygons have only been encountered relatively recently, with little mutability between individuals so far observed. Threat Rating: Xenos Terminus

35 Tyrant Guard Imperial Designation: Tyrant Guard Common Name: Shielder Species Name: Tyranicus scutatus Tyrant Guard are more akin to living shields than independent creatures, solid masses of flesh and chitin that are incredibly resistant to harm. Blind, and entirely reliant upon the Synapse Creature they protect for direction, these semi-sentient beasts seem to have been engineered specifically to counter the long-standing anti-tyranid doctrine of Shoot the Big Ones. WS BS S T Ag Int Per WP Fel (10) 58 (15) 42 (8) 8 (0) 6 (0) 65 (6) - (0) Movement: 4/8/12/24; Wounds: 30 Skills: Climb (S) +10, Swim (S). Talents: Ambidextrous, Die Hard, Crushing Blow, Fearless, Guardian RT, Iron Jaw, Swift Attack, Resistances (Psychic Powers, Cold, Poisons) Traits: Blind (negated when controlled by a Synapse Creature), Brood Creature, Fear (2), Hulking, Multiple Arms, Natural Armour (8), Sturdy, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x3). Armour: Chitinous Hide (Head 8, Arms 8, Body 8, Legs 8) Weapon Symbiotes: Scything Talons (2d10+12 R, Pen 4) and Rending Claws (1d10+12 R, Pen 12; Tearing). The Scything Talons may be replaced with Lash Whips (Snare, Flexible) instead. Biomorphs: Tyrant Guard demonstrate a small degree of mutability, and may have the following Biomorphs: Flesh Hooks, Implant Attacks Threat Rating: Xenos Majoris Zoanthropes Imperial Designation: Zoanthrope Common Name: Brain Species Name: Tyranicus animus aborrens Rare, even in the most recent Hive Fleets, Zoanthropes are strange creatures. Powerful psykers, engineered from harvested DNA into living conduits for the power of the Hive Mind. So extreme is their development that their bodies are atrophied, leaving only vast and bulbous heads, crackling with psychic energy. In battle, they levitate themselves, drifting about the battlefield unleashing bolts of searing power or acting as a relay for the Hive Mind s directives. WS BS S T Ag Int Per WP Fel (5) 58 (5) 42 (4) 58 (5) 38 (3) 65 (6) - (0) Movement: 4/8/12/24 (hovering) or 1/2/3/6 (ground); Wounds: 25 Skills: Awareness (Per) +10, Psyniscience (Per) +20 Talents: Bastion of Iron Will RT, Favoured By the Warp, Fearless, Mental Fortress DH, Power Well, Psy Rating 3, Strong-Minded

36 Traits: Atrophied Body (see below), Fear (2), Hoverer (4), Hulking, Independent Organism, Natural Armour (2) Atrophied Body: A Zoanthrope s body is frail compared to its massive head and bloated brain, and it relies more on psychic powers for attack and defence than its own chitinous hide and claws. A Zoanthrope counts its Agility Bonus as 1 for the purposes of movement when not using the Hoverer trait, and only has normal unarmed attacks (dealing 1d5+2 R, Primitive damage) when attacked in melee. Psychic Powers/Techniques: Psy Rating 3. Zoanthropes always have the Warp Field power, and will have one other from the following list: Catalyst, Psychic Scream, The Horror or Warp Blast. Alternately, instead of a second Psychic Power, a Zoanthrope may be given the Synapse Creature trait, which replaces Independent Organism. In addition, if you are using the Dark Heresy psychic power rules, a Zoanthrope may have any 6 Minor Psychic Powers. Armour: Warp Field (Head 12, Arms 12, Body 12, Legs 12) Weapon Symbiotes: None. Biomorphs: Toxic Miasma. Zoanthropes demonstrate no other Biomorphs. Threat Rating: Xenos Majoris

37 Section IV: Synapse Creatures Hive Tyrants Imperial Designation: Hive Tyrant Common Name: Overfiend Species Name: Tyranicus praefacto The Hive Tyrant is a large and massively powerful Tyranid creature, dwarfed only by the largest of Tyranid monstrosities. Like many Tyranids, Hive Tyrants seem able to mutate rapidly, and a wide range of differing physical characteristics have been observed. All Hive Tyrants are highly psychic, almost acting as living avatars for the will of the Hive Mind, embodying it completely... but their destruction does not diminish it in any way... WS BS S T Ag Int Per WP Fel (18) 53 (15) 42 (8) 58 (5) 38 (3) 65 (12) - (0) Movement: 6/12/18/36; Wounds: 36 Skills: Awareness (Per) +10, Climb (S), Psyniscience (Per) +20, Swim (S) Talents: Ambidextrous, Bastion of Iron Will RT, Crushing Blow, Favoured By the Warp, Fearless, Lightning Attack, Mental Fortress DH, Power Well DH (2), Psy Rating 5, Strong-Minded, Swift Attack Traits: Auto-Stabilised, Fear (4), Enormous, Natural Armour (8), Synapse Creature, Unnatural Strength (x3), Unnatural Toughness (x3), Unnatural Willpower (x2) Psychic Powers: Psy Rating 5. Hive Tyrants always have the power The Horror, and may have one other from the following list: Catalyst, Psychic Scream, Warp Blast, or Warp Field. In addition, if you are using the Dark Heresy psychic power rules, a Hive Tyrant may have any 12 Psychic Powers. Armour: Chitinous Hide (Head 8, Arms 8, Body 8, Legs 8) Weapon Symbiotes: Any two from the following list: Barbed Strangler (120m; S/-/-; 1d10+18 I, Pen 4; special), Twin-linked Deathspitters (90m; S/-/-; 1d10+18 I, Pen 4; Blast (3), Toxic, Twin-Linked), Twin-linked Devourers (45m; S/6/10; 1d10+16 I; Storm, Tearing), Lash Whip (Snare, Flexible) and Bonesword (2d10+20 R, Pen 4, special) (Lash Whip and Bonesword count as a single choice), Rending Claws (1d10+20 R, Pen 20; Tearing), Scything Talons (3d10+20 R, Pen 8), Spinefists (30m; S/-/-; 1d10+15; Scatter, Toxic, wielded as a pair as per Dual Shot talent), Venom Cannon (150m; 4d10 R, Pen 4; Blast (2), Toxic, Shock). If two melee weapon symbiotes are chosen, the Hive Tyrant gains the Multiple Arms trait, though it does not gain the additional Toughness from that trait. If two or more ranged weapon symbiotes are selected, they may all be fired using the Multiple Attacks action as if the Hive Tyrant had the Two-Weapon Wielder (Ballistic) talent

38 Biomorphs: Hive Tyrants appear to be rapidly mutable, and often unique, individual creatures each spawned for a different situation. Hive Tyrants may have any of the following Biomorphs: Acid Maw, Adrenal Glands, Bio-Plasma, Enhanced Senses, Extended Carapace, Flesh Hooks, Implant Attack, Toxin Sacs, Toxic Miasma, Winged (short flight) or Winged (permanent). Threat Rating: Xenos Terminus Tyranid Warriors Imperial Designation: Tyranid Warrior Common Name: Warrior Species Name: Tyranicus gladius Tyranid Warriors are a common sight in almost all Tyranid swarms. Beyond being large and powerful combatants, they act as psychic relays for the Hive Mind, transmitting its power to lesser creatures around them. In a manner perversely reminiscent of officers marshalling their troops, Tyranid Warriors direct the swarms in battle, driving them forward with a will and a purpose not their own. WS BS S T Ag Int Per WP Fel (10) 65 (6) 42 (8) 48 (4) 38 (3) 52 (5) - (0) Movement: 5/10/15/30; Wounds: 24 Skills: Awareness (Per) +10, Climb (S), Psyniscience (Per) +20, Swim (S) Talents: Ambidextrous, Crushing Blow, Fearless, Mental Fortress, Strong-Minded, Swift Attack Traits: Fear (2), Enormous, Natural Armour (4), Synapse Creature, Unnatural Strength (x2), Unnatural Agility (x2) Armour: Chitinous Hide (Head 4, Arms 4, Body 4, Legs 4) Weapon Symbiotes: Any two from the following list: Barbed Strangler (120m; S/-/-; 1d10+10 I, Pen 4; special), Deathspitter (90m; S/-/-; 1d10+10 I, Pen 4; Blast (3), Toxic), Devourer (45m; S/3/6; 1d10+8 I; Tearing), Fleshborer (60m; S/2/-; 1d10+10 I; Tearing), Lash Whip (Snare, Flexible), Rending Claws (1d10+12 R, Pen 12; Tearing), Scything Talons (2d10+12 R, Pen 8), Spinefists (30m; S/-/-; 1d10+10; Scatter, Toxic, wielded as a pair as per Dual Shot talent), Venom Cannon (150m; 2d10 R, Pen 4; Blast (2), Toxic, Shock). If two melee weapon symbiotes are chosen, the Tyranid Warrior gains the Multiple Arms trait, though it does not gain the additional Toughness from that trait. Biomorphs: Tyranid Warriors appear to be rapidly and easily mutable. Tyranid Warriors may have any of the following Biomorphs: Adrenal Glands, Bio-Plasma, Enhanced Senses, Extended Carapace, Flesh Hooks, Leaping (may not be combined with Winged), Toxin Sacs, Winged (short flight) or Winged (permanent). Threat Rating: Xenos Majoris

39 Section V: Non-military Organisms Rippers Imperial Designation: Rippers Common Name: Anklebiters Species Name: Minoris omniphagea In the latter phases of a Tyranid invasion, billions, even trillions of Rippers are released across a planet. They swarm across the surface, devouring anything and everything in their path, leaving a desolate wasteland behind them, marked only by clusters of Tyranid fauna. Once satiated, a Ripper will return to a digestion pool, lay a clutch of pre-fertilised eggs, and leap into the pool, giving up the biomass they have collected to be funnelled up vast Capillary Towers into the Hive Ships in orbit. Minutes later, the recently-laid eggs hatch, and the rapidly-maturing Rippers begin the process again. The creatures, while small, are persistent, energetic and numerous, easily able to pull a man-sized creature down and eating it alive. WS BS S T Ag Int Per WP Fel (2) 22 (2) 33 (3) 08 (0) 43 (4) 44 (4) - (0) Movement: 2/4/6/12; Wounds: 6 Skills: Awareness (Per) Talents: Ambidextrous, Fearless, Resistances (Psychic Powers, Cold, Poisons) Traits: Brood Creature, Dark Sight, Fear (None individually; numbers increase their Fear Rating, as described above), Natural Armour (2), Puny, Unnatural Speed Armour: Chitinous Hide (Head 2, Arms 2, Body 2, Legs 2) Weapon Symbiotes: None (Unarmed (1d5-1 R, Primitive)). Some Rippers are engineered with a single Spinefist (30m; S/-/-; 1d10+2; Scatter, Toxic). Biomorphs: Rippers can adapt to a variety of situations, and may take any Biomorphs from the following list: Adrenal Glands, Enhanced Senses, Extended Carapace, Flesh Hooks, Leaping (may not be combined with Winged), Toxin Sacs, Winged (short flight) or Winged (permanent). Threat Rating: Xenos Minima Rippers are commonly encountered in swarms, devouring anything in their path. Such swarms can be represented by the profile below: WS BS S T Ag Int Per WP Fel (4) 42 (4) 33 (3) 08 (0) 43 (4) 64 (6) - (0) Movement: 2/4/6/12; Wounds: 18 per swarm Skills: Awareness (Per)

40 Talents: Ambidextrous, Fearless, Lightning Attack, Resistances (Psychic Powers, Cold, Poisons), Swift Attack Traits: Brood Creature, Dark Sight, Fear (1), Natural Armour (2), Natural Weapons, Swarm Creature (see below), Unnatural Speed Swarm Creature: Any attack from a weapon that doesn t have either the Blast, Flame or Scatter effects can only inflict half the rolled damage. A Swarm creature cannot be grappled, knocked down or pinned in most circumstances. Armour: Chitinous Hide (Head 2, Arms 2, Body 2, Legs 2) Weapon Symbiotes: Tide of Claws and Teeth (1d10+4 R, Primitive), Some Ripper Swarms are engineered with an assortment of Spinefists (30m; S/-/-; 1d10+4; Scatter, Toxic, Twin-Linked). Biomorphs: Rippers can adapt to a variety of situations, and may take any Biomorphs from the following list: Adrenal Glands, Enhanced Senses, Extended Carapace, Flesh Hooks, Leaping (may not be combined with Winged), Toxin Sacs, Winged (short flight) or Winged (permanent). Threat Rating: Xenos Minoris Malanthropes Imperial Designation: Malanthrope Common Name: Corpse-Eater, Scavenger Species Name: Tyranicus cadavi terriblis A creature rarely seen and only recently identified, the Malanthrope appears to be a rearechelon Synapse Creature, drifting behind the front lines and directing the swarms of Rippers, selectively collecting and processing genetic material from the corpses strewn about the battlefield, before being re-absorbed by the Hive Fleet itself. It is speculated that Malanthropes may be part of the reason the Tyranids are able to evolve so quickly, with successive generations of creatures spawned with DNA harvested by Malanthropes after previous battles. WS BS S T Ag Int Per WP Fel (10) 55 (10) 48 (8) 58 (5) 43 (4) 54 (5) - (0) Movement: 4/8/12/24 (hovering) or 1/2/3/6 (ground); Wounds: 36 Skills: Awareness (Per) +10, Psyniscience (Per) +10 Talents: Ambidextrous, Bastion of Iron Will RT, Favoured By the Warp, Fearless, Lightning Attack, Mental Fortress DH, Psy Rating 3, Strong-Minded, Swift Attack Traits: Fear (4), Enormous, Hoverer (4), Multiple Arms, Natural Armour (2), Synapse Creature, Toxic (Instant/-30/Lethal and Paralytic; deals 3d10 damage if not using GM s Kit), Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Atrophied Body: A Malanthrope s body is frail compared to its massive head and bloated brain, and it relies more on psychic powers for attack and defence than its own chitinous hide and claws. A Malanthrope counts its Agility Bonus as 1 for the purposes of movement when not using the Hoverer trait, and is counted as being of Average size when determining what weapon symbiotes it may use

41 Psychic Powers: Psy Rating 3. Malanthropes always have the powers Warp Field and The Horror, In addition, if you are using the Dark Heresy psychic power rules, a Malanthrope may have any 5 Minor Psychic Powers. Armour: Warp Field (Head 12, Arms 12, Body 12, Legs 12) Weapon Symbiotes: Scything Talons (1d10+10 R) Biomorphs: Feeder Tendrils Threat Rating: Xenos Majoris Section V: Void-Faring Organisms Were the Tyranids only terrestrial organisms, their terror would not be so great, for without ships to carry them from world to world, no creature is terrible on a galactic scale. The Tyranids, however, are far more than beasts the size of men and tanks. They exist in the void as well, vast creatures many miles long, whose natural defences are equivalent to the Lances and Macrobatteries of starships, and who can only really be referred to as Bio-Ships. Their mass is surpassed only by their menace, for they are true void-born predators, as deadly to starships as the apex predators of many worlds are to human beings. In game terms, Tyranid bio-ships function in much the same way normal vessels do, though with a few significant conceptual differences. Most importantly, a Tyranid vessel s Hull Integrity represents its physical constitution, its ability to withstand harm, more akin to a creature s wound score than a starship s Hull Integrity, though on a scale dwarfing even the largest Bio-titan. Similarly, Detection and Manoeuvrability represent the capabilities of a creature, rather than a machine operated by a vast crew of people. Tyranid ships do not generate power in any conventional sense, but similarly do not consume it. Finally, bio-ships are not crewed the organisms that roam the creature s bodily cavities are more akin to an immune system than a crew compliment, and deep within the heart of the organism are spawning chambers were yet more creatures can be spawned at a moment s notice, giving the bio-ship an essentially limitless supply of warrior creatures to board enemy vessels and assault the surface of a world. The precise details of what these differences mean are described below. Tyranid Specific Rules Crew and Morale Bio-ships have neither of these things. A bio-ship s Crew rating is always 100 (because the ship controls everything) and cannot be reduced in any way. A bio-ship s Morale rating is similarly always 100 (because the creatures on board are essentially mindless, frenzied monsters, contained within a creature that considers enemy boarders in much the same way a human might consider a minor illness or parasitic infestation annoying). Synaptic Control and Instinctive Behaviour All Tyranid Bio-Ships have a Willpower characteristic, which functions exactly like the Willpower characteristic of a character. Every Strategic Turn, a bio-ship may attempt a Willpower Test. If it passes, it may act freely, using whatever connection to the Hive Mind it can muster to direct its actions. If it fails or does not test, the bio-ship reverts to its natural, usually predatory, instincts, which are described below, which partially determine the actions it must take

42 A ship acting under the control of the Hive Mind (because it passed its Willpower Test) may perform up to three actions in any turn one of these must be a Manoeuvre Action, up to one may be a shooting action, and the third may be an extended action (some Tyranid-specific examples of which are described later). These may be chosen freely, as the creature s instincts have been overridden by the will of the Hive Mind. A ship that is acting on instinct has significantly less freedom of action, and the following list of conditions must be considered to determine that action. If a particular action type is not listed for a particular condition, it may be used freely, though a bio-ship acting on instinct will only ever fire upon the nearest enemy vessel. 1. Will a normal Manoeuvre Action take the bio-ship into a gas or dust cloud, asteroid field, planetary rings, minefield, warp rift or other dangerous stellar phenomena? If yes, then the ship must move and turn in order to turn away from and avoid the stellar phenomenon. If no, then continue to condition Is there an enemy vessel within the front arc of the bio-ship and 2 VU or less away? If yes, then the bio-ship must attempt to close and ram, perform a boarding action, or use a melee weapon symbiote. If the bio-ship has functioning Bio-plasma weapon symbiotes, it may ignore this condition. If this condition is ignored, or if there is no enemy vessel within the front arc and within range, then continue to condition Is the nearest enemy vessel within the front arc of the bio-ship and more than 10 VU away? If yes, then the bio-ship must move as fast as possible (using its Manoeuvre Action and Extended Action to increase the distance travelled) directly towards that vessel. If not, then continue to condition This condition only applies to Escort Droneships, Vanguard Droneships and Kraken. Is the nearest enemy vessel within the bio-ship s rear arc? If yes, then the bio-ship must use the Come to New Heading Manoeuvre Action to turn towards the enemy ship. If no, or if this condition does not apply to the bio-ship, continue to condition Is there an enemy vessel within the front arc and within range of functioning weapon symbiotes? If yes, then the bio-ship must perform the Lock On Target Extended Action, may not turn, and must fire every available weapon at the target vessel. If no, then continue to condition None of the above conditions apply. If there is a planet within 20 VU, then the bioship must move towards that if possible. If there is no planet within that distance, then the bio-ship moves directly forwards at half speed without turning. Navigation Bio-ships are engineered void-dwelling predators, creatures for which asteroid fields and nebulae are as natural as grass is to a Groxen. Navigating the void by their own instincts, or by the will of the Hive Mind, bio-ships are naturally adept at eluding the hazards of their habitat

43 For all bio-ships, the number listed in brackets after their Detection and Manoeuvrability values are the total characteristics (already including the bonuses for Detection and Manoeuvrability, respectively) against which all relevant tests are made. In any situation where an action requires a Detection test of some sort, it will use that value, and likewise any situation requiring a test involving Manoeuvrability will use the value listed in brackets. Targeting All bio-ships have a listed Ballistic Skill characteristic. This functions in a manner identical to the Ballistic Skill characteristic possessed by characters, and is used in the same way to determine whether or not ranged attacks hit their intended target. All ranged attacks performed by a given bio-ship use the listed Ballistic Skill value. Boarding Bio-ships are hostile environs, filled with fanged and clawed monstrosities engineered to do only one thing: kill. Attempts to board bio-ships are seldom successful, and the defence against a Tyranid boarding action are hard-fought and costly affairs. Tyranid vessels will never voluntarily attempt to break free from a boarding action unless compelled to do so by the Hive Mind their predatory instincts drive them to assault the enemy, and retreating from that is contrary to those instincts. Similarly, a Tyranid vessel will not accept the surrender of a crew who have been demoralised to the point of defeat by a boarding action the creatures continue to hunt and kill until there is nothing left. In place of a Command Test (which, given their lack of actual crew, bio-ships tend not to have), bio-ships have a Boarding Value, which is tested against in all boarding actions and Hitand-Run attacks. Crew rating and remaining hull integrity modify this value in the same way that they modify Command Tests for non-tyranids. Attempts to perform Hit-and-Run attacks against bio-ships are more difficult. Should the Hit-and-Run attack be successful, the vast and deadly anatomy of the bio-ship makes it difficult to select an appropriate target to attack. When rolling to determine which critical hit is inflicted, the lowest result of the two rolls, not the highest, should be selected. Extended Actions Many of the normal Extended Actions listed in the Rogue Trader rulebook refer to things like Tech-Use Tests, or relate to the crew. Neither of these things are appropriate to the organic and singular nature of bio-ships. The following Extended Actions cover activities more appropriate to a void-swimming predator. Careful Advance The bio-ship takes particular care as it advances; concentrating on the manoeuvres it must perform. It must make a Challenging (+0) Willpower Test to focus in this manner. If it succeeds, it may add +5 to its Manoeuvrability for the remainder of the turn. For every two degrees of success, it may add an additional +5. Focus on Prey The bio-ship makes a Challenging (+0) Detection Test to concentrate all of its efforts on a single enemy vessel. If successful, add +5 to the Ballistic Skill Test to fire one Weapon Symbiote during this turn. Every two additional degrees of success add an additional +5 to the same Test

44 Heal Injuries The bio-ship makes a Difficult (-10) Willpower Test to direct organisms around its body that will heal its wounds. If it succeeds, it repairs a single depressurised or wounded Vital Organ or Symbiote. This normally takes 1d5 turns, however, this can be reduced by one turn per degree of success to a minimum of 1 turn. Destroyed Vital Organs or Symbiotes cannot be healed in this way. Hit and Run This action can only be performed if the bio-ship has Launch Bays or Torpedoes. The bioship sends out a variety of lesser creatures, from metal-eating borer worms the size of battle tanks, to carrier beasts containing swarms of brood creatures. In a single action, a bio-ship may make a number of Hit-and-Run attempts equal to the number of Launch Bays and Torpedo weapon symbiotes it possesses. Each such weapon symbiote has an Accuracy value. The bio-ship must roll equal to or less than this value on d100 in order for the boarding creatures to reach their target, which must be within 5 VU. Success means that one boarding creature reached the target. Every degree of success on this test allows for an additional boarding creature to reach the target vessel, up to a maximum number equal to the weapon symbiotes strength (so a Strength 4 torpedo weapon symbiote can allow for up to 4 boarding creatures to reach the target, if 3 degrees of success are scored). Launch bay weapon symbiotes must be combined into a single symbiote for the purposes of this test, but every Torpedo weapon symbiote is used separately. If the Accuracy Test is failed, then the wave of boarding creatures was crippled, lost or destroyed en-route. Turrets impose a penalty on this test as they do with all Hit-and-Run attacks. For every wave where one or more boarding creatures successfully reach their target, make an Ordinary (+10) Boarding Value Test opposed by the Command Test of the leader of the defending troops (the Boarding Value is the same as that of the bio-ship the boarding creatures originated from). The Tyranids gain an additional +10 on the Boarding Value Test for every additional creature within that wave that reached the target, as ever-greater numbers of Tyranids begin to tear through the ship. If the Tyranids succeed, roll 1d5+1 on the Critical Hit table twice and pick the highest result to apply to the highest ship, plus 1 point of damage to Hull Integrity for every degree of success. Failure indicates that the boarding creatures were driven back and destroyed. Where multiple waves of boarding creatures are sent out, resolve each separately. Prepare to Repel Boarders As enemies approach, the bio-ship spawns new horrors to repel them. The bio-ship must make a Challenging (+0) Willpower Test. If it succeeds, it may add +10 to its Boarding Value for any opposed tests it makes against enemy boarders during subsequent turns of combat, plus an additional +5 for every degree of success. While additional tests are not required in subsequent turns, the bonus will be lost if this action is not performed during a turn. Swift Advance The bio-ship makes a Challenging (+0) Willpower Test to force its discharge vents and impellor vanes to propel it more swiftly. If successful, the bio-ship may move an additional VU of movement. Every degree of success allows an additional VU of movement. Failure by 2 or more

45 degrees means that the strain has damaged something, causing an immediate Impellor Vanes Crippled critical. Watchful The bio-ship takes stock of its surroundings as it moves; warily searching for the enemies it may encounter or the prey it may find. It must make a Challenging (+0) Willpower Test to focus in this manner. If it succeeds, it may add +5 to its Detection for the remainder of the turn. For every two degrees of success, it may add an additional +5. Damage, Crippled Bio-Ships and Critical Hits The nature of a bio-ship makes it quite different to normal vessels when it comes to damage. Rather than crucial systems, a bio-ship has an array of Vital Organs and Symbiotes the former being integral to the creature s ability to function, the latter being additional semiautonomous creatures bonded to it to serve specific purposes. Equivalents to these are present on all bio-ships, so they are listed here for convenience. A bio-ship s Vital Organs are as follows: Circulatory and Respiratory System these are utterly vital to the survival of a bioship, pumping blood-like ichor around its vast body to supply its organs with oxygen. Alongside several dozen or even several hundred hearts, oxygen storage sacs are scattered throughout the creature s structure, containing the water and atmosphere drained from previously consumed worlds and that reclaimed through the photosynthesis the bio-ship can perform when approaching a system and coming out of hibernation. Spore Cysts these great hardened vents in the bio-ship s outer skin pump out massive clouds of spores which linger near the ship, absorbing weapons fire and attacking anything within a few hundred metres which might threaten the bioship, from attack craft and torpedoes to micro-meteors and other debris, eating through them with a variety of acids and corrosive enzymes until nothing remains. Most bio-ships have one or more Spore Cysts, though Kraken are notable for having none and relying on sheer resilience to withstand attack. Biomass Stores cavernous stomachs filled with great pools of stinking biological matter are scattered throughout a bio-ship. In Hive Ships, these are utterly immense, connected to a range of capillary tubes and feeder probes which snake down to draw matter up from the surface of planets through vast capillary towers grown by spore bombardment. In other vessels, these mass reserves are less significant, used as emergency food stores and as the raw material for the massive numbers of creatures spawned by the ships. Nervous System bio-ships are too large to have a single central brain; the size of their bodies would delay signals sent along the nerves too such a degree that a centralised brain would take tens of seconds, or even a few minutes, to consciously respond to stimuli. Instead, a more diffuse system is used to control a bio-ship, with nerve clusters located in key positions all across the ship to direct its actions

46 Synapse Node all Tyranids have some form of synapse node, even if only one capable of receiving a signal. In bio-ships, this node acts as both receiver for the higher signals of the Hive Mind (either directly, in the case of Hive Ships and Vanguard Droneships, or indirectly in the case of everything else) and a transmitter of those signals to lesser organisms (in the case of true Synapse Creatures, this allows them to command other creatures over great distances, in the case of most bio-ships, this allows them to control the various symbiotic creatures that their bodies are comprised of at faster-than-light speeds, avoiding one of the issues of a large and diffuse nervous system. A bio-ship with no Synapse Node cannot receive the Hive Mind s instructions and will only ever act on instinct. Sensory Network in space, eyes and ears are frankly rather pointless. Instead, bio-ships are theorised to sense incredibly small changes in electromagnetic radiation and heat, as well as making use of psychic perception, to detect their prey. This network of sensors is roughly analogous to the Augur and Auspex arrays on Imperial vessels. Discharge Vents and Impellor Vanes these ports and vents all across the surface of the creature give it the ability to move through space, using super-heated gas exhaust and a number of theorised but largely unknown means to propel the bioship through the void. When a symbiote or vital organ is wounded, its function is stopped, but it can be healed given time and effort. Destroyed symbiotes and vital organs are masses of ruined flesh and vile fluids which are beyond swift repair, but which may re-grow or be replaced in time. Depressurisation doesn t particularly harm the creatures present few Tyranids that exist aboard a bio-ship are particularly reliant on an atmosphere to survive, and there are always more to be spawned but the sudden exposure to the cold and pressureless void shuts them down to avoid further damage until internal pressure can be returned to normal. When crippled, the presence of biological systems works to preserve as many of the vital parts of the bio-ship as possible, while ignoring entirely the superfluous ones. This is a form of natural defence mechanism that makes bio-ships notoriously difficult to finish off when crippled. When a bio-ship reaches 0 Hull Integrity, it loses 2 points of speed, and suffers a -10 penalty to Manoeuvrability and Detection. In addition, it halves the strength of any Bio-plasma and Pyroacid weapon symbiotes (rounding up), and loses the ability to use Feeder Tentacles, Massive Claws, Torpedoes or Launch Bays as it focuses all its efforts on staying alive. Due to their biological nature, bio-ships also use a different Critical Hit chart to normal ships. This is shown below. Roll Result 1 Pierced: A lucky hit has punched a hole in the creature s flank, exposing it to space. The attacker selects a single Symbiote it knows about that is not the central nerve cluster or the heart. Vast sphincters and fleshy valves shut off the area, preventing any more loss of gas or fluid than has already occurred. 2 Internal Injuries: The force of the hit cracks chitin plates and fractures bone, damaging the organs beneath the surface. The attacker selects a single symbiote he is aware of. This symbiote is wounded

47 3 Sensory Network wounded: The bio-ship s senses are scrambled by the impact, blinding it. Until the wound can be healed, all shooting tests have -30 to hit, and all sensory tests to detect anything more than 1 VU away automatically fail. 4 Discharge Vents wounded: A number of the bio-ship s discharge vents are hit, rendering them temporarily useless. Until the wound can be healed, it cannot move or manoeuvre properly. Roll 1d10. On a 1-7, the bio-ship s manoeuvrability is reduced by -20. On an 8-10, the bio-ship cannot turn. 5 Serious Wound: A great rent is opened in the creature s flesh, leaking ichor into the void. At the end of every strategic turn, roll a d100. If the roll is equal or less to the bio-ship s remaining Hull Integrity, then the wound hasn t gotten any more severe. If the roll is higher than the bio-ship s remaining Hull Integrity, it loses an additional 1d5 Hull Integrity as the bleeding and tearing of the wound get worse. This can be healed. 6 Impellor Vanes crippled: The long vanes and tendrils which propel the ship forward are snapped and mangled by the attack. Roll 1d10. On a 1-7, the bio-ship s speed is halved. On an 8-10, the bio-ship s speed is reduced to 1. This can be healed. 7 Spore Cysts ruptured: The bio-ship s Spore Cysts are smashed and mangled by the attack, slaying the symbiotes that produce the spores and preventing them from replenishing the bio-ship s spore cloud. The ship will no longer produce spores. This injury cannot be repaired. 8 Synapse Node ruptured: The bio-ship takes a particularly heavy blow which shreds nerve fibres and tears the Synapse Node, causing it to cease functioning. The ship cannot attempt to resist acting on instinctive behaviour until this injury is healed Severe Wound: A vast gash is torn in the bio-ship s hull, hundreds of metres long and leaking vital fluids into the void. Randomly select 1d5 vital organs and/or symbiotes. Roll 1d10 for every symbiote and vital organ affected. On a 1-5, it is depressurised. On a 6-8 it is depressurised and wounded. On a 9 or 10, it is destroyed. 11 Massive Haemorrhage: The armoured hide of the beast is rent open in numerous places, rupturing transfer capillaries and exposing organs to the void. Sprays of volatile fluids jet outwards in all directions, with a 50% chance causing a single bioplasma hit on any vessel within 1VU (roll separately for each). Roll 1d10; on a 1-7, the bio-ship becomes a drifting carcass. On an 8-9, there is a biological eruption, on a 10, the creature s bio-plasma detonates. Drifting Carcass Biological Eruption Bio-plasma Detonation Catastrophic injury slays the beast and it thrashes about in its death throes, leaving nothing behind but a festering corpse hundreds or even thousands of metres long. Roll 1d10 for every vital organ and every symbiote. On a 1-2, it remains intact, but will soon die with the rest of the bio-ship as its vital functions fail. On a 3-7, it is wounded and bleeding, spilling foul liquids everywhere. On an 8-10, it was destroyed, leaving nothing but ragged flesh, splintered bone and toxic effluent behind. A few creatures may still remain in the bio-ship s spawning chambers, emerging as their parent dies, to menace any creature that dares to set foot aboard the carcass. The bio-ship explodes messily, spraying viral slime and corrosive ichor in all directions. All starships within 1d5 VU of the exploding carcass must make a Hard (-20) Pilot (Spacecraft)+Manoeuvrability Test or be struck by massive shards of bone, spumes of corrosive ichor and gobbets of acidic flesh. Treat this as 1d5 pyroacid battery hits doing 1d10+4 damage each, which void shields and armour will protect against normally. With a blinding flash, bio-plasma leaks into the main arteries and oxygen sacs, igniting violently and obliterating the bio-ship s remains in a massive explosion, casting energised bio-plasma in all directions. Any starship within 1d10 VU of the exploding bio-ship must make a Hard (-20) Pilot (Spacecraft)+Manoeuvrability

48 Test or be struck by the bio-plasma, doing 1d10+4 damage that void shields and armour will not protect against. Species of Bio-Ship The following are the main broad categories of Bio-ship species. It has been theorised that all are actually the same species, simply developed in different ways and at different stages of maturation, with cruisers being immature Hive Ships, and Vanguard Droneships being swift, fragile, swiftly-matured versions of the Escort Droneships that accompany the hive fleets. As with many theories about the Tyranids, nobody knows for certain. Vanguard Droneship Equivalent Classification: Raider Dimensions: between approx 0.8 and 1.7 km long, 0.2 to 0.6 km abeam approx Mass: between 4 and 7 megatons approx Accel: approx 4.5 gravities max sustainable acceleration Broods of Vanguard Droneships range far ahead of the main hive fleets, seeking worlds suitable for consumption and seeding them with smaller vanguard organisms like Lictors and Genestealers, casting them downwards in clouds of spores they emit while in low orbit. They periodically return to their parent Hive Fleet, reconnecting to the Hive Mind and sharing what it has found, gathering new cargo from the spawning chambers of larger bio-ships, and departing once more. They are swifter than most Tyranid bio-ships, but comparatively fragile and lightlyarmed. Speed: 8 Manoeuvrability: +30 (75) Detection: +40 (85) Armour: 14 Hull Integrity: 30 Spore Cysts: 1 Ballistic Skill: 45 Boarding Value: 75 Willpower: 30 Weapons Capacity: 1 Prow Symbiotes Weapon Symbiotes: One of either Pyro-Acid Battery (Strength 2, Range 4, Damage 1d10+3) or Feeder Tentacles (special) Special Rules Vanguard Brood Telepathy: The creature s psychic connection to the Hive Mind is sufficiently strong to act independently of the Hive Fleets, particularly in large numbers, and to relay information to nearby bio-ships during battle. A Vanguard Droneship gains a +10 bonus to its Willpower characteristic for every additional vessel within its brood. Bio-ships of all kinds gain a +10 bonus to detect or hit any enemy vessel within 2 VU of one or more Vanguard Droneships. Kraken Equivalent Classification: Frigate Dimensions: between approx 0.8 and 1.7 km long, 0.2 to 0.6 km abeam approx Mass: between 4 and 7 megatons approx Accel: approx 4.5 gravities max sustainable acceleration Kraken are void-predators, perfectly adapted to hunt down space-faring prey over vast distances. Commonly found accompanying both Vanguard broods (where they will find prey to hunt whenever the Vanguard Droneships find a world for their Hive Fleet to consume) and full

49 Hive Fleets (where they lurk around the flanks of the Fleet to consume any who come near). Their voracious appetite for orbital stations and transport ships is legendary, and broods of Kraken have rendered systems indefensible as they cripple and devour defence ships without end. Kraken are extremely resilient creatures, and swift to recover from crippling injuries. Their prows are capped with all manner of horrific weaponry, from adamantium-hard ramming beaks to acidspraying maws and razor-sharp claws a kilometre long that can rip through a ship s hull. Speed: 8 Manoeuvrability: +30 (75) Detection: +20 (65) Armour: 22 Hull Integrity: 45 Spore Cysts: 0 Ballistic Skill: 55 Boarding Value: 75 Willpower: 25 Weapons Capacity: 1 Prow Symbiotes Weapon Symbiotes: Any one of the following: Pyro-Acid Battery (2x Strength 3, Range 4, Damage 1d10+3), Massive Claws (special), Torpedoes (boarding torpedoes only, Strength 2, Accuracy 55) or Feeder Tentacles (special) Special Rules Brood Telepathy: The creature s psychic connection to the Hive Mind is sufficiently strong to act independently of the Hive Fleets, especially in large numbers. A Kraken gains a +10 bonus to its Willpower characteristic for every additional vessel within its brood. Regenerative Capabilities: Kraken are incredibly resilient beasts, able to endure injuries that would cripple other bio-ships of a similar mass and recover from those that cripple them. Every turn, a Kraken may either regain 1d5 lost Hull Integrity or regain the use of a wounded Symbiote or Vital Organ if it can roll under twice its remaining Hull Integrity or less on a d100. Escort Droneship Equivalent Classification: Frigate Dimensions: between approx 0.8 and 1.7 km long, 0.2 to 0.6 km abeam approx Mass: between 4 and 7 megatons approx Accel: approx 4.5 gravities max sustainable acceleration Slow and cumbersome compared to most escort vessels, broods of Escort Droneships gather near the flanks of Hive Ships, acting as a last line of defence for these crucial organisms. Heavily-armed, they attack vessels threatening their charge in swarms, overwhelming them with numbers and firepower. Speed: 4 Manoeuvrability: +10 (55) Detection: +20 (65) Armour: 18 Hull Integrity: 40 Spore Cysts: 1 Ballistic Skill: 55 Boarding Value: 75 Willpower: 15 Weapons Capacity: 1 Prow Symbiotes Weapon Symbiotes: Any one of the following: Pyro-Acid Battery (Strength 4, Range 4, Damage 1d10+3), Feeder Tentacles (special), or Bio-Plasma Discharge (Strength 2, Range 2, Damage 1d10+2)

50 Special Rules Protective Instincts: When acting on instinct and no other conditions apply, Escort Droneships may choose to move towards the nearest Hive Ship. Slow to Manoeuvre: Escort Droneships are not swift creatures, and can only turn up to 45 degrees, in spite of being Frigate-sized. Cruiser Equivalent Classification: Cruiser Dimensions: between approx 3.5 and 5 km long, 1.2 to 2.6 km abeam approx Mass: between 15 and 30 megatons approx Accel: approx 2.5 gravities max sustainable acceleration Tyranid Cruisers represent a mixture of overgrown and battle-scarred escort drones and immature hive ships. They are incredibly dangerous creatures, aggressive in the attack as they storm forwards to destroy any threat to the Hive Ships of their fleet. Not being relied upon as Synapse Creatures, they can attack without caution or thought of self-preservation, turning their heavy armament upon enemies eagerly and viciously. When not surging forth in a multi-million-tonne wave of flesh and bone, Cruisers are typically found close to Hive Ships; it is theorised that these creatures cannot sustain themselves alone, and are reliant on the larger bio-ships for nourishment in a manner akin to a child being fed by a parent. Whether this is true or not has yet to be observed, for any vessel which gets close enough to witness such a thing is soon torn apart by these massive void-dwelling predators. Speed: 4 Manoeuvrability: +10 (55) Detection: +10 (65) Armour: 20 Hull Integrity: 65 Spore Cysts: 3 Boarding Value: 75 Ballistic Skill: 55 Willpower: 15 Weapons Capacity: 1 Prow, 1 Thorax, 2 Abdomen Symbiotes Weapon Symbiotes: The Prow weapon symbiote may be one of the following: Pyro-acid Battery (2x Strength 4, Range 4, Damage 1d10+3), Feeder Tentacles (special), Massive Claws (special), Torpedoes (boarding torpedoes only, Strength 4, Accuracy 55) The Thorax weapon symbiote may be one of the following: Feeder Tentacles (special), Massive Claws (special), or Torpedoes (boarding torpedoes only, Strength 4, Accuracy 55) The Abdomen weapon symbiotes may be chosen from the following list: Pyro-acid Battery (Strength 4, Range 4, Damage 1d10+3), Bio-Plasma Discharge (Strength 2, Range 2, Damage 1d10+2) Hive Ship Equivalent Classification: Battleship Dimensions: 5km long or more, 1.8 km or more abeam approx Mass: 25+ megatons approx Accel: approx 1.8 gravities max sustainable acceleration Hive Ships are monstrous void-swimming leviathans found at the heart of every Hive Fleet. Variation between individuals is extensive, in both size and armament, but all are clad in

51 thick armour plating and spotted with weapons symbiotes. Their vast size contains great spawning caverns capable of producing millions upon millions of lesser organisms, engineering new creatures and unleashing all manner of horrors upon a world. Every Tyranid creature, even if only indirectly, comes from a Hive Ship, from the spores and micro-organisms that rain down on unsuspecting worlds, to the ravening monsters that tear through a tank s armoured hide as if it were paper, to the other bio-ships of its fleet. Speed: 4 Manoeuvrability: +0 (60) Detection: +30 (90) Armour: 21 Hull Integrity: 90 Spore Cysts: 4 Ballistic Skill: 60 Boarding Value: 80 Willpower: 90 Weapons Capacity: 1 Prow, 1 Thorax, 3 Abdomen Symbiotes Weapon Symbiotes: The Prow weapon symbiote may be one of the following: Pyro-acid Battery (2x Strength 4, Range 6, Damage 1d10+3), Feeder Tentacles and Massive Claws (special, one choice), Torpedoes (boarding torpedoes only, Strength 6, accuracy 60), Bio-Plasma Discharge (2x Strength 2, Range 2, Damage 1d10+2) The Thorax weapon symbiote may be one of the following: Pyro-acid Battery (2x Strength 4, Range 6, Damage 1d10+3), Launch Bay (Strength 2, accuracy 60), Bio- Plasma Discharge (2x Strength 2, Range 2, Damage 1d10+2) The Abdomen weapon symbiotes may be chosen from the following list: Pyro-acid Battery (Strength 4, Range 6, Damage 1d10+3), Launch Bay (assault boats and fighters only, Strength 1, accuracy 60), Bio-Plasma Discharge (Strength 2, Range 2, Damage 1d10+2) Special Rules Cumbersome: Hive Ships are so massive that their bulk hinders their ability to manoeuvre. Hive Ships may not perform the Come to New Heading action. Synapse Creature: Hive Ships are the ultimate Synapse Creatures, their minds capable of projecting a psychic signal over tens of thousands of kilometres with enough clarity to direct whole swarms and fleets of lesser creatures. This signal is at its strongest within 5 VU, allowing any bio-ship within that distance to use the Hive Ship s Willpower instead of its own, and the Hive Ship will never revert to instinctive behaviour itself. This synapse control has no bearing upon Tyranid creatures on the surface of a nearby planet, even if that planet s surface is within range lesser synapse creatures are required to boost the signal to influence the petty brood creatures waging the ground war below. Weapon Symbiotes Bio-Plasma Just as lesser Tyranids can adapt to produce Bio-Plasma, so can bio-ships produce it. On such a massive scale, these great blasts of bio-plasma can tear holes in starship hulls, yet move slowly enough to completely bypass void shields and similar defences. This limits their range, but this is of little concern to a bio-ship, which seeks to close the distance with its prey anyway

52 Bio-plasma attacks are resolved in the same manner as lances, but because of their low velocity, they ignore void shields as well. Feeder Tentacles Many bio-ships have huge tentacles which they use to feed on planetary atmospheres, and which can be used to punch through the hull of a ship allowing the Tyranid organisms inside to assault the enemy. A bio-ship with Feeder Tentacles may use them to greatly enhance its success when attempting to board an enemy vessel, gaining a +20 bonus to its Boarding Value. Massive Claws Tyranid vessels are terrifying at close quarters. Not only are they packed with bioengineered monstrosities created only to kill, but the ships themselves are often evolved with claws to rip open the armour of a target, or crushing mandibles that latch onto the bio-ship s prey and slowly tears through decks and gantries. To use its massive claws, a bio-ship must attempt to ram. If this is successful, it will attack with its claws instead of ramming normally. Roll a d100. If the result is 70 or less, one claw has hit, dealing 1d10 damage ignoring armour and void shields. For every additional two degrees of success, then an additional claw has latched on (up to a maximum of two claws for one set of Massive Claws, or four claws for two sets of Massive Claws present on the ship), with each claw dealing 1d10 damage ignoring armour and void shields. If 6 or more degrees of success are scored, then the target vessel suffers a single Critical Hit as well. If two or more claws hit, the bio-ship will not let go until either its prey is destroyed or it is. If both ships are approximately the same size, neither can move, but if one or other of the ships is larger, it may continue to move at half speed, dragging the other with it. Both may continue to use their ranged weapons, though only at half strength. Either ship may engage in a boarding action. In every subsequent turn, the claws squeeze more tightly, and roll to hit again. If a bio-ship is crippled, it may not use its Massive Claws, even against a ship it is already clamped onto, though it will not let go until its target is destroyed or it is. Pyro-acid Batteries These Tyranid weapons work by launching compact organic shells containing virulent toxins and pyrophoric corrosive substances, collectively referred to as Pyro-acids (though the name is not technically accurate, it s simple and descriptive enough to have stuck in Imperial Navy parlance, much to the distaste of both the Adeptus Mechanicus and the Administratum who prefer to catalogue such things with more technical precision). These can cause considerable damage on impact, but it is the release of their ravening payloads into the confines of a ship that can prove the most deadly spilling toxic fumes, foul diseases, burning fluids and corrosive slime through internal compartments and causing untold damage. Pyro-acid battery fire is resolved in the same way as an ordinary ship s macrocannon battery. Any ship which is hit by pyro-acid weapons has a chance that they will continue to be eaten away by the deadly payload. Ships which suffer a critical hit from a pyro-acid weapon will suffer an additional Fire critical result in addition to the normal critical result (it s not actually a fire, but the long-term effects are similar, both in terms of damage and the influence on crew morale)

53 Spores Tyranid bio-ships do not have turrets or shields in the normal sense, but instead rely on emitting a constantly-replenished physical barrier of spore clouds. Every spore is contains myriad virii, acids, toxins and mutagens capable of eating through hull armour with startling speed. The combined presence of millions or billions of these spores (some of which are microscopic, others of which are the size of men, Ogryns or even battle tanks) produces an ablative armour effect as they absorb weapons fire and ordnance directed at the bio-ship they surround. At the start of any Strategic Turn, bio-ships are surrounded by a number of spore clouds equal to their Spore Cyst rating, specified in their characteristics. Spores are automatically replenished on a regular basis, in much the same manner as shields. Spores are not cumulative, and never exceed the Spore Cyst rating of the ship. If a bio-ship is crippled, its Spore Cyst rating is not affected, as they go into overdrive to try and protect their injured host creature. Spore clouds reduce the number of hits suffered by incoming weapons fire in exactly the same manner as void shields, as described on pages 220 and 221 of the Rogue Trader rulebook. Further, the presence of spore clouds has exactly the same effect as the presence of turrets on a ship, with each spore cloud having the same effect as a single point of turret rating. Evolutionary Adaptations As with all Tyranids, bio-ships swiftly adapt to the conditions they face, replacing ineffective symbiote organisms with ones better adapted to deal with a new threat. Additional development is common amongst all bio-ships, growing and changing as they fight and consume. The following adaptations represent, to a degree, this additional mutability. Accelerated Healing The creature has enhanced its ability to deal with injury, and is now able to endure injuries that would cripple other bio-ships of a similar mass and recover from those that cripple them. Every turn, a bio-ship with this adaptation may either regain 1d5 lost Hull Integrity or regain the use of a wounded Symbiote or Vital Organ if it can roll under twice its remaining Hull Integrity or less on a d100. Additional Discharge Vents The bio-ship has evolved a greater number of discharge vents, allowing it to turn more swiftly. The bio-ship increases its Manoeuvrability by +10. Additional Spore Cysts The bio-ship gains an additional Spore Cyst. Adrenaline Sacs The propulsion valves, constrictor muscles and impellor vanes that propel the ship have grown in size and strength and are now supplied by great sacs of adrenaline that allow them to be pushed even further. On any Strategic Turn in which the bio-ship does not turn, it may move an additional 1d5 VUs. Drone Link The bio-ship maintains close psychic contact with nearby Vanguard Droneships, allowing it to use their keen senses to target its weapons. When there is a Vanguard Droneship within 2 VUs, it gains a +10 bonus on all to-hit rolls for Pyro-acid batteries

54 Psychic Scream Hive Ships only. The Hive Ship s presence reverberates through the Warp, sliding into the minds of non-tyranids nearby and instilling within them a visceral and unshakeable dread. All non-tyranids within 2 VU of the Hive Ship suffer an additional -10 penalty to Willpower, and all morale losses while within that distance are doubled. Reinforced Carapace This upgrade may be taken more than once. The bio-ship s mass has increased, and with that growth, its carapace and endoskeleton are heavily reinforced. The bio-ship gains an additional 3 points of Hull Integrity. Solar Vanes Enhancing its ability to draw on solar radiation for limited sustenance, the bio-ship can afford to act more swiftly. Its speed increases by 1. Tenacity The creature s weapon symbiotes are stronger and more able to continue functioning even when the host bio-ship is placed under stress. The bio-ship s pyro-acid and bio-plasma weapon symbiotes do not suffer any penalty to hit when the bio-ship performs Evasive Manoeuvres or Come to New Heading actions

55 Section VI: Tyrano-forming, Micro-Organisms, Flora and Fauna Brood Nest Tyranids propagate in a variety of ways, depending on species, context, and a variety of other factors. Some, such as Rippers, possess their own rudimentary reproductive system, containing a single pre-fertilised Ripper embryo, which is born shortly before its parent dives into a digestion pool, allowing the cycle of consumption and digestion to continue until the world is barren. Genestealers are notable for possessing an ovipositor on their tongues, used to implant enemies with their own genetic material and creating subservient hybrids. Most Tyranids, however, cannot reproduce by themselves being not only sterile, but lacking in any reproductive system of any kind. Instead, successive generations of creatures are spawned en-masse within the Hive Ships, or nurtured within subterranean Brood Nests. Brood Nests, from the surface, appear to be little more than a tough semi-organic mass covered with emergence holes. Beneath the ground, however, they are a network of chambers within which fully-mature Tyranids can be produced and held in a state of hibernation until commanded to emerge. These vary in size from small nests containing only a few creatures, to massive complexes containing hundreds, even thousands of dormant creatures. Each Brood Nest will produce only a single subspecies of creature. The number of creatures currently within a Brood Nest should be determined by the GM, who should also determine the size of the nest (how large an area does the surface portion of the nest cover) and the number of emergence holes. It takes a single creature with 12 wounds or less a single Full Action to emerge from a Brood Nest, through one of the emergence holes. Creatures with more wounds than this take 1 turn for every 12 wounds, or part thereof, to emerge. Each emergence hole allows a single creature to emerge at a time, meaning that a Brood Nest with multiple emergence holes can disgorge several creatures at once. Once empty, it will take approximately 1 hour per wound to re-fill the Brood Nest, after which it will remain dormant until the creatures within are commanded to emerge. For example, a Brood Nest contains 30 Hormagaunts, and has 6 emergence holes. Each Hormagaunt takes only a Full Action to emerge, and six can do this simultaneously. It will take 5 turns for the nest to become completely empty, after which it will take 360 hours or 15 days to refill the nest completely. Brood Nests are most commonly encountered containing common Brood Creatures. However, in certain circumstances, even massive Bio-Titans can be spawned in this method, though this is incredibly rare though such nests must exist, and creatures that can only have been spawned from them have been encountered, nobody has ever seen such a large Brood Nest and lived to tell about it. It is standard Imperial doctrine to destroy any Brood Nests encountered. For these purposes, a Brood Nest has a Toughness score equal to 1/5 th of the number of wounds of the creatures contained within it when full, and a number of wounds equal to 3x the number of

56 emergence holes, and 4 points of natural armour. If it takes any critical damage, the Brood Nest collapses and is destroyed, killing any creatures still inside. For example, the abovementioned Hormagaunt-filled Brood Nest would have a Toughness of 72, and 18 wounds. Capillary Tower Capillary Towers begin growing during the first spore bombardments, but are rarely fullydeveloped until the latter phases of infestation. Their purpose is singular to provide a means for the Hive Ships in orbit to consume the collected biological matter of the world. For this reason, mature Capillary Towers are surrounded by clusters of bubbling digestion pools pits filled with potent acids and powerful digestive enzymes that break up organic matter into a thick soup which can then be transferred up the Capillary Tower into the feeder tube of a waiting Hive Ship. These pools are filled by the efforts of vast swarms of Rippers, who roam the planet in search of matter to consume, which is then carried to the digestion pools. The Rippers then promptly throw themselves in, having already been replaced by a new generation who will do exactly the same thing, until everything that once lived including the festering corpses of dead Tyranid organisms on the surface of that world has been rendered down into slush and consumed. As they develop further, the Capillary Towers continue to serve this vital purpose. As the atmosphere changes, the tower absorbs water and oxygen from the increasingly-humid air and heat from the depths of the world where the tower s roots eventually reach. As even these fundamentals of existence are consumed, the world becomes a barren, cold rock. It is no surprise, then, that elimination of Capillary Towers is of immense importance to the defence of a world under attack by the Tyranids. Unfortunately, the towers themselves are resilient and closely observed by the Hive Mind. A mature Capillary Tower has 16 Armour Points, a Toughness of 65 with Unnatural Toughness (x3), and 50 wounds. When reduced to 0 wounds, the Tower is destroyed and the surrounding digestion pools will dry up within a matter of hours, but while it still has wounds remaining, it regains wounds as per the Regeneration biomorph. Further, any damage inflicted on a Capillary Tower results in a psychic imperative being broadcast that alerts every Tyranid within 1km and draws them to its defence. Many of the hardest-fought battles of the Tyrannic Wars were centred on Capillary Towers as the Imperium attempted to destroy them. Spore Chimney Spore Chimneys are one of the principal instruments of Tyrano-forming a world before it can be consumed. These great plant-like structures burst from the ground in the wake of orbital mycetic spore bombardments, their seeds taking root and growing with immense speed. Once mature, this flora continues the process started by the orbiting bio-ships, pumping out vast clouds of Tyranid spores. This process pollutes the atmosphere, darkening the sky and causing temperatures to rise, while simultaneously infecting native life, poisoning or altering fauna and replacing all manner of plant life with aggressive alien vegetation. To compound this, Spore Chimneys can even spew forth clusters of Spore Mines when caught in the midst of a battle, sowing additional discord and protecting the Chimney itself from attack

57 The broader effects of Spore Chimneys are described in the Tyrano-forming section, below, so the local effects are described here. Once each minute, there is a 10% chance a Spore Chimney will unleash a cluster of 1d10 Spore Mines, scattering in all directions up to 2d10m. Further, when attacked or damaged by a non-tyranid weapon, a cluster of 1d10 Spore Mines is released, once again scattering randomly up to 2d10m away. In addition, such is the concentration of spores in the air around a Spore Chimney that the effects of the polluted atmosphere are more pronounced. All Toughness tests to resist the effects of the poisoned air caused during Tyrano-forming are one step harder than normal while within 1km of a Spore Chimney. Spore Chimneys are solidly constructed and very difficult to destroy. Each one has 16 Armour Points, a Toughness of 65 with Unnatural Toughness (x3), and 50 wounds. When reduced to 0 wounds, the Spore Chimney is destroyed and will cease pumping out spores of any kind, but while it still has wounds remaining, it regains wounds as per the Regeneration biomorph. Tyrano-forming Tyrano-forming is the process by which a world is changed as a result of a Tyranid invasion. The world is altered substantially by the bombardment of spores and microbes which influence the atmosphere, mutate the flora, and generally prepare a world for consumption. These changes aren t generally noticeable until a few days after the initial landings are made by vanguard organisms, but a world can be radically altered within months or even weeks of primary infestation (in some extreme cases, worlds have gone from primary infestation to total consumption in as little as 12 days). For the sake of convenience, the process is described below (and any accompanying mechanical effects), in sections, each one describing one of the five broad phases of a Tyranid invasion. It should be remembered that none of the deleterious effects of Tyrano-forming will impede Tyranids in any way. They are immune to all the negative effects listed below. Phase I: Discovery The world is detected by the Hive Fleet. As no Tyranids have yet made planetfall, no Tyrano-forming has yet taken place

58 The above statement is generally true. However, many worlds are detected because of the pre-existing presence of Tyranids on-world. Genestealers often act as long-range vanguard forces, infecting a portion of the local populace to create a Genestealer Cult (a subject not covered in this article), which projects an unconscious psychic beacon that attracts a nearby Hive Fleet to the world. The presence of a Genestealer Cult will not significantly alter the ecosystem of the world it infests, but it may, through pseudo-parasitic spores carried on the Genestealers themselves, have started the process in some small way. Mutated strains of local plant life could be encountered within the vicinity of a Genestealer Cult s lair. However, for the most part, the world is untouched by the Tyranids as yet. But it won t be long until they arrive... Beyond the reaches of the system, however, it may be possible to discern their approach early through psychic means. At this early stage, the distances involved are vast star systems are typically billions or even tens of billions of kilometres across and consequently, divination is a far better means to determine if Tyranids are on their way to a world than more immediate methods, and even the most skilled of Navigators will struggle to see over such distances. At this point, the only signs are interference with Astral Telepathy and the warp gaze of Navigators beings whose senses are keenly attuned to the vast distances involved. Astropaths suffer a -10 penalty to all tests to use their Astral Telepathy, and Navigators suffer the same penalty on any attempts to use their powers. The interference of the Hive Mind reaches for several light years, and may be felt even on worlds which are not the immediate target. Phase II: Approach The Hive Fleet arrives in-system and begins its approach. Smaller, faster void-organisms move ahead to deliver vanguard creatures to the surface. Generally referred to as Day 0, this is when the first Tyranid creatures arrive on a planet. One or more small transport organisms deliver their payloads by crash-landing on the planet s surface and the creatures within emerge to begin their work. Example Tyrano-Formed Plant: Slasher-Vine Common Name: Slasher-Vine, Ripper-Tendril, Clawed Ivy Species Name: Hedera tyranicus The Slasher-Vine is an aggressive crawling plant which rapidly spreads through its habitat, leeching nutrients from the plants and dead animals that it spreads over. It grows at a rate of approximately 6 metres a day, with sharp-tipped roots latching on to anything they touch. Physical contact for longer than a few seconds with Slasher- Vine is not recommended, as it can result in lacerations as the roots attempt to penetrate the skin. Individual Slasher-Vine plants have been known to overrun entire forests. The profile below represents a section covering roughly 1m 2. For larger plants, treat each section of that size as a separate creature. WS BS S T Ag Int Per WP Fel Gaunt-genus creatures are commonly used for this, as they are quick to breed and highly adaptable, but more often than not, their presence is a filler, serving to distract native defence 32 (3) Movement: 0; Wounds: Talents: Resistances (Psychic Powers, Cold, Poisons) Traits: Barbed Roots*, No Actions*, Strange Physiology Barbed Roots: Anything in contact with a Slasher-Vine for more than one round is subject to attack as it attempts to take root in whatever it touches. Living creatures must attempt a Challenging (+0) Agility Test or suffer 1d5-3 R, Primitive damage from the invasive tendrils, and will suffer a further 1d5-3 R, Primitive damage if they attempt to pull away. For every additional round the creature stays in contact with the plant, the difficulty of the Agility Test becomes one step more difficult, and the damage caused (both initially, and when pulling away) increases by +1. No Actions: A Slasher-Vine is incapable of thought or action, simply growing and attempting to take root wherever it touches. A Slasher-Vine cannot perform any actions in combat. It is immobile, and cannot defend itself any attempts to attack it in melee automatically hit, and shooting attacks gain a +30 to hit. Armour: Chitinous Hide (Body 2) Weapon Symbiotes: None Threat Rating: Xenos Minima

59 forces from the true vanguard organisms, such as Lictors or Genestealers. One of such earlyphase broods of Genestealers may contain an immature Broodlord, which will grow to full-size within a matter of days and serve as a first-line synapse creature. Along with the creatures come the first salvoes of spores. These have little initial effect, but are caught on the winds and spread over several hundred kilometres to begin their work. After some short period of time (lowest estimate is several hours, highest is two weeks; it appears that the Hive Fleets can tailor the speed these microbes operate at based on local conditions, strength of the fleet itself, etc, in order to produce the optimum effect), the first cases of floral mutation will have occurred. These will be isolated outbreaks, but the mutated plants will begin to dominate their habitats and supplant the native flora. The initial seeds of Brood Nests and Spore Chimneys will take root as well, and small, early Brood Nests may form quickly enough to reinforce the first wave of vanguard creatures. At this point, the effects are small, but noticeable. The atmosphere has not yet started to change, but encounters with scattered groups of Tyranids or with vicious mutated plants become increasingly likely. Once inside the system, the approach of a Tyranid fleet can be detected. A great many significant systems in the Imperium possess system-edge monitoring stations manned by Mechanicus personnel using complex Augury devices and an Astropath or two used for earlywarning of incoming vessels. As the Tyranid fleet arrives in-system, these monitoring stations will receive their first glimpses of it. However, the proximity needed to confirm the nature of a fleet of bio-ships is also dangerously close to those ships, and any attempts by Astropaths to send a warning at this stage will suffer an additional -20 penalty to their Focus Power tests to use Astral Telepathy. Hyperactive Tyranids during Phase III are often adapted to a state of frenzied hyperactivity, lashing and tearing and ripping at any non- Tyranid within reach and burning through their finite reserves of energy in a storm of brutal activity. Hyperactive Tyranids typically Genestealers or Hormagaunts, but others are possible have the Frenzy, Furious Assault and Hatred (all) talents, and are permanently frenzied. However, their heightened metabolic rate means that they quickly die from simple exertion. A Hyperactive Tyranid suffers 1 point of damage, ignoring Toughness Bonus and Armour, every X rounds, where X is the creature s Toughness Bonus. Phase III: Attack The true assault begins as waves of creatures are deployed by Mycetic Spore bombardment. Normally occurring immediately once the first larger craft of the Hive Fleet reach orbit, the first assault waves are hurled onto the planet in a manner reminiscent of Drop Pods, normally within the area already infested by vanguard organisms from Phase II. Some of these assault creatures will be dropped directly into populated areas, approaching armies or otherwise into immediate conflict Hormagaunt or Genestealer broods will often be used for this purpose, bred with an abnormality within their adrenal glands that makes them far more vicious but reduces their lifespan to mere minutes as their energy reserves are expended without thought. This is time enough to cause damage, however, and Mycetic Spore Assaults are a terrifying prospect to face. Other deployments will be far from the front lines, in pre-identified terrain ideal as muster points. Depending on the species and the surrounding terrain, creatures will burrow into the ground in waiting, or hide in caves and generally remain dormant until the Hive Mind needs

60 them. To compound matters, these regions will often already be the sites of immature Brood Nests, allowing dozens, even hundreds of creatures to be lying in wait. The best example of this are the eyries formed by Gargoyle swarms. Generally located in caverns and mountainous terrain, the Gargoyles enter hibernation either until an avian Synapse Creature a Harridan or Vituperator arrives to act as a leader for them, or until the Hive Mind believes they are numerous enough and sufficiently well-placed to serve a purpose. In all such cases, Phase III swarms exist primarily to kill enemy forces, expend enemy ammunition and drain enemy morale in preparation for Phase IV, and even swarms deployed to muster and hibernate will be expended against the enemy guns in short order. The most crucial part of Phase III, however, is not the tides of expendable war-creatures. With any Mycetic Spore bombardment, there comes not just a tide of claws and chitin, but also great clouds of poisonous and seeding spores, while the flora and fauna seeded during Phase II will be maturing in preparation for the Hive Ship s arrival. During Phase III, the first Spore Chimneys will begin to emerge, deep within the infestation zone centred on the initial drop-site, with others growing to maturity during this time. Capillary Towers may be evident, but only as stubby spines bursting from the ground, no more than 5m long. Brood Nests, as already mentioned, will be gestating new generations of creature in isolated locations, allowing prolonged assaults without direct intervention from orbit. In the skies, the first clusters of Meiotic Spores will be present, having floated up from nascent Spore Chimneys or been scattered during the spore bombardments. These will drift at various altitudes, seeking out passing aircraft and showering them in bio-acid as they burst; a process which rains down smaller acid spore mines onto the ground below. Successive bombardments and the development of Spore Chimneys will replenish the numbers of Meiotic Spores as they fulfil their function. In addition, the temperature will begin to increase. A hot and humid atmosphere is ideal for the consumption of a world, and so the Tyranids work to engineer such conditions. The changes are small to begin with, but will increase dramatically as the invasion progresses. Accompanying the changes in climate are poisons. At their peak, these airborne toxins, engineered microbes and pseudo-virii will assist in the forced decomposition of living matter, but initially their effects are not so pronounced. This is not to say that they can be disregarded, merely that they are well within the capabilities of a human immune system to ignore

61 During Phase III, non-tyranids can expect to suffer from mild allergic reactions rashes, coughing fits, sneezing, conjunctivitis (an itchy inflammation of the membranes of the eyes), vomiting or diarrhoea to the low concentrations of alien pollutants in the air. A character exposed to a Phase III Tyrano-formed atmosphere must pass an Easy (+30) Toughness Test (filter plugs, rebreathers and respirators are effective against these poisons, as is de-tox, panimmune and any other item or effect that increases resistance to poison or disease) after a cumulative number of hours of exposure equal to their Toughness score, with another test of the same difficulty every Toughness hours after that. Failure indicates that the character has reacted adversely to the toxins and gains a level of Fatigue from the allergic reaction. This level of fatigue can only be removed chemically (using drugs to remove the effects of the poison) or by resting for an hour in an area with uncontaminated atmosphere. Drinking contaminated water has the same risk. This can easily be dealt with using standard anti-toxin equipment available almost anywhere in the Imperium, and most forces deployed to a world gripped by Tyranid invasion are issued with respiratory protective equipment of some kind. It doesn t, however, deal with the second problem caused by the contaminated atmosphere wound infection. Whenever a character is reduced to a Heavily Injured state by Rending or Explosive damage (injuries most likely to leave open, bleeding wounds), or suffers any critical result that causes Blood Loss, he must test to see if his wound has become infected by the spores in the air. This is an Ordinary (+10) Toughness Test normally, worsening to Difficult (-10) if the character has been Critically Wounded. Failure indicates that the wound has become infected. A character whose wounds have been infected gains a level of Fatigue after a number of hours equal to the character s Toughness Bonus, with another level of Fatigue gained every Toughness Bonus hours after that. This fatigue may not be removed normally the infection has to be halted before it can be removed naturally, though psychic and chemical methods work normally. At each interval, additional Toughness Tests may be attempted to shrug off the infection, but the difficulty increases by one step for every previous test failed. Should the number of levels of Fatigue gained while infected (physical stress can only make things worse, so all fatigue is counted the same for this purpose) be greater than the character s Toughness Bonus, the character is rendered unconscious and begins to die, losing a wound every hour until he reaches 0, after which, he will die within the hour. During these final hours, immediate medical attention is required to save the character; any healing of any kind that brings the character to the lightly wounded state will stop the wound loss for the next Toughness Bonus hours, but during this respite the character will remain comatose until the infection can be purged from his system or his fatigue levels are reduced to his Toughness Bonus or lower. Needless to say, the use of de-tox and counter-septics is common on worlds being invaded by Tyranids, though supplies quickly run low. Psykers able to ease pain and suffering, and more obscure combat stimms such as Kick, are useful stalls until proper medical attention can be received. During Phase III, some of the true horror of a Tyranid invasion becomes apparent, as those not slain in combat with beasts engineered to kill may die from infection, and morale becomes fragile as allergic reactions start to appear amongst the defenders, perhaps heralding a greater pestilence. Those tasked with eliminating Spore Chimneys will find themselves even worse off, as

62 the fog of pollutants that wreathes the structures only exacerbates the problems of fighting in a contaminated atmosphere. While it cannot yet be felt keenly by all psykers, Astropaths find their ability to send longrange messages hampered by the encroaching Shadow in the Warp projected by the Hive Ships. The same problems that plagued whatever early-warning monitors once existed now start to interfere with those on-world, increasing the penalty suffered on all Astral Telepathy Focus Power tests to -30. Navigators suffer the same increase in penalty, as their ability to see into the Warp is hampered by the increasingly-dense cloud of interference. Phase IV: Subdual The greater mass of the swarm descends upon the world to crush all resistance as the Hive Ships arrive in orbit. Psychic communication off-world becomes all but impossible as the Hive Mind clouds the Warp in the world s vicinity, stifling the minds of psykers with the horrific noise of untold trillions of beasts bent to a single will. The invasion is in full swing, and there is little that can stop it. Only a handful of times in the recorded history of the Imperium have worlds been liberated during this stage of the invasion, and even they did not escape unscathed, their ecosystems forever blighted by the changes wrought upon it by the Hive Mind s forces. By the beginning of Phase IV, increasing numbers of Brood Nests and Spore Chimneys will be maturing across the planet, supplementing forces deployed from orbit by mycetic spore and increasing the level of contaminants altering the atmosphere, and Capillary Towers begin to appear, almost mature, in the most heavily-infested regions near the original landing site. During Phase IV, the deadliest Tyranid creatures make their presence known, as the Hive Mind supplements seemingly-infinite swarms of Gaunts and other lesser species with creatures of greater strategic specialisation and the number of Synapse Creatures present on-world increases considerably to direct specific swarms with greater precision. The skies are swathed in a thick yellow-green fog as clouds of spores become so thick that they block out most of the light. Worlds in Phase IV of an invasion are gloomy, hellish places that become increasingly more alien and hostile as the native flora and fauna are supplanted, where the air is a poisonous fume that weakens the body. Non-Tyranids exposed to the atmosphere, in addition to the allergic reactions they may have suffered during Phase III (which now grow more severe tests to resist such reactions are now Routine (+20) instead of Easy (+30)), may begin to suffer what has colloquially been termed Bug-rot or Nid-blight. This is the true toxic effect of the spore fog that now infests the air. Any creature exposed to the fog must pass an Easy (+30) Toughness Test or be affected by the toxins (this is an airborne poison, so respirators, rebreathers, filter plugs and similar devices all have their normal beneficial effect, though filter plugs, and the filer mechanism of respirators must be replaced every 6 hours, so thick and heavily contaminated is the air). Failure indicates that, after 1d5 hours to work through their system, the creature loses 1d10 points of strength, plus another 1d10 for every degree of failure, and suffers 1d5 wounds ignoring toughness bonus and armour. If reduced to 0 strength, they are completely paralysed and unable to move. The paralysis and strength loss fade in 2d5-Toughness Bonus hours. Long-term exposure requires an additional test every hour, with the test becoming one step more difficult each time. An hour

63 resting in an uncontaminated environment resets the test difficulty to Easy (+30). Once again, drinking contaminated water comes with the same risks. Note: The above rules are based on the Poisons and Toxins rules in the GM s Kit. The spore-fog surrounding a Tyranid-infested world during Phase IV is effectively a poison with the following effects: Swift/+30/Paralytic and Necrotic (1d5). Beyond that, the density of the fog also begins to obscure vision, wreathing everything in a dirty yellow-green mist that renders distant objects as mere silhouettes. Awareness tests to spot objects more distant than 1km, even with magnoculars or similar aids, are one step more difficult than normal. Equally, infection of wounds remains a problem, with the rules described in the previous section. However, by this point, counter-measures to limit the spread of infection will almost certainly be running low, and the number of sources of wounds that could be infected (that is, claws and teeth and flesh-ripping bio-weapons) will have increased considerably. Worst of all, however, is the now-pronounced effects of the Hive Mind s attention. Known as the Shadow in the Warp, the presence of a Hive Ship and an abundance of Synapse Creatures can cloud the Immaterium and render warp travel and astropathic communication almost impossible for light years around, and when focussed on a single world, can even hinder less significant psychic effects. Every non-tyranid psyker on the planet or otherwise within five hundred thousand kilometres of the Hive Ship counts the Threshold of all their psychic powers as 10 higher (Dark Heresy) or lowers the effective Psy Rating of non-tyranid psykers by 3 (Rogue Trader). However, so dense is the interference between reality and the Warp that all psykers so affected may ignore the first 9 rolled for the purposes of Psychic Phenomenon (Dark Heresy) or Psychic Phenomena only occurs on an even double (22, 44, 66, 88, 100) when using Unfettered power, and only on a double when Pushing (Rogue Trader). Further, such is the horrific psychic background noise present within the Hive Mind s influence, any uses of Telepathy powers require an additional Will Power Test, with failure resulting in the psyker gaining 1d10 Insanity Points, plus an extra 1d10 for every degree of failure. Navigators suffer greatly, their ability to see the Astronomicon completely blocked by the Shadow in the Warp, causing any Navigators attempting to flee the system to automatically fail their Awareness Test to detect the Emperor s beacon, and thus further imperilling their vessel as they attempt to plot a course blind... To live on a world during such a time is to live a nightmare. The air and water are polluted and toxic, the plants are vicious, aggressive xenogen mutants, and a legion of slavering beasts claw against the walls, waiting to slay everything. To make matters worse, those who still remain have little chance of escaping, even if they do manage to get past the swarms that circle the world

64 in orbit above it, and an equally small chance of calling for help. Phase V: Consumption The might of its defenders broken against the Swarm, the world is now ripe to be consumed. Vast swarms of Rippers burst from nests and begin the act of devouring everything that once lived, as the world s ecosystem collapses. Those unlucky enough to have survived to this stage bear witness to a world under Tyranid control. The surface of the planet is a barren waste, studded with brood nests, capillary towers, spore chimneys and all manner of other bizarre alien growths, and great swarms of creatures roam the land, seeking to butcher anything that survives for the hideous carpets of Rippers that descend onto biological matter of any kind, like a crawling tide of land-based piranhas in the throes of a feeding frenzy. Even other Tyranids are not immune to the predations of Rippers during Phase V, for the Hive Mind requires all biological matter to be consumed, and with the war now all but over, the time for beasts like Gaunts and Lictors has passed. In addition to being poisonous and all difficulties for resisting the effects of the spore-fog increase by one step during Phase V the air is becoming increasingly thin as the Hive Ships draw it up through the massive and now-mature Capillary towers, and the humidity rapidly decreases as the moisture is stolen away, along with the seas and rivers. The Hive Mind s influence is still present, and it will be from now until the world is a barren and lifeless rock. Little can be done to avert this, save the slaying of the Hive Fleet s Norn Queen, but even that will not save the world from death now. For those few who survive to this stage, death is now inevitable, for the Hive Mind will leave no scrap of life upon the bones of a world it has devoured, and they will be dead before the seas have been drunk and the skies inhaled, because no creature left on the planet will stop until they have been found, slain and consumed

65 Section VII: Facing the Great Devourer To face the Tyranids is, some would say, a fool s errand. They are implacable, relentless and possessed of an inhuman drive to destroy and consume everything in their path. They are incapable of feeling even honest hatred, utterly without fear or hesitation, and virtually infinite in number. Yet the Tyranids have been defeated. Though every victory has been costly in the extreme, and for every world saved there have been a dozen consumed, those victories have each been of great importance. Macragge, Ichar IV, Iyanden and many more besides have each dealt a significant blow to the Tyranids, leaving the first two massive Hive Fleets crippled and shattered in their aftermath. With these victories, and with the warriors who have faced the Tyranid and lived to tell about it, tactics and methods and weapons have been developed to combat the swarm. This section describes a few of those methods. In The Wake of the Swarm Background Packages The following three background packages work in the same way as those introduced in The Inquisitor s Handbook. As with the ones in that publication, each of the background packages below grant a little background, and a few in-game abilities (in the form of Skills, Talents, or even Traits) for the cost of a little of a character s starting experience. There may be some drawbacks associated with a given package, in the form of a penalty on one ability score or another, insanity points, or corruption points. All of these background packages have been created with a Tyranid-themed game or campaign in mind each one represents the character having faced or being linked to some facet of the galactic menace that the Tyranids represent. If you re not playing a Tyranid-themed game or campaign, these packages are only allowed with your GM s express permission. Arbitrator: Heralds of the Great Devourer Cost: 300 xp On many worlds, there have been signs of Tyranid influence long before the Hive Ships have appeared. These minor sects are often inconspicuous, appearing as a minor, somewhat eccentric variation on the Imperial Creed which worships the Emperor as a being who will come down from the skies and unite everything under his rule

66 As was demonstrated on Ichar IV, these cults are far from innocent. Under the psychic and biological influence of a brood of Genestealers in this instance presumably adapted for such a deep infiltration role hundreds, even thousands of people were enslaved to the single-minded imperatives of the Hive Mind, unconsciously broadcasting a psychic signal that drew Hive Fleet Kraken to the densely-populated world. Where law enforcement agencies either local, or the Adeptus Arbites encounters cults like the one found on Ichar IV, they must act quickly to neutralise the threat, often contacting the Inquisition to assist in purging the menace. Enforcers and Arbitrators who have witnessed such a purge are highly sought-after by the Ordo Xenos, as they know what signs to look for and understand the threat such groups pose, lending their experience to their comrades in the hope of never having to see a world consumed. Note: Information on Genestealer Cults can be found in sources other than this one. Effects Apply all the following changes to your character: Characteristics: Increase either your Perception or your Will Power by +5. Skills: You may treat Forbidden Lore (Xenos) (Int) as a Basic Skill. Talents: You begin play with the Jaded talent. Insanity Points: You gain 1d5 Insanity Points. Guardsman: Tyrannic War Veteran Cost: 200xp The Tyrannic Wars are some of the most brutal, thankless conflicts of recent decades. While history only remembers the First Tyrannic War, which culminated in the Battle for Macragge in 745.M41, and the later Second Tyrannic War, which started in 992.M41 and ended at Ichar IV in 995.M41, the truth is that conflict with the Tyranids has been ongoing since the Tyranids were first encountered. With Behemoth s apparent destruction in 745.M41 partially above Macragge, and partially a few months later by a combined Ultramarines, White Scars, and Imperial Navy task force the main thrust of the Tyranid invasion appeared to have been halted, and many felt that the threat of the Tyranids was completely over. However, splinter elements of the Hive Fleet were left behind, separate from the two main sections of the Hive Fleet. Conflict with these, in various iterations, spanned the decades leading up to the arrival of Hive Fleet Kraken, and the destruction of Kraken only resulted in yet more splinter fleets spreading across the void. Survivors of conflict with the Tyranids are not entirely uncommon. However, survivors whose minds have not been shattered by the experience are a rare breed, and sought after by the Inquisition for their practical experience of having faced such creatures, and because a man who has witnessed the Great Devourer will fear little else. Effects Apply all the following changes to your character:

67 Talents: You begin play with the Hatred (Tyranids), Resistance (Fear) and Resistance (Poisons) talents. Insanity Points: Severely unhinged by your experiences, you gain 1d10 Insanity Points. Psyker: Witness to the Hive Mind Cost: 200xp Few enough have encountered Tyranids and lived to tell the tale. Fewer still are the Psykers who can claim to have done so, for the Hive Mind s presence wreaks a terrible toll on the minds of psykers whose wills brush against it. By the end of the 41 st Millennium, only one psyker in all the Imperium has touched the Hive Mind and endured largely unscathed: Chief Librarian Varro Tigurius of the Ultramarines. Still, there are others who have seen the gestalt consciousness of the Tyranids in their mind s eye and lived, though they are rarely as whole or as sane as they once might have been. Such psykers are a valuable, if unstable, asset to the Inquisition, and often too damaged by their experiences to be of use to any other organisation. These psykers are plagued by terrible nightmares that leave nothing but a formless dread upon waking, and are physically withered by the torment they have endured, but they have steeled their mind against intrusion, to prevent the same thing ever happening again, and the knowledge they bear is of incalculable value. Effects Apply all the following changes to your character: Characteristics: Reduce your Strength and Toughness by 5 each. Talents: You begin play with the Light Sleeper, and Resistance (Psychic Power) talents. Insanity Points: Severely unhinged by your experiences, you gain

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