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Hive Fleet Leviathan v3

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The document discusses the Tyranid Hive Fleet Leviathan, a nomadic alien race that travels between stars consuming all life in their path. They are led by a Hive Mind and pose an existential threat to all life in the galaxy.

Hive Fleet Leviathan poses a direct threat to the existence of all life in the galaxy. It is a swarm of insectoid aliens that engulf and consume anything in their path, stripping planets of all resources before moving on. Unlike other threats, the Tyranids threaten all life non-discriminately.

Unlike previous Hive Fleets that struck from the eastern rim of the galaxy, Hive Fleet Leviathan has risen from beneath the galactic plane. It also appears to be moving in a direct path towards Terra, the heart of the Imperium, which is an unusual tactic.

Tyranid Hive Fleet Leviathan v3.

0
Epic Armageddon Army List
Sub Champion

Barny Zombocom Skinner

HIVE FLEET LEVIATHAN


The Imperium of Man has many enemies; on all
fronts they are assailed by traitors, aliens and
creatures of chaos too vile to describe. Many of
these pose a direct threat to the existence
Imperium as a whole, but only one poses a threat
to the existence of all life.
They come from the darkness between the
Galaxies, fuelled by an insatiable hunger. Primitive
peoples call them The Great Devourer; to the
Imperium they are known as the Tyranids.

genetically designed and bred for a specific task.


They exist only to serve the ship, and the ship
exists only to serve the Hive Fleet.
The largest, and most recent of these Hive Fleets to
be encountered by humanity is Hive Fleet
Leviathan. This, of course, is the human name for
the fleet, as there is no evidence that the Tyranids
have any concept of names or even language.
Leviathan has so far employed a different tactic to
that of the earlier Hive Fleets that have assaulted
the galaxy; while they struck from the eastern rim,
Leviathan has risen from beneath the galactic
plane.

They are a race more alien than anything else ever


encountered, a swarm of insectoids that engulf
anything in their path. Individual Tyranids have
almost no intelligence or awareness of their own, The Forge World of Gryphonne IV is one of the
they are controlled by an overarching gesalt Hive best-known casualties of Leviathan to-date. It was
Mind, much like cells in a giant single organism.
one of the best fortified, most well-prepared and
well-armed planets in the galaxy, with mighty Titan
They appear as creatures from a nightmare, with Legions and vast numbers of disciplined Skitarii. In
razor-sharp fangs and claws that can tear a man the end, it posed little threat to Leviathan, which
apart in seconds. They are perfectly engineered had adapted new creatures such as the Tyranofex
predators, genetically designed to feed on all living specifically for dealing with the heavily-armoured
things.
Their
numbers
are
impossible
to titans. The world was scoured, and the fleet moved
comprehend, and they advance much like a swarm on.
of locusts, stripping planets of every resource
before moving on.
Those tracking Hive Fleet Leviathan have made a
worrying discovery; unlike previous Hive Fleets,
Tyranids are nomadic, travelling between the stars Leviathan seems to be moving in a direct path
in great Hive Fleets, each containing millions of towards Terra, the heart of the Imperium . Whether
living spacecraft. Each craft is home to vast this is a coincidence or something more sinister
numbers of varied lesser organisms, each remains to be seen.

Picture Goes Here

HIVE FLEET LEVIATHAN SPECIAL RULES


SPECIAL RULE: EXPENDABLE

SPECIAL RULE: XENO-BIOLOGY

A formation does not receive a Blast marker when a unit with


the Expendable special rule is destroyed, this includes the extra
Blast marker from the first casualty of a crossfire and for units
destroyed for being out of formation after a move. If an
Expendable unit is hit by a weapon with Disrupt it does not
inflict a Blast marker.

Mobility: Tyranid Armored Vehicle and War Engine units do not


take dangerous terrain tests when moving through most normal
terrain features. In addition, Tyranid Light Vehicle units count as
infantry for the purposes of terrain (see EA 1.8).

Fortification terrain features such as minefields or razorwire, and


special terrain features such as lava flows affect Tyranids
If a formation is comprised completely of Expendable units then normally.
they do not benefit from any of the rules above.
Regeneration: War Engine units with Regeneration can regain
Expendable units killed in an assault count for the purposes of lost damage capacity points. Each unit with regeneration regains
working out its result (see EA 1.12.7).
one damage capacity point at the beginning of each turn's end
phase.
Regeneration cannot be used by a destroyed unit nor may it
increase a unit's damage capacity beyond the starting amount.
SPECIAL RULE: TUNNELER
Formations where all of the units have the Tunneler ability may
enter play using the Tunneller rule as described in the Epic Rule
Book, with the following changes:
SPECIAL RULE: THE HIVE MIND
Formations of multiple Tunnelers need only record one location
where they will surface. Place a unit at this location, or within
5cm of another unit that has already been placed, so long as all
units are placed within 15cm of the surfacing location and on
the appropriate half of the table.

SPECIAL RULE: XENO-SOCIOLOGY

The Hive Mind of the Tyranids is a single coordinating sentience.


Its influence is projected through synapse creatures that
communicate with their lesser kin via a form of telepathy. Under
the control of synapse creatures the slave organisms act in
perfect unison. However, should the synapse creatures be slain
the basic creatures revert to their anomalistic behaviors until
other synapse creatures can exert control over them. This is
represented by the following rules for any formation that begins
the game containing at least one Synapse Unit, (known as a
Synapse Swarm).

Brood: Unit with the Brood (X) special rule (known as Brood Synapse Swarms ignore Brood Units for the purposes of
Units), are placed in the armys off-board Swarm Pool when determining formation strength during Tiebreak in the Grand
they are destroyed. These units may be returned to play via Tournament Scenario.
Swarming for a number of Swarm Points equal to X.
A Synapse Swarm with no remaining synapse units has an
Synapse: Formations that contain at least one unit with the initiative of 3+ and may not capture objectives in the Grand
Synapse ability (known as Synapse Units) may return units to Tournament Scenario, though may still contest them normally.
play from the Swarm Pool via the Swarming rules.
A broken Synapse Swarm with at least one synapse unit
ignores the -2 modifier to Initiative for being broken when it is
attempting to rally.
Formation is unbroken
+D3
Formation has no enemy units within 30cm

+D3

Swarming: After a formation with at least one Synapse Unit


regroups or attempts to rally, it may return units to play from
the Swarm Pool in process known as Swarming. Roll a number
of dice based on the table below:
The total rolled is the number of Swarm Points available to the
formation. Units with Brood (X) in the Swarm Pool may be
returned to play for a number of swarm points equal to X
A formation may only return a unit to play if it started the game
with that type of unit. For example, if a formation began the
game with Termagants but not Hormagaunts it could return
Termagants, but not Hormagaunts, via swarming. The specific
units returned need not have originally come from the
formation, but the formation must have contained that unit type
at the start of the game.
All units returned to play in this manner must be placed within
5cm of a unit from the formation that was there prior to
swarming. These units may not be placed in the Zone Of Control
of enemy units, or in impassable terrain.
Not all of the swarm points available to each formation need to
be used, but any leftover are discarded.
Augmented Swarming: Some units are noted as having
Augmented Spawning (X). Units with this ability generate an
addional number of Swarming Points equal to X when their
formation is Swarming.

At the end of its activation, A Synapse Swarm with at least


one synapse unit can absorb other Synapse Swarm formations
which have lost all their synapse units. The absorbing formation
must have one unit within 5cm of a unit from the formation(s)
being absorbed. The units and blast markers of an absorbed
formation become part of the absorbing formation. An absorbed
formation is considered completely destroyed for the purposes
of Tiebreak and the Break Their Spirit victory condition in the
Grand Tournament Scenario.

HIVE TYRANT
Hive Tyrants are a common Tyranid leader genus, the with
the size and power of a tank but also with enough cunning
intellect to make for a formidable tactician.
Hive Tyrants tend not to risk themselves in direct battle, but
instead surround themselves with hordes of lesser Tyranid
creatures, commanding them through psychic means.
Opponents of the Tyranids soon learn to target Hive Tyrants
above all other target types if possible, as the loss of Hive
Tyrants tends to disproportionally disrupt Hive Mind control

over the local area.


Hive Tyrants have been observed bearing a multitude of
weapon symbiotes, however by far the most commonly
observed limb configuration is a combination of Lash Whip,
Bonesword and Heavy Venom Cannon. This armament
appears to afford a Hive Tyrant a balanced combination of
ranged, close combat and psychic abilities and has
consequentially risen to prominence amongst the rapidly
mutating Tyranid swarms.

HIVE TYRANT
Type

Speed

Armour

Close Combat

Firefight

Armoured Vehicle

20cm

4+

3+

5+

Weapon

Range

Firepower

Notes

Bonesword

(Base Contact)

Assault Weapons

Extra Attacks (+1), Macro Weapon

Heavy Venom Cannon

30cm

AP4+/AT5+

Notes: Commander, Fearless, Leader, Reinforced Armour, Synapse

TYRANT GUARD
Tyrant Guards appear to have the least amount of brain
matter of any commonly encountered Tyranid bioform. They
will never stray more than a few paces from their Tyrant
master, and are often seen exactly matching its tics and
twitches, almost as if directly connected to the Hive Tyrant it
is attending. It seems likely that Tyrant Guards are little more
than biological puppets slaved to the Hive Tyrants brain. This
would explain their seeming lack of any survival instincts, so
dedicated are they to protecting their Tyrant.

There are good reasons to believe that the Tyrant Guard


genus only began to appear amongst the Hive Fleets swarms
after the Tyranid conflict with Space Marines of the
Ultramarines Chapter during the Battle for Macragge. This
coincidence is likely more than pure happenstance, as the
Tyrant Guards exceptionally resilient physique at the least
lends strong credence to the theory that the Tyrant Guard
genus was created with the use of Astartes DNA.

TYRANT GUARD
Type

Speed

Armour

Close Combat

Firefight

Light Vehicle

20cm

5+

3+

Weapon

Range

Firepower

Notes

Talons

(Base Contact)

Assault Weapons

Notes: Fearless, Reinforced Armour, Expendable

ZOANTHROPE
The Zoanthrope is a highly psychically-attuned creature, little
more than a huge floating brain, beneath which dangles an
atrophied and useless body.
In battle, Zoanthropes seem to possess two main functions.
First and foremost they are a psychic weapon, capable of
killing with a thought at distance, or projecting a beam of
power capable of cracking even tank armour at shorter range.
It is this use that is most obvious to the enemies of the
Tyranids, but Zoanthropes also have a second role as Hive

Mind nexus points, relaying instructions to the swarms lesser


creatures.
Unlike Hive Tyrants, however, the Zoanthropes expend little
of their mental energy on tactical matters, and instead simply
act as a conduit for the instructions from above. The
Zoanthropes have much more important and direct uses for
their brainpower; focusing it on unleashing psychic energy to
devastating effect.

ZOANTHROPE
Type

Speed

Armour

Close Combat

Firefight

Light Vehicle

15cm

4+

6+

5+

Weapon

Range

Firepower

Notes

Warp Blast

30cm
(15cm)

AP5+
Small Arms

Macro Weapon

and

Notes: Jump Packs, Invulnerable Save, Synapse

MALANTHROPE
Normally seen hovering low over the ground in the later
stages of a Tyranid attack, surrounded by hordes of Rippers,
Malanthropes pick their way across the corpse-strewn
landscapes, stopping where the battle was fiercest to ingest
the torn bodies of their opponents.
It is theorised that this behaviour is part of a genetic
screening method undertaken by Hive Fleets, and that it is
from the Malanthropes gristly meals that new Tyranid
bio-morph adaptations are evolved.

Malanthropes themselves do not display much evolutionary


diversity, as they are presumably already perfectly adapted to
their role within the larger Tyranid organism.
If they are seen in battle, Malanthropes generally stick to the
periphery of the fighting until they can sweep in to consume
the freshest kills, but if caught in combat Malanthropes will
lash out with their poisonous grappling talons, instantly killing
even the largest of biological opponents.

MALANTHROPE
Type

Speed

Armour

Close Combat

Firefight

Armoured Vehicle

25cm

4+

3+

5+

Weapon

Range

Firepower

Notes

Poisoned Talons

(Base Contact)

Assault Weapons

Extra Attacks (+1), Macro Weapon

Ripper Swarm

(15cm)
or
(Base Contact)

Small Arms
Assault Weapons

Extra Attacks (+1)

Notes: Fearless, Reinforced Armour, Invulnerable Save, Synapse, Jump Packs

TYRANID WARRIORS
Tyranid Warriors are the most common, and also the
smallest, Synapse caste Tyranids. As such, they also tend to
be more numerous than other Synapse creatures to make up
for their relative weakness.
Some earlier stage Tyranid invasions are even composed
entirely of Warriors and Gaunt class creatures, which swarm
in great tides over battlefields as an unstoppable living carpet
of infantry-sized Xenos.

With many Tyranid attacks, an effective counter-measure is


to target the larger creatures, safe in the knowledge that
many of these will be in Synapse control of the swarm and
that their destruction will help disrupt the coordination of the
assault. However, Tyranid Warriors are small enough to hide
amongst the rest of the swarm, making this tactic difficult, if
not impossible, to use.

TYRANID WARRIORS
Type

Speed

Armour

Close Combat

Firefight

Infantry

20cm

5+

2+

5+

Weapon

Range

Firepower

Notes

Talons

(Base Contact)

Assault Weapons

Venom Cannon

30cm

AP5+

Notes: Fearless, Synapse

TERVIGON
The Tervigon is so massive that it uses all its limbs to support
its weight, though it can still swing its front limbs in a deadly
arc if necessary, and fire a cloud of spines at anything that
comes too near.
However, its primary purpose seems to be as a cross between
a living APC and an incubator; dozens of Termagants are
contained within its swollen abdomen and can be spawned at
will.

The Tervigon has not been well studied by the Imperium, and
it is as of yet unknown whether this is some form of birthing
process or simply a creature acting as a living transport. It
remains possible that Tervigons are the progenitors of all
Termagants.
It has been theorised, though not confirmed, that similarly
massive Tyranid creatures may exist which carry or breed
other small Tyranid types, such as the Hormagaunt.

TERVIGON
Type

Speed

Armour

Close Combat

Firefight

War Engine

15cm

5+

5+

5+

Weapon

Range

Firepower

Notes

Claws and Teeth

(Base Contact)

Assault Weapons

Stinger Salvo

(15cm)

Small Arms

Damage Capacity 2, Critical Hit Effect: The Tervigon is killed, and the synaptic backlash lays a hit on any tyranid unit with 5cm on a 6+
Notes: Fearless, Leader, Reinforced Armour, Synapse, Augmented Swarming(d3)

SYNAPSE SYMBIOTE
Some of the larger Tyranid creatures are fused with Symbiotic
Synapse growths, which grow on the outside of the creatures
chitin as a parasite. These are intelligent enough to provide
the host creature with autonomy, meaning it can range
across the battlefield without a nearby Synapse creature to
control it. Many of these parasites are also able to channel
psychic energy into deadly, short-ranged attacks.
Not only will this parasite control its host creature directly,
but it will also take command of other nearby Tyranid brood

creatures in a similar manner to a Hive Tyrant or Tyranid


Warrior. The sight of a such a huge Tyranid monster is terrifying enough, but to see hundreds of scuttling creatures around
it all heading purposefully in the same direction is even
worse.
This capacity to lead other Tyranids has led to such
parasitically upgraded beasts being known as Prime
Creatures.

SYNAPSE SYMBIOTE
Type

Speed

Armour

Close Combat

Firefight

Character

Weapon

Range

Firepower

Notes

Psychic Onslaught

(15cm)

Small Arms

Extra Attacks (+1), Macro Weapon

Notes: Fearless, Synapse

DOMINATRIX SYMBIOTE
The rarest known Symbiotic Synapse Parasite is the
Dominatrix Symbiote, and is only ever found on the largest
Bio-Titans.

The Dominatrix also modifies its host Bio-Titan into a giant


incubator, capable of spawning vast hordes of infantry from
its distended abdomen even in the middle of a battle.

The strength of its psychic powers and connection to the Hive


Mind are unsurpassed; lesser Tyranid creatures within its
sphere of influence become nothing more than puppets under
its total control. As a consequence, a Tyranid force directed
by a Dominatrix acts as a single creature with unfathomable
tactical abilities.

Fortunately for humanity, such creatures are rare; theyre


only generally found in the later stages of an invasion, when
all hope of survival is generally already lost.

DOMINATRIX SYMBIOTE
Type

Speed

Armour

Close Combat

Firefight

Character

Weapon

Range

Firepower

Notes

Engergy Pulse

60cm

3BP

Macro Weapon

Notes: Supreme Commander, Synapse, Augmented Swarming (D3)

SYNAPSE NODE
Beneath the surface of a thousand worlds, Tyranids dig vast
tunnel networks. In these vast underground caverns,
creatures nest and breed, ready to surge out when called
upon. From deep within these caves, mighty creatures with
powerful links to the Hive Mind orchestrate battles on the
surface above.

the upper atmosphere. Hordes of rippers surge around the


entrances, tearing apart anything that comes near, and
reclaim their matter in steaming bio-digestion pools.
These Tyranid structures are usually protected by the Hive
Guard, creatures solely bred for the defence of the nest.

On the surface, such nests are often surrounded by Spore


Chimneys, which belch a constant stream of spore mines into

SYNAPSE NODE
Type

Speed

Armour

Close Combat

Firefight

War Engine

0cm

4+

6+

6+

Weapon

Range

Firepower

Notes

Ripper Swarm

(15cm)
OR
(Base Contact)

Small Arms
Assault Weapons

Extra Attacks(+1)

2x Spore Chimneys

15cm

AA5+

Disrupt

Damage Capacity 4, Critical Hit Effect: The ground beneath the nest collapses, destroying it.
Notes: Reinforced Armour, Thick Rear Armour, Fearless, Leader, Synapse, Augmented Swarming (D3)

TERMAGANTS
Termagants are one of the most common classes of Tyranid
bio-form in most Tyranid attacks, and also amongst the
physically smallest. Even though it has a relatively diminutive
stature, it is still roughly human sized, and equipped with a
fleshborer weapon-symbiote it is a considerable threat to
infantry and light vehicles; its weapon discharge splatters
enemies with living grubs, which burrow under armour plates
and dissolve the flesh beneath with their acidic saliva.

often attack waves will include hundreds, if not thousands


of Termagants. Enemies which could under normal
circumstances deal with a massed attack will simply be
swamped, for few armies can deal with the kind of tactics that
Termagant swarms employ.
As long as a Termagant swarm retains its Synapse creatures
to command it, tools or tactics capable of stopping the
onrushing swarm are few indeed.

Termagants are highly numerous amongst Tyranid swarms;

TERMAGANTS
Type

Speed

Armour

Close Combat

Firefight

Infantry

20cm

6+

5+

Weapon

Range

Firepower

Notes

Fleshborer

(15cm)

Small Arms

Notes: Expendable, Brood(1)

HORMAGAUNTS
Hormagaunts embody the Tyranid way of war in its purest
and least compromising form. Tactics, restraint, and caution
are all set aside as the Hormagaunt swarms charge headlong
towards the enemy at a sustained pace few other living
beings can manage.
As the swarm crashes home against the enemy lines,
thousands of pairs of scything talons flash out, carving and
slicing with unbridled fury. The Hormagaunts do not care how
many of their number are lost in their headlong charges, or

even if their charge succeeds at all. All that concerns a


Hormagaunt is the instinctual need to close with the enemy
as rapidly as possible and tear them asunder.
Some Tyranid Hive fleets specialise in breeding Hormagaunt
broods almost to the exclusion of all else, and their armies
are a terrible sight to behold. The last thing an opponent will
see is a living tide of claws and teeth that stretches for
dozens of miles in every direction, to the horizon and beyond.

HORMAGAUNTS
Type

Speed

Armour

Close Combat

Firefight

Infantry

20cm

4+

Weapon

Range

Firepower

Notes

Scything Talons

(Base Contact)

Assault Weapons

Notes: Infiltrators, Expendable, Brood(1)

GARGOYLES
When a Tyranid attack is imminent, it is often presaged by
the distant sight of ominously dark, drifting clouds. As the
clouds shift and reform, coming ever closer, the horrible truth
is revealed often just too late; what may have appeared to be
a natural phenomenon is in reality thousands of Tyranid
Gargoyles on the hunt for prey.
Once they reach the battle lines, Gargoyles are a fearsome
opponent for any human, capable of firing blasts of living
ammunition from their fleshborers, or spewing bio-plasma

over their opponent at closer range.


Gargoyle swarms can even form a hazard to low flying
aircraft, as the dozens of mindless creatures expend every
effort to be sucked into jet intakes. Although individually they
do not pose much of a threat, as a swarm it becomes likely
that one or two Gargoyles will be struck by the aircraft, and in
doing so cause enough damage to bring the fast-flying fighter
down.

GARGOYLES
Type

Speed

Armour

Close Combat

Firefight

Infantry

30cm

6+

5+

Weapon

Range

Firepower

Notes

Fleshborer

(15cm)

Small Arms

Swarm Strike

15cm

AA6+

Notes: Expendable, Jump Packs, Brood(2)

RAVENERS
Raveners are presumed to be a mutant strain of the Warrior
genus, more adapted for the fast, close combat role than
ranged fire. They have evolved to lose their legs, instead
replacing them with an extra row of Scything Talon weaponlimbs. Raveners can pull themselves across the battlefield at
a surprisingly fast speed, outpacing all but the fastest of their
alien brethren, especially when they sense prey is near.
As well as their feared strength in combat, Raveners are also
known for their ability to infiltrate defensive formations

without warning. By tunnelling beneath the ground Raveners


can emerge at unexpected quarters before charging into
combat, slashing their opponents apart. Digging together,
these creatures are capable of tunnelling far behind enemy
lines before emerging in a terrifying display.
Imperial troops have learned to fear the slightest ground
tremble, as little warning is given before they emerge as
death incarnate.

RAVENERS
Type

Speed

Armour

Close Combat

Firefight

Infantry

20cm

5+

4+

Weapon

Range

Firepower

Notes

Scything Talons

(Base Contact)

Assault Weapons

Extra Attacks (+1)

Notes: Expendable, Infiltrators, Tunnelers, Brood(2)

BIOVORES
The Biovore is apparently a relatively recent bio-adaptation
amongst the Tyranid Hive Fleets, as it was not encountered
during the early skirmishes with Hive Fleets Behemoth. It was
only once Hive Fleet Kraken was deep into its own invasion
that Biovores became a regular sight on the battlefields of the
41st millennium.
Physiological examination has led Imperial analyticae to
presume that the Biovore is at least partially adapted from
Orkoid DNA, and that the Biovore was only evolved by the

Hive Fleets after their first conflicts with the Orks of the Milky
Way.
In battle, Biovores are comparatively slow and docile
considering their heritage, but unlike most Tyranids they
possess a large bio-weapon symbiote that is capable of
launching Spore Mines high on a ballistic trajectory. In
essence, Biovores are a form of living artillery, and the Hive
Mind uses them to soften up targets before a charge from
other more active Tyranids.

BIOVORES
Type

Speed

Armour

Close Combat

Firefight

Light Vehicle

15cm

6+

6+

5+

Weapon

Range

Firepower

Notes

Spore Mines

30cm

AP5+/AT6+

Disrupt, Indirect Fire

Notes:

HARPY
Often found accompanying Gargoyles in the early stages of a
Tyranid assault, Harpies are snakelike, winged creatures.
Their bodies are hollow in order to keep their weight down for
flight, which means they are surprisingly agile for their size.
Harpies usually sport a pair of linked Stranglethorn cannons,
which fire huge seed-pods that burst into a barbed mass of
growing tentacles as they fly through the air.

They also often carry a spore cist, which explode in a cloud of


deadly grubs, causing havoc when dropped on the battle
below.
Harpies favour a hit-and-run combat strategy; diving in with
a piercing shriek loud enough to disable their prey, they
proceed to slash at their target in a form of strafing-run,
before swooping back out of reach.

HARPY
Type

Speed

Armour

Close Combat

Firefight
5+

Armoured Vehicle

35cm

5+

5+

Weapon

Range

Firepower

Notes

Twin Stranglethorn
Cannon

30cm

AP3+

Disrupt

Spore Mine Cyst

15cm

1BP

One Shot

Notes: Skimmer, Reinforced Armour, First Strike

CARNIFEX
The Carnifex is amongst the most feared of all Tyranid
creatures. Large and powerful enough to be an extreme
threat, yet small enough that infantry are not beneath its
notice, the Carnifex is a horrible foe.
The Carnifex, like most Tyranid creatures, is a highly mutable
bio-form, and it appears on the battlefield in many different
sub-species.

Carnifex, colloquially known as the Screamer-Killer by


Imperial infantry, for the noise made by its Bio-Plasma blasts
as they tears through the air.
With surprising speed for its large bulk, the Screamer-Killer
charges across the battlefield heedless of its own danger,
blasts that would kill a dozen men bouncing off its toughened
carapace, before slamming into the enemy lines to rend and
tear, slaying all before it with unchecked violence.

The most common sub-genus of the Carnifex is the Scythed

CARNIFEX
Type

Speed

Armour

Close Combat

Firefight

Armoured Vehicle

20cm

4+

3+

5+

Weapon

Range

Firepower

Notes
Extra Attacks (+1), Macro Weapon

Large Scything Talons

(Base Contact)

Assault Weapons

Bio-Plasma

(15cm)

Small Arms

Notes: Fearless, Reinforced Armour

DEVOURER CARNIFEX
A common sub-genus of the phenotype, the Devourer
Carnifex replaces is slashing close combat arms with bioweapon symbiotes that eject torrents of living ammunition
over short distances towards hapless targets.

During the invasion of Hammans World, a Tyranid swarm


composed exclusively of Hive Tyrants and more than fifty
Devourer Carnifexes attacked the Imperial Guard outpost at
Theta sub-complex nine.

Devourer Carnifexes also possess the exceptional toughness


common to all of the mutant sub-types, meaning that they
can survive enemy firepower long enough to close to firing
range.

The entire assault took only forty-five minutes, during which


time more than five hundred Guardsmen were eaten alive by
the ammunition grubs of the Devourer Carnifexes.

DEVOURER CARNIFEX
Type

Speed

Armour

Close Combat

Firefight

Armoured Vehicle

20cm

4+

4+

3+

Weapon

Range

Firepower

Notes

2x Twin Devourers

15cm

AP3+

Disrupt

Notes: Fearless, Reinforced Armour

BARBED CARNIFEX
A rarer Carnifex sub-type is the Barbed Carnifex, which is
solely bred for ranged combat. Its arms are replaced entirely
with ranged weaponry, commonly Heavy Venom Cannons and
Stranglethorn Cannons.
Nicknamed the Boomfex by Imperial Guardsmen, these
biological tanks are ruthlessly efficient at mowing down
opposing infantry at medium range, though they sacrifice a
lot in close quarters abilities to achieve this focus.

Though other Carnifex variants are more common, the


Barbed Carnifex has developed a feared reputation throughout the Imperium. Whispered tales abound about occasions
when hordes of the unstoppable beasts have been sighted enmasse, and while no official reports of such clusters have
been reported, this may simply be because all opposition to
such a force has been crushed before it is able to send a
report.

BARBED CARNIFEX
Type

Speed

Armour

Close Combat

Firefight

Armoured Vehicle

20cm

4+

5+

4+

Weapon

Range

Firepower

Notes

Large Venom Cannon

30cm

AP4+/AT5+

Stranglethorn Cannon

30cm

AP4+

Notes: Fearless, Reinforced Armour

Disrupt

TRYGON
The Trygon is a large snakelike creature, armed with multiple
scything talons and a ferocious demeanour. In addition it is
exceptionally fast, despite its lack of dedicated motive limbs.
However it is the Trygons ability to burrow quickly through
the earth that makes it a formidable opponent, as it can
emerge from the ground in an unexpected quarter of the
battlefield, in the face of nearby enemies. Smaller burrowing
creatures often follow it into battle, leaving an opponent

overrun by creatures large and small, where moments before


there had only been empty, featureless ground.
As the Trygon burrows it generates an enormous static
charge, which it is capable of directing into a devastating bioelectric pulse, capable of burning the flesh and stopping the
hearts of anyone foolish enough to get too close.

TRYGON
Type

Speed

Armour

Close Combat

Firefight

War Engine

25cm

5+

4+

5+

Weapon

Range

Firepower

Notes

Large Scything Talons

(Base Contact)

Assault Weapons

Extra Attacks (+1), Macro Weapon

Bio-Electric Field

(15cm)

Small Arms

Damage Capacity 2, Critical Hit Effect: The Trygon collapses, dead


Notes: Fearless, Reinforced Armour, Tunnelers

SCYTHED HIERODULE
The Scythed Hierodule is a massive living engine of
destruction, compactly built despite its vast bulk. It bears
huge talons on its four forward limbs, which are backed up by
enough strength to peel apart even Titan-class armour with
ease.
As well as its enormous scything talons, the Scythed
Hierodule carries a symbiote creature on its back that squirts
a short-range stream of acidic compounds.

Scythed Hierodules were first observed during the Tyranid


destruction of Hammans world, when they attacked Imperial
fortifications in dozens of sectors and proved to be the largest
Tyranid creature encountered on that ill-fated world.
Sometimes even slaying a Hierodule proves to be dangerous,
as in its titanic death throes the Hierodule can lash out, killing
anything that stands nearby.

SCYTHED HIERODULE
Type

Speed

Armour

Close Combat

Firefight

War Engine

30cm

5+

3+

6+

Weapon

Range

Firepower

Notes

Giant Scything Talons

(Base Contact)

Assault Weapons

Extra Attacks (+1), Titan Killer (1)

Bio-Acid Spray

15cm

AP3+

Ignores Cover

Damage Capacity 3, Critical Hit Effect: The Hierodule is killed, but its death spasms lay a hit on all units within 5cm on a 6+
Notes: Fearless, Reinforced Armour

BARBED HIERODULE
The Barbed Hierodule is an uncommon variant of the genus,
which replaces two of its scything talons with a pair of
bio-cannons.
Although it still has a very respectable close combat ability, it
is at range where the Barbed Hierodule is most dangerous, as
the combined effect of its linked bio-cannons is devastating to
infantry and armour alike.

Ultimately, the Barbed Hierodule has few weaknesses for an


enemy to exploit. Unlike the Scythed Hierodule it does not
lack for ranged firepower, and even the most powerful of
close combat fighters will baulk at facing the destructive
power of its scything talons. Combined with its heavily
armoured body, this makes the Barbed Hierodule a terrifying
opponent, and it is a relief that they are not more common in
the hive fleets so far encountered.

BARBED HIERODULE
Type

Speed

Armour

Close Combat

Firefight
5+

War Engine

25cm

5+

5+

Weapon

Range

Firepower

Notes

Twin Bio-Cannon

45cm

2x AP3+/AT4+

Forward Arc

Large Scything Talons

(Base Contact)

Assault Weapons

Extra Attacks (+1), Macro Weapon

Damage Capacity 3, Critical Hit Effect: The Hierodule is killed, but its death spasms lay a hit on all units within 5cm on a 6+
Notes: Fearless, Reinforced Armour

TYRANOFEX
The Tyranofex can only be described as a biological tank. Clad
in thick, chitinous armour and with a massive implosive
rupture cannon fused to it, it is as tough as any siege engine
or battle tank. They are almost mindless, with no
considerations other than to continue firing at the enemy.
Almost

all

tyranids

carry

symbiotic

parasites,

but

Tyranofex takes this to new levels. Inside its body are several
breeding sacs, wherein the beast spawns vast numbers of
unsavoury organisms. So fast growing are these grubs that
the Tyranofex must regularly release them even when it is
not in combat, lest it burst from the pressure. During a battle
they spew forth to devour anything that comes close enough.

the

TYRANOFEX
Type

Speed

Armour

Close Combat

Firefight
5+

War Engine

15cm

4+

5+

Weapon

Range

Firepower

Notes

Claws and Teeth

(Base Contact)

Assault Weapons

Rupture Cannon

45cm

2x AT4+

Fixed Forward Arc

Thorax Swarm

15cm

AP4+

Ignores Cover

Damage Capacity 2, Critical Hit Effect: The Tyranofex is killed in an explosion of grubs. All units within 5cm take a hit on a 6+.
Notes: Fearless, Reinforced Armour

HARRIDAN
The Harridan is a massive winged Tyranid, which typically
soars high over the battlefield before diving towards a target,
unleashing flocks of parasitic Gargoyles as it makes its rapid
descent.
Its impact, either in shooting its bio-cannons or in swiping
with its huge talons, is considerable, but it is the Harridans
speed that makes it so terrifying.

Clear skies over a battlefield can quickly become filled with


Harridans, each a monster capable of tearing whole enemy
formations to pieces.
Harridans are masters of gliding; they are capable of flying
indefinitely without landing, swooping over whole continents
without a moments rest.

HARRIDAN
Type

Speed

Armour

Close Combat

Firefight

War Engine

35cm

5+

5+

5+

Weapon

Range

Firepower

Notes

Bio-Cannon

45cm

2x AP4+/AT5+

Fixed Forward Arc

Large Scything Talons

(Base Contact)

Assault Weapons

Extra Attacks (+1), Macro Weapon

Damage Capacity 3, Critical Hit Effect: The Harridan loses an extra DC


Notes: Reinforced Armour, Skimmer, Fearless, Transport (4 Gargoyles units)

HIEROPHANT BIO-TITAN

(990.M41)

The Hierophant Bio-Titan is one of the largest Tyranid land


creatures. Deceptively slender in build, its arched back
reaches to the same height as a Reaver Titans cockpit. Upon
its forelimbs it bears powerful bio-cannons larger than those
found on the Barbed Hierodule, and its metres-long talons
can rend enemy war engines to scrap.

During the fall of Gryphonne IV, hundreds of clashes occurred


between Hierophants and Imperial Titans of the War
Gryphons legio, as the beleaguered Imperials futilely
defended their home planet against the Tyranid horde. One
by one the metal behemoths of Gryphonne IV were torn apart
by the onrushing Tyranid monstrosities.

HIEROPHANT BIO-TITAN

(990.M41)

Type

Speed

Armour

Close Combat

Firefight

War Engine

25cm

4+

3+

5+

Weapon

Range

Firepower

Notes

2x Bio-Titan Bio-Cannons

45cm

3x AP4+/AT5+

Forward Arc

2x Giant Scything Talons

(Base Contact)

Assault Weapons

Extra Attacks (+1), Titan Killer (1)

Damage Capacity 5, Critical Hit Effect: Roll a D6 and consult the chart below.
1
2-5
6

The Hierophant thrashes about wildly in a blind rage; any unit in base contact recieves a MW6+ attack
The Hierophant suffers a deep wound and loses an extra DC
The Hierophant is killed

Notes: Fearless, Reinforced Armour, Invulnerable Save, Regeneration

GENESTEALERS
Genestealers form an important component of the greater
Tyranid organism; not only are they exceptional frontline
troops, they are also the advanced scouts for the Tyranid
Hive Fleets.

breed and create cults of followers to increase their numbers


until enough have spawned that their combined psychic
resonance draws the attention of the Hive Mind. Once a
Genestealer infestation has reached a critical mass, a full
Tyranid invasion is sure to follow.

Seeded in systems ahead of the Hive Fleets by Vanguard


Drone Ships, Genestealers live underground and secretly

GENESTEALERS
Type

Speed

Armour

Close Combat

Firefight

Infantry

20cm

6+

2+

Weapon

Range

Firepower

Notes

Rending Claws

(Base Contact)

Assault Weapons

First Strike

Notes: Infiltrators, Scout

BROODLORD
At the heart of each Genestealer swarm is a Broodlord, a
larger, more powerful creature than a regular Genestealer. As
well as exceptional strength, the Broodlord has a weak
psychic link to its underlings that inspires them to greater
feats of combat.
Broodlords have an instinctual understanding of battlefield
tactics, and they will lead their Genestealer followers into
secret hiding places before the battle begins and secrete
themselves, waiting for the opportune moment to emerge and

strike. When they spring from hiding, the Broodlord will lead
his Genestealers from the front, charging headlong to tear
opponents to pieces.
The very oldest of Broodlords may eventually evolve into an
even greater form known as a Patriarch, but luckily for
humanity such creatures are exceptionally rare.

BROODLORD
Type

Speed

Armour

Close Combat

Firefight

Character

Weapon

Range

Firepower

Notes

Large Rending Claws

(Base Contact)

Assault Weapons

Extra Attacks (+1), First Strike

Notes: Inspiring, Invulnerable Save, Leader

LICTOR
A highly specialised variant of the Tyranid Warrior genus,
Lictors are the scouts and assassins of the swarm. They
spread out far ahead of the main advance, disguised by their
chameleonic skin, and moving silently though even the
densest foliage.
Lictors are genetically designed for guerrilla warfare, capable
of stalking victims for days without being noticed, picking off
targets in ones and twos and even remaining motionless for
days on end to ensure their victim is unsuspecting.

As vanguards for the force, Lictors are capable of releasing


potent pheromones when prey is located, which allows the
rest of the swarm to locate them even if the Lictor itself is
killed.
As much as anything else, Lictors are a weapon of
psychological warfare, as those fighting against Tyranids are
constantly looking over their own shoulders expecting death
to leap from the shadows at any moment. It often does.

LICTORS
Type

Speed

Armour

Close Combat

Firefight

Light Vehicle

20cm

5+

3+

6+

Weapon

Range

Firepower

Notes

Claws and Talons

(Base Contact)

Assault Weapons

Sniper

Flesh Hooks

(15cm)

Small Arms

Notes: First Strike, Infiltrators, Invulnerable Save, Scout, Teleport

MEIOTIC SPORE
Though appearing as nothing more than giant spore mines,
these sacks actually contain clusters of smaller spores under
their skin. These are released in an explosion of choking
death if the Meiotic Spores sensitive tentacles detect the
presence of a nearby enemy.

mines as they go. This aerial drifting can cause serious


problems for aircraft, as they can often find whole areas of
sky filled with clouds of spores, each capable of setting off a
cascading explosion of bone shrapnel, acidic juices and
corrosive gases.

Variably filled gas-bladders allow them to either drift low to


the ground, tentacles sweeping the surface for targets, or to
rise into the atmosphere, filling the air with dozens of smaller

It is a brave or foolhardy pilot who flies into the cloud created


by Meiotic Spores, for few craft make it out the other side.

MEIOTIC SPORE
Type

Speed

Armour

Close Combat

Firefight

Light Vehicle

10cm

5+

6+

6+

Weapon

Range

Firepower

Notes

Acidic Explosions

(Base Contact)

Assault Weapons

Spore Clouds

15cm

AA5+

Disrupt

Notes: Skimmer, Expendable, Scout

HIVE FLEET LEVIATHAN ARMY LIST


HOW TO USE THE ARMY LIST
The following Army List allows you to field an army of Tyranids in epic that closely matches the
Tyranids as presented in their most recent form in Warhammer 40,000. Though the name Hive
Fleet Leviathan is used, your army could easily represent Tyranids from another Hive Fleet, such
as Kraken or Gorgon.
Formations in a Hive Fleet Leviathan Army are referred to as Swarms. Hive Fleet Leviathan
Swarms come in three types: Core Swarms, Support Swarms and Independent Swarms. The army
may contain any number of Core Swarms, one Support Swarm for each Core Swarm in the army,
and may spend up to 1/4 of its points on Independent Swarms.
Core Swarms and Support Swarms each contain at least one Synapse Unit, so they are considered
Synapse Swarms, and so are subject to the special rule The Hive Mind. Independent Swarms are
not subject to The Hive Mind.
Hive Fleet Leviathan Core Swarms are constructed somewhat more flexibly than formations in
other armies; they are built by adding together Clusters of other units. These Clusters come in
three types: Synapse Clusters, Brood Clusters and Rare Clusters. Synapse Clusters are groups of
Synapse Units, Brood Clusters are groups of the common infantry types with the Brood special rule,
and Rare Clusters consist of all other Synapse-needing units. The army list describes how many of
each Cluster can be in each Core Swarm. A Core Swarm can take multiples of the same Cluster, as
long as the Swarm in question allows it.
Some Clusters can be bought in two different sizes, Small and Large, and separate prices are listed
for each. Large Clusters contain twice the number of units listed, but still only count as a single
Cluster for army construction purposes. The costs of each cluster are added together to determine
the total Swarm cost.
Despite being made from these Clusters, in-game Core Swarms function as normal formations; the
Clusters are just a tool for the army-building process.
Support Swarms and Independent Swarms are not built from Clusters, but rather are fixed starting
formations with the option to add Upgrades. These are clearly listed in the army list, along with the
cost for each Upgrade Each Swarm may only take each Upgrade once.

HIVE FLEET LEVIATHAN ARMY LIST


Strategy Rating of 1.
Initiative 1+ (see The Hive Mind for the exception)

CORE SWARMS
A Hive Fleet Leviathan army may contain any number of Core Swarms. All Core Swarms are Synapse Swarms and so are subject to the special rule The Hive Mind. All
Core Swarms are composed of Clusters. There are two different Core Swarms, listed below, which have different Cluster composition requirements.

Formation Name
Horde Swarm
Specialist Swarm

Cluster Name
Warriors
Tyrant
Zoanthropes
Tervigon
Malanthrope
Dominatrix (0-1 per army)
Node

CORE SWARMS
A Hive Fleet Leviathan army may contain any number of Core Swarms
Synapse Clusters
Brood Clusters
1-3
1+
1
0

Rare Clusters
1 per Brood Cluster
1-2

SYNAPSE CLUSTERS
Units
2 Tyranid Warriors units
1 Hive Tyrant
2 Zoanthropes units
1 Tervigon
1 Malanthrope
1 Hierophant Bio-Titan with Dominatrix Symbiote
1 Synapse Node

Cost
100 points
100 points
100 points
125 points
125 points
400 points
150 points

BROOD CLUSTERS
Brood Clusters come in two sizes, Small and Large. Large Brood Clusters contain twice as many of the stated units.
Cluster Name
Units
Small Cost
Large Cost
Termagants
4 Termagants units
75 points
125 points
Hormagaunts
4 Hormagaunts units
50 points
100 points
Raveners
4 Raveners units
125 points
200 points
Gargoyles
4 Gargoyles units
100 points
150 points
RARE CLUSTERS
Most Rare Clusters come in two sizes, Small and Large. Large Rare Clusters contain twice as many of the stated units.
Cluster Name
Units
Small Cost
Large Cost
Guard
2 Tyrant Guards
50 points
75 points
Biovores
4 Biovores units
100 points
150 points
Carnifexes
3 Carnifex, Devourer Carnifex and/or Barbed Carnifex in any combination 125 points
200 points
Harpies
2 Harpies
100 points
150 points
Trygon
1 Trygon
75 points
125 points
Tyranofex
1 Tyranofex
75 points
125 points
Hierodule
1 Scythed Hierodule or Barbed Hierodule
150 points
250 points
Swarmlord
Add Supreme Commander to a Hive Tyrant
100 points
N/A
(0-1 per army, may not be taken if
there is a Dominatrix in the army)

SUPPORT SWARMS
A Hive Fleet Leviathan army may contain one Support Swarm per Core Swarm in the army. All Support Swarms are Synapse Swarms and so are subject to the special
rule The Hive Mind.

Swarm Name
Trygon Prime

SUPPORT SWARMS
Units
1 Trygon with Synapse Symbiote and 4 Raveners units

Harridan Prime

1 Harridan with Synapse Symbiote and 4 Gargoyles units

Hierophant Prime

1 Hierophant Bio-Titan with Synapse Symbiote

Upgrades
Add 1 Trygon for 75 points
Add 4 Raveners for 100 points
Add 1 Harridan for 150 points
Add 4 Gargoyles for 75 points
Add 2 Harpies for 100 points
Add 1 Hierophant for 250 points
Add 1 Scythed Hierodule for 150 points
Add 1 Barbed Hierodule for 150 points

Cost
250 points
250 points

350 points

INDEPENDENT SWARMS
A Hive Fleet Leviathan army may spend up to 1/4 of its points on Independent Swarms. Independent Swarms are not subject to the special rule The Hive Mind.

INDEPENDENT SWARMS
Brood Name
Spore Mine Cloud

Units
Upgrades
6 Meiotic Spores (Meiotic Spores gain the benefits of the Expendable rule Add 2 Meiotic Spores for 50 points

Cost
150 points

even though there are no units without Expendable in the formation)

Genestealers

6 Genestealers units

Lictors

4 Lictors Units

Add 2 Genestealers for 50 points


Add 1 Broodlord for 50 points
Add 2 Lictors for 50 points

150 points
150 points

Type

AV

LV

LV

AV

INF

WE

CH

CH

WE

INF

INF

INF

INF

LV

AV

AV

AV

AV

Name

Hive Tyrant

Tyrant Guard

Zoanthrope

Malanthrope

Tyranid Warriors

Tervigon

Synapse Symbiote

Dominatrix Symbiote

Synapse Node

Termagants

Hormagaunts

Gargoyles

Raveners

Biovore

Harpy

Carnifex

Devourer Carnifex

Barbed Carnifex

20cm

20cm

20cm

35cm

15cm

20cm

30cm

20cm

20cm

0cm

N/A

N/A

15cm

20cm

20cm

15cm

20cm

20cm

Speed

4+

4+

4+

5+

5+

5+

4+

N/A

N/A

5+

5+

4+

4+

5+

4+

Armour

5+

4+

3+

5+

6+

4+

6+

4+

6+

6+

N/A

N/A

5+

2+

3+

6+

3+

3+

CC

4+

3+

5+

5+

5+

5+

5+

6+

N/A

N/A

5+

5+

5+

5+

5+

FF

Weapons

Psychic Onslaught

Stinger Salvo
Claws and Teeth

Talons
Venom Cannon

Fearless,
Reinforced Armour

Fearless,
Reinforced Armour

Fearless,
Reinforced Armour

Skimmer, Reinforced
First Strike

Brood, Expendable,
Infiltrators, Tunnellers

Spore Mines

Scything Talons

Fleshborer
Swarm Strike

Talons

Heavy Venom Cannon


Stranglethorn Cannon

2x Twin Devourers

Bio-Plasma
Large Scything Talons

Armour, Twin Stranglethorn Cannon


Spore Mine Cysts

Brood, Expendable, Jump


Packs

Brood, Expendable,
Infiltrators

DC 4, Reinforced Armour, Thick Ripper Swarm


Rear Armour,
Fearless,
Synapse,
Augmented
2x Spore Chimneys
Swarming (D3)
Brood, Expendable
Fleshborer

Supreme Commander,
Energy Pulse
Synapse, Augmented Swarming
(D3)

Synapse, Fearless

DC 2, Fearless, Leader,
Reinforced Armour,
Synapse, Augmented Swarming
(D3)

Fearless, Synapse

Fearless, Reinforced Armour, Poisoned Talons


Invulnerable Save, Synapse,
Ripper Swarm
Jump Packs

Jump Packs, Invulnerable Save, Warp Blast


Synapse

Commander, Fearless, Leader, Heavy Venom Cannon


Reinforced Armour, Synapse
Bone Sword
Fearless, Reinforced
Talons
Armour, Expendable

Notes

Hive Fleet Leviathan Reference Sheet

30cm
30cm

15cm

(15cm)
(Base Contact)

30cm
15cm

30cm

(Base Contact)

(15cm)
15cm

(Base Contact)

(15cm)

(15cm) OR
(Base Contact)
15cm

60cm

(15cm)

(15cm)
(Base Contact)

(Base Contact)
30cm

(Base Contact)
(15cm) and
(Base Contact)

30cm and
(15cm)

30cm
(Base Contact)
(Base Contact)

Range

AP4+/AT5+
AP4+

AP3+

Small Arms
Assault Weapons

AP3+
1BP

AP5+/AT6+

Assault Weapons

Small Arms
AA6+

Assault Weapons

Small Arms

Small Arms
Assault Weapons
AA5+

3BP

Small Arms

Small Arms
Assault Weapons

Assault Weapons
AP5+

Assault Weapons
Small Arms
Assault Weapons

AP5+
Small Arms

AP4+/AT5+
Assault Weapons
Assault Weapons

Firepower

Disrupt

Disrupt

EA(+1), MW

Disrupt
One Shot

Disrupt, Indirect

EA(+1)

EA(+1)
Disrupt

MW

EA(+1), MW

EA(+1)

EA(+1), MW

MW

EA(+1), MW

Notes

WE

WE

WE

WE

INF

CH

LV

LV

Trygon

Scythed Hierodule

Barbed Hierodule

Harridan

Hierophant Bio-Titan

Genestealers

Broodlord

Lictor

Meiotic Spore

Tyranofex:
Trygon:
Scythed Hirodule:
Barbed Hirodule:
Harridan:
Hierophant Bio-Titan:

Tervigon:
Synapse Node:

10cm

20cm

N/A

20cm

25cm

35cm

25cm

30cm

25cm

15cm

Speed

5+

5+

N/A

6+

4+

5+

5+

5+

5+

4+

Armour

6+

3+

N/A

2+

3+

5+

5+

3+

4+

5+

CC

6+

6+

N/A

5+

5+

5+

6+

5+

5+

FF

Fear-

Skimmer, Expendable, Scout

First Strike, Infiltrators, Scout,


Invulnerable Save, Teleport

Inspiring, Invulnerable Save,


Leader

Infiltrators, Scout

Damage Capacity 5,
Fearless, Reinforced
Armour, Invulnerable Save,
Regeneration

Damage Capacity 3,
Reinforced Armour,
Fearless, Skimmer,
Transport (4 Gargoyles)

Damage Capacity 3,
Fearless, Reinforced
Armour

Damage Capacity 3,
Fearless, Reinforced
Armour

Damage Capacity 2,
Reinforced Armour,
less, Tunnellers

DC 2, Fearless, Reinforced
Armour

Notes

Acidic Explosions
Spore Clouds

Claws and Talons


Flesh Hooks

Large Rending Claws

Rending Claws

2 x Bio Titan Bio-Cannons


2x Giant Scything Talons

Bio-Cannon
Large Scything Talons

Twin Bio-Cannon
Large Scything Talons

2x Giant Scything Talons


Bio-Acid Spray

Bio-Electric Field
Large Scything Talons

Rupture Cannon
Thorax Swarm

Weapons

(Base Contact)
15cm

(Base Contact)
(15cm)

(Base Contact)

(Base Contact)

45cm
(Base Contact)

45cm
(Base Contact)

45cm
(Base Contact)

(Base Contact)
15cm

(15cm)
(Base Contact)

45cm
15cm

Range

The Tervigon is killed, and the synaptic backlash lays a hit on any tyranid unit with 5cm on a 6+
Roll a D6
1
The Node loses an extra DC and all units within 5cm take a hit on a 6+
2-5
The Node loses an DC.
6
The Node loses two extra DC.
The Tyranofex is killed in an explosion of grubs. All units within 5cm take a hit on a 6+.
The Trygon Collapses, Dead
The Hierodule is killed, but its death spasms lay a hit on all units within 5cm on a 6+
The Hierodule is killed, but its death spasms lay a hit on all units within 5cm on a 6+
The Haridan loses an extra DC
Roll a D6
1
The Hierophant thrashes about wildly in a blind rage, losing an extra DC, and any unit in base contact receives a hit on a 6+
2-5
The Hierophant suffers a deep wound and loses an extra DC
6
The Hierophant suffers a horrible wound and loses two extra DC

WE

Tyranofex

Critical Hit Results

Type

WE

Name

Hive Fleet Leviathan Reference Sheet

Assault Weapons
AA5+

Assault Weapons
Small Arms

Assault Weapons

Assault Weapons

3x AP4+/AT5+
Assault Weapons

2x AP4+/AT5+
Assault Weapons

2x AP3+/AT4+
Assault Weapons

Assault Weapons
AP3+

Small Arms
Assault Weapons

2x AT4+
AP4+

Firepower

Notes

Disrupt

Sniper

EA(+1), First Strike

First Strike

EA(+1), TK(1)

EA(+1), MW

EA(+1), MW

EA(+1), TK(1)
Ignores Cover

EA(+1), MW

Fixed Forwards
Ignores Cover

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