Tyranid 5th Ed
Tyranid 5th Ed
Tyranid 5th Ed
Venom Cannon
R:36 S:6 AP:4 Assault 1 Blast
-1 modifier on the vehicle damage chart
Barbed Strangler
R:24 S:4 AP:6 Assault 1 Large Blast
Stranglethorn Cannon
R:36 S:6 AP:4 Assault 1 Large Blast
Spinefist
R:18 S:4 AP:5 Assault X
(X= bearer's number of attacks), twin-linked
Fleshborer
R:18 S:4 AP:5 Assault 1
Sting Blaster
R:12 S:5 AP- Assault 1
Spike Blaster
R:18 S:5 AP:5 Assault 4
Texorin Bug
3 fire modes, may be fired additionally to all other weapons
-Template S:* AP- Assault 1, wounds on 2+ vs. non-vehicles
-Template S:5 AP:5 Assault 1
-Template S:3 AP:6 Assault 1, Rending
Death Blaster
R:18 S:5 AP:5 explosive
BIOMORPHS
Toxin Sacs
ALL units may buy these. Grants Poison attacks (4+)
Adrenal Gland
ALL units may buy these. Grants Furious Charge
Spore Launcher
Big bugs only. Grants Frag granades
Injectors
To-wound rolls of 6 cause the loss of all wounds instead of one
Flesh Hooks
R:6 S:5 AP- Assault 2
Toxic Blood
When the model loses a wound in assault the model causing the wound must pass an I check or lose a
wound with no armor save allowed. Vehicles suffer a glancing hit on a 4+
Toxic Miasma
Enemy models in assault range pass a T check or lose one wound with normal armor saves allowed
Lashwhips
All enemy models in assault are reduced to I:1
Chitin Upgrades
From 6+ Armor save to 2+, with several variants
Boneswords
A model suffering a wound tot he weapon must pass an Ld test or is killed outright. If the bearer has a
pair of Boneswords the Ld test is made on 3D6.
Scything Talons
Reroll to-hit rolls of 1 in assault, models with a pair of talons reroll all failed to-hit rolls
Rending Claws
Grant Rending USR in assault
Crushing Claws
Model I is lowered to 1, +D3 Attacks
Regeneration
At the start of each turn the model regains a lost wound on a 6
Wings
Model counts as Jump Infantry
Synapse Creatures
Units within 12 inches are fearless. No more Eternal Warrior.
Instictive Behavior
Each Tyranid unit not in range of a Synapse creature has to pass a morale check or falls back to
instinctive behaviour. Melee-creatures move as fast as possible to the next enemy, while shooting
creatures go for the next cover and shoot at the nearest enemies. What they do is said in their entries.
Bio-Weapons
Weapon symbionts are no longer modified by the creature that wields it. There are heavy variants of
most of them for the bigger creatures.
Venom Cannon: 3" blast now. They suffer a additional -1 penalty against vehicles. So, a glancing hit is
- 3, a penetration - 1. So vehicles can now be wrecked with this weapon.
Scything Talons: One pair of tham grants rerolls on all 1's rolled to hit. Two pairs allow you to reroll
all failed to hits.
Bonesword: Causes instant death, if the target fails a morale check after suffering a wound. If you bear
two pairs, the morale check is made on 3d6.
Tentacle Whip: Reduce the initiative of all models attacking the user to 1.
Biomorphs
These grant USRs.
Examples: Toxic Glands grant poisoned attacks (4+). Adrenalin Glands grant furious charge. An
Injector grants Instant Death on each to wound roll of 6. There are many more.
Units
Headquarters
Hive Tyrant, Alpha Warrior, Tervigon.
Named HQs: A special Hive Tyrant, A parasite-spreading winged horror.
Hive Tyrant: Initiative 6, WS:8. Starts of with a pair of Scything talons, a Tentacle whip and a
Bonesword. May be given wings or heavy carapace (2+ armour save). May be given a Tyrant guard.
Hive Tyrant variant called the Swarmlord. Armed with 4 Boneswords (see rules above), and loaded up
with special rules but costs more than a Land Raider.
-Mental Scream: All enemy units within 18 " have to pass a morale check. if they fail it, they suffer the
difference between the roll and their morale characteristic as casulties with no armour saves allowed.
-Lifeleech: One unit within 12 " suffers D3 S:3 AP:2 hits. For each casualty they suffer, the Hive
Tyrant gains one wound, up to a maximum of 10.
-Power 3: Forces a unit to pass a morale check or to fall back.
-Power 4: A shooting attack.
Tyrant may be given special abilities, such as the bility to grant another unit outflank and +1 to reserve
rolls.
Special Hive Tyrant: WS:9. Invulnerable saves passed versus wounds inflicted by him must be re-
rolled. He may give one unit within 18" Prerfered enemy, Furious charge or two other USRs.
Tervigon: Creates 3d6 Termagaunts with standard loadout each movement phase, even in close
combat. If killed, gaunts nearby suffer heavy losses. It has its own psychic powers.
The Horror "The Parasite of Mortrex": Winged hit-and-run monster. Every enemy unit outflanking
may suffer casualties. The outflanking unit picks one model, and must pass a toughness test. If failed
the model is removed and the Tyranid player gets D6 Ripper swarms. The Horror does the same to
victims he kills in assault.
Elites
Hive Guard: Unit size 1-3, BS:4 Weapons are 24" S:8 AP:4 Assault 2.
Lictors: 1-3 per FOC slot, acting together as one unit. Lictors deploy like Marbo. Grant +1 to reserve
rolls. Deep striking units do not scatter if deployed within 6 inces of a Lictor, as long as it was on the
table for at least one turn.
Ymgarl Genestealers: Biomorphable Genestealers. They may increase Attacks, Toughness, or Strength
at the beginning of each assault phase. "Hibernation" rule: Pick a piece of terrain. When the
Genestealers enter play, they are placed in the selected terrain. The unit may move, shoot and charge.
Unit size: 5-10. No Broodlord option.
Death Leaper: WS:9, I:7. Deployed like a lictor, but may retreat and be replaced text turn. ~???
Troops
Hormagaunts: WS:3, S:3, I:5, A:2. Infantry. May be given poison and adrenalin glands. Unit size 10-30
Gaunts: Weapon is S:4 AP:5 Assault 1. For each 10 gaunts, one may be upgraded to a S:2 template that
wounds against the target's Strength ~Sounds like tanglewebs return.
Genestealers: Mostly the same, but with less options. Cheaper than Grey Hunters, though. Armor save
canot be increased. Infiltrate and Fleet.
Broodlord retains his statline, at a point cost of a Long Fang with a heavy bolter.
May have two psychic powers:
-Confusion: Both players roll a D6 and add the Ld of a model chosen by the Tyranid player. If the
Tyranid total is the same or higher, the enemy targeted model may not attack in this close combat
phase.
-Ability 2: Reduces the Ld of surrounding enemies by 1.
Fast Attack
Winged Warriors
Gargoyles:
Harpies: Flying, Trygon-sized creature that acts as a bomber. It drops Spore mines on a unit it flies
over. Monstrous creature.
Raveners: Two pairs of scything talons. May have a thorax swarm: a special weapon, with ammo
chosen at the start of the game. Three flamer variants.
Heavy Support
Carnifexes: Unit size: 1-3. Must have the same loadout. Cannot boost initiative, probably cannot
improve armor past 3+. Gain +1 I when charging. Adrenaline glands give I:4 and S:10. Basic WS:3
S:9, W:4 2 pairs of scything talons, A:4.
Trygon: WS:6, S:6, W:6 A:6. Shooting attack: 12" S:6, AP:5 Assault 6. Deep Strike. Trygon cannot
assault a unit he Deeps Strikes onto. Follows the same rules as Drop Pods, i.e. stopping within 1".
If upgraded to a Alpha Trygon, weapon becomes 18" Assault 12.
Dedicated Transports
Spore Capsule: Many units may purchase a Spore Capsule. Occupancy:1 Monstrous Creature, or 20
Infantry. Deep Strike. Disembarking unit may not move or assault. It may shoot.
allmost all tyranids which do not deepstrike by themselfes can be given biological droppods which
work exactly like SM ones (but dont have half of them come in turn 1) for only a bit more than SM
ones cost.
dakka is not gone. devourer is a s4 assoult 3 gun on small bugs but s6 assoult 6 on tyrants and carnifex
(by an ammonition upgrade which comes automatically on big bugs). you can take two sets. both
dakktyrant and dakkafex will end at about 200 points per!
sniper is gone because you can only take one set of 'heavy' weapon per big bug.
boneswords are power weapons and can be taken on all warrior-strain creatures (warrior, winged
warrior, tyrant guard, tyrant). they can cause instant death. a pair of them costs only 10points on
warriors.
for each tyrant you can buy a unit of 1-3 guards as a free-hq (60pts each). tyrants can join tyrant guard
as if they were IC.
tyrants start at 170 points with either twin scytings or scytings and bonesword/lashwhip. they have 2
out of 4 pwoers for free (each of them would be easily worth the 2*25=50 points he costs more now if
you could choose if you want them. as a forced buy they make the tyrant somewhat expensive).
powers are as mentioned above. the 4th power is automatically one unit in 18" sets bs&ws to 1 until the
start of the next tyranid player's turn.
you can byu either wings, 2+ save or a potent shooting weapon as a carapax biomorph.
mixed stuff:
toxotroph is t4 w2 5+ armor, comes in broods of 1-3.
his cloud gives every unit with models within 6" 5+ cover (inculding himself), defensive grenades and
everyone assoulting them has to test for DANGEROUS terrain.
would have been a blessing for old nidzilla sniper fexes but now is quite useless.
bad stuff:
pyrovore is useless. t4 2w 4+ armor, a heavy flamer with no hellhound range. possibly of use as a
brood of 3 in a droppod but frail (I'd rather have 4 bonesword warriors than 3 heavy flamers...).
hiveguard has a 4+ save. he looks like a hiveguard but apprently the heavy chitin armor is only decoy
there is a bug in fast assoult. mosntrous creature 160points 4w t5 4+ armor which can fly (big
gargoyle)... lets chorus: "catch the heavy bolter shell!"
warriors 3 wounds
swarmlord is 280 points and will destroy every modell that exists in normal 40k in close combat.
calgar, abbadon, the nightbringer, name it and the swarmlord can kill it.
just the most important values: ws9, 4+ invul in cc, all attacks cause instant death. invul saves against
him have to be rerolled.
he also canc ast two psychic powers so the 110 points premium over a normal tyrant are not only for
close combat. if he is worth it... well is calgar worth it? or abbadon?... what the swarmlord cannot do is
ride inside a raider so maybe not.