This section of Codex: Tyranids lists wargear (including Melee Weapons, Ranged Weapons, Biomorph Upgrades, Bio-artefacts, Tyranids Psychic Powers, Powers of the Hive Mind and Leviathan Powers) used by Tyranids, along with the rules for using them in your games of Warhammer 40,000.
Wargear List
These lists detail the points values of various items of wargear available to units in your army. Many unit entries in the army list that follows may include wargear options from one or more of these lists - in each instance, the army list entry will tell you (in bold) exactly which of these lists you may use.
Basic Bio-weapons
A model may replace its devourer with one of the following:
Basic Bio-cannons
A model may replace its devourer with one of the following:
Monstrous Bio-cannons
A model may replace any pair of scything talons with one of the following:
Twin-linked deathspitter
|
5 pts
|
Twin-linked devourer with brainleech worms
|
15 pts
|
Stranglethorn cannon1
|
15 pts
|
Heavy venom cannon1
|
20 pts
|
1 One per model. A model cannot have both a stranglethorn cannon and a heavy venom cannon.
Melee Bio-weapons
A model may replace any pair of scything talons with one of the following:
Lash whip and bonesword
|
20 pts
|
Biomorphs
A model may take up to one of each of the following:
1 Cannot be chosen by a Haruspex.
Thorax Biomorphs
A model may take up to one of the following:
Electroshock grubs
|
10 pts
|
Shreddershard beetles
|
10 pts
|
Melee Weapons
Designer’s Note: Tyranid Melee weapons come as pairs. For game purposes, each pair is treated as a single Melee weapon. This means that Tyranid models must fight with two pairs of any Tyranid Melee weapons to gain a bonus Attack in close combat for fighting with two weapons. For example, a Hormagaunt armed with a single pair of scything talons does not gain a bonus Attack, but a Ravener with two pairs of scything talons, or a Genestealer with a pair of rending claws and a pair of scything talons, does.
Boneswords
Boneswords are living monomolecular blades that can drain the life-force of their victims.
|
Range
|
S
|
AP
|
Type
|
-
|
User
|
3
|
Melee, Life Drain
|
Life Drain: Any To Wound roll of a 6 made by this weapon has the Instant Death special rule.
Crushing Claws
The obscene strength of these claws allows them to smash any foe.
|
Range
|
S
|
AP
|
Type
|
-
|
+1
|
2
|
Melee, Armourbane, Unwieldy
|
Lash Whip and Bonesword
Some Tyranid creatures wield these bio-weapons as a deadly symbiotic combination.
|
Range
|
S
|
AP
|
Type
|
-
|
User
|
3
|
Melee, Life Drain, Swiftstrike
|
Life Drain: Any To Wound roll of a 6 made by this weapon has the Instant Death special rule.
Swiftstrike: A model attacking with this weapon has a +3 bonus to its Initiative during the Fight sub-phase.
Lash Whips
Lash whips are cords of muscle that move at lightning speeds to slash their prey.
|
Range
|
S
|
AP
|
Type
|
-
|
User
|
-
|
Melee, Swiftstrike
|
Swiftstrike: A model attacking with this weapon has a +3 bonus to its Initiative during the Fight sub-phase.
Rending Claws
The diamond-hard tips of these claws can tear through armour.
|
Range
|
S
|
AP
|
Type
|
-
|
User
|
5
|
Melee, Rending
|
Scything Talons
Scything talons are long, razor-edged claws of serrated chitin.
|
Range
|
S
|
AP
|
Type
|
-
|
User
|
6
|
Melee
|
Ranged Weapons
Acid Spray
This weapon sprays caustic digestive fluids that reduce its victims to shapeless gobbets of liquefied flesh.
|
Range
|
S
|
AP
|
Type
|
Template
|
6
|
4
|
Assault 1, Torrent
|
Barbed Strangler Weapons
These weapons fire seed pods that grow to maturity in seconds, spreading out hooked tendrils in all directions.
|
|
Range
|
S
|
AP
|
Type
|
Barbed strangler
|
36"
|
4
|
5
|
Assault 1, Large Blast, Pinning
|
Stranglethorn cannon
|
36"
|
6
|
5
|
Assault 1, Large Blast, Pinning
|
Bio-electric Pulse Weapons
As a Trygon moves, it generates a potent bio-static field that discharges with lethal effect when the Trygon sights prey. Trygon Primes have curved spines sprouting from their bodies which contain and amplify this energy.
|
|
Range
|
S
|
AP
|
Type
|
Bio-electric pulse
|
12"
|
5
|
5
|
Assault 6
|
Bio-electric pulse with containment spines
|
18"
|
5
|
5
|
Assault 12
|
Bio-plasma
Some Carnifexes can generate a roaring ball of bio-plasma within their bodies and vomit forth the resultant energy as an incandescent gobbet of fire.
|
Range
|
S
|
AP
|
Type
|
12"
|
7
|
2
|
Assault 1, Blast
|
Bio-plasmic Cannon
This giant weapon can channel bio-plasma through a series of different ventricles to ensure the destruction of its prey, unleashing a vast ball of roaring energy through its central chamber, or firing several focussed streams of death through its surrounding barrels.
|
|
Range
|
S
|
AP
|
Type
|
Blast
|
24"
|
7
|
2
|
Assault 1, Large Blast
|
Streams
|
24"
|
7
|
2
|
Assault 6
|
Cluster Spines
Some Tyranid bioforms have rows of quills imbedded in their carapaces that they can project a considerable distance.
|
Range
|
S
|
AP
|
Type
|
18"
|
5
|
-
|
Assault 1, Large Blast
|
Deathspitter
This multi-creature symbiote fires maggot-like organisms with corrosive innards. A spider-jawed set of fangs drags an organism from the weapon’s brooding chamber and strips off its shell, before the deathspitter reacts to the caustic flesh with a spasm, firing the maggot to explode in a shower of caustic slime against its target.
|
Range
|
S
|
AP
|
Type
|
18"
|
5
|
5
|
Assault 3
|
Devourer Weapons
These weapons fling worm-like parasites that burrow into their victim’s flesh and eat their way through its nervous system to the brain. The devourers wielded by larger Tyranids teem with hives of brainleech worms, a more aggressive and voracious devourer worm.
|
|
Range
|
S
|
AP
|
Type
|
Devourer
|
18"
|
4
|
-
|
Assault 3
|
Devourer with brainleech worms
|
18"
|
6
|
-
|
Assault 6
|
Drool Cannon
Drool cannons fire gobbets of caustic digestive juice over their victims.
|
Range
|
S
|
AP
|
Type
|
Template
|
6
|
4
|
Assault 1
|
Flamespurt
The Pyrovore’s flamespurt bio-weapon billows forth a blazing plume of fire, engulfing the Hive Mind’s foes in a searing conflagration.
|
Range
|
S
|
AP
|
Type
|
Template
|
5
|
4
|
Assault 1
|
Fleshborer Weapons
The fleshborer is a compact brood nest for sharp-fanged borer beetles. When the weapon is fired, a frenzied borer beetle will hurtle itself forward with a single flick of its flea-like legs. The beetle then spends its remaining life energy in a few seconds, frantically boring through the armour, flesh and bone of the first thing in its path. The fleshborer hive is a seething colony for the very same beetles, but the fanged creatures stored in the bloated sacs of the hive lay thousands of eggs that hatch and mature at an astonishing rate within the cavernous chambers of the brood nest. Indeed, the fleshborer hive must eject the beetles at regular intervals to prevent the Tyrannofex from bursting apart due to the mass of creatures birthed within it.
|
|
Range
|
S
|
AP
|
Type
|
Fleshborer
|
12"
|
4
|
5
|
Assault 1
|
Fleshborer hive
|
18"
|
4
|
5
|
Assault 20
|
Grasping Tongue
This creature’s clawed tongue grasps its chosen prey before yanking it bodily into its maw.
|
Range
|
S
|
AP
|
Type
|
12"
|
6
|
2
|
Assault 1, Precision Shot
|
Impaler Cannon
Impaler cannons propel osseous spines at such high velocities that they can punch through reinforced plasteel. At the base of each spine is a small creature known as a shard-beast that uses thin membranous fins to steer the spine towards its target.
|
Range
|
S
|
AP
|
Type
|
24"
|
8
|
4
|
Assault 2, Homing, Ignores Cover
|
Homing: Impaler cannons can be fired at targets out of the unit’s line of sight.
Rupture Cannon
This weapon fires two different projectiles, launched in quick succession. The first is a bloated tick that bursts upon impact, showering the target in a thick oily substance. The second, a seedpod, reacts as it contacts the viscous remains of the tick, creating an implosion which can even wrench armoured vehicles inside out.
|
Range
|
S
|
AP
|
Type
|
48"
|
10
|
4
|
Assault 2
|
Shockcannon
Shockcannons fire large claws attached to ropes of sinew, which latch onto their target before delivering a powerful bio-electric surge that electrocutes any prey nearby and disables enemy machinery.
|
Range
|
S
|
AP
|
Type
|
18"
|
5
|
5
|
Assault 1, Blast, Haywire
|
Spike Rifle
This bony, muscle-lined tube launches harpoon-like spikes.
|
Range
|
S
|
AP
|
Type
|
18"
|
3
|
-
|
Assault 1
|
Spinefists
This weapon-creature, typically carried in pairs, has a long tail that burrows through a limb to connect the gun’s own air-bladder to the airways and vents of its host. A larger host will exhale great salvoes of spines, ripping through the flesh of anything caught in the blast.
|
Range
|
S
|
AP
|
Type
|
12"
|
3
|
5
|
Assault X*, Twin-linked
|
* Spinefists get one shot for every Attack on the unmodified characteristic profile of the Tyranid creature firing them. For example, a Termagant (1 Attack) fires 1 shot while a Ravener (3 Attacks) fires 3 shots.
Spore Mine Weapons
|
Range
|
S
|
AP
|
Type
|
Spore Mine cysts
|
-
|
4
|
4
|
Assault 1, Barrage, Large Blast, Spore Bomb, Spore Burst
|
Spore Mine launcher
|
48"
|
4
|
4
|
Assault 1, Barrage, Large Blast, Spore Burst
|
Spore Bomb: Unlike other weapons, Spore Mine cysts are used during the Movement phase. A Harpy can fire its Spore Mine cysts once in each of its Movement phases. If it does so, it counts as having fired one weapon in its following Shooting phase; however, any other weapons it fires that turn can choose a different target to the Spore Mine cysts. To fire the Spore Mine cysts, the Harpy must be Swooping. After the Harpy has finished moving, centre the large blast marker on any one model the Harpy has passed over that turn and scatter it D6". Units take a hit for each model that is even partially under the blast marker’s final position, resolved using the profile above.
Spore Burst: If, when the final position of the first blast marker in the barrage is determined, there are no models (friend or foe) under it, place D3 Spore Mine models anywhere under the blast marker so that they are in unit coherency and not within impassable terrain or 1" of an enemy model (any that cannot be placed are lost). These act as a Spore Mine Cluster for the rest of the game.
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Sv
|
Unit Type
|
|
Spore Mine
|
4"
|
-
|
-
|
1
|
1
|
1
|
1
|
-
|
1
|
-
|
Infantry
|
|
|
|
Special Rules:
|
• Fearless
|
• Deep Strike
|
• Floating Death
|
• Living Bomb
|
|
Stinger Salvo
Stinger salvoes are simple but effective weapons that fire rows of metre-long, razor-sharp spikes.
|
Range
|
S
|
AP
|
Type
|
18"
|
5
|
4
|
Assault 4
|
Strangleweb
The strangleweb fires a mesh of sticky strands that ensnare the foe, leaving them at the mercy of the approaching swarm.
|
Range
|
S
|
AP
|
Type
|
Template
|
2
|
-
|
Assault 1, Pinning
|
Tentaclids
These living missiles seek out aerial prey, latching onto their targets with barbed fangs before emitting a massive bio-electrical pulse.
|
Range
|
S
|
AP
|
Type
|
36"
|
5
|
5
|
Assault 1, Haywire, Seeking, One use only
|
Seeking: If a model makes a shooting attack with this weapon against either a Zooming Flyer or a Swooping Flying Monstrous Creatures, it re-rolls failed To Hit rolls made with this weapon.
Thorax Biomorphs
Certain Tyranids have thoracic cavities that play host to swarms of parasites – some of these minute creatures drain their victims’ vital fluids, others emit an electrical charge which plays havoc with enemy vehicles, and others still nestle amongst the foe’s armour before exploding in a horrific fashion.
|
Thorax biomorphs are ranged weapons.
|
Range
|
S
|
AP
|
Type
|
Desiccator larvae
|
Template
|
1
|
-
|
Assault 1, Fleshbane
|
Electroshock grubs
|
Template
|
5
|
5
|
Assault 1, Haywire
|
Shreddershard beetles
|
Template
|
3
|
-
|
Assault 1, Rending, Shred
|
Venom Cannon Weapons
These powerful bio-weapons fire salvoes of corrosive crystals at tremendous velocities which shatter on impact to shred the foe.
|
|
Range
|
S
|
AP
|
Type
|
Venom cannon
|
36"
|
6
|
4
|
Assault 1, Blast
|
Heavy venom cannon
|
36"
|
9
|
4
|
Assault 1, Blast
|
Bio-cannon
Range
|
S
|
AP
|
Type
|
48"
|
10
|
3
|
Assault 6
|
Choking Cloud
A cloud of sentient spore organisms engulf the foe, inflicting a horrible death.
|
Range
|
S
|
AP
|
Type
|
12"
|
3
|
-
|
Assault 1, Ignores Cover, Large Blast, Poisoned (2+), Predatory Sentience
|
Predatory Sentience: When making armour penetration rolls against vehicles that are Open-topped or that have lost 1 or more of their Hull Points this weapon has the Armourbane special rule.
Biomorph Upgrades
Acid Blood
The alien blood spilt from certain Tyranids is so corrosive that it can eat through ceramite armour and dissolve flesh in mere moments.
|
For each unsaved Wound a model with the acid blood biomorph suffers in close combat, the enemy unit that inflicted the Wound must take an Initiative test at the end of the current Initiative step. For each test that is failed, the unit that inflicted the Wound immediately suffers a Strength 5 AP2 hit with the Ignores Cover special rule.
Acid Maw
The maws of some Tyranids constantly drip with acidic bile.
|
In close combat, a model with this biomorph can exchange all of its normal Attacks to make a single acid maw attack with the following profile:
Range
|
S
|
AP
|
Type
|
-
|
5
|
2
|
Melee
|
Adrenal Glands
Adrenal glands saturate their host’s bodies with chemicals that boost the creature’s metabolism to a hyperactive state of frenzy.
|
A model with the adrenal glands biomorph has the Furious Charge special rules and adds 1" to its Movement characteristic.
Blinding Venom
Some Tyranids spit caustic venom at their prey’s eyes.
|
In close combat, a model with this biomorph can exchange all of its normal Attacks to make a single blinding venom attack, which uses the following profile:
Range
|
S
|
AP
|
Type
|
-
|
3
|
-
|
Melee, Blind, Poisoned (6+)
|
Flesh Hooks and Spine Banks
Flesh hooks are attached to a Tyranid’s ribcage by ropy tendrils and allow it to scale sheer surfaces or snare prey at close range. The explosive spine banks imbedded in the carapaces of some Carnifexes can also be fired at the foe as the Tyranid charges.
|
Models equipped with either of these biomorphs don’t suffer the penalty to their Initiative for charging enemies through difficult terrain but fight at their normal Initiative. In addition, they can each be fired as a ranged weapon with the relevant profile below.
|
Range
|
S
|
AP
|
Type
|
Flesh hooks
|
6"
|
User
|
-
|
Assault 2
|
Spine banks
|
8"
|
3
|
-
|
Assault 1, Blast
|
Regeneration
Some Tyranids have the ability to recover from horrendous wounds and injuries that should have proven fatal.
|
At the end of each friendly turn, roll a D6 for each model with the regeneration biomorph that has less than its starting number of Wounds, but has not been removed as a casualty. On a 4+, that model regains a single Wound lost earlier in the battle.
Tail Biomorphs
The tails of some Tyranids are deadly weapons, from bony protrusions dense enough to cave in the side of a tank to stingers containing enough poison to kill whole regiments.
|
A tail biomorph is a Melee weapon that allows its wielder to make a single additional Attack. Note that this Attack is resolved separately from a model’s other close combat attacks and uses the appropriate profile below. Also note that a tail Attack is not affected by other Melee weapons, biomorphs, upgrades or special rules belonging to the owning model, or vice versa.
For example, a Hive Tyrant with a heavy venom cannon, a lash whip and bonesword, a prehensile pincer and toxin sacs does not gain an additional Attack for fighting with two close combat weapons, nor does its prehensile pincer tail attack have either the Smash or Poisoned special rules.
|
Range
|
S
|
AP
|
Type
|
Bone mace
|
-
|
8
|
-
|
Melee, Unwieldy
|
Prehensile pincer
|
-
|
6
|
5
|
Melee
|
Thresher scythe
|
-
|
4
|
4
|
Melee, Rending
|
Toxinspike
|
-
|
1
|
6
|
Melee, Poisoned (2+)
|
Toxic Miasma
Some creatures emit toxins to poison a prey world’s atmosphere.
|
Once per game, in any Assault phase, a unit with this biomorph can unleash its toxic miasma. If it does so, at the Initiative 1 step, all enemy units engaged in the combat suffer a number of hits equal to the number of models from their unit in base contact with any model from the Tyranid unit unleashing the toxic miasma. These hits are resolved at Strength 3 AP`-` and have the [Poisoned 4+] and [Ignores Cover] special rules.
Toxin Sacs
These parasitic glands secrete vile fluids, coating the Tyranid’s claws, fangs and talons with a lethal variety of alien poisons.
|
If a model has the toxin sacs biomorph, its close combat attacks have the [Poisoned 4+] special rule.
Wings
The forelimbs of some Tyranid organisms are in fact leathery wings.
|
If a Monstrous Creature has this biomorph, its unit type is Flying Monstrous Creature and changes it's movement characteristic to 12".