Drifting through the void come star-eclipsing shoals of immense creatures whose cephalopodic forms bristle with spines and feeder tendrils. Each of these living vessels is host to thousands upon thousands of dormant warrior-forms, ready to wake from their slumber when the hive fleet locates its next meal.

The Hive Tyrants are the uppermost pinnacle being of the unending swarm of the Tyranids.

Abilities

Instinctive Behaviour

Unless controlled or coordinated by the domineering will of the Hive Mind, many Tyranid organisms will revert to their baser instincts.

This special rule is always followed, in brackets, by a type: either Lurk, Hunt or Feed, which corresponds to a table below. At the beginning of each of your turns, all Codex: Tyranids units with this special rule that are outside of the synapse range of any friendly Synapse Creatures (see below) must take a Leadership test unless they are: engaged in combat, falling back, have gone to ground or arrived from reserve this turn. If the test is passed, the unit acts normally during this turn. If the test is failed, the unit must roll a D6 on the appropriate Instinctive Behaviour table. The effects of the result rolled last until the beginning of your next turn, unless specified otherwise.

Feed

D6 Result
1-3 Cannibalistic Hunger: On the verge of starvation and desperate to sate their gnawing hunger, the Tyranids turn upon themselves.

The unit immediately suffers a number of hits equal to the number of models in that unit. These hits are resolved using the unit’s majority Strength (if drawn, use the highest) and AP`-`. Wounds are allocated by the owning player and armour saves (but not cover saves) may be taken. After resolving casualties (if any) the unit can do nothing else until the end of its turn. Units consisting of only a single model treat this result as Devour (below), instead.

4-5 Devour: Driven by their instincts, the Tyranids hurl themselves at the closest prey they can find, teeth and claws eager to bite into flesh.

In the Shooting phase, the unit cannot shoot or Run. In the Assault phase, if the unit is able to declare a charge, it must do so against the closest viable enemy unit. If the unit cannot declare a charge, it does nothing in the Assault phase.

6 Kill: The brood’s ravenous hunger sends them into a murderous frenzy.

This follows all the rules for Devour (above). In addition, the unit gains the Rage special rule.

Hunt

D6 Result
1-3 Burrow and Hide: Without the Hive Mind’s direction, the brood burrows to protect itself from enemy fire.

The unit immediately Goes to Ground. Units that contain at least one model with the Fearless special rule treat this result as Prowl (below), instead.

4-5 Prowl: The Tyranids’ instincts take over and they advance in search of foes to hunt with their bio-weapons.

In the Shooting phase, the unit cannot Run and must instead shoot at the closest enemy unit that is within range and line of sight of at least one model in the Tyranid unit. If there is no viable target, the Tyranid unit can do nothing during the Shooting phase. The unit cannot charge in the Assault phase.

6 Destroy: The brood catches the scent of fresh prey on the wind and they become hyper-actively agitated, bio-weapons spitting death until the prey is utterly destroyed.

This follows all the rules for Prowl (above). In addition, the unit gains the Preferred Enemy special rule.

Lurk

D6 Result
1-3 Survive: The Tyranids’ survival instincts take over and they turn tail and flee the battlefield.

The unit is treated as having failed a Morale test and must immediately Fall Back.

4-5 Seek Cover: The brood immediately seeks out shelter to hide from the enemy, ignoring the foe until they are safely concealed from their eyes.

In the Movement phase, the unit is not slowed by difficult terrain, though its models must take Dangerous Terrain tests as normal. In the Shooting phase, the unit can Run or shoot. If the unit shoots, models in open ground cannot shoot (models that are in open ground but are in base contact with another type of terrain can shoot normally).

6 Stalk: The Tyranids blend seamlessly into the shadows, stalking their prey from safety until the right time to strike presents itself.

This follows all the rules for Seek Cover. In addition, the unit gains the Stealth special rule.

Synapse Creature

Some Tyranids serve as synaptic conduits or nodal relays through which a portion of the Hive Mind’s iron will flows, overriding the natural instincts of the swarm.

Models with the Synapse Creature special rule have a synapse range of 12". Friendly Codex: Tyranids models within this synapse range, including the Synapse Creatures themselves, have the Fearless special rule. If a unit from Codex: Tyranids is falling back and at least one of the unit’s models is within a friendly Synapse Creature’s synapse range before the unit moves, the unit automatically Regroups.

Shadow in the Warp

The unfathomable presence of the Hive Mind radiates out from its synapse creatures, smothering the ability of the psykers who stand before them to draw upon their mystic powers.

Enemy psykers attempting to manifest psychic powers whilst they are within 12" of one or more models with the Shadow in the Warp special rule suffer the effect. When an enemy unit attempts to perform a Psychic Test, the controlling player with this rule can select one of the dice used for the Psychic Test and re-roll it.

<Hive Fleet>

All Tyranids belong to a hive fleet. When you include a Tyranids unit in your army, you must nominate which hive fleet that unit is from. There are many different hive fleets to choose from; you can use any of the hive fleets described in this book, or make up your own if you prefer. You then simply replace the <HIVE FLEET> keyword in every instance on that unit’s datasheet, and in any psychic powers they know, with the name of your chosen hive fleet.

Warlord Traits

If a <HIVE FLEET> CHARACTER model is your WARLORD, you can use the Hive Fleet Warlord Traits table below to determine what Warlord Trait they have. You can either roll one D6 to randomly generate one, or you can select one.

When you have determined a Warlord Trait for a HIVE TENDRIL CHARACTER model, replace all instances of the <HIVE FLEET> keyword in their Warlord Trait, if any, with the name of the hive fleet that your model is from.

D6 WARLORD TRAIT
1 ALIEN CUNNING

This warlord possesses highly sophisticated neural pathways, allowing it to identify priority strategic assets and seize them before the foe even recognise their value.

  • This WARLORD counts as 5 models when determining control of an objective marker.
  • This WARLORD can start to perform an action, even if it Advanced or Fell Back this turn.
2 HEIGHTENED SENSES

Whether through rows of bristling antennae or clusters of glistening compound eyes, this warlord can sense the location of its prey with unerring accuracy.

  • At the start of the Fight phase, if this WARLORD is within Engagement Range of any enemy units, it's Initiative characteristic is set to 8.
  • Each time this WARLORD makes an attack, you can re-roll the hit roll.
3 SYNAPTIC LINCHPIN

With a cerebral cortex that pulsates with the irresistible power of the Hive Mind, this warlord acts as a blazing synaptic beacon to the lesser creatures of the swarm.

  • Add 6" to the range of this WARLORD’s aura abilities and Synapse ability.
  • Each time this WARLORD uses an ability in your Command phase that specifies a range, until the end of the phase, add 6" to the range of that ability.
4 DIRECT GUIDANCE

Projecting a portion of its consciousness directly into the crude ganglia of its lesser warrior organisms allows this warlord to guide their strikes.

In your Command phase, select one friendly <HIVE FLEET> unit within Synapse range of this WARLORD. Until the start of your next Command phase, each time a model in that unit makes an attack, add 1 to that attack’s hit roll.

5 SYNAPTIC TENDRILS

This organism is a thrumming node of synaptic energies, a blazing beacon of the Hive Mind’s influence, able to reach out and augment the abilities of its swarm at will.

Each time the WARLORD slays an enemy unit or Character, choose a friendly <HIVE FLEET> unit within Synapse range. At the end of the phase, that unit can move (and Advance if you wish) as if it was your Movement phase.

6 ADAPTIVE BIOLOGY

The same weapon rarely works against this warlord twice, as its alien physiology adapts at an astonishing rate to counter the attacks of the foe.

This WARLORD gains the [Feels No Pain] keyword.

Bio-artefact Relics

If your army is led by a HIVE FLEET WARLORD, you can, when mustering your army, give one of the following Bio-artefact Relics to a HIVE FLEET CHARACTER model in your army. Named characters cannot be given any of the following Relics. Note that some Relics replace one of the model’s existing items of wargear. Where this is the case, you must, if you are using points values, still pay the cost of the wargear that is being replaced. Write down any Bio-artefact Relics your models have on your army roster.

BALETHORN CANNON

This enormous bio-cannon spits out a web of hyper-adaptive microfilament. Upon contact with the target, this sentient substance begins to contract; its contra-empathic surface identifying and adapting to any defences it encounters, flaring white-hot to burn through kinetic shielding, or sharpening to a monomolecular edge to slice through even the thickest power armour. Its contractions do not cease until the web is a knurled ball no larger than a Human fist, and whatever it encased has been sliced into bloody gobbets.

Model equipped with stranglethorn cannon only. This Relic replaces a stranglethorn cannon and has the following profile:

WEAPON RANGE TYPE S AP
Balethorn Cannon 36" Heavy D3+3 10 3
Abilities: Blast

GESTATION SAC

Embedded within this organism’s body is a pulsating sac of membranous flesh and nutrient bio-slurry. As battle rages the grotesque graft swells and bulges, dark shapes writhing within it as they grow at an exponential rate. At last, with a wet ripping sound and a vomitous gush of fluids, an entire brood of parasitic Rippers spills forth to squirm their way into battle. Once per battle, the bearer can perform the following action:

Bursting the Sac (Action): At the start of your Shooting phase, this model can start to perform this action. The action is completed at the end of that phase. When it is completed, set up a new <HIVE FLEET> RIPPER SWARMS unit on the battlefield within 3" of this model and not within Engagement Range of any enemy units. That RIPPER SWARMS unit contains D3+1 models, and, if you are playing a game that uses a points limit, does not cost any Reinforcement points.

PATHOGENESIS

An organism like no other, Pathogenesis is perhaps a throwback to the Tyranids’ genetic origins, or a shadow of things to come. Though its motes of psychic awareness are diffused throughout its carrier like a virus, it acts with a singular will. Subverting the body and symbiotes of its host, pathogenesis causes rapid mutation: cartilaginous tubes and containment spines are lengthened; intercostal muscles are engorged; bio-ammunition is sheathed in a toxic dermis. With its host’s reach and lethality extended, fragments of pathogenesis can stretch out to the bodies of many more prey, by infesting the bio-ammunition or riding through the bioelectric charge. Whether it aims only to spread itself or is actively seeking something in the bodies of its fallen foes, perhaps only time will tell.

  • Add 8" to the Range characteristic of ranged weapons the bearer is equipped with.
  • Each time the bearer shoots, you can re-roll one hit roll and you can re-roll one wound roll when resolving those attacks.

RESONANCE BARB

Within the crowning carapace of this creature are pulsing bundles of nerves, their tendrils driven irreversibly into the beast’s cortex. The Resonance Barb throbs at sympathetic frequencies with the Hive Mind, transmitting a portion of its cosmic might into the creature’s flesh-form.

PSYKER model only.

  • Add 1 to Psychic tests taken for the bearer.
  • The bearer knows one additional psychic power from the Hive Mind discipline.

SCYTHES OF TYRAN

The few remaining records of the fall of Tyran Primus speak of an alpha-beast that led the assault upon Magos Varnaks command bunker, tearing open the facility’s vast bulkhead doors with a single slash of its scything forelimbs. So sharp were these monomolecular-edged weapon-growths that several Skitarii defenders were bisected with the alpha-beast’s every frenzied swipe. The vicious blade-limbs of this appalling biohorror have since been witnessed several times by observers battling many different hive fleets across the galaxy.

Model equipped with 2 monstrous scything talons only. This Relic replaces 2 monstrous scything talons and has the following profile:

WEAPON RANGE TYPE S AP
Scythes of Tyran Melee Melee +2 2
Abilities: [Bonus Attacks 2].

SEARHIVE

Infesting its host’s body, this gestalt organism comprises millions of microscopic spore-worms that exude caustic chemicals when they detect non-Tyranid biological surroundings. Infusing their host’s saliva, organic projectiles, talon-tips and the like, the Searhive actively seeks to gain entry to the vulnerable bodies of the host’s prey. Once within, the worms begin the process of dissolving their screaming victim from inside, over long and agonising minutes.

TOXIN SACS model only. Each time the bearer makes a melee attack against a unit (excluding MONSTER and VEHICLE units), if a hit is scored, it automatically wounds the target.

SHARDGULLET

A terrible sound of wet and chitinous rasping emerges constantly from the innards of this gruesome weapon, like some monstrous beast chewing meat with a maw full of broken teeth. When it fires, what bursts from the bio-cannon’s muscular barrel is a hail of long, diamond-hard barbs, each with a voracious fanged maw growing at its base. Once the bioelectric-wreathed projectiles punch deep into their targets, their parasitic mouths begin chewing frenziedly, devouring the victim from the inside out. Model equipped with heavy venom cannon only.

This Relic replaces a heavy venom cannon and has the following profile:

WEAPON RANGE TYPE S AP
Shardgullet 36" Assault 3 12 2

THE DIRGEHEART OF KHARIS

First documented during the fall of the cardinal world of Kharis, this chitin-shelled organism embeds itself deep into the thorax of its host and emits a droning psionic note, that rises to an unbearable keening howl in the minds of those nearest. Whether this is thanks to some invisible neurotoxin, a directed synaptic assault or some other awful ability is unclear. Nor does it matter to those sent reeling back, gibbering in terror as their most atavistic fear responses are triggered, and their rational minds are choked off by unreasoning, animal panic.

Each time the bearer is selected to fight, after resolving its attacks, select one enemy unit hit by an attack made by the bearer this phase. Until the end of the next turn:

  • That unit loses the Objective Secured ability.
  • Subtract 3 from the Leadership characteristic of models in that unit.

THE MAW-CLAWS OF THYRAX

During the destruction of Thyrax, the dread beast that spearheaded the assault bore a pair of symbiotic fang-lined pincers. These terrible claws consumed both the bodies and the memories of their victims, passing on the assimilated knowledge to the host creature.

  • Add 1 to the bearer’s Attacks characteristic
  • Each time the bearer makes a melee attack, you can re-roll the wound roll.
  • Each time the bearer destroys an enemy unit as the result of a melee attack, until the end of the battle, add 1 to the bearer’s Attacks characteristic (to a maximum of +3).

THE PASSENGER

Named by survivors of the Orochon II Massacre, this graft-organism clings to its host’s dorsal chitin and sinks fleshy tubules deep into its body. The Passenger siphons off vital fluids to feed its own quivering flesh, exuding replacement liquids laced with doses of hyper-adrenaline. Augmented thus by its parasitic companion, the host gains a ferocious turn of speed that helps it to run down screaming prey, feeding both itself and the horror on its back.

ADRENAL GLANDS model only.

  • Add 2 to Advance rolls made for the bearer.
  • Add 2 to charge rolls made for the bearer.

THE REAPER OF OBLITERAX

The Reaper of Obliterax, first encountered amongst the re-emergent swarms of Hive Fleet Jormungandr, is a sentient blade resembling a bonesword that discharges highly concentrated bursts of destructive energy. Even the lightest blow from this bio-weapon can result in its target being rent asunder. Model equipped with bonesword or monstrous bonesword only. That model’s bonesword or monstrous bonesword gains the following abilities:

  • Each time an attack is made with this weapon, if that attack successfully wounds the target, the target suffers one additional wound.
  • Each time an attack made with this weapon is allocated to an enemy model, that model cannot use any rules to ignore the wounds it loses.

THE YMGARL FACTOR

The Ymgarl Genestealers have long been a cancerous blight on the worlds of the Imperium. Their insatiable voracity is legend amongst those that have had the misfortune to encounter them and live. Now, dark rumours have surfaced of Tyranid leader-beasts that appear to share the unfathomable adaptability of the Ymgarl Genestealers.

At the start of the Fight phase, select one of the following:

  • Until the end of the phase, add 2 to the bearer’s Strength characteristic.
  • Until the end of the phase, add 1 to the bearer’s Attacks characteristic.
  • Until the end of the phase, add 1 to the bearer’s Toughness characteristic.