40k Tyranids Codex Pdf

40k Tyranids Codex Pdf40k

Warhammer 40k Codex Pdf

CodexTyranids

Subscribe to get the very latest - news, promotions, hobby tips and more from Games Workshop. You can unsubscribe at any time. Codex: Tyranids Codex: Tyranids Introduction The Great Devourer First Contact The Behemoth Tyranid Bio-Ships Battle for Macragge The First Tyrannic War The Kraken Doom of the Eldar The Gorgon The Second Tyrannic War The Leviathan War in Octarius The Fall of Shadowbrink The Third Tyrannic War Galactic Feeding Grounds Forces of the Hive Mind Instinctive Behaviour Tables Hive Tyrants Tyranid. Microsoft product activation failed 2016 download.

Warhammer 40k Tyranids 8th Codex Pdf

TYRANIDS HQ Hive Tyrant Swarmlord Tyrant Brood Guard Old One Eye Tervigon Tyranid Prime Deathleaper ELITES Hive Guard Lictor Brood Venomthrope Zoanthrope Haruspex Pyrovore Brood TROOPS Tyranid Warrior Brood Genestealer Brood Termagant Brood Hormagaunt Brood Ripper Swarm Brood Fast Attack Tyranid Shrike Brood Ravener Brood Sky Slasher Swarm Brood Gargoyles Harpy Hive Crone Spore Mine Cluster Heavy Support Carnifex Brood Biovore Brood Trygon Trygon Prime Mawloc Exocrine Tyrannofex FORMATIONS/DETACHMENTS FORMATION - Lictor Forest Brood FORMATION - Manufactorum Genestealers FORMATION - Deathleaper's Assassin Brood FORMATION - Broodlord's Hunting Pack FORMATION - Gargoyle Bio Bombs FORMATION - Incubator Node FORMATION _ Synaptic Swarm FORMATION - Skyblight Swarm FORMATION - Living Artillery Node FORMATION - Endless Swarm FORMATION - BioBlast Node FORMATION - Wrecker Node FORMATION - Tyrant Node
No No No No No No No
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
No No No No No No No No No No No No No
0 0 0 0 0 0 0 0 0 0 0 0 0
No No No No No No No No No No No No No No No No No No No No No No No No No
FORMATION - Subterranean Swarm FORMATION - Living Tide
No No
0 0
TYRANID SPECIAL RULES Synapse Creature Shadow in the Warp Scuttling Swarm Instinctive Behavior
Range 12' any units in this bubble do not have to test for Instinctive Behavior, and gets Fe All enemy units and models with the Psyker, Psychic Pilot or Brotherhood of Psykers spec For every Termagant Brood of 30 models included in a detachment, you can include one At the beginning of each of your turns, all Codex: Tyranids units with this special rule that Lurk D6 - Lurk Result
1-3 - Survive: The Tyranids’ survival instincts take over and they turn tail a Hunt D6 - Hunt Result
1-3 - Burrow and Hide: Without the Hive Mind’s direction, the brood burro Feed D6 - Feed Result
1-3 - Cannibalistic Hunger: On the verge of starvation and desperate to s
RANGED WEAPONS Weapon Range S Acid Spray Template 6 Barbed Strangler 36 4 Brainleech Worms 18 6 Bio-electric Pulse 12 5 Bio-electric Pulse with Containment Spines 18 5 Bio-Plasma 12 7 Bio-Plasmic Cannon 24/24 7/7 Containment Spines 18 5 Cluster Spines 18 5 Deathspitter 18 5 T-L Deathspitter 18 5 Devourer 18 4 T-L Devourer with Brainleechworms 18 6 Drool Cannon Template 6 Flamespurt Template 5 Fleshborer 12 4 Fleshborer Hive 18 4 Flesh Hooks 6 User Grasping Tongue 12 6 Heavy Venom Cannon 36 9 T-L Heavy Venom Cannon 36 9 Impaler Cannon 24 8 Ripper Tentacles 6 6 Rupture Cannon 48 10 Shockcannon 18 5 Spike Rifle 18 3 Spine Banks 8 3
AP 4 5 5 5 2 2/2 5 5 5 4 4 5 5 2 4 4 4 4 5 -
Spore Mine Cysts
Spore Mine Launcher Spinefists Stinger Salvo Stranglethorn Cannon T-L Stranglethorn Cannon Strangleweb Tentaclids Thorax Biomorphs Electroshock Grubs Dessicator Larvae Shreddershard Beetles Venom Cannon CLOSE COMBAT WEAPONS Crushing Claws Scything Talons Lash Whip Rending Claws Boneswords Lash Whip and Bonesword Basic Bio Weapons Basic Bio Weapon Choice Scything Talons Spinefists Deathspitter Basic Bio Cannons Basic Bio Cannon Choice Barbed Strangler Venom Cannon Monstrous Bio Cannons Monstrous Bio Cannon Choice T-L Deathspitter T-L Devourer with Brainleechworms
-
4
4
48 12 18 36 36 Template 36
4 3 5 6 6 2 5
4 5 4 5 5 5
Template Template Template 36
5 1 3 6
5 4
+1 User User User User User
2 6 5 3 3
0 0 5
User 6
10 10
5 15
Melee, Armorbane, Unwieldy Melee Melee Swiftstrike, Swiftstrike: A model attacking with this weapon has a + Melee Rending Melee Lifedrain Lifedrain: Any to Wound roll of a 6 has the Instant Death Melee Lifedrain Swiftstrike
Stranglethorn Cannon Heavy Venom Cannon Melee Bio Weapons Melee Bio Weapon Choice Rending Claws Boneswords Lash Whip and Bonesword Biomorphs Biomorph Choice Toxin Sacs Acid Blood Adrenal Glands Regeneration Thorax Biomorphs Thorax Biomorph Choice Electroshock Grubs Dessicator Larvae Shreddershard Beetles Tyranid Bio-atrefacts Bio-Artefact Choice The Maw Claws of Thyax The Miasma Cannon The Norn Crown The Ymargl Factor The Reaper of Obliterax Biomorphs Upgrades Acid Maw Blinding Venom Toxic Miasma Flesh Hooks Spine banks Wings Tail Biomorphs Tail Biomorph Choice Bone Mace Prehensile Pincer Thresher Scythe Toxinspike POWERS OF THE HIVE MIND PRIMARIS POWER Dominion
15 20
1/model 1/ model
5 15 20
User 5 User 3 User 3
10 15 15 30
If a model has the toxin sacs biomorph, its close combat attacks have the Poiso Cannot be Chosen by Haruspex. For each unsaved Wound a model with the ac A model with the adrenal glands biomorph has the Fleet and Furious Charge sp At the end of each friendly turn, roll a D6 for each model with the regeneration b
10 10 10
10 25 40 40 45
S- User, AP5, Melee, Assimilate, Rending, Assimilate: Assimilate: If this weapo 36/Template 2/2 4/4 Assault 1, Blast, Poisoned (2+)/Assault 1, Poisoned (2+) A model with the Norn Crown adds 6' to its synapse range. At the start of every Assault phase, a model with the Ymgarl Factor must alter th S +1, AP3, Melee, Life Drain, Shred, Swiftstrike
In close combat, a model with this biomorph can exchange all of its normal Attacks to ma In close combat, a model with this biomorph can exchange all of its normal Attacks to ma Once per game, in any Assault phase, a unit with this biomorph can unleash its toxic mias don’t suffer the penalty to their Initiative for charging enemies through difficult terrain but f don’t suffer the penalty to their Initiative for charging enemies through difficult terrain but f Becomes a FMC
8 6 4 1
5 4 6
Melee, Unwieldy Melee Melee, Rending Melee, Poisoned (2+)
WARP CHARGE 1 Dominion is a blessing that targets the Psyker. Whilst this power is in effect the Psyker a
1 Catalyst
WARP CHARGE 1 Catalyst is a blessing that targets the Psyker’s unit and up to one other friendly unit from 2
The Horror
WARP CHARGE 1 The Horror is a malediction that targets a single enemy unit within 24”. The target must i 3
Onslaught
WARP CHARGE 1 Onslaught is a blessing that targets a single friendly unit within 24'. Whilst this power is i
4 Paroxysm
WARP CHARGE 1 Paroxysm is a malediction that targets a single enemy unit within 24'. Whilst this power 5
Psychic Scream
WARP CHARGE 1 Psychic Scream is a nova power with a range of 6'. For each target unit, roll 2D6+2 and 6
Warp Blast
WARLORD TRAITS 1 - Nature's Bane 2 - Heightened Senses 3 - Synaptic Lynchpin 4 - Mind Eater 5 - Digestive Denial 6 - Adaptive Biology
WARP CHARGE 2 Warp Blast is a witchfire power. Warp Blast can be used as either a Burst or a Lance. E Range S AP Burst 24 5 3 Lance 18 10 2
At the beginning each of your Movement phases, you may select one forest, jungle or woo The Warlord, and all friendly models from Codex: Tyranids within 12' of it, have the Night The Warlord’s synapse range is 18'. If it was not a Synapse Creature it instead becomes Your army gains 2 Victory Points for each enemy model with the Independent Character s After deployment, but before Scout redeployments and Infiltrate deployments, nominate o If the Warlord suffers one or more unsaved Wounds, it gains the Feel No Pain (5+) specia
12' any units in this bubble do not have to test for Instinctive Behavior, and gets Fearless. If within Synapse range before it moves a falling my units and models with the Psyker, Psychic Pilot or Brotherhood of Psykers special rules suffer a -3 penalty to their Leadership whilst they ery Termagant Brood of 30 models included in a detachment, you can include one Tervigon as a troops choice instead of an HQ choice in th 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 urk 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 unt Result
1-3 - Burrow and Hide: Without the Hive Mind’s direction, the brood burrows to protect itself from enemy fire. The unit immediately eed Result
1-3 - Cannibalistic Hunger: On the verge of starvation and desperate to sate their gnawing hunger, the Tyranids turn upon themse
Type Assault 1, Torrent Assault 1, Large Blast, Pinning Assault 6 Assault 6 Assault 12 Assault 1, Blast Assault 1, Large Blast/Assault 6 Assault 12 Assault 1, Large Blast Assault 3 Assault 3, Twinlinked Assault 3 Assault 6, Twinlinked Assault 1 Assault 1 Assault 1 Assault 20 Assault 2, Rending, No Penalty to Init when charging thru Diff Terr Assault 1, Precision Shots Assalut 1, Blast Assalut 1, Blast, Twinlinked Assault 2, Does not require LOS, Ignores Cover Assault 6 Assault 2 Assault 1, Blast, Haywire Assault 1 Assault 1, Blast
Assault 1, Barrage, Large Blast, Spore Bomb, 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. Assault 1, Barrage, Large Blast, Spore Burst Assault X, Twin Linked, X=# of A in creature profile Assault 4 Assault 1, Large Blast, Pinning Assault 1, Large Blast, Pinning, Twinlinked Assault 1, Pinning, Vs Str (unmodified) not Toughness Assault 1, Haywire, Seeking, 1 use Seeking: If shot at a Zooming Flyer or Swooping FMC the firer may re-roll failed to hits Assault 1, Haywire Assault 1, Fleshbane Assault 1, Rending, Shred Assault 1, Blast
Melee, Armorbane, Unwieldy Melee Melee Swiftstrike, Swiftstrike: A model attacking with this weapon has a +3 bonus to Initiative during the fight subphase Melee Rending Melee Lifedrain Lifedrain: Any to Wound roll of a 6 has the Instant Death Special Rule Melee Lifedrain Swiftstrike
Melee
Melee Rending Melee Lifedrain Lifedrain: Any to Wound roll of a 6 has the Instant Death Special Rule Melee Lifedrain Swiftstrike
If a model has the toxin sacs biomorph, its close combat attacks have the Poisoned special rule. Cannot be Chosen by Haruspex. For each unsaved Wound a model with the acid blood biomorph suffers in close combat, the enemy un A model with the adrenal glands biomorph has the Fleet and Furious Charge special rules. 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
S- User, AP5, Melee, Assimilate, Rending, Assimilate: Assimilate: If this weapon’s close combat attacks cause an enemy model to be re 36/Template 2/2 4/4 Assault 1, Blast, Poisoned (2+)/Assault 1, Poisoned (2+) A model with the Norn Crown adds 6' to its synapse range. At the start of every Assault phase, a model with the Ymgarl Factor must alter their form into one of the three listed below. The bonus gain S +1, AP3, Melee, Life Drain, Shred, Swiftstrike
e combat, a model with this biomorph can exchange all of its normal Attacks to make a single acid maw attack with the following profile: S5 A e combat, a model with this biomorph can exchange all of its normal Attacks to make a single blinding venom attack, which uses the followin 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 e uffer the penalty to their Initiative for charging enemies through difficult terrain but fight at their normal Initiative. In addition, they can each be uffer the penalty to their Initiative for charging enemies through difficult terrain but fight at their normal Initiative. In addition, they can each be
Melee, Unwieldy Melee Melee, Rending Melee, Poisoned (2+)
ion is a blessing that targets the Psyker. Whilst this power is in effect the Psyker adds 6' to its synapse range. If the Psyker is not a Synaps
st is a blessing that targets the Psyker’s unit and up to one other friendly unit from Codex: Tyranids that is within 12'. Whilst this power is in
orror is a malediction that targets a single enemy unit within 24”. The target must immediately take a Pinning test (as described for the Pinn
ught is a blessing that targets a single friendly unit within 24'. Whilst this power is in effect, the target unit can both Run and then shoot in its
sm is a malediction that targets a single enemy unit within 24'. Whilst this power is in effect, the target unit’s Weapon Skill and Ballistic Ski
c Scream is a nova power with a range of 6'. For each target unit, roll 2D6+2 and subtract their Leadership. That unit suffers a number of W
Blast is a witchfire power. Warp Blast can be used as either a Burst or a Lance. Each time this power is manifested, the controlling player m Type Assault 1, Blast Assault 1, Lance
beginning each of your Movement phases, you may select one forest, jungle or wood terrain piece within 12' of your Warlord. That terrain pie arlord, and all friendly models from Codex: Tyranids within 12' of it, have the Night Vision special rule. arlord’s synapse range is 18'. If it was not a Synapse Creature it instead becomes a Synapse Creature with a rnage of 6'. rmy gains 2 Victory Points for each enemy model with the Independent Character special rule slain by your Warlord in a challenge. Killing an eployment, but before Scout redeployments and Infiltrate deployments, nominate one piece of terrain in the enemy deployment zone (this ma Warlord suffers one or more unsaved Wounds, it gains the Feel No Pain (5+) special rule at the beginning of its next Movement phase and ke
se range before it moves a falling back unit automatically regroups. alty to their Leadership whilst they are within 12” of one or more models with the Shadow in the Warp special rule. oice instead of an HQ choice in that detatchment. se range of any friendly Synapse Creatures (see below) must take a Leadership test unless they are: engaged in combat, falling back, have 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 enemy fire. The unit immediately Goes to Ground. Units that contain at least one model with the Fearless special rule treat this result as Pro er, the Tyranids turn upon themselves. The unit immediately suffers a number of hits equal to the number of models in that unit. These hits a
firer may re-roll failed to hits
ing the fight subphase
rs 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 t
an 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 b
s cause an enemy model to be removed as a casualty, the model equipped with the Maw-claws of Thyrax gains the Preferred Enemy specia
hree listed below. The bonus gained lasts until the end of the phase. The same form cannot be chosen in two consecutive turns. Slashing
ack with the following profile: S5 AP2 Melee om attack, which uses the following profile: S3 AP- Melee, Blind, Poisoned 6+ 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 contac tive. In addition, they can each be fired as a ranged weapon 6' User - Assault 2 tive. In addition, they can each be fired as a ranged weapon: 8' 3 - Assault 1, Blast
nge. If the Psyker is not a Synapse Creature it instead gains for the duration of this power a Synapse Range of 6'.
within 12'. Whilst this power is in effect, the targets gain the Feel No Pain special rule.
ng test (as described for the Pinning special rule in the Warhammer 40,000 rulebook) with a -2 modifier to their Leadership.
an both Run and then shoot in its Shooting phase.
it’s Weapon Skill and Ballistic Skill are both reduced by D3 (roll once and apply the result to both characteristics).
p. That unit suffers a number of Wounds equal to the result. Armour and cover saves cannot be taken against Wounds caused by Psychic S
manifested, the controlling player must choose which profile is being used, before the target is chosen:
2' of your Warlord. That terrain piece becomes Dangerous Terrain.
h a rnage of 6'. Warlord in a challenge. Killing an Independent Character as the result of a sweeping advance does not award these Victory Points. enemy deployment zone (this may not be one your opponent has purchased as part of their army). The terrain piece’s cover save is reduce f its next Movement phase and keeps it for the remainder of the game.
ngaged 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 t brood immediately seeks out shelter to hide from the enemy, ignoring the foe until they are safely concealed from their eyes. In the Moveme ss 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 er 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
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 C
s a single Wound lost earlier in the battle.
ax gains the Preferred Enemy special rule against all units chosen from the same codex as the model removed as a casualty.
n two consecutive turns. Slashing Claws: The model has +1 Strength. Tentacled Limbs: The model has +1 Attack. Protective Carapa
models from their unit in base contact with any model from the Tyranid unit unleashing the toxic miasma. These hits are resolved at Strength
to their Leadership.
gainst Wounds caused by Psychic Scream.
award these Victory Points. terrain piece’s cover save is reduced by one for the duration of the game (to a minimum of 6+). Note that a piece of terrain can only be affec
d, 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 aled from their eyes. In the Movement phase, the unit is not slowed by difficult terrain, though its models must take Dangerous Terrain tests nd 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 c hest) and AP-. Wounds are allocated by the owning player and armour saves (but not cover saves) may be taken. After resolving casualties (
Strength 5 AP2 hit with the Ignores Cover special rule.
moved as a casualty.
el has +1 Attack. Protective Carapace: The model’s armour save is improved by 1.
. These hits are resolved at Strength 3 AP- and have the Poisoned and Ignores Cover special rules.
at a piece of terrain can only be affected by this ability once.
stinctive Behaviour table. The effects of the result rolled last until the beginning of your next turn, unless specified otherwise. s 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 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 i 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 t
specified otherwise. e 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 s ne 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 nsisting of only a single model treat this result as Devour (below), instead.
4-5 - Devour: Driven by their instincts, the Tyranids hurl themselves
act with another type of terrain can shoot normally. The unit cannot charge in the Assault phase.
6 - Stalk: The Tyranids blend seamlessly int ng 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 nstincts, the Tyranids hurl themselves at the closest prey they can find, teeth and claws eager to bite into flesh. In the Shooting phase, the un
k: The Tyranids blend seamlessly into the shadows, stalking their prey from safety until the right time to strike presents itself. This follows all h prey on the wind and they become hyper-actively agitated, bio-weapons spitting death until the prey is utterly destroyed. This follows all the 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 agains
strike presents itself. This follows all the rules for Seek Cover (above). In addition, the unit gains the Stealth special rule. utterly destroyed. This follows all the rules for Prowl (above). In addition, the unit gains the Preferred Enemy special rule. eclare 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
alth special rule. nemy special rule. it does nothing in the Assault phase.
6 - Kill: The brood’s