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Unearthed Apocrypha:

The Great Devourer

The Tyranid Menace in Warhammer 40,000 Roleplay

by Nathan “N0-1_H3r3” Dowdell

Version III

Some rules taken from Creatures Anathema, Published by

Fantasy Flight Games.

Contents Overview: The Devourer of Worlds ............................................................................................................................. 7

Section I: Common Tyranid Rules ................................................................................................................................ 8

Without Number ................................................................................................................................................... 8

The Hive Mind ........................................................................................................................................................... 8

Brood Creature ...................................................................................................................................................... 8

Independent Organism......................................................................................................................................... 9

Synapse Creature................................................................................................................................................... 9

Living Weaponry ..................................................................................................................................................... 10

Barbed Strangler .................................................................................................................................................. 10

Bonesword ........................................................................................................................................................... 11

Crushing Claws ................................................................................................................................................... 11

Deathspitter .......................................................................................................................................................... 11

Devourer ............................................................................................................................................................... 12

Fleshborer ............................................................................................................................................................. 12

Lashwhip .............................................................................................................................................................. 12

Rending Claws ..................................................................................................................................................... 12

Scything Talons ................................................................................................................................................... 13

Spinefist ................................................................................................................................................................ 13

Venom Cannon .................................................................................................................................................... 13

Biomorphs and Evolutionary Adaptations ........................................................................................................... 13

Acid maw ............................................................................................................................................................. 13

Adrenal Glands ................................................................................................................................................... 14

Bio-Plasma ............................................................................................................................................................ 14

Bonded Exoskeleton ............................................................................................................................................ 14

Enhanced Senses ................................................................................................................................................. 14

Extended Carapace ............................................................................................................................................. 14

Feeder Tendrils .................................................................................................................................................... 14

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Flesh Hooks .......................................................................................................................................................... 15

Implant Attack ..................................................................................................................................................... 15

Leaping ................................................................................................................................................................. 15

Mace Tail/Scythe Tail ......................................................................................................................................... 15

Regenerate ............................................................................................................................................................ 16

Reinforced Chitin ................................................................................................................................................ 16

Scuttlers ................................................................................................................................................................ 16

Spine Banks .......................................................................................................................................................... 16

Spore Cysts ........................................................................................................................................................... 16

Thornback ............................................................................................................................................................. 16

Toxic Miasma ....................................................................................................................................................... 17

Toxin Sacs ............................................................................................................................................................. 17

Tusked .................................................................................................................................................................. 17

Winged.................................................................................................................................................................. 17

Psychic Powers ......................................................................................................................................................... 18

Catalyst ................................................................................................................................................................. 18

The Horror ............................................................................................................................................................ 18

Psychic Scream .................................................................................................................................................... 18

Warp Blast ............................................................................................................................................................ 19

Warp Field ............................................................................................................................................................ 19

Psychic Techniques .................................................................................................................................................. 20

Catalyst ................................................................................................................................................................. 20

The Horror ............................................................................................................................................................ 20

Psychic Scream .................................................................................................................................................... 20

Warp Blast ............................................................................................................................................................ 20

Warp Field ............................................................................................................................................................ 21

Section II: Vanguard Organisms ................................................................................................................................. 21

Genestealer Broodlord ............................................................................................................................................. 21

Genestealers .............................................................................................................................................................. 22

Lictors ........................................................................................................................................................................ 23

Section III: Battlefield Organisms ............................................................................................................................... 25

Biovores ..................................................................................................................................................................... 25

Carnifexes .................................................................................................................................................................. 25

Gargoyles .................................................................................................................................................................. 27

Gaunts ........................................................................................................................................................................ 28

Hierodule, Barbed .................................................................................................................................................... 29

Hierodule, Scythed .................................................................................................................................................. 30

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Hormagaunts ............................................................................................................................................................ 31

Raveners .................................................................................................................................................................... 32

Spore Mines .............................................................................................................................................................. 33

Trygon ....................................................................................................................................................................... 34

Tyrant Guard ............................................................................................................................................................ 35

Zoanthropes .............................................................................................................................................................. 35

Section IV: Synapse Creatures ..................................................................................................................................... 37

Hive Tyrants ............................................................................................................................................................. 37

Tyranid Warriors...................................................................................................................................................... 38

Section V: Non-military Organisms ........................................................................................................................... 39

Rippers ...................................................................................................................................................................... 39

Malanthropes ............................................................................................................................................................ 40

Section V: Void-Faring Organisms ............................................................................................................................. 41

Tyranid Specific Rules ............................................................................................................................................. 41

Crew and Morale ................................................................................................................................................. 41

Synaptic Control and Instinctive Behaviour .................................................................................................... 41

Navigation ............................................................................................................................................................ 42

Targeting .............................................................................................................................................................. 43

Boarding ............................................................................................................................................................... 43

Extended Actions ................................................................................................................................................ 43

Damage, Crippled Bio-Ships and Critical Hits ................................................................................................ 45

Species of Bio-Ship ................................................................................................................................................... 48

Vanguard Droneship .......................................................................................................................................... 48

Kraken................................................................................................................................................................... 48

Escort Droneship ................................................................................................................................................. 49

Cruiser .................................................................................................................................................................. 50

Hive Ship .............................................................................................................................................................. 50

Weapon Symbiotes .................................................................................................................................................. 51

Bio-Plasma ............................................................................................................................................................ 51

Feeder Tentacles .................................................................................................................................................. 52

Massive Claws ..................................................................................................................................................... 52

Pyro-acid Batteries .............................................................................................................................................. 52

Spores .................................................................................................................................................................... 53

Evolutionary Adaptations....................................................................................................................................... 53

Accelerated Healing ............................................................................................................................................ 53

Additional Discharge Vents ............................................................................................................................... 53

Additional Spore Cysts ....................................................................................................................................... 53

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Adrenaline Sacs ................................................................................................................................................... 53

Drone Link ........................................................................................................................................................... 53

Psychic Scream .................................................................................................................................................... 54

Reinforced Carapace ........................................................................................................................................... 54

Solar Vanes ........................................................................................................................................................... 54

Tenacity ................................................................................................................................................................ 54

Section VI: Tyrano-forming, Micro-Organisms, Flora and Fauna .......................................................................... 55

Brood Nest ................................................................................................................................................................ 55

Capillary Tower ........................................................................................................................................................ 56

Spore Chimney ......................................................................................................................................................... 56

Tyrano-forming ........................................................................................................................................................ 57

Phase I: Discovery ............................................................................................................................................... 57

Phase II: Approach .............................................................................................................................................. 58

Example Tyrano-Formed Plant: Slasher-Vine ...................................................................................................... 58

Phase III: Attack ................................................................................................................................................... 59

Hyperactive ............................................................................................................................................................... 59

Phase IV: Subdual................................................................................................................................................ 62

Phase V: Consumption ....................................................................................................................................... 64

Section VII: Facing the Great Devourer...................................................................................................................... 65

In The Wake of the Swarm—Background Packages ........................................................................................... 65

Arbitrator: Heralds of the Great Devourer ...................................................................................................... 65

Guardsman: Tyrannic War Veteran .................................................................................................................. 66

Psyker: Witness to the Hive Mind ..................................................................................................................... 67

Elite Advance Package: Tyranid Hunter ............................................................................................................... 68

To Slay the Beast: Weapons to Combat the Tyranids .......................................................................................... 69

―Hellfire‖-Pattern Bio-Weapon Delivery Shells .............................................................................................. 69

Long-Range Ground Scanners ........................................................................................................................... 70

Disclaimer ...................................................................................................................................................................... 72

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Overview: The Devourer of Worlds

First truly encountered in the latter centuries of the 41st Millennium, the Tyranids are one

of the gravest threats ever to face the galaxy. Utterly relentless, knowing no fear or doubt, they

are driven solely by an insatiable hunger, forcing vast hive-ships from world to world,

consuming all life and leaving nought but dead planets in their wake.

Most individual Tyranid creatures are largely bestial, animalistic creatures, knowing

nothing but instinct. This alone makes them dangerous, but hardly a military threat. The Tyranid

Hive Mind is what makes this species so utterly deadly. A singular gestalt consciousness,

focussed through the psychic minds of a small number of control or ―Synapse‖ creatures and

overriding the will and instinct of the lesser creatures, the Hive Mind is a cold and utterly alien

intellect, feeling only an eternal need to devour.

Lesser Tyranids – known as Brood Creatures – are expended in much the same way a

human soldier might expend ammunition, and are often sent to their deaths in their thousands or

millions simply to exhaust the resources and resolve of an enemy. The larger, more powerful

creatures are used in more essential strategic and tactical roles, as advanced scouts, commanders,

shock troops, bio-artillery, or living battering rams. In all cases, however, these creatures are all

nothing other than living weaponry easily expended and easily replaced.

This supplement is designed for use in any Warhammer 40,000 Role-playing Game. Some

elements are designed specifically with Dark Heresy in mind, while others work alongside rules

presented within Rogue Trader. The majority of rules in this document, and all of the

background, will function equally well under either version of the game. Where a difference

exists between the versions of the game, two sets of rules will be provided to accommodate this,

clearly noted as to which rules are designed for which system.

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Section I: Common Tyranid Rules

Before we begin the creature entries, a number of common rules will be detailed – these

rules apply to several different kinds of Tyranid, and in some cases, to all of them, and are thus

being dealt with separately in order to save on space.

Without Number

Tyranids are rarely encountered in small groups. Indeed, aside from their Vanguard

organisms, Tyranids are more likely to be encountered in mind-numbingly vast hordes than they

are individually. Such swarms buzz with the power of the Hive Mind and are so unsettling that

the mere sight of such a veritable sea of undulating flesh and chitin can drive a man to panic or

insanity.

When Tyranids are encountered in large groups, their effective Fear rating increases. When

there are 10 or more of a given type of creature present, increase their Fear rating by 1. When

there are 100 or more of a given type of creature present, increase their Fear rating by 2. When

there are 1,000 or more of a given type of creature present, increase their Fear rating by 3. Fear

ratings have a maximum of 4.

For example, if a Guardsman spotted a swarm of 120 Hormagaunts (Fear 1 individually,

Fear 3 for there being more than 100 of them) rushing towards his position, he would have to take

a Fear test at -20.

The Hive Mind

The Tyranid Hive Mind controls the actions of every Tyranid in every Hive Fleet, and

though some creatures can become separated from it, its imperatives still drive every single

Tyranid organism. Tyranid creatures are divided into three broad groups – Brood Creatures,

Independent Organisms and Synapse Creatures. Traits for each of those creatures are provided

below:

Brood Creature

A creature with this trait is a lesser creation of the Tyranids, largely insignificant, utterly

bestial in nature and wholly subservient to the will of the Hive Mind. When separated from the

control of the Hive Mind, the creature may revert to a savage, animalistic state, reliant on instinct.

Though linked by a basic Brood Mind, their intellect is minimal.

A Brood Creature or group of identical Brood Creatures outside the control of a Synapse

Creature must attempt a Will Power Test each round (in combat) or minute (out of combat).

Failure indicates the creature has reverted to instinct and will either retreat towards the nearest

Synapse Creature (if there is one within 1km) or go to ground (rush to cover, or dig into suitably

soft ground, and lurk there until something approaches). Success allows the creature to continue

acting according to the dictates of the Hive Mind.

A Brood Creature that has gone to ground does not have to make any further tests – the

‗lurk‘ instinct has overwhelmed its mind, and only contact with either a Synapse Creature or an

enemy will change that. Contact with a Synapse Creature immediately brings the Brood Creature

back under control – tales abound of vast swarms of creatures seeming to burst from nowhere at

the mere presence of a Tyranid Warrior or Hive Tyrant. Contact with an enemy causes the Brood

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Creature to attack – remaining in cover if able to attack at range, or bursting out if only able to

attack in melee.

Brood creatures are fundamentally mindless; little but instinctive background noise can be

gleaned from attempts to read their thoughts.

Independent Organism

A creature with this trait either has a mind powerful enough to receive commands from the

Hive Mind from great distances, or is possessed of complex enough instincts and intellect to be

able to act autonomously for long periods of time.

The creature can act normally, without any penalties or drawbacks from lacking a nearby

Synapse Creature, and counts as having the trait From Beyond (DH Rulebook, page 330).

However, Synapse Creatures can still control it if necessary, in spite of the fact that this is a

form of mind control, granting all the normal benefits of a creature under direct Synapse control.

Any psyker attempting to read the thoughts of an Independent Organism must attempt a

Will Power Test or gain 1d10 Insanity Points, as per the ―Closer Than Flesh‖ rules in the Dark

Heresy rulebook.

Synapse Creature

A creature with this trait is a focal point and relay for the will of the Hive Mind, possessed

of, and by, a calculating and utterly alien intellect and able to drive lesser creatures forth with

sheer force of will.

A Synapse Creature is utterly without fear or the petty frailties of lesser beings. It is

completely immune to Fear, Pinning, Insanity Points and any Psychic Powers used to cloud,

control or delude the mind. In addition, it may ignore any negative effects from damage or

Critical Damage, and cannot be Stunned – the Hive Mind‘s power makes it heedless of pain or

injury.

A Synapse Creature can control any allied Tyranid creature within a number of metres

equal to its Willpower score. If the creature also has the Unnatural Willpower trait, use that trait‘s

multiplier on this control radius – so a creature with WP 40 and Unnatural Willpower (x2) could

control other Tyranids up to 80m away. Creatures so controlled gain the From Beyond trait,

ignore any negative effects from damage or Critical Damage, and cannot be Stunned. Further, if

so desired, the Synapse Creature may drive those creatures under its control into a savage frenzy,

granting them the effects of the Frenzy talent (DH rulebook, page 116), without them needing to

spend a round inciting the frenzy.

None of this takes any action whatsoever – the Synapse Creature is free to act while

directing lesser Tyranids.

Effects that inhibit psychic powers within a certain radius have been known to suppress

the effects of a Synapse Creature‘s control. Within an area where psychic powers are inhibited, a

Synapse Creature cannot exert its will upon Brood or Independent creatures unless it first

succeeds on a Will Power test (if the source of the psychic dampening is a living creature, this will

be an Opposed Will Power test). If this test succeeds, the raw force of the Hive Mind simply burns

through any interference (with the Synapse Creature dealing damage as per the Mental

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FortressDH talent to the offending null or similar psy-dampening creature; the brute force of the

Hive Mind is dangerous even to those who can silence the Warp) and continues functioning

normally.

Any psyker attempting to read the thoughts of a Synapse Creature must attempt a Will

Power Test or gain 1d10 Insanity Points, as per the ―Closer Than Flesh‖ rules in the Dark Heresy

rulebook. If this test is failed, then another Will Power Test must be attempted to avoid gaining a

further 1d10 Insanity Points. Further, the psyker is stunned for 1d5 rounds as a result of touching

the utterly alien intellect that exists within a conduit to the Hive Mind.

Living Weaponry

Tyranid weaponry is symbiotic; small, specialised organisms spawned in permanent union

with a larger creature to serve as a lethal whole. This means that, in many cases, the physical

prowess of the host creature directly influences the operation of the weapon-symbiote, as larger

creatures can support larger weapons and exert greater physical force upon them.

A range of common Tyranid melee and ranged weapons is listed below. For the ranged

weapons, the notation SB is used to determine when the creature‘s Strength Bonus is applied in

some way. For example, 1d10+SB denotes that the weapon‘s damage is 1d10 plus the creature‘s

Strength Bonus, while SBd10 denotes that the weapon‘s damage is a number of 1d10 equal to the

creature‘s Strength Bonus. SB/2 denotes half the creature‘s Strength Bonus, and so forth – where

fractions of a creature‘s Strength Bonus are used, always round down.

Certain weapons have a ‗minimum mass‘ listing. This is used to determine the minimum

size of creature permitted to wield such a weapon, and refers to the normal range of size

categories in the DH rulebook.

Tyranid weapons aren‘t loaded or reloaded in the same way as human weapons are. Due

to their symbiotic nature, larger creatures can fire more often than smaller ones, so a Tyranid

ranged weapon effectively has a clip equal to the carrying creature‘s Wounds. Once these are

expended, the weapon may not fire for two turns while it produces more ammunition, though the

carrying creature can perform other actions normally during this time.

Finally, many of the weapons listed below are melee adaptations. In many cases, such

blades and claws will be as large as, if not larger than, a human being, and swung with such

brutal force that they would be impossible to deflect with any mortal blade. Attacks from

creatures one size larger than the defender can be parried at a -20. Attacks from creatures two

sizes or more larger cannot be parried.

Barbed Strangler

This bio-weapon hurls a genetically-altered seed into a

target with great force. This seed rapidly erupts and grows

into a lethal mature plant, ripping the victim apart, taking root

and lashing out to grab and consume anything within reach.

Range RoF Dam Pen Special Minimum Mass 120m S/-/- 1d10+SB I 4 See Below Hulking

Anyone who takes damage from a Barbed Strangler, after reduction for armour and

Toughness Bonus, immediately suffers an additional 2d10 X damage, ignoring Toughness Bonus

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and armour. The round after, and every round after that, he suffers a further 2d10 X damage,

until he dies. When this happens, the rapidly-growing plant bursts out and takes root, lashing out

to capture anything within reach.

The plant‘s reach is 2d5 yards, and it has a WS and Strength of 50, with the Unnatural

Strength (x2), Toxic and Natural Weapons traits. It makes one attempt to grapple every enemy

within reach on the turn it emerges, and one every round after that for 1d5/2 rounds (rounding

up) before its rapid lifecycle comes to an abrupt end.

Bonesword

Boneswords appear as massive psychically-charged blades, formed from razor-sharp

chitin. They have only ever been seen carried by Synapse Creatures, and most commonly by Hive

Tyrants. The weapon stimulates the wielder‘s body, sustaining it long enough to lash out at all

those nearby with its violent death-throes, and can even be used to project this effect to other,

nearby Tyranids.

Range Dam Pen Special Minimum Mass - 2d10* R 4 See Below Hulking

A Bonesword may only be used by a creature with the Synapse Creature trait. Like all

melee weapons, it adds the wielder‘s Strength Bonus to damage.

The wielder of a Bonesword is permanently under the effects of the Catalyst power. As a

half action, it may boost this, so that every Tyranid within 15m gains the benefits of the Catalyst

power for the next turn.

Crushing Claws

Massive crab-like claws are often seen on creatures of the Carnifex genus, enhancing the

creature‘s ability as a living battering ram, able to smash aside men and vehicles with equal ease.

Range Dam Pen Special Minimum Mass - 4d10* I 12 Rampage (see below) Enormous Like all melee weapons, Crushing Claws add the wielder‘s Strength Bonus to damage.

Rampage: Crushing Claws are engineered to be used in great sweeping attacks that

pulverise groups of enemies in one go, as the Carnifex‘s mass and ferocity bear down on them. A

Carnifex making a Ferocious Impact attack deals damage to enemies within 3m of the initial

target, instead of 1m.

Deathspitter

This bio-weapon is highly complex, and uses larvae

from some other Tyranid as ammunition, hurling the acidic

embryo-blob at the enemy with great force, burning with a

chemical fire before it splatters acids, toxins and caustic

enzymes over a wide area. Some particularly large creatures

are spawned with a pair of Deathspitters bonded with a single limb, engineered to fire

simultaneously. The first line on the table below describes a single Deathspitter weapon symbiote.

The second line on the table below describes a twin-linked Deathspitter.

Range RoF Dam Pen Special Minimum Mass 90m S/-/- 1d10+SB I 4 Blast (3), Hulking

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Toxic 90m S/-/- 1d10+SB I 4 Blast (3),

Toxic, Twin-LinkedRT

Enormous

The rules for the Twin-Linked quality can be found on page 117 of the Rogue Trader

rulebook, and are summarised here: the weapon gains a +20 bonus to hit and uses twice as much

ammunition. If the attack succeeds by two or more degrees of success, an additional hit is scored.

Devourer

This bio-weapon spits a host of malformed ripper

larvae at the target, sending them into a frenzy that causes

them to rip and burrow into the flesh they impact into,

secreting corrosive substances and digging frantically

towards the brain and spinal cord. Some particularly large

creatures are spawned with a pair of Devourers bonded

with a single limb, engineered to fire simultaneously. The

first line on the table below describes a single Devourer weapon symbiote. The second line on the

table below describes a twin-linked Devourer.

Range RoF Dam Pen Special Minimum Mass

45m S/3/6 1d10+SB-2 I - Tearing Average 45m S/6/10 1d10+SB-2 I - StormRT,

Tearing Enormous

The rules for the Storm quality can be found on page 117 of the Rogue Trader rulebook,

and are summarised here: when fired on Full-Auto, every degree of success will yield two

additional hits, up to the weapon‘s normal firing rate.

Fleshborer

This bio-weapon projects specially-engineered ‗borer beetles‘

which burrow into and consume the flesh of a target for the few

seconds until its death.

Range RoF Dam Pen Special Minimum Mass

60m S/2/- 1d10+SB I - Tearing Average

Lashwhip

This weapon consist of long, snaking tendrils that lash

out at non-Tyranids in reach, entangling them and making

them easier targets for the creature‘s other weapons.

Range Dam Pen Special Minimum Mass

- - - Snare, Flexible Hulking

Rending Claws

Razor-sharp talons are common on many Tyranid creatures, used to shred through the

armour and flesh of their enemies with savage efficiency.

Range Dam Pen Special Minimum Mass

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- 1d10* R SB+2 Tearing Average Like all melee weapons, Rending Claws add the wielder‘s Strength Bonus to damage.

Scything Talons

Great hooked blade-limbs are commonplace on many Tyranid creatures, and are employed

in a frenzy of slashing and ripping

Range Dam Pen Special Minimum Mass - 1d10* R - - Average - 2d10* R 4 - Hulking - 3d10* R 8 - Enormous - 4d10* R 12 - Massive Like all melee weapons, Scything Talons add the wielder‘s Strength Bonus to damage. A

creature with Scything Talons will always have a pair

appropriate for its size – so a Hulking Creature will have

Hulking Scything Talons – and cannot choose to bear a

smaller pair of talons instead.

Spinefist

These small bioweapons hurl sprays of poisonous

spikes at the enemy. On many man-sized creatures, they‘re

normally wielded as a pair, one on each fore-limb.

Range RoF Dam Pen Special Minimum Mass 30m S/-/- 1d10+SB R - Scatter, Toxic,

Twin-LinkedRT

Puny

When not wielded as a pair, Spinefists lose the Twin-Linked quality. The rules for the

Twin-Linked quality can be found on page 117 of the Rogue Trader rulebook, and are

summarised here: the weapon gains a +20 bonus to hit and uses twice as much ammunition. If the

attack succeeds by two or more degrees of success, an additional hit is scored.

Venom Cannon

Venom Cannons are massive bioweapons that

project salvoes of crystalline cysts at massive speeds

towards the enemy, shattering them and showering the

enemy in razor-sharp toxic shards and bio-electric

discharge.

Range RoF Dam Pen Special Minimum Mass

150m S/2/- (SB/4)d10 R 4 Blast (2), Toxic, Shock Hulking

Biomorphs and Evolutionary Adaptations

Acid maw

The creature‘s tongue has been extended and is now powerful enough to lash out and

ensnare prey, dragging them towards a fanged mouth dripping with corrosive bile and acidic

mucous.

As a Half Action, a creature with this Biomorph may lash out with its prehensile tongue to

grab an enemy of no larger than Average size who is in melee with the beast. This requires a WS

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test, and if the attack is successful and not dodged or parried, the target is immobilised as per the

Snare quality. While so immobilised, the victim will suffer 2d10+SB R, Toxic damage from the

creature‘s bite and accompanying bio-acids each round, and counts as a helpless target for the

creature‘s other melee attacks.

Adrenal Glands

A polyp-like symbiote is latched onto the creature‘s back, pumping an adrenaline-like

substance through its body and spurring it to greater speeds.

The creature gains +10 WS and Ag.

Bio-Plasma

The creature‘s mouth and throat have been altered to produce a form of energy dubbed

‗bio-plasma‘ and spit it at enemies as a blast of green flame. The process creates a high-pitched

screaming sound as the energy gathers.

As a Half Action, a creature with this Biomorph may produce and spit a bolt of Bio-Plasma

at a single enemy within 10m. This attack is resolved using the creature‘s BS, and has a damage

and qualities based on the creature‘s size.

Size Damage Qualities Average 1d10+1+SB E Tearing Hulking 2d10+SB E Blast (1)

Enormous 3d10+SB E Blast (3) Massive 3d10+SB E Blast (5)

Bonded Exoskeleton

The creature‘s body is sheathed in a tough outer shell formed of muscle, bone, chitin and

cartilage, covering its few weak spots and making it far more difficult to slay.

The creature gains +10 Toughness. If this increases the creature‘s Toughness above 60, then

it gains the Massive trait in addition.

Enhanced Senses

Antennae, additional eyes or other sensory apparatus stud the creature‘s head, granting it

better awareness of its surroundings, while complex networks of nerves link the creature‘s

weapon-symbiotes more closely to its mind, allowing greater accuracy in battle.

The creature‘s Perception and Ballistic Skill both increase by +10.

Extended Carapace

The creature‘s carapace has thickened and grown in places, helping to cover vulnerable

spots like joints.

The creature‘s Natural Armour increases by +2.

Feeder Tendrils

Normally seen on vanguard creatures, these facial tendrils and sophisticated olfactory

senses sample and absorb all kinds of information from defeated and consumed prey. Absorbed

information is communicated to nearby Tyranids psychically on a subconscious level, granting an

unsettling ability to pick out the vulnerable parts of their enemy.

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The creature gains the Crippling Strike and Sure Strike talents against enemies of a kind it

has already killed (as determined by the GM), and confers these talents onto other Tyranids

within 10m of it against those same enemies.

Flesh Hooks

Long, tough sinews, tipped with razor-sharp chitin hooks stud the creature‘s chest, and can

be fired by muscle spasms at high speeds, latching onto enemies and dragging them near, or

alternately lashing onto the creature‘s surroundings like organic grapnels, allowing it to scale

vertical surfaces at considerable speed.

The creature may use its Flesh Hooks to initiate a grapple with an enemy up to 10m away.

With every successful opposed Strength test as part of a Grapple action, the victim is moved 1m,

plus 1m for each Degree of Success, closer to the creature, eventually bringing the victim within

reach of the creature‘s claws and talons.

In addition, Flesh Hooks grant the creature the Climb Skill (if it didn‘t already have it), and

a +20 bonus on all Climb Tests.

Implant Attack

The creature‘s tail or tongue have been augmented with barbed stingers, used to deliver

potent chemicals – acids, poisons, digestive enzymes, even lethal viral strains – directly into a

victim‘s body.

The creature gains an additional natural weapon, dealing 1d10+SB R damage with the

Toxic quality.

Leaping

Powerful, bounding leaps are a notable feature of some Tyranid species, carrying them

forwards into close quarters with astounding speed.

The creature‘s bounding motion grants it the Unnatural Speed trait and Unnatural Strength

(x2) for the purposes of jumping and leaping only.

Mace Tail/Scythe Tail

Prehensile tails with beweaponed tips have been observed on larger Tyranid bio-

constructs. In combat, these tails lash about in the area around the creature, making them

dangerous to approach.

When engaged in melee, a creature with this Biomorph can make a free attack against

anyone within melee reach who is approaching behind it. This attack requires a WS test as

normal.

Scything Tails are tipped with long blades that slash through massed enemies, and deal

2d10+SB R Damage on a successful hit, with an additional enemy struck for every degree of

success.

Mace Tails are tipped with knobbly, chitinous clubs which can deliver a single punishing

blow. These deal 4d10+SB I Damage on a successful hit.

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Regenerate

Carnifex-genus creatures and Bio-titans alike sometimes exhibit the ability to regenerate

battle damage, healing injuries with startling speed and allowing them to survive punishment

that would slay almost anything else.

Each round, make a Toughness test. If successful, the creature regains 1 wound, plus 1

wound for every degree of success (if Critically Wounded, the creature heals critical damage at

the same rate, before any wounds are restored). The creature may attempt to use this trait in the

round after it dies, but the Toughness Test is Very Hard (-30), and the creature is truly and

permanently dead if this test is failed.

Reinforced Chitin

In the most hostile environments, some larger Tyranids start developing thicker armour to

compensate. Their carapace plates exude a thick resinous mucous which hardens into ceramic-

like layers containing pockets of gel. The resultant armour is resistant to heat impact, through

sheer solid construction and the pockets of gel which rob an attack of its effectiveness.

The creature gains +10 wounds. If this results in it having more than 50 wounds, it gains

the Massive trait in addition.

Scuttlers

The creatures instincts have been altered, making it stealthy and cunning, inclined to creep

forwards unseen before launching an attack.

The creature gains Concealment +10 and Silent Move +10. If the creature already has those

skills or better, it gains Talented (Concealment) and Talented (Silent Move) instead.

Spine Banks

Rows of poisoned spines embedded in the creature‘s carapace can be fired by muscle

contraction at short range, showering the target area with envenomed projectiles which blind and

incapacitate with frightening ease.

The creature gains an additional ranged attack with the profile listed below, which may be

triggered as a Half Action, even though it follows the Full-Auto rules.

Range RoF Dam Pen Special 15m -/-/6 1d10+SB R - Scatter, Toxic

Spore Cysts

Another feature sometimes observed on larger Tyranids are subcutaneous excretion pits

used to generate Spore Mines.

A creature with Spore Cysts may spend a Full Action producing and ejecting a single Spore

Mine. If this is done, the creature must attempt a Toughness Test – if it fails, it suffers 1d10+1

wounds, ignoring armour and toughness. After being ejected, the Spore Mine acts independently.

Thornback

The creature‘s carapace is studded with hooked blades and thorns, used to impale enemies

as the creature charges. Imperial Guardsmen have dubbed such creatures ‗Thornbacks‘.

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Any creature charged by a Tyranid with this

Biomorph count all Dodge tests as being one step more

difficult than normal.

Toxic Miasma

The chimney-like vents sprouting from the backs

of larger Tyranids sometimes have clusters of

microscopic, algal symbiotes around their rims that

poison the air with soporific emissions.

Any non-Tyranid passing within 5m of a Tyranid

with this Biomorph is subjected to an airborne paralytic

poison, and must pass a Routine (+20) Toughness Test

or suffer 1d10 temporary Strength damage plus a

further 1d10 for each degree of failure. If reduced to 0

Strength, they are completely paralysed and unable to

act. The paralysis and strength damage wears off in 2d5

minus the victim‘s Toughness Bonus in hours. A

creature must test to resist this poison every round he

remains within the toxic cloud.

Toxin Sacs

Tick-like parasites feed on the host creature and

secrete lethal poisons into or over its weapon-symbiotes.

Poisons created vary widely, from agonising paralytic

neurotoxins to aggressive necrotic enzymes, all

swimming with deadly Tyrannic phage cells.

The creature‘s bio-weapons – all of them – gain

the effects of a single poison. This should be created

using the Poison rules in the Game Master‘s Kit (all

poisons used for this purpose should have the Instant

speed), but if you don‘t have access to those, simply add

the Toxic quality to all of the creature‘s attacks, both melee and ranged. If any of those attacks

already have the Toxic quality, then those attacks (and only those attacks) gain an enhanced

version that imposes an additional -10 penalty on Toughness Tests and deals 2d10 damage

instead of 1d10.

Tusked

Curving, adamantium-laced chitin tusks sprout from the Tyranid‘s head, granting it yet

another way of ripping apart its enemies.

When charging (or in the case of Carnifexes, using Furious Impact), the creature adds

+1d10 damage to any attacks it makes.

Winged

Specialised Tyranid organisms evince one or more sets of wings which enable them to fly

over short distances. Some creatures, particularly Gargoyles, have evolved to fly higher and for

longer, and have atrophied lower limbs.

Example Toxins

To save you time and effort, a few

previously-encountered toxins used by the

Tyranids have been included below.

Macragge-Alpha

(Instant/-30/Lethal and Paralytic)

Designed to overcome the enhanced

physiology of the Adeptus Astartes, even a small

dose of this deadly toxin causes organ failure and

muscular paralysis, rapidly weakening even the

hardiest of warriors and making them easy prey

for the swarm.

Any Tyranid using this toxin should

count its Threat Rating as one step higher –

creatures so equipped are a dangerous foe for the

greatest of warriors, and the merest of scratches

will almost certainly lead to any mortal warrior‘s

rapid demise.

Ichar-IV-Theta

(Instant/-10/Necrotic (2d10))

Encountered during the brutal invasion

of Ichar IV, Tyranid organisms were often

encountered using a potent bio-acid coating their

weapon-symbiotes and appendages, delivering it

directly into the tissues and organs of their

enemies and corroding them from within.

Countless thousands of men, Astartes and Eldar

died screaming under the effects of this toxin.

Ymgarl-Beta

(Instant/-/Sedative)

The unique strategies of Genestealers

have been in place for thousands of years, since

long before mankind first encountered them on

Ymgarl. Where venomous Ymgarli Genestealers

existed, they used a fast-acting soporific to

incapacitate their prey without killing them.

Whether this was so these unfortunates could be

consumed later, or for some darker purpose, can

only be speculated about.

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A Tyranid with this Biomorph may either gain the ability to fly short distances, or

permanently. Either way, the creature gains the Flyer trait with a speed equal to twice their

Agility Bonus. However, short-distance flight can only be used for a single round at a time – the

creature must land after each short flight, and may not fly for two turns in a row. Long-distance

or permanent flight allows the creature to remain airborne almost indefinitely, but cannot move

quickly on the ground, counting their Agility Bonus for ground movement as being 1, as the

creature is forced to drag itself along.

Psychic Powers

Many Tyranids, particularly Synapse Creatures, demonstrate an array of potent psychic

abilities, many of which are not truly Psychic Powers as mankind knows them, but rather

ambient effects seemingly caused by a creature‘s mere presence.

These rules are designed to be used with the Psychic Powers system presented in the Dark

Heresy rulebook.

Many of the powers below are constantly in effect, requiring no psychic test and possessing

no risk of Psychic Phenomenon or Perils of the Warp. These are still considered to be sustained

psychic effects in every other way, including the -4 penalty applied to all psychic tests for each of

that creature‘s sustained powers in effect. Only the most potent Tyranid psykers can sustain large

numbers of distinct effects.

Catalyst

Threshold: 18

Focus Time: Full Action

Sustained: Yes

Range: 100m

Spurred on by the Will of the Hive Mind, the targets of this power will fight on even after

death, lashing out at those who slew them for the few moments their bodies still have the

strength to fight. Nominate a single individual Tyranid or brood within range. While this power

remains in effect, the Tyranids this power was used on may still perform their normal actions for

one round after being slain, after which time their bodies collapse and do nothing more than

twitch unnervingly.

Overbleed: For every 10 points by which you exceed the Threshold, the number of

additional rounds of activity the targeted creatures have is increased by one.

The Horror

A Tyranid is a terrifying opponent under normal circumstances, but some encountered are

wreathed in a palpable aura of dread that saps the will to fight from any facing such a baleful

creature.

This power is constantly in effect. The Tyranid has the Fear (4) trait.

Psychic Scream

This creature‘s mind emits a continual piercing shriek that echoes through the warp,

wracking psykers nearby with pain and setting all others on edge, constantly distracted by the

nerve-wracking sound they can‘t quite hear.

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This power is constantly in effect. Every creature within 60m suffers a -10 penalty on all

Willpower tests. This is essentially a variant of the trait ―Daemonic Presence‖, and applies in all

the same situations.

Warp Blast

Threshold: 10

Focus Time: Half Action

Sustained: No

Range: 100m

The Tyranid‘s mind gathers together the energy of the Warp and hurls it in a crackling

blast at its enemies. The creature must roll to hit using its Ballistic Skill, and the power is resolved

as any other shooting attack, ignoring any modifiers for range. If it hits, treat it as a ranged attack

with the following rules:

RoF Dam Pen Special S/-/- 2d10 E 6 Blast (2)

Special: Creatures with the Enhanced Senses biomorph suffer a Dam 2d10 E hit to the

head, ignoring armour, and blind it for 1d5 rounds, as the psychic energies overload its delicate

sensory apparatus.

Overbleed: For every 5 points by which you exceed the Threshold, you may improve the

Pen value by 2. For every 10 points by which you exceed the Threshold, you may increase the

damage by +1d10.

Warp Field

Crackling defensive barriers wreathe the creature, deflecting all manner of attacks.

This power is constantly in effect. The Tyranid gains 12 Armour Points to all locations.

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Psychic Techniques

The below techniques are duplicates of the psychic powers presented in the previous

section, adapted for use in with the psychic techniques system presented in Rogue Trader. Before

using Tyranids in your game, you should choose which system you are going to use to represent

Tyranid psykers.

Many of the powers below are constantly in effect, requiring no psychic test and possessing

no risk of Psychic Phenomenon or Perils of the Warp. These are still considered to be sustained

psychic effects in every other way, including the normal reduction in Psy Rating applied to all

Focus Power tests for each of that creature‘s sustained powers in effect. Only the most potent

Tyranid psykers can sustain large numbers of distinct effects.

Though not Sanctioned by any definition of the word, Tyranid psykers are driven by the

implacable will of the Hive Mind which shields them from the worst effects of their powers.

Thus, they are considered to be Sanctioned psykers for all mechanical purposes relating to the use

of psychic techniques.

Catalyst

Activation Time: Full Action

Maintainable: No

Range: 100m

Focus Power Test: Willpower

Spurred on by the Will of the Hive Mind, the targets of this power will fight on even after

death, lashing out at those who slew them for the few moments their bodies still have the

strength to fight. Nominate a single individual Tyranid or brood within range. While this power

remains in effect, the Tyranids this power was used on may still perform their normal actions for

one round after being slain, after which time their bodies collapse and do nothing more than

twitch unnervingly.

For every degree of success by which you passed the Focus Power Test, the number of

additional rounds of activity the targeted creatures have is increased by one.

The Horror

Focus Power Test: None

A Tyranid is a terrifying opponent under normal circumstances, but some encountered are

wreathed in a palpable aura of dread that saps the will to fight from any facing such a baleful

creature. The Tyranid has the Fear (4) trait. This technique is constantly in effect.

Psychic Scream

Focus Power Test: None

This creature‘s mind emits a continual piercing shriek that echoes through the warp,

wracking psykers nearby with pain and setting all others on edge, constantly distracted by the

nerve-wracking sound they can‘t quite hear.

This technique is constantly in effect. Every creature within 60m suffers a -10 penalty on all

Willpower tests. This is essentially a variant of the trait ―Daemonic Presence‖, and applies in all

the same situations.

Warp Blast

Activation Time: Half Action

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Maintainable: No

Range: 100m

Focus Power Test: Willpower

The Tyranid‘s mind gathers together the energy of the Warp and hurls it in a crackling

blast at its enemies. The creature must roll to hit using its Ballistic Skill, and the technique is

resolved as any other shooting attack, ignoring any modifiers for range. If it hits, treat it as a

ranged attack with the following rules:

RoF Dam Pen Special S/-/- 2d10 E 6 Blast (2)

Special: Creatures with the Enhanced Senses biomorph suffer a Dam 2d10 E hit to the

head, ignoring armour, and blind it for 1d5 rounds, as the psychic energies overload its delicate

sensory apparatus.

For every degree of success you score on the Focus Power Test, you may improve the Pen

value by 2. For every two degrees of success you score on the Focus Power Test, you may increase

the damage by +1d10. You may mix-and-match the benefits gained from additional degrees of

success freely.

Warp Field

Focus Power Test: None

Crackling defensive barriers wreathe the creature, deflecting all manner of attacks. This

technique is constantly in effect. The Tyranid gains 12 Armour Points to all locations.

Section II: Vanguard Organisms

Genestealer Broodlord

Imperial Designation: Broodlord

Common Name: Leech-Master

Species Name: Corporaptor primus

A result of evolving and advancing the Genestealer genus, the Broodlord is a lethal melee

combatant, even beyond the terrifying abilities of its less-developed kin. Inhumanly fast and

strong, with claws able to rip through all but the toughest armour, a Broodlord is a terrifying

adversary, before even accounting for the brood of Genestealers that will invariably accompany

one. Swarms led by Broodlords often precede the main Tyranid advance, driving deep into

enemy territory with speed and stealth, before revealing themselves in a maelstrom of bloodshed.

WS BS S T Ag Int Per WP Fel

65 25 55 (10) 60 (6) 65 (12) 32 (3) 56 (5) 55 (5) - (0)

Movement: 12/24/36/72; Wounds: 26

Skills: Awareness (Per) +10, Climb (S) +10, Concealment (Ag) +10, Dodge (Ag) +10, Silent Move

(Ag) +10, Swim (S).

Talents: Ambidextrous, Crippling Strike, Crushing Blow, Genestealer’s Kiss (See Creatures

Anathema, page 90), Hard Target, Leap Up, Lightning Attack, Lightning Reflexes, Resistances

(Psychic Powers, Cold, Poisons), Step Aside, Swift Attack

Traits: Dark Sight, Fear (2), Multiple Arms, Natural Armour (6), Synapse Creature, Unnatural

Agility (x2), Unnatural Speed, Unnatural Strength (x2).

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Armour: Chitinous Hide (Head 6, Arms 6, Body 6, Legs 6)

Weapon Symbiotes: Rending Claws (1d10+12 R, Pen 12, Tearing), Scything Talons (1d10+12 R)

Biomorphs: None as standard. However, Broodlords demonstrate occasional mutability, and

may demonstrate any of the following Biomorph adaptations: Acid Maw, Extended Carapace,

Feeder Tendrils, Flesh Hooks, Implant Attack, Scuttlers, Toxin Sacs

Threat Rating: Xenos Majoris

Genestealers

Imperial Designation: Genestealer

Common Name: Stealer, Sewerstalker, Scuttler,

Clawfiend, Ghost, Leech

Species Name: Corporaptor hominis, Corporaptor

ymgarli, etc (by species)

The Imperium first encountered

Genestealers on the moons of Ymgarl, many

centuries before they knew anything of the

Tyranids. Whether originally a distinct and

deadly species, or if they have simply always

been a Tyranid vanguard species remains

unknown. Sent out in small numbers to

infiltrate and undermine potential prey-worlds,

Genestealers are insidious threats in their own right. In battle, they are legendarily ferocious, a

deadly challenge even for the might of the Adeptus Astartes in battle, with blindingly fast

reflexes and razor-sharp claws.

Author’s Note: Genestealers are looked at in a variety of other works, particularly those focussing on

Genestealer Cults, and thus there are a range of different interpretations of what a Genestealer’s rules

should look like. The rules below have been written with their role as scouts and shock assault troops for the

Hive Fleets in mind, and designed to work within the system of weapon symbiotes and biomorphs already

described. Other rules will have been designed with differing purposes in mind. Feel free to pick and choose

whichever interpretation is most suitable for your campaign.

WS BS S T Ag Int Per WP Fel

65 0 55 (5) 60 (6) 60 (12) 27 (2) 56 (5) 45 (4) - (0)

Movement: 12/24/36/72; Wounds: 16

Skills: Awareness (Per) +10, Climb (S) +10, Concealment (Ag) +10, Dodge (Ag) +10, Silent Move

(Ag) +10, Swim (S).

Talents: Ambidextrous, Crushing Blow, Genestealer’s Kiss, Hard Target, Leap Up, Lightning

Attack, Lightning Reflexes, Resistances (Psychic Powers, Cold, Poisons), Step Aside, Swift Attack,

Traits: Dark Sight, Fear (2), Independent Organism, Multiple Arms, Natural Armour (4), Unnatural

Agility (x2), Unnatural Speed.

Armour: Chitinous Hide (Head 4, Arms 4, Body 4, Legs 4)

Weapon Symbiotes: Rending Claws (1d10+7 R, Pen 7, Tearing)

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Biomorphs: None as standard. However, Genestealers demonstrate occasional mutability, and

may demonstrate any of the following Biomorph adaptations: Acid Maw, Extended Carapace,

Feeder Tendrils, Flesh Hooks, Implant Attack, Scuttlers, Toxin Sacs

Threat Rating: Xenos Majoris

Lictors

Imperial Designation: Lictor

Common Name: Spook, Mantis Stalker

Species Name: Tyranicus chameleo

Lictors are the other major vanguard

species used by the Tyranids. In spite of

their considerable size – a Lictor stands

2.4m tall and weighs approximately a tonne

– they are peerless infiltrators, able to

conceal themselves in plain sight and reach

any location with unsettling speed and

stealth. Were that not sufficient, their

senses are keen enough to detect and

identify prey from considerable distances,

allowing it to lay ambushes or simply avoid those who would seek it. Lictors appear to be a

highly-specialised evolution of Tyranid Warriors, adapted to survive in hostile environments

without detection. Lictors exude a pheromone trail which marks its location to other Tyranids,

producing more pheromones when a greater concentration of prey is near, drawing larger groups

of Tyranids to its location.

WS BS S T Ag Int Per WP Fel

65 0 63 (12) 60 (6) 50 (10) 25 (2) 45 (8) 45 (4) - (0)

Movement: 14/28/42/84; Wounds: 25

Skills: Acrobatics (Ag), Awareness (Per) +10, Climb (S) +20, Concealment (Ag) +20, Contortionist

(Ag) +10, Dodge (Ag) +10, Shadowing (Ag) +20, Silent Move (Ag) +20, Survival (Int) +20, Swim

(S), Tracking (Int) +20.

Talents: Ambidextrous, Assassin Strike, Berserk Charge, Blind Fighting, Catfall, Combat Master,

Crushing Blow, Furious Assault, Hard Target, Heightened Senses (Sight, Smell, Sound, Taste,

Touch), Leap Up, Lightning Attack, Lightning Reflexes, Rapid Reaction, Resistances (Psychic

Powers, Cold, Poisons), Sprint, Step Aside, Swift Attack

Traits: Chameleonic Scales (see below), Dark Sight, Fear (2), Independent Organism, Enormous,

Multiple Arms, Natural Armour (2), Sturdy, Toxic, Unnatural Agility (x2), Unnatural Perception

(x2), Unnatural Strength (x2).

Chameleonic Scales: A Lictor‘s body is coated in polychromatic

scales which shift to match its surroundings, making it extremely difficult to

see, even in open ground. All Awareness tests versus the Lictor suffer a -30

penalty. A Lictor can attempt a Concealment test as a half action instead of a

full action, and may attempt the test even if being observed at the time.

Armour: Chitinous Hide (Head 2, Arms 2, Body 2, Legs 2)

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Weapon Symbiotes: Rending Claws (1d10+16 R, Pen 14, Tearing), Scything Talons (3d10+16 R,

Pen 8)

Biomorphs: Flesh Hooks and Feeder Tendrils. Lictors are notably lacking in mutability.

Threat Rating: Xenos Terminus

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Section III: Battlefield Organisms

Biovores

Imperial Designation: Biovore

Common Name: Gunbeast

Species Name: Tyranicus patris boletus

Tyranid assaults are often preceded by hails of Spore Mines hurled forth by specialised

war-beasts known as Biovores. These creatures nurture a clutch of Spore Mines inside their

bodies, and launch them from a powerfully-muscled tube running upwards along the creature‘s

spine.

WS BS S T Ag Int Per WP Fel

25 37 48 (4) 48 (4) 11 (1) 20 (2) 36 (3) 25 (2) - (0)

Movement: 4/8/12/24; Wounds: 24

Skills: Awareness (Per) +10, Swim (S).

Talents: Fearless, Resistances (Psychic Powers, Cold, Poisons)

Traits: Dark Sight, Fear (1), Hulking, Independent Organism, Living Artillery (see below), Natural

Armour (2), Natural Weapons (claws), Quadruped, Sturdy.

Living Artillery: A Biovore stores and launches Spore Mines as its main

weapon, defending themselves with their teeth and claws if attacked. The

types of Spore Mines stored within each Biovore must be preselected, from

the Spore Mine entry, below. A Biovore can carry up to 24 Spore Mines of

varying types within its internal magazine.

A Biovore‘s launcher is a Heavy weapon (the Biovore must brace itself

before it fires) with a range of 300m and a RoF of S/-/-. The damage,

penetration and qualities of a given shot are determined by the type of Spore

Mine launched. Nominate a chosen target point anywhere within range, and

roll to hit, modifying for range, etc, as normal. Target points do not have to

be within line of sight, but an additional -30 penalty is applied to any rolls to

hit. If the attack roll was successful, the spore mine lands exactly where

intended. Otherwise, determine how it deviates using the Scatter Diagram on

page 196 of the Dark Heresy rulebook. The spore mine will scattered 1d5m,

plus an additional 1d5 for every two degrees of failure.

Armour: Chitinous Hide (Head 2, Arms 2, Body 2, Legs 2)

Weapon Symbiotes: Spore Mine Launcher (see above), Claws (1d10+4 R, Primitive)

Biomorphs: None as standard.

Threat Rating: Xenos Minoris

Carnifexes

Imperial Designation: Carnifex

Common Name: Screamer-Killer, Bio-Tank

Species Name: Carnifex voracio, Carnifex ululare, Carnifex arbilys

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The Carnifex is a living engine of destruction, evolved for use in shock assaults, boarding

actions, sieges or any other conflict where there are obstacles to the triumph of the Hive Mind –

be that obstacle a defensive line, enemy armour, or fortifications. The assault of a Carnifex – who

stand some 4m tall and weigh between 8 and 9 tonnes each – is terrifying to behold, an irresistible

force against which nothing can stand.

WS BS S T Ag Int Per WP Fel

40 28 65 (24) 55 (15) 15 (1) 23 (2) 36 (3) 55 (5) - (0)

Movement: 3/6/9/18; Wounds: 48

Skills: Awareness (Per), Climb (S), Swim (S).

Talents: Ambidextrous, Crushing Blow, Die Hard, Fearless,

Furious Assault, Iron Jaw, Swift Attack, Resistances (Psychic

Powers, Cold, Poisons)

Traits: Auto-Stabilised, Dark Sight, Fear (3), Independent

Organism, Enormous, Furious Impact (See Below), Natural

Armour (10), Sturdy, Unnatural Strength (x4), Unnatural

Toughness (x3).

Furious Impact: Instead of performing a normal

charge, the Carnifex may instead use Furious Impact. When using Furious Impact, the Carnifex

moves its normal charge distance in a straight line towards a single target. If the Carnifex engages

the target, that target and any other creatures, friend or foe, within 1 metre of the original target,

suffer 3d10+SB Impact Damage (or the damage from Crushing Claws, if it has them). The target

and any other struck creatures hit by this attack may make Dodge Reactions as normal to avoid

the damage. The Carnifex does not need to roll to hit in order to use Furious Impact. Furious

Impact may only be used once every other round.

Armour: Chitinous Hide (Head 10, Arms 10, Body 10, Legs 10)

Weapon Symbiotes: Any two from the following list: Barbed Strangler (120m; S/-/-; 1d10+24 I,

Pen 4; special), Crushing Claws (4d10+26 I, Pen 8; Rampage), Lash Whip (Snare, Flexible),

Rending Claws (1d10+26 R, Pen 26; Tearing), Scything Talons (3d10+26 R, Pen 8), Twin-linked

Deathspitters (90m; S/-/-; 1d10+24 I, Pen 4; Blast (3), Toxic, Twin-Linked), Twin-linked

Devourers (45m; S/6/10; 1d10+22 I; Storm Tearing), Venom Cannon (150m; S/2/-; 6d10 R, Pen 4;

Blast (2), Toxic, Shock). If two melee weapon symbiotes are chosen, the Carnifex gains the

Multiple Arms trait, though it does not gain the additional Toughness from that trait. If two or

more ranged weapon symbiotes are selected, they may all be fired using the Multiple Attacks

action as if the Carnifex had the Two-Weapon Wielder (Ballistic) talent.

Biomorphs: Carnifexes are notably mutable in form and function, and many distinctive species

have been discovered belonging to this Genus. It may have any of the following Biomorphs: Acid

Maw, Adrenal Glands, Bio-Plasma, Bonded Exoskeleton, Enhanced Senses, Extended Carapace,

Flesh Hooks, Implant Attack, Mace Tail/Scythe Tail (pick one), Regenerate, Reinforced Chitin,

Spine Banks*, Spore Cysts*, Thornback*, Toxic Miasma, Toxin Sacs, Tusked. Only one Biomorph

marked * may be taken.

Threat Rating: Xenos Terminus

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Gargoyles

Imperial Designation: Gargoyle

Common Name: Hellbat

Species Name: Gauntii avius

Gargoyles are vicious winged creatures, often encountered in the early stages of a Tyranid

assault. Being derived from the Gaunt genus, they exist in vast numbers, and will flock above a

warzone, sowing terror and confusion and drawing enemy fire, often herding enemies into the

path of the land-bound swarms.

WS BS S T Ag Int Per WP Fel

31 38 41 (4) 40 (4) 33 (6) 14 (1) 43 (4) 44 (4) - (0)

Movement: 12/24/36/72 (Flying) or 1/2/3/6 (ground); Wounds: 12

Skills: Awareness (Per)

Talents: Ambidextrous, Fearless, Resistances

(Psychic Powers, Cold, Poisons)

Traits: Brood Creature, Dark Sight, Fear (1),

Flyer (12), Natural Armour (2), Unnatural

Agility (x2)

Armour: Chitinous Hide (Head 2, Arms 2, Body 2, Legs 2)

Weapon Symbiotes: Fleshborer (60m; S/2/-; 1d10+4 I; Tearing)

Biomorphs: Bio-Plasma (1d10+5 E, Tearing), Winged (permanent)

Threat Rating: Xenos Minoris

Gargoyles are commonly encountered in swarms, devouring anything in their path. Such swarms

can be represented by the profile below:

WS BS S T Ag Int Per WP Fel

51 38 61 (6) 60 (6) 33 (6) 14 (1) 43 (4) 34 (3) - (0)

Movement: 12/24/36/72 (Flying) or 1/2/3/6 (ground); Wounds: 36 per Swarm

Skills: Awareness (Per)

Talents: Ambidextrous, Fearless, Lightning Attack, Resistances (Psychic Powers, Cold, Poisons),

Swift Attack

Traits: Brood Creature, Dark Sight, Fear (2), Flyer (12), Natural Armour (2), Natural Weapons,

Quadruped, Swarm Creature (see below), Unnatural Agility (x2), Volley Fire (see below)

Swarm Creature: Any attack from a weapon that doesn‘t have either the

Blast, Flame or Scatter effects can only inflict half the rolled damage. A

Swarm creature cannot be grappled, knocked down or pinned in most

circumstances.

Volley Fire: Gargoyle swarms fire hails of organic projectiles at their

foes, bombarding them with acidic beetles or shards of crystalline chitin.

When rolling to hit with a shooting attack, the Gaunt swarm counts the

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difficulty of the attack as two steps better than normal, and gains two bonus

degrees of success on successful attack rolls.

Armour: Chitinous Hide (Head 2, Arms 2, Body 2, Legs 2)

Weapon Symbiotes: Multiple Fleshborers (60m; S/4/6; 1d10+6 I; Tearing)

Biomorphs: Bio-Plasma (1d10+7 E, Tearing), Winged (permanent)

Threat Rating: Xenos Majoris

Gaunts

Imperial Designation: Gaunt, Spinegaunt, Termagant (by species)

Common Name: Critter

Species Name: Gauntii virago

The Gaunt is an agile beast, a little larger than a human, fast and cunning, equipped with

small, simple weapon-symbiotes and driven into battle en-masse in a manner similar to a

common foot soldier. Swarms of thousands of Gaunts have been expended solely to exhaust a

defensive force‘s ammunition prior to a major assault.

WS BS S T Ag Int Per WP Fel

31 34 41 (4) 40 (4) 33 (6) 14 (1) 43 (4) 14 (1) - (0)

Movement: 6/12/18/36; Wounds: 12

Skills: Awareness (Per)

Talents: Ambidextrous, Fearless, Resistances (Psychic Powers, Cold, Poisons)

Traits: Brood Creature, Dark Sight, Fear (1), Natural Armour (2), Quadruped, Unnatural Agility

(x2)

Armour: Chitinous Hide (Head 2, Arms 2, Body 2, Legs 2)

Weapon Symbiotes: Any one of: Devourer (45m; S/3/6; 1d5+4 I; Tearing), Fleshborer (60m;

S/2/-; 1d10+4 I; Tearing) or Twin Spinefist (30m; S/-/-; 1d10+4 R; Scatter, Toxic, Twin-Linked)

Biomorphs: Gaunts come in a wide variety of species. Gaunts may have any of the following

Biomorphs: Adrenal Glands, Extended Carapace, Flesh Hooks, Scuttlers, Toxin Sacs

Threat Rating: Xenos Minoris

Gaunts are commonly encountered in swarms, devouring anything in their path. Such swarms

can be represented by the profile below:

WS BS S T Ag Int Per WP Fel

51 34 61 (6) 60 (6) 33 (6) 14 (1) 43 (4) 34 (3) - (0)

Movement: 6/12/18/36; Wounds: 36 per Swarm

Skills: Awareness (Per)

Talents: Ambidextrous, Fearless, Lightning Attack, Resistances (Psychic Powers, Cold, Poisons),

Swift Attack

Traits: Brood Creature, Dark Sight, Fear (2), Natural Armour (2), Natural Weapons, Quadruped,

Swarm Creature (see below), Unnatural Agility (x2), Volley Fire (see below)

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Swarm Creature: Any attack from a weapon that doesn‘t have either the

Blast, Flame or Scatter effects can only inflict half the rolled damage. A

Swarm creature cannot be grappled, knocked down or pinned in most

circumstances.

Volley Fire: Gaunt swarms fire hails of organic projectiles at their foes,

bombarding them with acidic beetles or shards of crystalline chitin. When

rolling to hit with a shooting attack, the Gaunt swarm counts the difficulty of

the attack as two steps better than normal, and gains two bonus degrees of

success on successful attack rolls. In addition, the Weapon Symbiote profiles

are altered to represent several weapons instead of one.

Armour: Chitinous Hide (Head 2, Arms 2, Body 2, Legs 2)

Weapon Symbiotes: Any one of: Multiple Devourers (45m; S/6/10; 1d10+4 I; Tearing), Multiple

Fleshborers (60m; S/4/6; 1d10+6 I; Tearing) or Multiple Twin Spinefists (30m; S/3/-; 1d10+6 R;

Scatter, Toxic, Twin-Linked)

Biomorphs: Gaunts come in a wide variety of species. Gaunts may have any of the following

Biomorphs: Adrenal Glands, Extended Carapace, Flesh Hooks, Scuttlers, Toxin Sacs

Threat Rating: Xenos Majoris

Hierodule, Barbed

Imperial Designation: Barbed Hierodule

Common Name: Barbed Slaughterer

Species Name: Uncus hierodule domitor

Believed to be a distant genetic relation of the Carnifex, Hierodules are massive living

weapons, individually larger than an average battle tank, mindlessly ferocious and utterly

devastating to encounter. The average Hierodule stands nearly five metres tall to the upper

carapace, and is nearly three times that in length from the tip of the tail to the foremost weapon

symbiotes, massing in excess of 25 tonnes.

Barbed Hierodules are a specific variant, arising first on Moran Prime, having replaced the

claws of its middle limbs with massive biological cannons, and strengthened the frontal carapace

to resist incoming fire, allowing it to slay from a distance where the previously encountered

Scythed Hierodules vulnerable to concerted long-ranged attack.

WS BS S T Ag Int Per WP Fel

40 33 71 (28) 58 (20) 25 (2) 18 (1) 36 (3) 55 (5) - (0)

Movement: 5/10/15/30; Wounds: 72

Skills: Awareness (Per), Climb (S), Swim (S).

Talents: Ambidextrous, Crushing Blow, Die Hard, Fearless, Furious Assault, Iron Jaw, Swift

Attack, Resistances (Psychic Powers, Cold, Poisons)

Traits: Auto-Stabilised, Dark Sight, Fear (4), Independent Organism, Furious Impact (See Below),

Massive, Natural Armour (14), Sturdy, Unnatural Strength (x4), Unnatural Toughness (x4).

Furious Impact: Instead of performing a normal charge, the Hierodule may instead use

Furious Impact. When using Furious Impact, the Hierodule moves its normal charge distance in a

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straight line towards a single target. If the Hierodule engages the target, that target and any other

creatures, friend or foe, within 2 metres of the original target, suffer 4d10+SB Impact Damage.

The target and any other struck creatures hit by this attack may make Dodge Reactions as normal

to avoid the damage. The Hierodule does not need to roll to hit in order to use Furious Impact.

Furious Impact may only be used once every other round.

Armour: Chitinous Hide (Head 14, Arms 14, Body 14, Legs 14)

Weapon Symbiotes: Scything Talons (4d10+30 R, Pen 12), Bio-cannons (fired as a pair with the

following stats: 200m; S/-/-; 7d10 R, Pen 8; Blast (6), Toxic, Twin-Linked)

Biomorphs: Hierodules have only been encountered in two distinct varieties as yet, with little

mutability between individuals so far observed.

Threat Rating: Xenos Terminus

Hierodule, Scythed

Imperial Designation: Scythed Hierodule

Common Name: Scythed Slaughterer

Species Name: Sica hierodule domitor

Believed to be a distant genetic relation of the Carnifex, Hierodules are massive living

weapons, individually larger than an average battle tank, mindlessly ferocious and utterly

devastating to encounter. The average Hierodule stands nearly five metres tall to the upper

carapace, and is nearly three times that in length from the tip of the tail to the foremost weapon

symbiotes, massing in excess of 25 tonnes.

Scythed Hierodules were first encountered during the Hamman‘s World invasion,

creatures of then-unprecedented size and lethality that were at the forefront of every assault the

Tyranids made against strongpoints and prepared defences. Their resilience, far greater than even

that of a Carnifex, required massive firepower to overcome, often needing massed volleys of

heavy anti-tank weaponry or even the guns of heavy tanks and titans, to bring one of these

monstrous beasts down.

Aside from their four massive scythe-like talons, each over three metres long and capable

of slicing clean through the hull of a tank, and a maw filled with long, dagger-like fangs, the

Scythed Hierodule is armed with an acid-spewing symbiote nestling between its armour plates,

projecting a concentrated stream of corrosive venom at enemies who stray too near yet avoid the

touch of the beast‘s claws or teeth. Beyond that, their hides are a mass of barbed protrusions and

vicious spikes, threatening to impale or shred any nearby as the creature charges.

WS BS S T Ag Int Per WP Fel

65 22 71 (35) 58 (20) 25 (2) 18 (1) 36 (3) 55 (5) - (0)

Movement: 5/10/15/30; Wounds: 72

Skills: Awareness (Per), Climb (S), Swim (S).

Talents: Ambidextrous, Crushing Blow, Die Hard, Fearless, Furious Assault, Iron Jaw, Swift

Attack, Resistances (Psychic Powers, Cold, Poisons)

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Traits: Auto-Stabilised, Dark Sight, Fear (4), Independent Organism, Furious Impact (See Below),

Massive, Multiple Limbs, Natural Armour (14), Sturdy, Unnatural Strength (x5), Unnatural

Toughness (x4).

Furious Impact: Instead of performing a normal charge, the Hierodule may instead use

Furious Impact. When using Furious Impact, the Hierodule moves its normal charge distance in a

straight line towards a single target. If the Hierodule engages the target, that target and any other

creatures, friend or foe, within 2 metres of the original target, suffer 4d10+SB Impact Damage.

The target and any other struck creatures hit by this attack may make Dodge Reactions as normal

to avoid the damage. The Hierodule does not need to roll to hit in order to use Furious Impact.

Furious Impact may only be used once every other round.

Armour: Chitinous Hide (Head 14, Arms 14, Body 14, Legs 14)

Weapon Symbiotes: Scything Talons (4d10+37 R, Pen 12), Bio-Acid Symbiote (30m; S/-/-; 2d10 I,

Pen 8; Flame, Toxic)

Biomorphs: Thornback. Hierodules have only been encountered in two distinct varieties as yet,

with little mutability between individuals so far observed.

Threat Rating: Xenos Terminus

Hormagaunts

Imperial Designation: Gaunt, Spinegaunt, Termagant (by species)

Common Name: Critter

Species Name: Gauntii gladius

The Hormagaunt is a creature engineered for one purpose—to close with the enemy and

eviscerate them. They are fast, tireless and numerous, rushing forwards at high speed in a tide of

ridged chitin armour and bladed limbs. Their lower legs are long and powerful, able to propel the

creature in a series of bounding leaps as they attack.

WS BS S T Ag Int Per WP Fel

41 30 41 (4) 40 (4) 33 (6) 14 (1) 43 (4) 14 (1) - (0)

Movement: 12/24/36/72; Wounds: 12

Skills: Awareness (Per)

Talents: Ambidextrous, Fearless, Resistances (Psychic Powers,

Cold, Poisons)

Traits: Brood Creature, Dark Sight, Fear (1), Natural Armour (2),

Quadruped, Unnatural Agility (x2), Unnatural Speed

Armour: Chitinous Hide (Head 2, Arms 2, Body 2, Legs 2)

Weapon Symbiotes: Scything Talons (1d10+4 R)

Biomorphs: Leaping. Hormagaunts demonstrate a degree of mutability

and may additionally have any of the following Biomorphs: Adrenal Glands,

Extended Carapace, Flesh Hooks, Toxin Sacs

Threat Rating: Xenos Minoris

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Hormagaunts are commonly encountered in swarms, devouring anything in their path. Such

swarms can be represented by the profile below:

WS BS S T Ag Int Per WP Fel

61 30 61 (6) 60 (6) 33 (6) 14 (1) 43 (4) 34 (3) - (0)

Movement: 12/24/36/72; Wounds: 36 per Swarm

Skills: Awareness (Per)

Talents: Ambidextrous, Fearless, Furious Assault, Lightning Attack, Resistances (Psychic Powers,

Cold, Poisons), Swift Attack

Traits: Brood Creature, Dark Sight, Fear (2), Natural Armour (2), Natural Weapons, Quadruped,

Swarm Creature (see below), Unnatural Agility (x2), Unnatural Speed

Swarm Creature: Any attack from a weapon that doesn‘t have either the

Blast, Flame or Scatter effects can only inflict half the rolled damage. A

Swarm creature cannot be grappled, knocked down or pinned in most

circumstances.

Armour: Chitinous Hide (Head 2, Arms 2, Body 2, Legs 2)

Weapon Symbiotes: Scything Talons (1d10+6 R)

Biomorphs: Leaping. Hormagaunts demonstrate a degree of mutability and may additionally

have any of the following Biomorphs: Adrenal Glands, Extended Carapace, Flesh Hooks, Toxin

Sacs

Threat Rating: Xenos Majoris

Raveners

Imperial Designation: Ravener, Mantifex

Common Name: Snake, Slither-Slasher

Species Name: Tyranicus ophidius subterra

Raveners are snake-like creatures, easily 5m from snout to tail and weighing approximately

two tonnes, blending the size, strength and bio-weapons of a Tyranid Warrior with the unholy

swiftness of Hormagaunts and Gargoyles. Vulnerable to heavy weapons fire, Raveners have

evolved to burrow through earth and rock with their talons, navigating by the psychic imperative

of the Hive Mind and sensitivity to vibrations, bursting up amidst their enemies and attacking in

a flurry of claws and the lethal projections of their weapon symbiotes.

WS BS S T Ag Int Per WP Fel

55 38 55 (10) 60 (6) 51 (10) 28 (2) 36 (3) 45 (4) - (0)

Movement: 12/24/36/72; Wounds: 30

Skills: Awareness (Per) +20, Climb (S) +10, Contortionist (Ag), Dodge (Ag), Swim (S).

Talents: Ambidextrous, Crushing Blow, Fearless, Lightning Attack, Swift Attack, Resistances

(Psychic Powers, Cold, Poisons)

Traits: Brood Creature, Burrower (10), Dark Sight, Fear (2), Hulking, Multiple Arms, Natural

Armour (4), Unnatural Agility (x2), Unnatural Senses (15m), Unnatural Speed, Unnatural

Strength (x2).

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Armour: Chitinous Hide (Head 4, Arms 4, Body 4, Legs 4)

Weapon Symbiotes: Scything Talons (2d10+12 R, Pen 4). A Ravener may also have a set of

Rending Claws (1d10+12 R, Pen 12; Tearing). In addition, a Ravener may have a Deathspitter

(90m; S/-/-; 1d10+10 I, Pen 4; Blast (3), Toxic), Devourer (45m; S/3/6; 1d5+SB I, Tearing) or a pair

of Spinefists (30m; S/-/-; 1d10+10 R; Scatter, Toxic, Twin-Linked) within its thorax.

Biomorphs: None. Raveners are notably lacking in mutability.

Threat Rating: Xenos Majoris

Spore Mines

Imperial Designation: Spore Mine

Common Name: Floaters

Species Name: Boletus minoris

Spore Mines are floating organic masses, more like living bombs than creatures, and

entirely lacking in sentience. Rudimentary instinct drives them vaguely towards heat, noise and

movement, but for the most part, they simply drift about on the wind, a short distance from the

ground, tendrils waving in search of something for the Spore Mine to attack.

WS BS S T Ag Int Per WP Fel

- - 11 (1) 35 (3) - (0) 1 (0) 1 (0) - (0) - (0)

Movement: 1d10m; Wounds: 6

Skills: None

Talents: Fearless, Resistances (Psychic Powers, Cold, Poisons)

Traits: Brood Creature, Living Weapon (see below)

Living Weapon: Every turn, a Spore Mine moves 1d10 metres in a

random direction. If, at any point (either through drifting, or due to being

launched by a Biovore), a Spore Mine comes into physical contact with a

living being or warm object (such as a vehicle), it will detonate. Spore Mines

also detonate whenever a weapon is fired within 5m, when reduced to 0

wounds, or when commanded to by a Synapse Creature (which requires a

half action).

A detonating Spore Mine explodes with one of the following effects,

based on the type of Spore Mine:

Type Damage Pen Special

Toxin 2d10 I 6 Toxic (if using GM‘s Kit, Instant/-20/Lethal), Blast (8)

Frag 2d10+4 R 4 Blast (8)

Bio-Acid 2d10 I 10 Blast (8), Agility Test or take damage again next turn

Armour: None

Weapon Symbiotes: None

Biomorphs: None

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Threat Rating: Xenos Minima

Trygon

Imperial Designation: Trygon

Common Name: Mother Ravener, Slash-Tail

Species Name: Tyranicus subterra extremis

Trygons are massive tunnelling organisms, monstrous creatures able to dig tunnels large

enough for whole broods of Raveners or Gaunts to follow it. Their claws, no less massive than

those found on other similarly-sized Tyranids, are broader and more spade-like, allowing it to dig

with them, its strength permitting it to shear through almost any material in its path, up to and

including the foundations of fortified bunkers.

The appearance of a Trygon often precedes an assault, as swarms of creatures issue forth

from the tunnels it leaves behind, and the Trygons themselves are unerringly accurate in their

attacks, sensing motion through the ground around them from the surface before exploding

upwards in a display of devastating power, hurling men through the air and ripping through

vehicles.

In addition to their claws, Trygons are wreathed in a strong bioelectric field, generated as

the creature‘s armour plates grind together and crackling across its body before discharging in a

sudden, powerful bolt that is strong enough to kill a human being. Whilst this field builds to full

strength, it disrupts attacks against the Trygon itself, acting like a rudimentary biological force

field.

WS BS S T Ag Int Per WP Fel

65 22 68 (30) 63 (18) 55 (10) 28 (2) 46 (4) 55 (5) - (0)

Movement: 14/28/42/84; Wounds: 60

Skills: Awareness (Per) +20, Climb (S) +10, Contortionist (Ag), Dodge (Ag), Swim (S).

Talents: Ambidextrous, Crushing Blow, Die Hard, Fearless, Furious Assault, Iron Jaw, Lightning

Attack, Swift Attack, Resistances (Psychic Powers, Cold, Poisons)

Traits: Auto-stabilised, Burrower (16), Bio-electric Field, Dark Sight, Enormous, Fear (3), Multiple

Arms, Natural Armour (10), Unnatural Agility (x2), Unnatural Senses (20m), Unnatural Speed,

Unnatural Strength (x5), Unnatural Toughness (x3).

Bio-electric Field: A Trygon‘s body crackled with electrical energy which protects it from

harm and can discharge into nearby foes, harming them. A Trygon reduces the damage from any

ranged attack directed at it by 1d10 due to the coursing energy of its bio-electric field.

Additionally, it gains the ability to attack with the field, with the profile detailed in the Weapon

Symbiotes section, below.

Armour: Chitinous Hide (Head 10, Arms 10, Body 10, Legs 10)

Weapon Symbiotes: Scything Talons (3d10+32 R, Pen 8), Bio-electric field (30m; -/-/10; 1d10+5 E;

Pen 4; Recharge, Shocking)

Biomorphs: Scythe-tail. Trygons have only been encountered relatively recently, with little

mutability between individuals so far observed.

Threat Rating: Xenos Terminus

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Tyrant Guard

Imperial Designation: Tyrant Guard

Common Name: Shielder

Species Name: Tyranicus scutatus

Tyrant Guard are more akin to living shields than independent creatures, solid masses of

flesh and chitin that are incredibly resistant to harm. Blind, and entirely reliant upon the Synapse

Creature they protect for direction, these semi-sentient beasts seem to have been engineered

specifically to counter the long-standing anti-Tyranid doctrine of ‗Shoot the Big Ones‘.

WS BS S T Ag Int Per WP Fel

55 38 52 (10) 58 (15) 42 (8) 8 (0) 6 (0) 65 (6) - (0)

Movement: 4/8/12/24; Wounds: 30

Skills: Climb (S) +10, Swim (S).

Talents: Ambidextrous, Die Hard, Crushing Blow, Fearless, GuardianRT, Iron Jaw, Swift Attack,

Resistances (Psychic Powers, Cold, Poisons)

Traits: Blind (negated when controlled by a Synapse Creature), Brood Creature, Fear (2), Hulking,

Multiple Arms, Natural Armour (8), Sturdy, Unnatural Agility (x2), Unnatural Strength (x2),

Unnatural Toughness (x3).

Armour: Chitinous Hide (Head 8, Arms 8, Body 8, Legs 8)

Weapon Symbiotes: Scything Talons (2d10+12 R, Pen 4) and Rending Claws (1d10+12 R, Pen 12;

Tearing). The Scything Talons may be replaced with Lash Whips (Snare, Flexible) instead.

Biomorphs: Tyrant Guard demonstrate a small degree of mutability, and may have the following

Biomorphs: Flesh Hooks, Implant Attacks

Threat Rating: Xenos Majoris

Zoanthropes

Imperial Designation: Zoanthrope

Common Name: Brain

Species Name: Tyranicus animus aborrens

Rare, even in the most recent Hive Fleets, Zoanthropes are strange creatures. Powerful

psykers, engineered from harvested DNA into living conduits for the power of the Hive Mind. So

extreme is their development that their bodies are atrophied, leaving only vast and bulbous

heads, crackling with psychic energy. In battle, they levitate themselves, drifting about the

battlefield unleashing bolts of searing power or acting as a relay for the Hive Mind‘s directives.

WS BS S T Ag Int Per WP Fel

35 42 52 (5) 58 (5) 42 (4) 58 (5) 38 (3) 65 (6) - (0)

Movement: 4/8/12/24 (hovering) or 1/2/3/6 (ground); Wounds: 25

Skills: Awareness (Per) +10, Psyniscience (Per) +20

Talents: Bastion of Iron WillRT, Favoured By the Warp, Fearless, Mental FortressDH, Power Well,

Psy Rating 3, Strong-Minded

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Traits: Atrophied Body (see below), Fear (2), Hoverer (4), Hulking, Independent Organism, Natural

Armour (2)

Atrophied Body: A Zoanthrope‘s body is frail compared to its massive

head and bloated brain, and it relies more on psychic powers for

attack and defence than its own chitinous hide and claws. A

Zoanthrope counts its Agility Bonus as 1 for the purposes of

movement when not using the Hoverer trait, and only has

normal unarmed attacks (dealing 1d5+2 R, Primitive damage)

when attacked in melee.

Psychic Powers/Techniques: Psy Rating 3. Zoanthropes always have

the Warp Field power, and will have one other from the following

list: Catalyst, Psychic Scream, The Horror or Warp Blast.

Alternately, instead of a second Psychic Power, a Zoanthrope may

be given the Synapse Creature trait, which replaces Independent

Organism. In addition, if you are using the Dark Heresy psychic

power rules, a Zoanthrope may have any 6 Minor Psychic

Powers.

Armour: Warp Field (Head 12, Arms 12, Body 12, Legs 12)

Weapon Symbiotes: None.

Biomorphs: Toxic Miasma. Zoanthropes demonstrate no

other Biomorphs.

Threat Rating: Xenos Majoris

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Section IV: Synapse Creatures

Hive Tyrants

Imperial Designation: Hive Tyrant

Common Name: Overfiend

Species Name: Tyranicus praefacto

The Hive Tyrant is a large and massively powerful Tyranid creature, dwarfed only by the

largest of Tyranid monstrosities. Like many Tyranids, Hive Tyrants seem able to mutate rapidly,

and a wide range of differing physical characteristics have been observed. All Hive Tyrants are

highly psychic, almost acting as living avatars for the will of the Hive Mind, embodying it

completely... but their destruction does not diminish it in any way...

WS BS S T Ag Int Per WP Fel

55 38 62 (18) 53 (15) 42 (8) 58 (5) 38 (3) 65 (12) - (0)

Movement: 6/12/18/36; Wounds: 36

Skills: Awareness (Per) +10, Climb (S), Psyniscience (Per) +20, Swim (S)

Talents: Ambidextrous, Bastion of Iron WillRT, Crushing Blow, Favoured By the Warp, Fearless,

Lightning Attack, Mental FortressDH, Power WellDH (2), Psy Rating 5, Strong-Minded, Swift

Attack

Traits: Auto-Stabilised, Fear (4), Enormous, Natural Armour (8), Synapse Creature, Unnatural

Strength (x3), Unnatural Toughness (x3), Unnatural

Willpower (x2)

Psychic Powers: Psy Rating 5. Hive Tyrants always

have the power The Horror, and may have one

other from the following list: Catalyst, Psychic

Scream, Warp Blast, or Warp Field. In addition, if

you are using the Dark Heresy psychic power

rules, a Hive Tyrant may have any 12 Psychic

Powers.

Armour: Chitinous Hide (Head 8, Arms 8, Body 8,

Legs 8)

Weapon Symbiotes: Any two from the following

list: Barbed Strangler (120m; S/-/-; 1d10+18 I, Pen

4; special), Twin-linked Deathspitters (90m; S/-/-;

1d10+18 I, Pen 4; Blast (3), Toxic, Twin-Linked), Twin-linked Devourers (45m; S/6/10; 1d10+16 I;

Storm, Tearing), Lash Whip (Snare, Flexible) and Bonesword (2d10+20 R, Pen 4, special) (Lash

Whip and Bonesword count as a single choice), Rending Claws (1d10+20 R, Pen 20; Tearing),

Scything Talons (3d10+20 R, Pen 8), Spinefists (30m; S/-/-; 1d10+15; Scatter, Toxic, wielded as a

pair as per Dual Shot talent), Venom Cannon (150m; 4d10 R, Pen 4; Blast (2), Toxic, Shock). If two

melee weapon symbiotes are chosen, the Hive Tyrant gains the Multiple Arms trait, though it

does not gain the additional Toughness from that trait. If two or more ranged weapon symbiotes

are selected, they may all be fired using the Multiple Attacks action as if the Hive Tyrant had the

Two-Weapon Wielder (Ballistic) talent.

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Biomorphs: Hive Tyrants appear to be rapidly mutable, and often unique, individual creatures

each spawned for a different situation. Hive Tyrants may have any of the following Biomorphs:

Acid Maw, Adrenal Glands, Bio-Plasma, Enhanced Senses, Extended Carapace, Flesh Hooks,

Implant Attack, Toxin Sacs, Toxic Miasma, Winged (short flight) or Winged (permanent).

Threat Rating: Xenos Terminus

Tyranid Warriors

Imperial Designation: Tyranid Warrior

Common Name: Warrior

Species Name: Tyranicus gladius

Tyranid Warriors are a common sight in almost all Tyranid swarms. Beyond being large

and powerful combatants, they act as psychic relays for the Hive Mind, transmitting its power to

lesser creatures around them. In a manner perversely reminiscent of officers marshalling their

troops, Tyranid Warriors direct the swarms in battle, driving them forward with a will and a

purpose not their own.

WS BS S T Ag Int Per WP Fel

48 29 51 (10) 65 (6) 42 (8) 48 (4) 38 (3) 52 (5) - (0)

Movement: 5/10/15/30; Wounds: 24

Skills: Awareness (Per) +10, Climb (S), Psyniscience (Per) +20, Swim (S)

Talents: Ambidextrous, Crushing Blow, Fearless, Mental

Fortress, Strong-Minded, Swift Attack

Traits: Fear (2), Enormous, Natural Armour (4), Synapse

Creature, Unnatural Strength (x2), Unnatural Agility (x2)

Armour: Chitinous Hide (Head 4, Arms 4, Body 4, Legs 4)

Weapon Symbiotes: Any two from the following list: Barbed

Strangler (120m; S/-/-; 1d10+10 I, Pen 4; special),

Deathspitter (90m; S/-/-; 1d10+10 I, Pen 4; Blast (3), Toxic),

Devourer (45m; S/3/6; 1d10+8 I; Tearing), Fleshborer (60m;

S/2/-; 1d10+10 I; Tearing), Lash Whip (Snare, Flexible),

Rending Claws (1d10+12 R, Pen 12; Tearing), Scything Talons

(2d10+12 R, Pen 8), Spinefists (30m; S/-/-; 1d10+10; Scatter, Toxic, wielded as a pair as per Dual

Shot talent), Venom Cannon (150m; 2d10 R, Pen 4; Blast (2), Toxic, Shock). If two melee weapon

symbiotes are chosen, the Tyranid Warrior gains the Multiple Arms trait, though it does not gain

the additional Toughness from that trait.

Biomorphs: Tyranid Warriors appear to be rapidly and easily mutable. Tyranid Warriors may

have any of the following Biomorphs: Adrenal Glands, Bio-Plasma, Enhanced Senses, Extended

Carapace, Flesh Hooks, Leaping (may not be combined with Winged), Toxin Sacs, Winged (short

flight) or Winged (permanent).

Threat Rating: Xenos Majoris

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Section V: Non-military Organisms

Rippers

Imperial Designation: Rippers

Common Name: Anklebiters

Species Name: Minoris omniphagea

In the latter phases of a Tyranid invasion, billions, even trillions of Rippers are released

across a planet. They swarm across the surface, devouring anything and everything in their path,

leaving a desolate wasteland behind them, marked only by clusters of Tyranid fauna. Once

satiated, a Ripper will return to a digestion pool, lay a clutch of pre-fertilised eggs, and leap into

the pool, giving up the biomass they have collected to be funnelled up vast Capillary Towers into

the Hive Ships in orbit. Minutes later, the recently-laid

eggs hatch, and the rapidly-maturing

Rippers begin the process again.

The creatures, while small, are

persistent, energetic and

numerous, easily able to pull

a man-sized creature down

and eating it alive.

WS BS S T Ag Int Per WP Fel

21 11 20 (2) 22 (2) 33 (3) 08 (0) 43 (4) 44 (4) - (0)

Movement: 2/4/6/12; Wounds: 6

Skills: Awareness (Per)

Talents: Ambidextrous, Fearless, Resistances (Psychic Powers, Cold, Poisons)

Traits: Brood Creature, Dark Sight, Fear (None individually; numbers increase their Fear Rating, as

described above), Natural Armour (2), Puny, Unnatural Speed

Armour: Chitinous Hide (Head 2, Arms 2, Body 2, Legs 2)

Weapon Symbiotes: None (Unarmed (1d5-1 R, Primitive)). Some Rippers are engineered with a

single Spinefist (30m; S/-/-; 1d10+2; Scatter, Toxic).

Biomorphs: Rippers can adapt to a variety of situations, and may take any Biomorphs from the

following list: Adrenal Glands, Enhanced Senses, Extended Carapace, Flesh Hooks, Leaping (may

not be combined with Winged), Toxin Sacs, Winged (short flight) or Winged (permanent).

Threat Rating: Xenos Minima

Rippers are commonly encountered in swarms, devouring anything in their path. Such swarms

can be represented by the profile below:

WS BS S T Ag Int Per WP Fel

41 11 40 (4) 42 (4) 33 (3) 08 (0) 43 (4) 64 (6) - (0)

Movement: 2/4/6/12; Wounds: 18 per swarm

Skills: Awareness (Per)

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Talents: Ambidextrous, Fearless, Lightning Attack, Resistances (Psychic Powers, Cold, Poisons),

Swift Attack

Traits: Brood Creature, Dark Sight, Fear (1), Natural Armour (2), Natural Weapons, Swarm

Creature (see below), Unnatural Speed

Swarm Creature: Any attack from a weapon that doesn‘t have either the

Blast, Flame or Scatter effects can only inflict half the rolled damage. A

Swarm creature cannot be grappled, knocked down or pinned in most

circumstances.

Armour: Chitinous Hide (Head 2, Arms 2, Body 2, Legs 2)

Weapon Symbiotes: Tide of Claws and Teeth (1d10+4 R, Primitive), Some Ripper Swarms are

engineered with an assortment of Spinefists (30m; S/-/-; 1d10+4; Scatter, Toxic, Twin-Linked).

Biomorphs: Rippers can adapt to a variety of situations, and may take any Biomorphs from the

following list: Adrenal Glands, Enhanced Senses, Extended Carapace, Flesh Hooks, Leaping (may

not be combined with Winged), Toxin Sacs, Winged (short flight) or Winged (permanent).

Threat Rating: Xenos Minoris

Malanthropes

Imperial Designation: Malanthrope

Common Name: Corpse-Eater, Scavenger

Species Name: Tyranicus cadavi terriblis

A creature rarely seen and only recently identified, the Malanthrope appears to be a rear-

echelon Synapse Creature, drifting behind the front lines and directing the swarms of Rippers,

selectively collecting and processing genetic material from the corpses strewn about the

battlefield, before being re-absorbed by the Hive Fleet itself. It is speculated that Malanthropes

may be part of the reason the Tyranids are able to evolve so quickly, with successive generations

of creatures spawned with DNA harvested by Malanthropes after previous battles.

WS BS S T Ag Int Per WP Fel

34 31 51 (10) 55 (10) 48 (8) 58 (5) 43 (4) 54 (5) - (0)

Movement: 4/8/12/24 (hovering) or 1/2/3/6 (ground); Wounds: 36

Skills: Awareness (Per) +10, Psyniscience (Per) +10

Talents: Ambidextrous, Bastion of Iron WillRT, Favoured By the Warp, Fearless, Lightning Attack,

Mental FortressDH, Psy Rating 3, Strong-Minded, Swift Attack

Traits: Fear (4), Enormous, Hoverer (4), Multiple Arms, Natural Armour (2), Synapse Creature,

Toxic (Instant/-30/Lethal and Paralytic; deals 3d10 damage if not using GM‘s Kit), Unnatural

Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2).

Atrophied Body: A Malanthrope‘s body is frail compared to its massive

head and bloated brain, and it relies more on psychic powers for attack and

defence than its own chitinous hide and claws. A Malanthrope counts its

Agility Bonus as 1 for the purposes of movement when not using the

Hoverer trait, and is counted as being of Average size when determining

what weapon symbiotes it may use.

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Psychic Powers: Psy Rating 3. Malanthropes always have the powers Warp Field and The Horror,

In addition, if you are using the Dark Heresy psychic power rules, a Malanthrope may have any 5

Minor Psychic Powers.

Armour: Warp Field (Head 12, Arms 12, Body 12, Legs 12)

Weapon Symbiotes: Scything Talons (1d10+10 R)

Biomorphs: Feeder Tendrils

Threat Rating: Xenos Majoris

Section V: Void-Faring Organisms

Were the Tyranids only terrestrial organisms, their terror would not be so great, for

without ships to carry them from world to world, no creature is terrible on a galactic scale. The

Tyranids, however, are far more than beasts the size of men and tanks. They exist in the void as

well, vast creatures many miles long, whose natural defences are equivalent to the Lances and

Macrobatteries of starships, and who can only really be referred to as Bio-Ships. Their mass is

surpassed only by their menace, for they are true void-born predators, as deadly to starships as

the apex predators of many worlds are to human beings.

In game terms, Tyranid bio-ships function in much the same way normal vessels do,

though with a few significant conceptual differences. Most importantly, a Tyranid vessel‘s Hull

Integrity represents its physical constitution, its ability to withstand harm, more akin to a

creature‘s wound score than a starship‘s Hull Integrity, though on a scale dwarfing even the

largest Bio-titan. Similarly, Detection and Manoeuvrability represent the capabilities of a creature,

rather than a machine operated by a vast crew of people. Tyranid ships do not generate power in

any conventional sense, but similarly do not consume it. Finally, bio-ships are not crewed – the

organisms that roam the creature‘s bodily cavities are more akin to an immune system than a

crew compliment, and deep within the heart of the organism are spawning chambers were yet

more creatures can be spawned at a moment‘s notice, giving the bio-ship an essentially limitless

supply of warrior creatures to board enemy vessels and assault the surface of a world. The precise

details of what these differences mean are described below.

Tyranid Specific Rules

Crew and Morale

Bio-ships have neither of these things. A bio-ship‘s Crew rating is always 100 (because the

ship controls everything) and cannot be reduced in any way. A bio-ship‘s Morale rating is

similarly always 100 (because the creatures on board are essentially mindless, frenzied monsters,

contained within a creature that considers enemy boarders in much the same way a human might

consider a minor illness or parasitic infestation – annoying).

Synaptic Control and Instinctive Behaviour

All Tyranid Bio-Ships have a Willpower characteristic, which functions exactly like the

Willpower characteristic of a character. Every Strategic Turn, a bio-ship may attempt a Willpower

Test. If it passes, it may act freely, using whatever connection to the Hive Mind it can muster to

direct its actions. If it fails or does not test, the bio-ship reverts to its natural, usually predatory,

instincts, which are described below, which partially determine the actions it must take.

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A ship acting under the control of the Hive Mind (because it passed its Willpower Test)

may perform up to three actions in any turn – one of these must be a Manoeuvre Action, up to

one may be a shooting action, and the third may be an extended action (some Tyranid-specific

examples of which are described later). These may be chosen freely, as the creature‘s instincts

have been overridden by the will of the Hive Mind.

A ship that is acting on instinct has significantly less freedom of action, and the following

list of conditions must be considered to determine that action. If a particular action type is not

listed for a particular condition, it may be used freely, though a bio-ship acting on instinct will

only ever fire upon the nearest enemy vessel.

1. Will a normal Manoeuvre Action take the bio-ship into a gas or dust cloud,

asteroid field, planetary rings, minefield, warp rift or other dangerous stellar

phenomena? If yes, then the ship must move and turn in order to turn away from

and avoid the stellar phenomenon. If no, then continue to condition 2.

2. Is there an enemy vessel within the front arc of the bio-ship and 2 VU or less away?

If yes, then the bio-ship must attempt to close and ram, perform a boarding action,

or use a melee weapon symbiote. If the bio-ship has functioning Bio-plasma

weapon symbiotes, it may ignore this condition. If this condition is ignored, or if

there is no enemy vessel within the front arc and within range, then continue to

condition 3.

3. Is the nearest enemy vessel within the front arc of the bio-ship and more than 10

VU away? If yes, then the bio-ship must move as fast as possible (using its

Manoeuvre Action and Extended Action to increase the distance travelled) directly

towards that vessel. If not, then continue to condition 4.

4. This condition only applies to Escort Droneships, Vanguard Droneships and

Kraken. Is the nearest enemy vessel within the bio-ship‘s rear arc? If yes, then the

bio-ship must use the Come to New Heading Manoeuvre Action to turn towards

the enemy ship. If no, or if this condition does not apply to the bio-ship, continue to

condition 5.

5. Is there an enemy vessel within the front arc and within range of functioning

weapon symbiotes? If yes, then the bio-ship must perform the Lock On Target

Extended Action, may not turn, and must fire every available weapon at the target

vessel. If no, then continue to condition 6.

6. None of the above conditions apply. If there is a planet within 20 VU, then the bio-

ship must move towards that if possible. If there is no planet within that distance,

then the bio-ship moves directly forwards at half speed without turning.

Navigation

Bio-ships are engineered void-dwelling predators, creatures for which asteroid fields and

nebulae are as natural as grass is to a Groxen. Navigating the void by their own instincts, or by

the will of the Hive Mind, bio-ships are naturally adept at eluding the hazards of their habitat.

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For all bio-ships, the number listed in brackets after their Detection and Manoeuvrability

values are the total characteristics (already including the bonuses for Detection and

Manoeuvrability, respectively) against which all relevant tests are made. In any situation where

an action requires a Detection test of some sort, it will use that value, and likewise any situation

requiring a test involving Manoeuvrability will use the value listed in brackets.

Targeting

All bio-ships have a listed Ballistic Skill characteristic. This functions in a manner identical

to the Ballistic Skill characteristic possessed by characters, and is used in the same way – to

determine whether or not ranged attacks hit their intended target. All ranged attacks performed

by a given bio-ship use the listed Ballistic Skill value.

Boarding

Bio-ships are hostile environs, filled with fanged and clawed monstrosities engineered to

do only one thing: kill. Attempts to board bio-ships are seldom successful, and the defence

against a Tyranid boarding action are hard-fought and costly affairs.

Tyranid vessels will never voluntarily attempt to break free from a boarding action unless

compelled to do so by the Hive Mind – their predatory instincts drive them to assault the enemy,

and retreating from that is contrary to those instincts. Similarly, a Tyranid vessel will not accept

the surrender of a crew who have been demoralised to the point of defeat by a boarding action –

the creatures continue to hunt and kill until there is nothing left.

In place of a Command Test (which, given their lack of actual crew, bio-ships tend not to

have), bio-ships have a Boarding Value, which is tested against in all boarding actions and Hit-

and-Run attacks. Crew rating and remaining hull integrity modify this value in the same way that

they modify Command Tests for non-Tyranids.

Attempts to perform Hit-and-Run attacks against bio-ships are more difficult. Should the

Hit-and-Run attack be successful, the vast and deadly anatomy of the bio-ship makes it difficult

to select an appropriate target to attack. When rolling to determine which critical hit is inflicted,

the lowest result of the two rolls, not the highest, should be selected.

Extended Actions

Many of the normal Extended Actions listed in the Rogue Trader rulebook refer to things

like Tech-Use Tests, or relate to the crew. Neither of these things are appropriate to the organic

and singular nature of bio-ships. The following Extended Actions cover activities more

appropriate to a void-swimming predator.

Careful Advance

The bio-ship takes particular care as it advances; concentrating on the manoeuvres it must

perform. It must make a Challenging (+0) Willpower Test to focus in this manner. If it succeeds,

it may add +5 to its Manoeuvrability for the remainder of the turn. For every two degrees of

success, it may add an additional +5.

Focus on Prey

The bio-ship makes a Challenging (+0) Detection Test to concentrate all of its efforts on a

single enemy vessel. If successful, add +5 to the Ballistic Skill Test to fire one Weapon Symbiote

during this turn. Every two additional degrees of success add an additional +5 to the same Test.

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Heal Injuries

The bio-ship makes a Difficult (-10) Willpower Test to direct organisms around its body

that will heal its wounds. If it succeeds, it repairs a single depressurised or wounded Vital Organ

or Symbiote. This normally takes 1d5 turns, however, this can be reduced by one turn per degree

of success to a minimum of 1 turn. Destroyed Vital Organs or Symbiotes cannot be healed in this

way.

Hit and Run

This action can only be performed if the bio-ship has Launch Bays or Torpedoes. The bio-

ship sends out a variety of lesser creatures, from metal-eating borer worms the size of battle

tanks, to carrier beasts containing swarms of brood creatures. In a single action, a bio-ship may

make a number of Hit-and-Run attempts equal to the number of Launch Bays and Torpedo

weapon symbiotes it possesses.

Each such weapon symbiote has an Accuracy value. The bio-ship must roll equal to or less

than this value on d100 in order for the boarding creatures to reach their target, which must be

within 5 VU. Success means that one boarding creature reached the target. Every degree of

success on this test allows for an additional boarding creature to reach the target vessel, up to a

maximum number equal to the weapon symbiotes‘ strength (so a Strength 4 torpedo weapon

symbiote can allow for up to 4 boarding creatures to reach the target, if 3 degrees of success are

scored). Launch bay weapon symbiotes must be combined into a single symbiote for the purposes

of this test, but every Torpedo weapon symbiote is used separately. If the Accuracy Test is failed,

then the wave of boarding creatures was crippled, lost or destroyed en-route. Turrets impose a

penalty on this test as they do with all Hit-and-Run attacks.

For every wave where one or more boarding creatures successfully reach their target, make

an Ordinary (+10) Boarding Value Test opposed by the Command Test of the leader of the

defending troops (the Boarding Value is the same as that of the bio-ship the boarding creatures

originated from). The Tyranids gain an additional +10 on the Boarding Value Test for every

additional creature within that wave that reached the target, as ever-greater numbers of Tyranids

begin to tear through the ship. If the Tyranids succeed, roll 1d5+1 on the Critical Hit table twice

and pick the highest result to apply to the highest ship, plus 1 point of damage to Hull Integrity

for every degree of success. Failure indicates that the boarding creatures were driven back and

destroyed.

Where multiple waves of boarding creatures are sent out, resolve each separately.

Prepare to Repel Boarders

As enemies approach, the bio-ship spawns new horrors to repel them. The bio-ship must

make a Challenging (+0) Willpower Test. If it succeeds, it may add +10 to its Boarding Value for

any opposed tests it makes against enemy boarders during subsequent turns of combat, plus an

additional +5 for every degree of success. While additional tests are not required in subsequent

turns, the bonus will be lost if this action is not performed during a turn.

Swift Advance

The bio-ship makes a Challenging (+0) Willpower Test to force its discharge vents and

impellor vanes to propel it more swiftly. If successful, the bio-ship may move an additional VU of

movement. Every degree of success allows an additional VU of movement. Failure by 2 or more

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degrees means that the strain has damaged something, causing an immediate Impellor Vanes

Crippled critical.

Watchful

The bio-ship takes stock of its surroundings as it moves; warily searching for the enemies it

may encounter or the prey it may find. It must make a Challenging (+0) Willpower Test to focus

in this manner. If it succeeds, it may add +5 to its Detection for the remainder of the turn. For

every two degrees of success, it may add an additional +5.

Damage, Crippled Bio-Ships and Critical Hits

The nature of a bio-ship makes it quite different to normal vessels when it comes to

damage. Rather than crucial systems, a bio-ship has an array of Vital Organs and Symbiotes – the

former being integral to the creature‘s ability to function, the latter being additional semi-

autonomous creatures bonded to it to serve specific purposes. Equivalents to these are present on

all bio-ships, so they are listed here for convenience.

A bio-ship‘s Vital Organs are as follows:

Circulatory and Respiratory System – these are utterly vital to the survival of a bio-

ship, pumping blood-like ichor around its vast body to supply its organs with

oxygen. Alongside several dozen or even several hundred hearts, oxygen storage

sacs are scattered throughout the creature‘s structure, containing the water and

atmosphere drained from previously consumed worlds and that reclaimed

through the photosynthesis the bio-ship can perform when approaching a system

and coming out of hibernation.

Spore Cysts – these great hardened vents in the bio-ship‘s outer skin pump out

massive clouds of spores which linger near the ship, absorbing weapons fire and

attacking anything within a few hundred metres which might threaten the bio-

ship, from attack craft and torpedoes to micro-meteors and other debris, eating

through them with a variety of acids and corrosive enzymes until nothing remains.

Most bio-ships have one or more Spore Cysts, though Kraken are notable for

having none and relying on sheer resilience to withstand attack.

Biomass Stores – cavernous stomachs filled with great pools of stinking biological

matter are scattered throughout a bio-ship. In Hive Ships, these are utterly

immense, connected to a range of capillary tubes and feeder probes which snake

down to draw matter up from the surface of planets through vast capillary towers

grown by spore bombardment. In other vessels, these mass reserves are less

significant, used as emergency food stores and as the raw material for the massive

numbers of creatures spawned by the ships.

Nervous System – bio-ships are too large to have a single central brain; the size of

their bodies would delay signals sent along the nerves too such a degree that a

centralised brain would take tens of seconds, or even a few minutes, to consciously

respond to stimuli. Instead, a more diffuse system is used to control a bio-ship,

with nerve clusters located in key positions all across the ship to direct its actions.

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Synapse Node – all Tyranids have some form of synapse node, even if only one

capable of receiving a signal. In bio-ships, this node acts as both receiver for the

higher signals of the Hive Mind (either directly, in the case of Hive Ships and

Vanguard Droneships, or indirectly in the case of everything else) and a

transmitter of those signals to lesser organisms (in the case of true Synapse

Creatures, this allows them to command other creatures over great distances, in the

case of most bio-ships, this allows them to control the various symbiotic creatures

that their bodies are comprised of at faster-than-light speeds, avoiding one of the

issues of a large and diffuse nervous system. A bio-ship with no Synapse Node

cannot receive the Hive Mind‘s instructions and will only ever act on instinct.

Sensory Network – in space, eyes and ears are frankly rather pointless. Instead,

bio-ships are theorised to sense incredibly small changes in electromagnetic

radiation and heat, as well as making use of psychic perception, to detect their

prey. This network of sensors is roughly analogous to the Augur and Auspex

arrays on Imperial vessels.

Discharge Vents and Impellor Vanes – these ports and vents all across the surface

of the creature give it the ability to move through space, using super-heated gas

exhaust and a number of theorised but largely unknown means to propel the bio-

ship through the void.

When a symbiote or vital organ is wounded, its function is stopped, but it can be healed

given time and effort. Destroyed symbiotes and vital organs are masses of ruined flesh and vile

fluids which are beyond swift repair, but which may re-grow or be replaced in time.

Depressurisation doesn‘t particularly harm the creatures present – few Tyranids that exist aboard

a bio-ship are particularly reliant on an atmosphere to survive, and there are always more to be

spawned – but the sudden exposure to the cold and pressureless void shuts them down to avoid

further damage until internal pressure can be returned to normal.

When crippled, the presence of biological systems works to preserve as many of the vital

parts of the bio-ship as possible, while ignoring entirely the superfluous ones. This is a form of

natural defence mechanism that makes bio-ships notoriously difficult to finish off when crippled.

When a bio-ship reaches 0 Hull Integrity, it loses 2 points of speed, and suffers a -10 penalty to

Manoeuvrability and Detection. In addition, it halves the strength of any Bio-plasma and Pyro-

acid weapon symbiotes (rounding up), and loses the ability to use Feeder Tentacles, Massive

Claws, Torpedoes or Launch Bays as it focuses all its efforts on staying alive.

Due to their biological nature, bio-ships also use a different Critical Hit chart to normal

ships. This is shown below.

Roll Result

1 Pierced: A lucky hit has punched a hole in the creature‘s flank, exposing it to space. The attacker selects a single Symbiote it knows about that is not the central nerve cluster or the heart. Vast sphincters and fleshy valves shut off the area, preventing any more loss of gas or fluid than has already occurred.

2 Internal Injuries: The force of the hit cracks chitin plates and fractures bone, damaging the organs beneath the surface. The attacker selects a single symbiote he is aware of. This symbiote is wounded.

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3 Sensory Network wounded: The bio-ship‘s senses are scrambled by the impact, blinding it. Until the wound can be healed, all shooting tests have -30 to hit, and all sensory tests to detect anything more than 1 VU away automatically fail.

4 Discharge Vents wounded: A number of the bio-ship‘s discharge vents are hit, rendering them temporarily useless. Until the wound can be healed, it cannot move or manoeuvre properly. Roll 1d10. On a 1-7, the bio-ship‘s manoeuvrability is reduced by -20. On an 8-10, the bio-ship cannot turn.

5 Serious Wound: A great rent is opened in the creature‘s flesh, leaking ichor into the void. At the end of every strategic turn, roll a d100. If the roll is equal or less to the bio-ship‘s remaining Hull Integrity, then the wound hasn‘t gotten any more severe. If the roll is higher than the bio-ship‘s remaining Hull Integrity, it loses an additional 1d5 Hull Integrity as the bleeding and tearing of the wound get worse. This can be healed.

6 Impellor Vanes crippled: The long vanes and tendrils which propel the ship forward are snapped and mangled by the attack. Roll 1d10. On a 1-7, the bio-ship‘s speed is halved. On an 8-10, the bio-ship‘s speed is reduced to 1. This can be healed.

7 Spore Cysts ruptured: The bio-ship‘s Spore Cysts are smashed and mangled by the attack, slaying the symbiotes that produce the spores and preventing them from replenishing the bio-ship‘s spore cloud. The ship will no longer produce spores. This injury cannot be repaired.

8 Synapse Node ruptured: The bio-ship takes a particularly heavy blow which shreds nerve fibres and tears the Synapse Node, causing it to cease functioning. The ship cannot attempt to resist acting on instinctive behaviour until this injury is healed.

9-10 Severe Wound: A vast gash is torn in the bio-ship‘s hull, hundreds of metres long and leaking vital fluids into the void. Randomly select 1d5 vital organs and/or symbiotes. Roll 1d10 for every symbiote and vital organ affected. On a 1-5, it is depressurised. On a 6-8 it is depressurised and wounded. On a 9 or 10, it is destroyed.

11 Massive Haemorrhage: The armoured hide of the beast is rent open in numerous places, rupturing transfer capillaries and exposing organs to the void. Sprays of volatile fluids jet outwards in all directions, with a 50% chance causing a single bio-plasma hit on any vessel within 1VU (roll separately for each). Roll 1d10; on a 1-7, the bio-ship becomes a drifting carcass. On an 8-9, there is a biological eruption, on a 10, the creature‘s bio-plasma detonates.

Drifting Carcass

Catastrophic injury slays the beast and it thrashes about in its death throes, leaving nothing behind but a festering corpse hundreds or even thousands of metres long. Roll 1d10 for every vital organ and every symbiote. On a 1-2, it remains intact, but will soon die with the rest of the bio-ship as its vital functions fail. On a 3-7, it is wounded and bleeding, spilling foul liquids everywhere. On an 8-10, it was destroyed, leaving nothing but ragged flesh, splintered bone and toxic effluent behind. A few creatures may still remain in the bio-ship‘s spawning chambers, emerging as their parent dies, to menace any creature that dares to set foot aboard the carcass.

Biological Eruption

The bio-ship explodes messily, spraying viral slime and corrosive ichor in all directions. All starships within 1d5 VU of the exploding carcass must make a Hard

(-20) Pilot (Spacecraft)+Manoeuvrability Test or be struck by massive shards of bone, spumes of corrosive ichor and gobbets of acidic flesh. Treat this as 1d5 pyro-acid battery hits doing 1d10+4 damage each, which void shields and armour will protect against normally.

Bio-plasma Detonation

With a blinding flash, bio-plasma leaks into the main arteries and oxygen sacs, igniting violently and obliterating the bio-ship‘s remains in a massive explosion, casting energised bio-plasma in all directions. Any starship within 1d10 VU of the exploding bio-ship must make a Hard (-20) Pilot (Spacecraft)+Manoeuvrability

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Test or be struck by the bio-plasma, doing 1d10+4 damage that void shields and armour will not protect against.

Species of Bio-Ship

The following are the main broad categories of Bio-ship species. It has been theorised that

all are actually the same species, simply developed in different ways and at different stages of

maturation, with ‗cruisers‘ being immature Hive Ships, and Vanguard Droneships being swift,

fragile, swiftly-matured versions of the Escort Droneships that accompany the hive fleets. As with

many theories about the Tyranids, nobody knows for certain.

Vanguard Droneship

Equivalent Classification: Raider Dimensions: between approx 0.8 and 1.7 km long, 0.2 to 0.6 km abeam approx Mass: between 4 and 7 megatons approx Accel: approx 4.5 gravities max sustainable acceleration

Broods of Vanguard Droneships range far ahead of the main hive fleets, seeking worlds

suitable for consumption and seeding them with smaller vanguard organisms like Lictors and

Genestealers, casting them downwards in clouds of spores they emit while in low orbit. They

periodically return to their parent Hive Fleet, reconnecting to the Hive Mind and sharing what it

has found, gathering new cargo from the spawning chambers of larger bio-ships, and departing

once more. They are swifter than most Tyranid bio-ships, but comparatively fragile and lightly-

armed.

Speed: 8 Manoeuvrability: +30 (75) Detection: +40 (85) Armour: 14 Hull Integrity: 30 Spore Cysts: 1 Ballistic Skill: 45 Boarding Value: 75 Willpower: 30 Weapons Capacity: 1 Prow

Symbiotes

Weapon Symbiotes: One of either Pyro-Acid Battery (Strength 2, Range 4, Damage

1d10+3) or Feeder Tentacles (special)

Special Rules

Vanguard Brood Telepathy: The creature‘s psychic connection to the Hive Mind is

sufficiently strong to act independently of the Hive Fleets, particularly in large numbers, and to

relay information to nearby bio-ships during battle. A Vanguard Droneship gains a +10 bonus to

its Willpower characteristic for every additional vessel within its brood. Bio-ships of all kinds

gain a +10 bonus to detect or hit any enemy vessel within 2 VU of one or more Vanguard

Droneships.

Kraken

Equivalent Classification: Frigate Dimensions: between approx 0.8 and 1.7 km long, 0.2 to 0.6 km abeam approx Mass: between 4 and 7 megatons approx Accel: approx 4.5 gravities max sustainable acceleration

Kraken are void-predators, perfectly adapted to hunt down space-faring prey over vast

distances. Commonly found accompanying both Vanguard broods (where they will find prey to

hunt whenever the Vanguard Droneships find a world for their Hive Fleet to consume) and full

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Hive Fleets (where they lurk around the flanks of the Fleet to consume any who come near). Their

voracious appetite for orbital stations and transport ships is legendary, and broods of Kraken

have rendered systems indefensible as they cripple and devour defence ships without end.

Kraken are extremely resilient creatures, and swift to recover from crippling injuries. Their prows

are capped with all manner of horrific weaponry, from adamantium-hard ramming beaks to acid-

spraying maws and razor-sharp claws a kilometre long that can rip through a ship‘s hull.

Speed: 8 Manoeuvrability: +30 (75) Detection: +20 (65) Armour: 22 Hull Integrity: 45 Spore Cysts: 0 Ballistic Skill: 55 Boarding Value: 75 Willpower: 25 Weapons Capacity: 1 Prow

Symbiotes

Weapon Symbiotes: Any one of the following: Pyro-Acid Battery (2x Strength 3, Range 4,

Damage 1d10+3), Massive Claws (special), Torpedoes (boarding torpedoes only, Strength 2,

Accuracy 55) or Feeder Tentacles (special)

Special Rules

Brood Telepathy: The creature‘s psychic connection to the Hive Mind is sufficiently strong

to act independently of the Hive Fleets, especially in large numbers. A Kraken gains a +10 bonus

to its Willpower characteristic for every additional vessel within its brood.

Regenerative Capabilities: Kraken are incredibly resilient beasts, able to endure injuries

that would cripple other bio-ships of a similar mass and recover from those that cripple them.

Every turn, a Kraken may either regain 1d5 lost Hull Integrity or regain the use of a wounded

Symbiote or Vital Organ if it can roll under twice its remaining Hull Integrity or less on a d100.

Escort Droneship

Equivalent Classification: Frigate Dimensions: between approx 0.8 and 1.7 km long, 0.2 to 0.6 km abeam approx Mass: between 4 and 7 megatons approx Accel: approx 4.5 gravities max sustainable acceleration

Slow and cumbersome compared to most escort vessels, broods of Escort Droneships

gather near the flanks of Hive Ships, acting as a last line of defence for these crucial organisms.

Heavily-armed, they attack vessels threatening their charge in swarms, overwhelming them with

numbers and firepower.

Speed: 4 Manoeuvrability: +10 (55) Detection: +20 (65) Armour: 18 Hull Integrity: 40 Spore Cysts: 1 Ballistic Skill: 55 Boarding Value: 75 Willpower: 15 Weapons Capacity: 1 Prow

Symbiotes

Weapon Symbiotes: Any one of the following: Pyro-Acid Battery (Strength 4, Range 4,

Damage 1d10+3), Feeder Tentacles (special), or Bio-Plasma Discharge (Strength 2, Range 2,

Damage 1d10+2)

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Special Rules

Protective Instincts: When acting on instinct and no other conditions apply, Escort

Droneships may choose to move towards the nearest Hive Ship.

Slow to Manoeuvre: Escort Droneships are not swift creatures, and can only turn up to 45

degrees, in spite of being Frigate-sized.

Cruiser

Equivalent Classification: Cruiser Dimensions: between approx 3.5 and 5 km long, 1.2 to 2.6 km abeam approx Mass: between 15 and 30 megatons approx Accel: approx 2.5 gravities max sustainable acceleration

Tyranid Cruisers represent a mixture of overgrown and battle-scarred escort drones and

immature hive ships. They are incredibly dangerous creatures, aggressive in the attack as they

storm forwards to destroy any threat to the Hive Ships of their fleet. Not being relied upon as

Synapse Creatures, they can attack without caution or thought of self-preservation, turning their

heavy armament upon enemies eagerly and viciously.

When not surging forth in a multi-million-tonne wave of flesh and bone, Cruisers are

typically found close to Hive Ships; it is theorised that these creatures cannot sustain themselves

alone, and are reliant on the larger bio-ships for nourishment in a manner akin to a child being

fed by a parent. Whether this is true or not has yet to be observed, for any vessel which gets close

enough to witness such a thing is soon torn apart by these massive void-dwelling predators.

Speed: 4 Manoeuvrability: +10 (55) Detection: +10 (65) Armour: 20 Hull Integrity: 65 Spore Cysts: 3 Boarding Value: 75 Ballistic Skill: 55 Willpower: 15 Weapons Capacity: 1 Prow, 1 Thorax, 2 Abdomen

Symbiotes

Weapon Symbiotes: The Prow weapon symbiote may be one of the following: Pyro-acid

Battery (2x Strength 4, Range 4, Damage 1d10+3), Feeder Tentacles (special), Massive Claws

(special), Torpedoes (boarding torpedoes only, Strength 4, Accuracy 55)

The Thorax weapon symbiote may be one of the following: Feeder Tentacles (special),

Massive Claws (special), or Torpedoes (boarding torpedoes only, Strength 4, Accuracy

55)

The Abdomen weapon symbiotes may be chosen from the following list: Pyro-acid

Battery (Strength 4, Range 4, Damage 1d10+3), Bio-Plasma Discharge (Strength 2,

Range 2, Damage 1d10+2)

Hive Ship

Equivalent Classification: Battleship Dimensions: 5km long or more, 1.8 km or more abeam approx Mass: 25+ megatons approx Accel: approx 1.8 gravities max sustainable acceleration

Hive Ships are monstrous void-swimming leviathans found at the heart of every Hive

Fleet. Variation between individuals is extensive, in both size and armament, but all are clad in

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thick armour plating and spotted with weapons symbiotes. Their vast size contains great

spawning caverns capable of producing millions upon millions of lesser organisms, engineering

new creatures and unleashing all manner of horrors upon a world. Every Tyranid creature, even

if only indirectly, comes from a Hive Ship, from the spores and micro-organisms that rain down

on unsuspecting worlds, to the ravening monsters that tear through a tank‘s armoured hide as if

it were paper, to the other bio-ships of its fleet.

Speed: 4 Manoeuvrability: +0 (60) Detection: +30 (90) Armour: 21 Hull Integrity: 90 Spore Cysts: 4 Ballistic Skill: 60 Boarding Value: 80 Willpower: 90 Weapons Capacity: 1 Prow, 1 Thorax, 3 Abdomen

Symbiotes

Weapon Symbiotes: The Prow weapon symbiote may be one of the following: Pyro-acid

Battery (2x Strength 4, Range 6, Damage 1d10+3), Feeder Tentacles and Massive Claws (special,

one choice), Torpedoes (boarding torpedoes only, Strength 6, accuracy 60), Bio-Plasma Discharge

(2x Strength 2, Range 2, Damage 1d10+2)

The Thorax weapon symbiote may be one of the following: Pyro-acid Battery (2x

Strength 4, Range 6, Damage 1d10+3), Launch Bay (Strength 2, accuracy 60), Bio-

Plasma Discharge (2x Strength 2, Range 2, Damage 1d10+2)

The Abdomen weapon symbiotes may be chosen from the following list: Pyro-acid

Battery (Strength 4, Range 6, Damage 1d10+3), Launch Bay (assault boats and fighters

only, Strength 1, accuracy 60), Bio-Plasma Discharge (Strength 2, Range 2, Damage

1d10+2)

Special Rules

Cumbersome: Hive Ships are so massive that their bulk hinders their ability to manoeuvre.

Hive Ships may not perform the Come to New Heading action.

Synapse Creature: Hive Ships are the ultimate Synapse Creatures, their minds capable of

projecting a psychic signal over tens of thousands of kilometres with enough clarity to direct

whole swarms and fleets of lesser creatures. This signal is at its strongest within 5 VU, allowing

any bio-ship within that distance to use the Hive Ship‘s Willpower instead of its own, and the

Hive Ship will never revert to instinctive behaviour itself. This synapse control has no bearing

upon Tyranid creatures on the surface of a nearby planet, even if that planet‘s surface is within

range – lesser synapse creatures are required to boost the signal to influence the petty brood

creatures waging the ground war below.

Weapon Symbiotes

Bio-Plasma

Just as lesser Tyranids can adapt to produce Bio-Plasma, so can bio-ships produce it. On

such a massive scale, these great blasts of bio-plasma can tear holes in starship hulls, yet move

slowly enough to completely bypass void shields and similar defences. This limits their range, but

this is of little concern to a bio-ship, which seeks to close the distance with its prey anyway.

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Bio-plasma attacks are resolved in the same manner as lances, but because of their low

velocity, they ignore void shields as well.

Feeder Tentacles

Many bio-ships have huge tentacles which they use to ‗feed‘ on planetary atmospheres,

and which can be used to punch through the hull of a ship allowing the Tyranid organisms inside

to assault the enemy. A bio-ship with Feeder Tentacles may use them to greatly enhance its

success when attempting to board an enemy vessel, gaining a +20 bonus to its Boarding Value.

Massive Claws

Tyranid vessels are terrifying at close quarters. Not only are they packed with bio-

engineered monstrosities created only to kill, but the ships themselves are often evolved with

claws to rip open the armour of a target, or crushing mandibles that latch onto the bio-ship‘s prey

and slowly tears through decks and gantries. To use its massive claws, a bio-ship must attempt to

ram. If this is successful, it will attack with its claws instead of ramming normally.

Roll a d100. If the result is 70 or less, one claw has hit, dealing 1d10 damage ignoring

armour and void shields. For every additional two degrees of success, then an additional claw has

latched on (up to a maximum of two claws for one set of Massive Claws, or four claws for two

sets of Massive Claws present on the ship), with each claw dealing 1d10 damage ignoring armour

and void shields. If 6 or more degrees of success are scored, then the target vessel suffers a single

Critical Hit as well. If two or more claws hit, the bio-ship will not let go until either its prey is

destroyed or it is. If both ships are approximately the same size, neither can move, but if one or

other of the ships is larger, it may continue to move at half speed, dragging the other with it. Both

may continue to use their ranged weapons, though only at half strength. Either ship may engage

in a boarding action.

In every subsequent turn, the claws squeeze more tightly, and roll to hit again. If a bio-ship

is crippled, it may not use its Massive Claws, even against a ship it is already clamped onto,

though it will not let go until its target is destroyed or it is.

Pyro-acid Batteries

These Tyranid weapons work by launching compact organic shells containing virulent

toxins and pyrophoric corrosive substances, collectively referred to as ‗Pyro-acids‘ (though the

name is not technically accurate, it‘s simple and descriptive enough to have stuck in Imperial

Navy parlance, much to the distaste of both the Adeptus Mechanicus and the Administratum

who prefer to catalogue such things with more technical precision). These can cause considerable

damage on impact, but it is the release of their ravening payloads into the confines of a ship that

can prove the most deadly – spilling toxic fumes, foul diseases, burning fluids and corrosive slime

through internal compartments and causing untold damage.

Pyro-acid battery fire is resolved in the same way as an ordinary ship‘s macrocannon

battery. Any ship which is hit by pyro-acid weapons has a chance that they will continue to be

eaten away by the deadly payload. Ships which suffer a critical hit from a pyro-acid weapon will

suffer an additional Fire critical result in addition to the normal critical result (it‘s not actually a

fire, but the long-term effects are similar, both in terms of damage and the influence on crew

morale).

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Spores

Tyranid bio-ships do not have turrets or shields in the normal sense, but instead rely on

emitting a constantly-replenished physical barrier of spore clouds. Every spore is contains myriad

virii, acids, toxins and mutagens capable of eating through hull armour with startling speed. The

combined presence of millions or billions of these spores (some of which are microscopic, others

of which are the size of men, Ogryns or even battle tanks) produces an ablative armour effect as

they absorb weapons fire and ordnance directed at the bio-ship they surround.

At the start of any Strategic Turn, bio-ships are surrounded by a number of spore clouds

equal to their Spore Cyst rating, specified in their characteristics. Spores are automatically

replenished on a regular basis, in much the same manner as shields. Spores are not cumulative,

and never exceed the Spore Cyst rating of the ship. If a bio-ship is crippled, its Spore Cyst rating

is not affected, as they go into overdrive to try and protect their injured host creature.

Spore clouds reduce the number of hits suffered by incoming weapons fire in exactly the

same manner as void shields, as described on pages 220 and 221 of the Rogue Trader rulebook.

Further, the presence of spore clouds has exactly the same effect as the presence of turrets on a

ship, with each spore cloud having the same effect as a single point of turret rating.

Evolutionary Adaptations

As with all Tyranids, bio-ships swiftly adapt to the conditions they face, replacing

ineffective symbiote organisms with ones better adapted to deal with a new threat. Additional

development is common amongst all bio-ships, growing and changing as they fight and consume.

The following adaptations represent, to a degree, this additional mutability.

Accelerated Healing

The creature has enhanced its ability to deal with injury, and is now able to endure injuries

that would cripple other bio-ships of a similar mass and recover from those that cripple them.

Every turn, a bio-ship with this adaptation may either regain 1d5 lost Hull Integrity or regain the

use of a wounded Symbiote or Vital Organ if it can roll under twice its remaining Hull Integrity

or less on a d100.

Additional Discharge Vents

The bio-ship has evolved a greater number of discharge vents, allowing it to turn more

swiftly. The bio-ship increases its Manoeuvrability by +10.

Additional Spore Cysts

The bio-ship gains an additional Spore Cyst.

Adrenaline Sacs

The propulsion valves, constrictor muscles and impellor vanes that propel the ship have

grown in size and strength and are now supplied by great sacs of adrenaline that allow them to

be pushed even further. On any Strategic Turn in which the bio-ship does not turn, it may move

an additional 1d5 VUs.

Drone Link

The bio-ship maintains close psychic contact with nearby Vanguard Droneships, allowing

it to use their keen senses to target its weapons. When there is a Vanguard Droneship within 2

VUs, it gains a +10 bonus on all to-hit rolls for Pyro-acid batteries.

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Psychic Scream

Hive Ships only. The Hive Ship‘s presence reverberates through the Warp, sliding into the

minds of non-Tyranids nearby and instilling within them a visceral and unshakeable dread. All

non-Tyranids within 2 VU of the Hive Ship suffer an additional -10 penalty to Willpower, and all

morale losses while within that distance are doubled.

Reinforced Carapace

This upgrade may be taken more than once. The bio-ship‘s mass has increased, and with

that growth, its carapace and endoskeleton are heavily reinforced. The bio-ship gains an

additional 3 points of Hull Integrity.

Solar Vanes

Enhancing its ability to draw on solar radiation for limited sustenance, the bio-ship can

afford to act more swiftly. Its speed increases by 1.

Tenacity

The creature‘s weapon symbiotes are stronger and more able to continue functioning even

when the host bio-ship is placed under stress. The bio-ship‘s pyro-acid and bio-plasma weapon

symbiotes do not suffer any penalty to hit when the bio-ship performs Evasive Manoeuvres or

Come to New Heading actions.

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Section VI: Tyrano-forming, Micro-Organisms, Flora and

Fauna

Brood Nest

Tyranids propagate in a variety of ways, depending on species, context, and a variety of

other factors. Some, such as Rippers, possess their own rudimentary reproductive system,

containing a single pre-fertilised Ripper embryo, which is born shortly before its parent dives into

a digestion pool, allowing the cycle of consumption and digestion to continue until the world is

barren. Genestealers are notable for possessing an ovipositor on their tongues, used to implant

enemies with their own genetic material and creating subservient hybrids.

Most Tyranids, however, cannot reproduce by themselves – being not only sterile, but

lacking in any reproductive system of any kind. Instead, successive generations of creatures are

spawned en-masse within the Hive Ships, or nurtured within subterranean Brood Nests.

Brood Nests, from the surface, appear to be little more than a tough semi-organic mass

covered with emergence holes. Beneath the ground, however, they are a network of chambers

within which fully-mature Tyranids can be produced and held in a state of hibernation until

commanded to emerge. These vary in size from small nests containing only a few creatures, to

massive complexes containing hundreds, even thousands of dormant creatures.

Each Brood Nest will produce only a single subspecies of creature. The number of creatures

currently within a Brood Nest should be determined by the GM, who should also determine the

size of the nest (how large an area does the surface portion of the nest cover) and the number of

emergence holes.

It takes a single creature with 12 wounds or less a single Full Action to emerge from a

Brood Nest, through one of the emergence holes. Creatures with more wounds than this take 1

turn for every 12 wounds, or part thereof, to emerge. Each emergence hole allows a single

creature to emerge at a time, meaning that a Brood Nest with multiple emergence holes can

disgorge several creatures at once.

Once empty, it will take approximately 1 hour per wound to ―re-fill‖ the Brood Nest, after

which it will remain dormant until the creatures within are commanded to emerge.

For example, a Brood Nest contains 30 Hormagaunts, and has 6 emergence holes. Each Hormagaunt

takes only a Full Action to emerge, and six can do this simultaneously. It will take 5 turns for the nest to

become completely empty, after which it will take 360 hours – or 15 days – to refill the nest completely.

Brood Nests are most commonly encountered containing common Brood Creatures.

However, in certain circumstances, even massive Bio-Titans can be spawned in this method,

though this is incredibly rare – though such nests must exist, and creatures that can only have

been spawned from them have been encountered, nobody has ever seen such a large Brood Nest

and lived to tell about it.

It is standard Imperial doctrine to destroy any Brood Nests encountered. For these

purposes, a Brood Nest has a Toughness score equal to 1/5th of the number of wounds of the

creatures contained within it when full, and a number of wounds equal to 3x the number of

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emergence holes, and 4 points of natural armour. If it takes any critical damage, the Brood Nest

collapses and is destroyed, killing any creatures still inside.

For example, the abovementioned Hormagaunt-filled Brood Nest would have a Toughness of 72, and

18 wounds.

Capillary Tower

Capillary Towers begin growing during the first spore bombardments, but are rarely fully-

developed until the latter phases of infestation. Their purpose is singular – to provide a means for

the Hive Ships in orbit to consume the collected biological matter of the world. For this reason,

mature Capillary Towers are surrounded by clusters of bubbling digestion pools – pits filled with

potent acids and powerful digestive enzymes that break up organic matter into a thick soup

which can then be transferred up the Capillary Tower into the feeder tube of a waiting Hive Ship.

These pools are filled by the efforts of vast swarms of Rippers, who roam the planet in

search of matter to consume, which is then carried to the digestion pools. The Rippers then

promptly throw themselves in, having already been replaced by a new generation who will do

exactly the same thing, until everything that once lived—including the festering corpses of dead

Tyranid organisms—on the surface of that world has been rendered down into slush and

consumed.

As they develop further, the Capillary Towers continue to serve this vital purpose. As the

atmosphere changes, the tower absorbs water and oxygen from the increasingly-humid air and

heat from the depths of the world where the tower‘s roots eventually reach. As even these

fundamentals of existence are consumed, the world becomes a barren, cold rock.

It is no surprise, then, that elimination of Capillary Towers is of immense importance to the

defence of a world under attack by the Tyranids. Unfortunately, the towers themselves are

resilient and closely observed by the Hive Mind. A mature Capillary Tower has 16 Armour

Points, a Toughness of 65 with Unnatural Toughness (x3), and 50 wounds. When reduced to 0

wounds, the Tower is destroyed and the surrounding digestion pools will dry up within a matter

of hours, but while it still has wounds remaining, it regains wounds as per the Regeneration

biomorph. Further, any damage inflicted on a Capillary Tower results in a psychic imperative

being broadcast that alerts every Tyranid within 1km and draws them to its defence. Many of the

hardest-fought battles of the Tyrannic Wars were centred on Capillary Towers as the Imperium

attempted to destroy them.

Spore Chimney

Spore Chimneys are one of the principal instruments of Tyrano-forming a world before it

can be consumed. These great plant-like structures burst from the ground in the wake of orbital

mycetic spore bombardments, their seeds taking root and growing with immense speed. Once

mature, this flora continues the process started by the orbiting bio-ships, pumping out vast clouds

of Tyranid spores.

This process pollutes the atmosphere, darkening the sky and causing temperatures to rise,

while simultaneously infecting native life, poisoning or altering fauna and replacing all manner of

plant life with aggressive alien vegetation. To compound this, Spore Chimneys can even spew

forth clusters of Spore Mines when caught in the midst of a battle, sowing additional discord and

protecting the Chimney itself from attack.

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The broader effects of

Spore Chimneys are described in

the Tyrano-forming section,

below, so the local effects are

described here.

Once each minute, there is

a 10% chance a Spore Chimney

will unleash a cluster of 1d10

Spore Mines, scattering in all

directions up to 2d10m. Further,

when attacked or damaged by a

non-Tyranid weapon, a cluster of

1d10 Spore Mines is released,

once again scattering randomly

up to 2d10m away.

In addition, such is the concentration of spores in the air around a Spore Chimney that the

effects of the polluted atmosphere are more pronounced. All Toughness tests to resist the effects

of the poisoned air caused during Tyrano-forming are one step harder than normal while within

1km of a Spore Chimney.

Spore Chimneys are solidly constructed and very difficult to destroy. Each one has 16

Armour Points, a Toughness of 65 with Unnatural Toughness (x3), and 50 wounds. When

reduced to 0 wounds, the Spore Chimney is destroyed and will cease pumping out spores of any

kind, but while it still has wounds remaining, it regains wounds as per the Regeneration

biomorph.

Tyrano-forming

Tyrano-forming is the process by which a world is changed as a result of a Tyranid

invasion. The world is altered substantially by the bombardment of spores and microbes which

influence the atmosphere, mutate the flora, and generally prepare a world for consumption.

These changes aren‘t generally noticeable until a few days after the initial landings are made by

vanguard organisms, but a world can be radically altered within months or even weeks of

primary infestation (in some extreme cases, worlds have gone from primary infestation to total

consumption in as little as 12 days). For the sake of convenience, the process is described below

(and any accompanying mechanical effects), in sections, each one describing one of the five broad

phases of a Tyranid invasion.

It should be remembered that none of the deleterious effects of Tyrano-forming will

impede Tyranids in any way. They are immune to all the negative effects listed below.

Phase I: Discovery

The world is detected by the Hive Fleet. As no Tyranids have yet made planetfall, no

Tyrano-forming has yet taken place.

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The above statement is generally true. However, many worlds are detected because of the

pre-existing presence of Tyranids on-world. Genestealers often act as long-range vanguard forces,

infecting a portion of the local populace to create a ‗Genestealer Cult‘ (a subject not covered in

this article), which projects an unconscious psychic

beacon that attracts a nearby Hive Fleet to the world.

The presence of a Genestealer Cult will not

significantly alter the ecosystem of the world it

infests, but it may, through pseudo-parasitic spores

carried on the Genestealers themselves, have started

the process in some small way. Mutated strains of

local plant life could be encountered within the

vicinity of a Genestealer Cult‘s lair. However, for the

most part, the world is untouched by the Tyranids as

yet. But it won‘t be long until they arrive...

Beyond the reaches of the system, however, it

may be possible to discern their approach early

through psychic means. At this early stage, the

distances involved are vast – star systems are

typically billions or even tens of billions of kilometres

across – and consequently, divination is a far better

means to determine if Tyranids are on their way to a

world than more immediate methods, and even the

most skilled of Navigators will struggle to see over

such distances. At this point, the only signs are

interference with Astral Telepathy and the warp gaze

of Navigators – beings whose senses are keenly

attuned to the vast distances involved. Astropaths

suffer a -10 penalty to all tests to use their Astral

Telepathy, and Navigators suffer the same penalty on

any attempts to use their powers. The interference of

the Hive Mind reaches for several light years, and

may be felt even on worlds which are not the

immediate target.

Phase II: Approach

The Hive Fleet arrives in-system and begins

its approach. Smaller, faster void-organisms move

ahead to deliver vanguard creatures to the surface.

Generally referred to as Day 0, this is when the

first Tyranid creatures arrive on a planet. One or

more small transport organisms deliver their

payloads by crash-landing on the planet‘s surface

and the creatures within emerge to begin their work.

Gaunt-genus creatures are commonly used for this, as they are quick to breed and highly

adaptable, but more often than not, their presence is a ‗filler‘, serving to distract native defence

Example Tyrano-Formed Plant:

Slasher-Vine

Common Name: Slasher-Vine, Ripper-Tendril,

Clawed Ivy

Species Name: Hedera tyranicus

The Slasher-Vine is an aggressive crawling

plant which rapidly spreads through its habitat,

leeching nutrients from the plants and dead animals

that it spreads over. It grows at a rate of

approximately 6 metres a day, with sharp-tipped

roots latching on to anything they touch. Physical

contact for longer than a few seconds with Slasher-

Vine is not recommended, as it can result in

lacerations as the roots attempt to penetrate the skin.

Individual Slasher-Vine plants have been known to

overrun entire forests.

The profile below represents a section

covering roughly 1m2. For larger plants, treat each

section of that size as a separate creature.

WS BS S T Ag Int Per WP Fel

- - - 32 (3)

- - - - -

Movement: 0; Wounds: 20

Talents: Resistances (Psychic Powers, Cold, Poisons)

Traits: Barbed Roots*, No Actions*, Strange

Physiology

Barbed Roots: Anything in contact with a

Slasher-Vine for more than one round is subject to

attack as it attempts to take root in whatever it

touches. Living creatures must attempt a Challenging

(+0) Agility Test or suffer 1d5-3 R, Primitive damage

from the invasive tendrils, and will suffer a further

1d5-3 R, Primitive damage if they attempt to pull

away. For every additional round the creature stays in

contact with the plant, the difficulty of the Agility Test

becomes one step more difficult, and the damage

caused (both initially, and when pulling away)

increases by +1.

No Actions: A Slasher-Vine is incapable of

thought or action, simply growing and attempting to

take root wherever it touches. A Slasher-Vine cannot

perform any actions in combat. It is immobile, and

cannot defend itself – any attempts to attack it in

melee automatically hit, and shooting attacks gain a

+30 to hit.

Armour: Chitinous Hide (Body 2)

Weapon Symbiotes: None

Threat Rating: Xenos Minima

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forces from the true vanguard organisms, such as Lictors or Genestealers. One of such early-

phase broods of Genestealers may contain an immature Broodlord, which will grow to full-size

within a matter of days and serve as a first-line synapse creature.

Along with the creatures come the first salvoes of spores. These have little initial effect, but

are caught on the winds and spread over several hundred kilometres to begin their work. After

some short period of time (lowest estimate is several hours, highest is two weeks; it appears that

the Hive Fleets can tailor the speed these microbes operate at based on local conditions, strength

of the fleet itself, etc, in order to produce the optimum effect), the first cases of floral mutation

will have occurred. These will be isolated outbreaks, but the mutated plants will begin to

dominate their habitats and supplant the native flora. The initial seeds of Brood Nests and Spore

Chimneys will take root as well, and small, early Brood Nests may form quickly enough to

reinforce the first wave of vanguard creatures.

At this point, the effects are small, but noticeable. The atmosphere has not yet started to

change, but encounters with scattered groups of Tyranids or with vicious mutated plants become

increasingly likely.

Once inside the system, the approach of a Tyranid fleet can be detected. A great many

significant systems in the Imperium possess system-edge monitoring stations manned by

Mechanicus personnel using complex Augury devices and an Astropath or two used for early-

warning of incoming vessels. As the Tyranid fleet arrives in-system, these monitoring stations

will receive their first glimpses of it. However, the proximity needed to confirm the nature of a

fleet of bio-ships is also dangerously close to those ships, and any attempts by Astropaths to send

a warning at this stage will suffer an additional -20 penalty to their Focus Power tests to use

Astral Telepathy.

Phase III: Attack

The true assault begins as waves of creatures are

deployed by Mycetic Spore bombardment.

Normally occurring immediately once the first

larger craft of the Hive Fleet reach orbit, the first assault

waves are hurled onto the planet in a manner

reminiscent of Drop Pods, normally within the area

already infested by vanguard organisms from Phase II.

Some of these assault creatures will be dropped directly

into populated areas, approaching armies or otherwise

into immediate conflict—Hormagaunt or Genestealer

broods will often be used for this purpose, bred with an

abnormality within their adrenal glands that makes

them far more vicious but reduces their lifespan to mere minutes as their energy reserves are

expended without thought. This is time enough to cause damage, however, and Mycetic Spore

Assaults are a terrifying prospect to face.

Other deployments will be far from the front lines, in pre-identified terrain ideal as muster

points. Depending on the species and the surrounding terrain, creatures will burrow into the

ground in waiting, or hide in caves and generally remain dormant until the Hive Mind needs

Hyperactive

Tyranids during Phase III are often

adapted to a state of frenzied hyperactivity,

lashing and tearing and ripping at any non-

Tyranid within reach and burning through their

finite reserves of energy in a storm of brutal

activity.

Hyperactive Tyranids – typically

Genestealers or Hormagaunts, but others are

possible—have the Frenzy, Furious Assault and

Hatred (all) talents, and are permanently frenzied.

However, their heightened metabolic rate means

that they quickly die from simple exertion. A

Hyperactive Tyranid suffers 1 point of damage,

ignoring Toughness Bonus and Armour, every X

rounds, where X is the creature‘s Toughness

Bonus.

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them. To compound matters, these regions will often already be the sites of immature Brood

Nests, allowing dozens, even hundreds of creatures to be lying in wait.

The best example of this are the ‗eyries‘ formed by Gargoyle swarms. Generally located in

caverns and mountainous terrain, the Gargoyles enter hibernation either until an avian Synapse

Creature—a Harridan or Vituperator—arrives to act as a leader for them, or until the Hive Mind

believes they are numerous enough and sufficiently well-placed to serve a purpose.

In all such cases, Phase III swarms exist primarily to kill enemy forces, expend enemy

ammunition and drain enemy morale in preparation for Phase IV, and even swarms deployed to

muster and hibernate will be expended against the enemy guns in short order.

The most crucial part of Phase III, however, is not the tides of expendable war-creatures.

With any Mycetic Spore bombardment, there comes not just a tide of claws and chitin, but also

great clouds of poisonous and seeding spores, while the flora and fauna seeded during Phase II

will be maturing in preparation for the Hive Ship‘s arrival.

During Phase III, the first Spore Chimneys will begin to emerge, deep within the infestation

zone centred on the initial drop-site, with others growing to maturity during this time. Capillary

Towers may be evident, but only as stubby spines bursting from the ground, no more than 5m

long. Brood Nests, as already mentioned, will be gestating new generations of creature in isolated

locations, allowing prolonged assaults without direct intervention from orbit.

In the skies, the first clusters of Meiotic Spores will be present, having floated up from

nascent Spore Chimneys or been scattered during the spore bombardments. These will drift at

various altitudes, seeking out passing aircraft and showering them in bio-acid as they burst; a

process which rains down smaller acid spore mines onto the ground below. Successive

bombardments and the development of Spore Chimneys will replenish the numbers of Meiotic

Spores as they fulfil their function.

In addition, the temperature will begin to increase. A hot and humid atmosphere is ideal

for the consumption of a world, and so the Tyranids work to engineer such conditions. The

changes are small to begin with, but will increase dramatically as the invasion progresses.

Accompanying the changes in climate are poisons. At their peak, these airborne toxins,

engineered microbes and pseudo-virii will assist in the forced decomposition of living matter, but

initially their effects are not so pronounced. This is not to say that they can be disregarded,

merely that they are well within the capabilities of a human immune system to ignore.

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During Phase III, non-Tyranids can expect to suffer from mild allergic reactions—rashes,

coughing fits, sneezing, conjunctivitis (an itchy inflammation of the membranes of the eyes),

vomiting or diarrhoea—to the low concentrations of alien pollutants in the air. A character

exposed to a Phase III Tyrano-formed atmosphere must pass an Easy (+30) Toughness Test (filter

plugs, rebreathers and respirators are effective against these poisons, as is de-tox, panimmune

and any other item or effect that increases resistance to poison or disease) after a cumulative

number of hours of exposure equal to their Toughness score, with another test of the same

difficulty every Toughness hours after that. Failure indicates that the character has reacted

adversely to the toxins and gains a level of Fatigue from the allergic reaction. This level of fatigue

can only be removed chemically (using drugs to remove the effects of the poison) or by resting for

an hour in an area with uncontaminated atmosphere. Drinking contaminated water has the same

risk.

This can easily be dealt with using standard anti-toxin equipment available almost

anywhere in the Imperium, and most forces deployed to a world gripped by Tyranid invasion are

issued with respiratory protective equipment of some kind. It doesn‘t, however, deal with the

second problem caused by the contaminated atmosphere—wound infection.

Whenever a character is reduced to a Heavily Injured state by Rending or Explosive

damage (injuries most likely to leave open, bleeding wounds), or suffers any critical result that

causes Blood Loss, he must test to see if his wound has become infected by the spores in the air.

This is an Ordinary (+10) Toughness Test normally, worsening to Difficult (-10) if the character

has been Critically Wounded. Failure indicates that the wound has become infected.

A character whose wounds have been infected gains a level of Fatigue after a number of

hours equal to the character‘s Toughness Bonus, with another level of Fatigue gained every

Toughness Bonus hours after that. This fatigue may not be removed normally—the infection has

to be halted before it can be removed naturally, though psychic and chemical methods work

normally. At each interval, additional Toughness Tests may be attempted to shrug off the

infection, but the difficulty increases by one step for every previous test failed. Should the

number of levels of Fatigue gained while infected (physical stress can only make things worse, so

all fatigue is counted the same for this purpose) be greater than the character‘s Toughness Bonus,

the character is rendered unconscious and begins to die, losing a wound every hour until he

reaches 0, after which, he will die within the hour. During these final hours, immediate medical

attention is required to save the character; any healing of any kind that brings the character to the

lightly wounded state will stop the wound loss for the next Toughness Bonus hours, but during

this respite the character will remain comatose until the infection can be purged from his system

or his fatigue levels are reduced to his Toughness Bonus or lower.

Needless to say, the use of de-tox and counter-septics is common on worlds being invaded

by Tyranids, though supplies quickly run low. Psykers able to ease pain and suffering, and more

obscure combat stimms such as Kick, are useful stalls until proper medical attention can be

received.

During Phase III, some of the true horror of a Tyranid invasion becomes apparent, as those

not slain in combat with beasts engineered to kill may die from infection, and morale becomes

fragile as allergic reactions start to appear amongst the defenders, perhaps heralding a greater

pestilence. Those tasked with eliminating Spore Chimneys will find themselves even worse off, as

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the fog of pollutants that wreathes the structures only exacerbates the problems of fighting in a

contaminated atmosphere.

While it cannot yet be felt keenly by all psykers, Astropaths find their ability to send long-

range messages hampered by the encroaching Shadow in the Warp projected by the Hive Ships.

The same problems that plagued whatever early-warning monitors once existed now start to

interfere with those on-world, increasing the penalty suffered on all Astral Telepathy Focus

Power tests to -30. Navigators suffer the same increase in penalty, as their ability to see into the

Warp is hampered by the increasingly-dense cloud of interference.

Phase IV: Subdual

The greater mass of the swarm descends upon the world to crush all resistance as the

Hive Ships arrive in orbit. Psychic communication off-world becomes all but impossible as the

Hive Mind clouds the Warp in the world’s vicinity, stifling the minds of psykers with the

horrific noise of untold trillions of beasts bent to a single will.

The invasion is in full swing, and there is little that can stop it. Only a handful of times in

the recorded history of the Imperium have worlds been liberated during this stage of the

invasion, and even they did not escape unscathed, their ecosystems forever blighted by the

changes wrought upon it by the Hive Mind‘s forces.

By the beginning of Phase IV, increasing numbers of Brood Nests and Spore Chimneys will

be maturing across the planet, supplementing forces deployed from orbit by mycetic spore and

increasing the level of contaminants altering the atmosphere, and Capillary Towers begin to

appear, almost mature, in the most heavily-infested regions near the original landing site.

During Phase IV, the deadliest Tyranid creatures make their presence known, as the Hive

Mind supplements seemingly-infinite swarms of Gaunts and other lesser species with creatures of

greater strategic specialisation and the number of Synapse Creatures present on-world increases

considerably to direct specific swarms with greater precision.

The skies are swathed in a thick yellow-green fog as clouds of spores become so thick that

they block out most of the light. Worlds in Phase IV of an invasion are gloomy, hellish places that

become increasingly more alien and hostile as the native flora and fauna are supplanted, where

the air is a poisonous fume that weakens the body.

Non-Tyranids exposed to the atmosphere, in addition to the allergic reactions they may

have suffered during Phase III (which now grow more severe – tests to resist such reactions are

now Routine (+20) instead of Easy (+30)), may begin to suffer what has colloquially been termed

―Bug-rot‖ or ―Nid-blight‖. This is the true toxic effect of the spore fog that now infests the air.

Any creature exposed to the fog must pass an Easy (+30) Toughness Test or be affected by the

toxins (this is an airborne poison, so respirators, rebreathers, filter plugs and similar devices all

have their normal beneficial effect, though filter plugs, and the filer mechanism of respirators

must be replaced every 6 hours, so thick and heavily contaminated is the air). Failure indicates

that, after 1d5 hours to work through their system, the creature loses 1d10 points of strength, plus

another 1d10 for every degree of failure, and suffers 1d5 wounds ignoring toughness bonus and

armour. If reduced to 0 strength, they are completely paralysed and unable to move. The

paralysis and strength loss fade in 2d5-Toughness Bonus hours. Long-term exposure requires an

additional test every hour, with the test becoming one step more difficult each time. An hour

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resting in an uncontaminated environment resets the test difficulty to Easy (+30). Once again,

drinking contaminated water comes with the same risks.

Note: The above rules are based on the Poisons and Toxins rules in the GM’s Kit. The spore-fog

surrounding a Tyranid-infested world during Phase IV is effectively a poison with the following effects:

Swift/+30/Paralytic and Necrotic (1d5).

Beyond that, the density of the fog also begins to obscure vision, wreathing everything in a

dirty yellow-green mist that renders distant objects as mere silhouettes. Awareness tests to spot

objects more distant than 1km, even with magnoculars or similar aids, are one step more difficult

than normal.

Equally, infection of wounds remains a problem, with the rules described in the previous

section. However, by this point, counter-measures to limit the spread of infection will almost

certainly be running low, and the number of sources of wounds that could be infected (that is,

claws and teeth and flesh-ripping bio-weapons) will have increased considerably.

Worst of all, however, is the now-pronounced effects of the Hive Mind‘s attention. Known

as the Shadow in the Warp, the presence of a Hive Ship and an abundance of Synapse Creatures

can cloud the Immaterium and render warp travel and astropathic communication almost

impossible for light years around, and when focussed on a single world, can even hinder less

significant psychic effects. Every non-Tyranid psyker on the planet or otherwise within five

hundred thousand kilometres of the Hive Ship counts the Threshold of all their psychic powers as

10 higher (Dark Heresy) or lowers the effective Psy Rating of non-Tyranid psykers by 3 (Rogue

Trader). However, so dense is the interference between reality and the Warp that all psykers so

affected may ignore the first 9 rolled for the purposes of Psychic Phenomenon (Dark Heresy) or

Psychic Phenomena only occurs on an even double (22, 44, 66, 88, 100) when using Unfettered

power, and only on a double when Pushing (Rogue Trader). Further, such is the horrific psychic

background noise present within the Hive Mind‘s influence, any uses of Telepathy powers

require an additional Will Power Test, with failure resulting in the psyker gaining 1d10 Insanity

Points, plus an extra 1d10 for every degree of failure. Navigators suffer greatly, their ability to see

the Astronomicon completely blocked by the Shadow in the Warp, causing any Navigators

attempting to flee the system to automatically fail their Awareness Test to detect the Emperor‘s

beacon, and thus further imperilling their vessel as they attempt to plot a course blind...

To live on a world during such a time is to live a nightmare. The air and water are polluted

and toxic, the plants are vicious, aggressive xenogen mutants, and a legion of slavering beasts

claw against the walls, waiting to slay everything. To make matters worse, those who still remain

have little chance of escaping, even if they do manage to get past the swarms that circle the world

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in orbit above it, and an equally small chance of calling for help.

Phase V: Consumption

The might of its defenders broken against the Swarm, the world is now ripe to be

consumed. Vast swarms of Rippers burst from nests and begin the act of devouring everything

that once lived, as the world’s ecosystem collapses.

Those unlucky enough to have survived to this stage bear witness to a world under

Tyranid control. The surface of the planet is a barren waste, studded with brood nests, capillary

towers, spore chimneys and all manner of other bizarre alien growths, and great swarms of

creatures roam the land, seeking to butcher anything that survives for the hideous carpets of

Rippers that descend onto biological matter of any kind, like a crawling tide of land-based

piranhas in the throes of a feeding frenzy. Even other Tyranids are not immune to the predations

of Rippers during Phase V, for the Hive Mind requires all biological matter to be consumed, and

with the war now all but over, the time for beasts like Gaunts and Lictors has passed.

In addition to being poisonous—and all difficulties for resisting the effects of the spore-fog

increase by one step during Phase V—the air is becoming increasingly thin as the Hive Ships

draw it up through the massive and now-mature Capillary towers, and the humidity rapidly

decreases as the moisture is stolen away, along with the seas and rivers.

The Hive Mind‘s influence is still present, and it will be from now until the world is a

barren and lifeless rock. Little can be done to avert this, save the slaying of the Hive Fleet‘s Norn

Queen, but even that will not save the world from death now.

For those few who survive to this stage, death is now inevitable, for the Hive Mind will

leave no scrap of life upon the bones of a world it has devoured, and they will be dead before the

seas have been drunk and the skies inhaled, because no creature left on the planet will stop until

they have been found, slain and consumed.

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Section VII: Facing the Great Devourer

To face the Tyranids is, some would say, a fool‘s errand. They are implacable, relentless

and possessed of an inhuman drive to destroy and consume everything in their path. They are

incapable of feeling even honest hatred, utterly without fear or hesitation, and virtually infinite in

number.

Yet the Tyranids have been defeated. Though every victory has been costly in the extreme,

and for every world saved there have been a dozen consumed, those victories have each been of

great importance. Macragge, Ichar IV, Iyanden and many more besides have each dealt a

significant blow to the Tyranids, leaving the first two massive Hive Fleets crippled and shattered

in their aftermath.

With these victories, and with the

warriors who have faced the Tyranid and

lived to tell about it, tactics and methods and

weapons have been developed to combat the

swarm. This section describes a few of those

methods.

In The Wake of the Swarm—

Background Packages

The following three background

packages work in the same way as those

introduced in The Inquisitor’s Handbook. As

with the ones in that publication, each of the

background packages below grant a little

background, and a few in-game abilities (in

the form of Skills, Talents, or even Traits) for

the cost of a little of a character‘s starting

experience. There may be some drawbacks

associated with a given package, in the form

of a penalty on one ability score or another,

insanity points, or corruption points.

All of these background packages have

been created with a Tyranid-themed game or

campaign in mind – each one represents the character having faced or being linked to some facet

of the galactic menace that the Tyranids represent. If you‘re not playing a Tyranid-themed game

or campaign, these packages are only allowed with your GM‘s express permission.

Arbitrator: Heralds of the Great Devourer

Cost: 300 xp

On many worlds, there have been signs of Tyranid influence long before the Hive Ships

have appeared. These minor sects are often inconspicuous, appearing as a minor, somewhat

eccentric variation on the Imperial Creed which worships the Emperor as a being who will come

down from the skies and unite everything under his rule.

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As was demonstrated on Ichar IV, these cults are far from innocent. Under the psychic and

biological influence of a brood of Genestealers—in this instance presumably adapted for such a

deep infiltration role—hundreds, even thousands of people were enslaved to the single-minded

imperatives of the Hive Mind, unconsciously broadcasting a psychic signal that drew Hive Fleet

Kraken to the densely-populated world.

Where law enforcement agencies—either local, or the Adeptus Arbites—encounters cults

like the one found on Ichar IV, they must act quickly to neutralise the threat, often contacting the

Inquisition to assist in purging the menace. Enforcers and Arbitrators who have witnessed such a

purge are highly sought-after by the Ordo Xenos, as they know what signs to look for and

understand the threat such groups pose, lending their experience to their comrades in the hope of

never having to see a world consumed.

Note: Information on Genestealer Cults can be found in sources other than this one.

Effects

Apply all the following changes to your character:

Characteristics: Increase either your Perception or your Will Power by +5.

Skills: You may treat Forbidden Lore (Xenos) (Int) as a Basic Skill.

Talents: You begin play with the Jaded talent.

Insanity Points: You gain 1d5 Insanity Points.

Guardsman: Tyrannic War Veteran

Cost: 200xp

The Tyrannic Wars are some of the most brutal, thankless conflicts of recent decades. While

history only remembers the First Tyrannic War, which culminated in the Battle for Macragge in

745.M41, and the later Second Tyrannic War, which started in 992.M41 and ended at Ichar IV in

995.M41, the truth is that conflict with the Tyranids has been ongoing since the Tyranids were

first encountered.

With Behemoth‘s apparent destruction in 745.M41—partially above Macragge, and

partially a few months later by a combined Ultramarines, White Scars, and Imperial Navy task

force—the main thrust of the Tyranid invasion appeared to have been halted, and many felt that

the threat of the Tyranids was completely over. However, splinter elements of the Hive Fleet

were left behind, separate from the two main sections of the Hive Fleet. Conflict with these, in

various iterations, spanned the decades leading up to the arrival of Hive Fleet Kraken, and the

destruction of Kraken only resulted in yet more splinter fleets spreading across the void.

Survivors of conflict with the Tyranids are not entirely uncommon. However, survivors

whose minds have not been shattered by the experience are a rare breed, and sought after by the

Inquisition for their practical experience of having faced such creatures, and because a man who

has witnessed the Great Devourer will fear little else.

Effects

Apply all the following changes to your character:

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Talents: You begin play with the Hatred (Tyranids), Resistance (Fear) and Resistance

(Poisons) talents.

Insanity Points: Severely unhinged by your experiences, you gain 1d10 Insanity Points.

Psyker: Witness to the Hive Mind

Cost: 200xp

Few enough have encountered Tyranids and lived to tell the tale. Fewer still are the

Psykers who can claim to have done so, for the Hive Mind‘s presence wreaks a terrible toll on the

minds of psykers whose wills brush against it. By the end of the 41st Millennium, only one psyker

in all the Imperium has touched the Hive Mind and endured largely unscathed: Chief Librarian

Varro Tigurius of the Ultramarines.

Still, there are others who have seen the gestalt consciousness of the Tyranids in their

mind‘s eye and lived, though they are rarely as whole or as sane as they once might have been.

Such psykers are a valuable, if unstable, asset to the Inquisition, and often too damaged by their

experiences to be of use to any other organisation. These psykers are plagued by terrible

nightmares that leave nothing but a formless dread upon

waking, and are physically withered by the torment

they have endured, but they have steeled their mind

against intrusion, to prevent the same thing ever

happening again, and the knowledge they bear is of

incalculable value.

Effects

Apply all the following changes to your

character:

Characteristics: Reduce your

Strength and Toughness by 5 each.

Talents: You begin play

with the Light Sleeper, and

Resistance (Psychic Power)

talents.

Insanity Points:

Severely unhinged by

your experiences,

you gain

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1d10 Insanity Points.

Witness to the Hunger (Trait): Though at great cost to your body, mind and soul, you have

gained an insight into the nature of the Tyranid menace. Whenever you encounter Tyranids, you

can attempt a Difficult (-10) Psyniscience Test, opposed by the target creature‘s Will Power, to

discern simple information from the psychic link they all share, gaining more information with

greater degrees of success. This information will be vague and immediate: the brood or creature‘s

next target, roughly where the nearest Synapse Creature is, whether or not it has spotted you...

Elite Advance Package: Tyranid Hunter

Though those who have survived encountering the Tyranids will have some knack for

fighting them, there are some who take the matter a step further. These rare individuals have

studied their intended foe, searched for weaknesses and are both willing and able to face them

again.

It is regrettable, then, that the Tyranids are so adaptable that the overconfident Tyranid

Hunter quickly meets his end facing a creature adapted to overcome the exact weakness he had

hoped to exploit. Those Tyranid Hunters who survive do so with a combination of resilience,

luck, adaptability and firepower, and tend to find that those qualities will see them through

almost any battle with almost any foe.

Taking the Tyranid Hunter Elite Advance

This advance might kill you. In taking it, you state your willingness to face the worst the

Tyranids can throw at you, and must endure using all of your wits, fortitude, courage and blind

luck.

In all fairness, this Advance package contains a collection of abilities that will improve your

character‘s chances in a fight, especially against Tyranids. The apparent death-wish that it implies

simply gives you ample opportunity to use those abilities.

However, it should be made clear that none who face the Tyranids emerge unscathed...

even amongst the Astartes, the physical and mental scars of facing such monsters are

considerable.

Restrictions: Only characters who have faced Tyranids in combat and lived may take this

package.

Cost: 300 xp

Effect: You gain the Shoot the Big Ones! Trait, listed below. In addition, you gain the

Unshakeable Faith talent and the Dodge and Scholastic Lore (Tactica Imperialis) skills. Finally,

from this point on you may spend xp on any of the advances listed in the table below.

Shoot the Big Ones! (Trait)

You are well-versed in the standard tactics employed in combat against Tyranids. You gain

a +20 bonus on all Scholastic Lore and Forbidden Lore tests relating specifically to Tyranids, and

on opposed Awareness tests to detect concealed or silently-moving Tyranids. In addition, when

shooting at a Tyranid of Hulking size or greater, you may add it‘s to-hit modifier as a bonus on

your Ballistic Skill test (normally this modifier only applies to Weapon Skill tests). Finally, when

shooting at Tyranids of any sort, you gain your Degrees of Success as a bonus on the damage roll

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when firing single-shots with weapons that aren‘t Basic and Accurate, and gain an additional

degree of success when firing on Semi-Auto or Full-Auto or on single-shot with an Accurate Basic

weapon.

Advance Cost Type Prerequisites

Awareness 100 S - Awareness +10 100 S Awareness Climb 100 S - Concealment 100 S - Concealment +10 100 S Concealment Silent Move 100 S - Silent Move +10 100 S Silent Move Basic Weapon Training (Flame) 100 T - Hatred (Tyranids) 100 T - Heavy Weapon Training (SP) 100 T - Paranoia 100 T - Rapid Reload 100 T - Resistance (Fear) 100 T - Resistance (Poison) 100 T - Sprint 100 T - Chem-Use 200 S - Dodge +10 200 S Dodge Forbidden Lore (Xenos) 200 S - Forbidden Lore (Xenos) +10 200 S Forbidden Lore (Xenos) Scholastic Lore (Tactica Imperialis) +10 200 S - Cleanse and Purify 200 T Basic Weapon Training (Flame) Heavy Weapon Training (Bolt) 200 T - Lightning Reflexes 200 T - Resistance (Psychic Powers) 200 T - Medicae 300 S - Tracking 300 S - Combat Master 300 T -

To Slay the Beast: Weapons to Combat the Tyranids

No treatise on the Tyranids would be complete without the weapons men use to slay them.

The list is small, for even in the face of a threat such as the Tyranids, it is resistant to change or

adapt. However, a few items are sufficiently noteworthy and distinct.

“Hellfire”-Pattern Bio-Weapon Delivery Shells

During the First Tyrannic War, an assortment of biological weapons was tested in battle

against the Tyranids, to little significant effect. Though one generation might be affected by

various contagions, toxins and bio-alchemical serums, the following generations were bred with a

resistance or immunity, rendering the bio-weapon useless. Only Exterminatus-level weaponry

seemed to remain effective across multiple generations,

Through consultation of their archives, and the consideration of many Magos Biologis, the

Adeptus Mechanicus developed something new that may prove more effective in the long-term.

The substance was, in short, a hugely lethal contact toxin with corrosive properties such that it

would overpower or bypass a creature‘s immune response.

The weapon was an immediate success. Loaded in small quantities into specially-designed

Heavy Bolter shells which burst on impact, Hellfire could be delivered swiftly and accurately

during the heat of battle, bringing down Tyranid Warriors swiftly and even dealing significant

harm to larger creatures like Carnifexes.

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The long-term results, however, were less promising. Though they couldn‘t develop

immunity, the Tyranids managed to become sufficiently resistant to its effects that, while still a

potent weapon, it wasn‘t as brutally effective as had initially been thought.

Hellfire shells are still in use today—the weapon is too effective to not use—but their initial

successes are a distant memory. Primarily used by Astartes forces, Hellfire delivery shells are

used against large, more resilient living targets, and often issued to Astartes officers to load into

bolters and bolt pistols, as well as the more traditional heavy bolter-fired shells.

A specially-equipped Heavy Bolter can be loaded with a single Hellfire shell at a time,

through an additional ammunition port. It may only fire Hellfire shells in single-shot mode—the

hollow, ceramic-tipped shells are too fragile to be fired faster. Upon impact with the target, the

shell deal normal damage, but the damage type is R instead of X. If this causes wounds, then the

target must make a toughness test at -30 or suffer a further 2d10 damage, ignoring toughness and

armour (Hellfire is an Instant/-30/Necrotic (2d10) poison). Further, the impact of the shell causes

shards of the ceramic vial that contains the Hellfire to fly in all directions, with each shard coated

in a thin sheen of the poison. Any creature within 1d5m of the creature struck suffers 1d10+1 R

damage, and must test to resist the poison‘s damage if it suffers any wounds.

Magazines of Hellfire Mark II shells can be loaded into Bolters or Bolt Pistols, and fired

normally. These shells deal normal damage, though damage type is R instead of X, and any target

wounded by Hellfire shells must test to resist the poison as described above. These Mark II

Hellfire shells do not scatter envenomed ceramic shards over the surrounding area – their more

robust design means they deliver the poison only to the target.

Hellfire shells of any kind cost 250 Throne Gelt (or equivalent) each, and can only be

obtained from an Astartes armoury or certain Forge Worlds, and are considered to be Extremely

Rare even then.

Long-Range Ground Scanners

While useful against a wide range of adversaries, the sheer number of ways a Tyranid

swarm has to kill its intended prey mean that scanning and surveying equipment—such as the

common auspex—are invaluable, particularly when confronted by Lictors and other stealthy

organisms. However, the most common of such devices have only a limited operational range,

which means that other measures have to be taken in some circumstances. During protracted

defensive battles, the Imperial Guard have been known to utilise long-range scanners, which

have a much longer range and can transmit information through any convenient vox-network.

The Long-Range Ground Scanner is most commonly manufactured on the Kantrael and

Accatran Forge Worlds (worlds which otherwise serve primarily to equip Imperial Guard

regiments from Cadia and Elysia, respectively), but other models do exist. The equipment isn‘t

commonly used, as it takes a long time to set up and calibrate after being moved, and it takes

some degree of specialist knowledge to get the most from it.

A ground scanner unit takes 2 minutes (24 rounds) to set up and activate, and several more

to calibrate—tests to gain accurate information from a ground scanner than hasn‘t been calibrated

are Very Hard (-30), and the scanner‘s maximum range is reduced to 100m. Attempting to

correctly calibrate a ground scanner takes a total of ten degrees of success on Ordinary (+10)

Tech-Use Tests, with every test taking a minute (12 rounds) to perform. Every two degrees of

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failure increases the number of required degrees of success by 1, as mistakes can make calibrating

the machine more difficult. Once the required number of degrees of success has been achieved,

the ground scanner is calibrated for its current location and conditions, but further tests may be

attempted to further increase the scanner‘s accuracy, each taking a minute and each with the

same consequences of failure as described above. For every two degrees of success beyond the

number required, all tests made to use the scanner are one step easier, to a maximum of Easy

(+30).

Ground scanners function in the same way as hand-held ones, though they don‘t confer a

bonus to awareness tests (the equipment is too cumbersome for that). Their greatest difference is

that they have a maximum range of 1km, rather than 50m. The device contains a built-in Vox-

Caster, used to pass on information to allies.

Ground Scanners are Rare items and cost 1,800 Throne Gelt (or equivalent) each.

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Disclaimer

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unofficial and in no way endorsed by Games Workshop Limited.

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