Tyranids

i think i told you about the tyranids before…if i didnt i will tell you here in this post.

tyranids are bio-genetic race that only cares about warfare and a good meal. all tyranids are never the same. all of their DNA is differant. tyranids are just like the zerg of starcraft.many fans of warhammer beg relic to put them in the games, i wish for that too…. tyranid armys conist of

  • Hive Tyrant(Leader)
  • Tyranids Warrior
  • Genestealer
  • Gaunts
  • Lictors
  • Raveners
  • Rippers

thats the basic army

as the killing continues they grow more bio armor and weapons to make them more lethal

In the warzones of Warhammer 40,000, the Tyranids are instinctive masters of swarm-tactics and close combat. They always outnumber their opponents, a fact that often guarantees their victory. Each Tyranid is equipped with diamond-hard rending claws, razor-sharp teeth, and a variety of other bio-weapons. What’s even more fearsome are the monstrous creatures striding through a Tyranid swarm like Carnifexes and Hive Tyrants. In total, the Tyranids are a cold and brutal opponent to face. Even the best warriors in the galaxy can hope to only stall the Tyranids’ advance

the carnifex is likea relic unit easily  kill a land raider.

biomorphs are special killers designed to kill the toughest if units they have extralimbs and can kill hard targets up close or far back

the tyranids have a special titan called the bio titan and this titan is a living organism that can kill many armies

special units

Lictor

Lictor, or Tyranicus Chameleo, is an elite attacker that is able to ambush and deep strike. They first appeared in the Second Edition of Warhammer

They operate as scouts and they produce a pheromone that attracts other Tyranids to follow behind them. They also operate as loners, which, when combined with their stealth, represents their assassin like nature.

First appearing in the Third Edition of Warhammer 40,000, Death Leaper is a particularly vicious Lictor introduced during the Canadian Rise of the Swarm campaign. It was originally encountered by a Space Marine named Brother Erasmus. The two fought and both were wounded, Brother Erasmus losing an eye and an arm. As a result of the damage sustained in this battle, Death Leaper’s chitinous exoskeleton provides it with less protection than most Lictors, but Death Leaper’s stealth is unsurpassed, and it is able to conceal itself in places where normal Lictors would be unable to hide.

Notably, whereas Old One Eye and The Red Terror were considered “Tyranid Monstrous Creatures” and could be fielded without the opponent’s permission, Death Leaper is unique in that its online stats specifically refer to it as a “special character,” and state that an opponent’s permission must be sought in order to use it (as is the case with special characters of other races). However, this rule is now invalid, as you do not need permission to use special characters anymore.

A fourth edition “Death Leaper” was also heavily involved in the summer 2006 campaign, Medusa V, introduced as an entirely new species of the Lictor genus, and its reclamation was the central objective for the Tyranid forces involved in the campaign. However, the “aftermath” information states that only one of them survived the planet’s fall, escaping in a captured human vessel. This Death Leaper, however; is identical to the Rise of the Swarm Death Leaper in name only, and acts simply as a “special edition” version of the lictor model if the supplemental rules for it are not used.

Death Leaper

Ravener

Ravener, or Tyranicus Ophidius Subterra, made its first appearance in the Third Edition, with a model released at the same time as the book

The Red Terror was a larger, unique variant of Ravener once encountered by the Imperium. It was particularly feared for its ability to swallow people whole. It first appeared in the mines of the planet Devlan. It tore its way through to the command centre. The brave Lieutenant Borales and Captain Lowe made a couragous defence, but the Red Terror could not be stopped. Without warning, the Red Terror shoved the two gallant heroes into its great maw, devouring them whole. It then turned its sights on the civilians of Devlan. The people of Devlan eventually drove it away, but at great cost. More than twenty men were killed during the assault, including the late lieutenant and captain. Though this was the first and last time the Red Terror was ever recorded to have been seen, it is entirely possible that all other encounters with the creature simply yielded no survivors.

Red Terror

Carnifex

Carnifex, or Carnifex Primus (literally “flesh-maker”, Latin for “butcher” or “executioner”), is a monstrous creature that acts like a living tank. They first appeared in Rogue Trader and in their current form for Second Edition of Warhammer.

As Tyranids are constantly evolving their forces, many different variants of the Carnifex exist. However, all Carnifexes share some common characteristics: they are very large creatures, standing significantly larger than a man; they have thick carapaces, which provide excellent protection from damage, and they frequently use some of the bio-weaponry utilized by the Tyranids. They are comparable to the Space Marine and Ork Dreadnoughts in purpose.

Old One-Eye

Old One-Eye

There are four major variations of Carnifex: the Carnifex Vorantii, the Carnifex Ululare, the Carnifex Bilius, and the Carnifex Arbylis. These are more commonly known as:

  • Thornback: bears enhancements that resemble large spikes or thorns and are used to push through an enemy’s lines.
  • Screamer-Killer: the first type of Carnifex encountered by the Imperium. It is known for emitting a piercing shriek before crashing into its foes.
  • Bile-beast: spews acidic fluids onto its foes before attacking in close combat using its huge crab-like claws.
  • Stone-crusher: siege variant Canifex that was originally introduced for Cities of Death, and then modelled and released by Forge world. It is armed with huge wrecking claws, capable of tearing down the thickest of fortifications, a heavier version of a scything tail, and battering rams; used for crashing into enemy ranks, and fortresses. Other sightings of this creature have been seen with a large wrecking-ball looking symbiotes.

There also exists an unofficial “Gun-fex”, aptly named for its use of range weapons only. The term is common amongst many players, although most often look down upon it.

The popular options for the Gun-fex usually are

  • Sniperfex: a Carnifex that is loaded with barbed strangler and venom canon, capable of “sniping” opponents from far away.
  • Dakkafex/Devilfex: a Carnifex that is loaded with 2 twin-linked Devourer, giving them a lot of closer range shots that are high-strength that is capable of demolishing infantry and light vehicles. Dakka refers to the Ork chant Dakkadakka which is used to describe a volley of gunfire.

 

 Old One-Eye

Old One-Eye was a monstrous Carnifex mutation with gigantic pincers and a missing eye. The creature was found on Macragge centuries after Hive Fleet Behemoth was destroyed. Originally presumed dead, Old One Eye tore apart the ship transporting its body. Later the Tyranids persistently raided the system where it was left, suggesting it “called” the forces to it. Notoriously hard to kill, it had the ability to rapidly regenerate even apparently fatal wounds, which led some to speculate that it was a genetic experiment of the Hive Mind. Something of interest to note is that it failed to regenerate the aforementioned lost eye, the scar burned down to the bone. This could suggest some vulnerability to the thermally energetic, electrically charged combination natures of plasma weapons, the same weapons that caused the scar.

Some of its features now appear on the carnifex, suggesting its traits were later deemed useful, notably the giant crab-claws and regenerative abilities, although the “prototype” versions work differently than those of its “parent.”

Old One-Eye was given a special model and rules in the Third Edition Codex.

Bio Morphs

Because tyranids recycle DNA and are subject to rapid evolution, several genetic permutations can be found on every tyranid being. These “biomorphs” are treated as add-on abilities by the Warhammer 40k Rules.

Tyranids can be equipped with:

  • Acid Maw: A prehensile tongue dripping with corrosive venom makes the Tyranid’s attacks more dangerous.
  • Adrenal glands: A polyp-like parasite that pumps adrenal fluids into its host.
  • Bio-Plasma: The ability to organically generate and heat plasma to spit on the opponent.
  • Bonded exoskeleton: By having a more covering partial exoskeleton, large Tyranids make themselves more resistant to damage.
  • Enhanced senses: By enhancing their sensory apparatus, some Tyranids are able to become more accurate at shooting bio-weapons. This usually takes form as additional sets of eyes or antennae.
  • Extended carapace: Most Tyranid species are able to grow a more covering carapace for better protection.
  • Feeder tendrils: Some Tyranid vanguard organisms grow super-sensory tendrils that are used to identify their opponents.
  • Flesh Hooks: The tyranid has evolved hooks to quickly get up on vertical surfaces. These can also be launched in a suppressive fire to prevent enemies in cover from attacking first in an assault.
  • Implant attack: A poisonous spine or sting at the end of the tyranid’s tail or tongue that makes wounds inflicted by the creature much more deadly.
  • Leaping: Additional muscle and sinew allows the tyranid to jump in order to quickly close with enemies.
  • Mace Tail: A large, heavy pointed club at the Carnifex’s tail to smash down any opponents that get too close.
  • Regeneration: To survive hostilities, the tyranid has the ability to rebuild lost organs.
  • Reinforced Chitin: The Tyranid has thick, extra armour plating over it’s chitin layer, making it more resistant to damage.
  • Scuttlers: Some Tyranids are intelligent and stealthy, and able to creep nearer to enemies unharmed before the main assault.
  • Scythe Tail: In contrast to the Mace Tail, the Scythe Tail attacks much faster and more rapidly, however it is not as powerful as the Mace Tail.
  • Spore Cysts: Spore Cysts produce a Toxic Spore Mine from the chitinous plates on the host’s back.
  • Spine Banks: The creature is able to launch a shower of diamond-hard spines while using other weaponry, or like flesh hooks in a suppressive fire to keep the enemies’ heads down in an assault.
  • Symbiotic Rippers: Larger Tyranids such as Warriors and Tyrants are more difficult to outnumber in assault as they are always surrounded by Rippers.
  • Thornback: Many hard spikes and thorns on the creatures back makes it large and terrifying, and hard to approach.
  • Toxic Miasma: A larger tyranid may have vents on its back, from which it emits poisonous vapour that slows the enemy.
  • Toxin Sacs: A little parasite feeds on the tyranid and excretes a lethal poison over its bio-weapons, making its attacks much more dangerous.
  • Tusked: Adamantine-laced tusks sprout from the tyranid’s head, allowing it to execute a devastating charge.
  • Winged: Lighter exoskeleton and wings to move at a higher speed.

 

 Bio-Weapons

 

 Melee Weapons

  • Bone Sword: Shaped like a massive sword and with a hilt made from the hard skeleton of the organism. It radiates a psychic energy on the command of the user, which sends the wielder and all nearby Tyranids into a blood frenzy, in game terms allowing them to strike in close combat normally, even if they have already been incapacitated by faster opponents. Also when it hits something it delivers a psychic shock that can stun the nervous system for a short amount of time.
  • Crushing Claws: Massive claws used by large Tyranids to squeeze and smash their enemies. They can be used against many enemies at a time.
  • Lash Whip: A sentient whip-like symbiote with the Tyranid which allows it to lash and ensnare enemies in close combat.
  • Rending Claws: Diamond hard claws that allow the user to rend through armour and metal[3].
  • Scything Talons: Long, sickle-like claws that make the tyranid much more dangerous when fighting up close. The Hormagaunt species of tyranid makes extensive use of scything talons

 

 Ranged Weapons

  • Barbed Strangler, or Hamus Gulalaqueo: Is very similar to the venom cannon, but is different in the type of projectile used. The weapon is host to a plant that produces the ammunition for the weapon. The large seeds are heavy and impact causes germination, which results in an explosion of tendrils that tear and pierce anything it can.
  • Deathspitter, or Excessus Conspuo: Is a complex bio-weapon that uses a young creature as its weapon. The creature is inside of a solid tube of bone and muscle, and a crustacean like creature is responsible for launching the other. The first creature is shot out of the device and explodes when it comes in contact with air, forming an acid-like substance that is able to eat through armour.
  • Devourer, or Peredo Uoro: Is a hive of smaller organisms that are similar to Rippers. A tube on the device works as a means to fire out those organisms which attempt to devour and dig into anything it is launched at. They are highly corrosive and try to eat anything that gets in their path.
  • Flame Spurter: Is a creature that turns its bile into a chemical that ignites when it contacts air. It is used primarily by Gargoyles.
  • Fleshborer, or Pulpa Terebro: Is similar to the devourer and a common weapon used by Tyranids. It houses beetles that are grown within the weapon and are eventually shot from the weapon and use their bile and teeth to eat anything it can come in contact with. They eventually die after they use up their energy trying to eat anything in their path.
  • Spikerifle: A termagaunt weapon that is a tube of muscle which fires a spike. The spike is thrown at the opponent by the muscles of the tube.
  • Spinefist, or Spinosus Manus: Is a device that attaches to the respiratory system of its host and uses air to fire its weapons. Like other weapons, it has a crustacean creature that forms the weapon part, sending its spikes out of the weapon when air is pushed through. They are able to fire multiple spines over a short period of time.
  • Strangleweb: The organism is spider-like and releases a web substance. The web tightens around whatever it captures. They were used to capture live prey to be used for genetic engineering and mutating of future species.
  • Venom Cannon, or Sanies Effundo: Is a large, muscular tube like weapon. The weapon uses acids and other toxic chemicals as its ammunition, firing these after squeezing them out at high velocity. These chemicals lack the penetrating powers of some of the other weapons, but is able to eat through flesh and certain armours.

Armies

Hive Fleet Leviathan

Hive Fleet Behemoth

Hive Fleet Kraken

for short

the tyranids are an unstoppable bio killing machines

~ by hippiefreak12 on April 27, 2008.

3 Responses to “Tyranids”

  1. nice. THE POWER OF WIKIPEDIA. lol

  2. lol yes the power of wikipedia

  3. Unstoppable is very, very close to being true! Provided they’re played right, anyway. Played as a swarm, they’re hard to stop; but I’ve also seen them played like a regular army, and if you do that, they can get stomped all over easily.

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