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Tyranids

From Wikipedia, the free encyclopedia

A small swarm of Tyranids, including a Warrior and several Termagaunts and Genestealers.
A small swarm of Tyranids, including a Warrior and several Termagaunts and Genestealers.

In the fictional Warhammer 40,000 setting, the Tyranids are a nomadic alien race comprising many genetically engineered forms.

Tyranids were first described in Rick Priestley's Rogue Trader, the first edition of the Warhammer 40,000 table top wargame. At that time they were not an emphasised race in the game, instead representing a limited number of occasionally-encountered alien antagonists. In later editions the Tyranids became a playable race in their own right, popularised by a number of successful board games.

Contents

[edit] Tyranids

[edit] First Edition, Rogue Trader

Tyranids were first mentioned under the heading Tyranids and the Hive Fleets, and were illustrated in a form not too different from their latest incarnation.

The first Tyranids used conventional, non-biological equipment such as lasguns and flak armour [1]. The principal unit available to the Tyranids was the Zoat, a centaur-like creature enslaved to fight on the behalf of their tyranid masters.

[edit] Board game incarnations

Genestealers were introduced in the 1980s with Space Hulk, and later featured in Space Crusade, along with the short-lived Genestealer Magus. The first recognisable incarnation of Tyranid warriors appeared in Advanced Space Crusade in 1990, featuring biological weaponry such as boneswords and deathspitters.

[edit] Second Edition

Second Edition Warhammer 40,000, released in 1993, featured the Tyranids in the supplemental books Wargear and Codex Imperialis, and then later in their own devoted army Codex. An extensive model range was released, representing most of the units described in these publications. The army was, however, very different from the factions previously seen in the game. Notable were the huge numbers of rank-and-file units a Tyranid player was able to deploy compared to most other armies due to their low points cost (second only to the Imperial Guard, according to many players) and the large and flamboyantly designed centre-piece models, very different from anything Citadel had released before.

The tyranid player now had access to a range of unit types roughly equivalent to that of the other factions, including:

  • Leaders; principally the Hive Tyrant
  • Rank-and-file models; the Termagants (then known as Hunter Slayers), Hormagaunts and the main adversary in Space Hulk, Genestealers
  • Gargoyles, essentially Termagants with wings, who had previously been seen in Epic 40,000
  • Powerful and versatile elite units, the Tyranid Warriors
  • Heavy units mimicking tanks, artillery and dreadnoughts, the Carnifex (a massive creature built like a battering ram, which excels in close combat), Zoanthrope (a Tyranid psyker in addition to the Hive Tyrant), Lictor (a camouflaged stealth unit) and the Biovore (a quadrupedal creature whose body formed a living artillery gun which uses Spore Mines, small floating bags of flesh which detonate on contact and spew either razor-sharp bone fragments or a variety of acids and poisons, as ammunition)

[edit] Third/Fourth Edition

The Tyranid supplement to Third Edition Warhammer 40,000, like most of the other supplements released at that time, focused on revamping the rules for the various units while maintaining the overall structure of the army, so that veteran players would not find their older collections unusable or less useful in the new edition. It did however add some new units and tweak the behavior of others. A brand new model range, somewhat different from the older ones, was released to coincide with the new publication.

New units included:

  • The Tyrant Guard, units similar to Tyranid Warriors who could be selected as bodyguards for the Hive Tyrant, in response to some players' complaints that the Hive Tyrant could be isolated and killed too easily
  • Raveners, large snake-like creatures with claws, to fill the role of a fast close combat unit

The Third Edition Codex, as with a number of subsequent publications, included an army list which allowed far greater flexibility to the player than previous army lists, allowing extensive customization of units; at the time more so than any other available faction. Unit types noted as a 'Mutable Genus' in the main army list were permitted to be extensively modified by choosing from numerous options in the 'Custom Hive Fleet' section of the book. The options available bore a resemblance to the random equipment tables featured in Rogue Trader, but were no longer randomised.

The nature of the army list in Third Edition further cemented the Tyranid army's reputation for fielding vast numbers of models, allowing the player to overwhelm an opponent with weight of numbers. This was even more pronounced in the variant Seeding Swarm army list published in White Dwarf (number), which represented the initial stages of a massive Tyranid assault and even further emphasised the use of many expendable, 'cannon-fodder' type units.

This army list was widely recognised as being extremely powerful and hard to beat for ill-equipped opponents, this being due to the massive size, multiple wounds, a high toughness, etc.

The release of the fourth edition codex heralded a new period for the Tyranids, with a new model range, new rules, and new units, most notably the broodlord,and revamped units such as the carnifex.

Although the two Tyranid "Special Characters," the Red Terror and Old One Eye, were not included in the fourth codex, rules for them exist on the UK Games Workshop website, along with a new one named the Death Leaper (from the campaign Rise of the Swarm). It has never been explained why they were not included in the first place, but it is possible they may be present in later revisions.[2]

This new codex also enables tyranid players to field a "Godzilla" army: an army comprising almost entirely of monstrous creatures, allowing a grand total of eight to be fielded in a 1500 point battle (as carnifexes of a points cost below 115 can be taken as Elites choices, instead of Heavy Support), although the player would still have to field compulsory troops choices (which often, in such armies, is usually achieved by 6 Ripper Swarms split into two groups, providing very cheap compulsory options).

One of the more overlooked abilities is the new "without numbers" rule, which allowed for literally an unlimited number of gaunts in a single game.

[edit] Tyranid model range

The designs of Citadel's Tyranid range has gone through three major revisions roughly coinciding with Second, Third and Fourth edition Warhammer 40,000. Most Tyranid models however share certain characteristics:

  • They are universally designed to look entirely organic, using no manufactured equipment whatsoever. Most Tyranids appear to carry various guns, which are actually made of flesh and bone. Termagants, for example, carry guns similar to the Bolt pistol, when in fact, it is connected to their arms. All of the "guns" are different symbiotes designed for different purposes, usually in turn firing smaller creatures, which either explode on impact, or frenziedly attack the impacted enemy.
  • They tend to have a distinct head with two eyes and a fanged mouth
  • Most have bony or chitinous armor plates on the outside of their bodies
  • They all have no less(but possibly more) than 6 limbs.

In the design of the range to be launched to supplement the Third edition of the game, Citadel chose to formalize the design of the Tyranid range to the following parameters:

  • All Tyranids would have six limbs, although some may be adapted into wings, claws or weapons, or may be vestigial
  • All Tyranids would have a tail
  • All Tyranids would possess five bony ridges on their head or neck as a common racial feature
  • All Tyranids would have air holes on their head and the base of their tail.
  • The Tyranids' organic weapon symbiotes would be fused to the creature's body.

With exceptions for Spore Mines

[edit] Background Fiction

[edit] Tyranid Invasion

Tyranids are generally introduced in the Warhammer 40,000 background as 'invading' the Milky Way galaxy from intergalactic space. This is described as having occurred at least three times; but there were also four smaller, supposed scouting fleets which appeared in the Imperium. The old which were included in 3rd edition were one of these fleets, being wiped out by the Imperium. The larger fleets invaded in three ways. Hive fleet Behemoth invaded in a giant swarm of close to 1000 ships, and reached as far into Imperial Space as Macragge, the homeworld of the Ultramarines, before it was destroyed. Hive fleet Kraken was a large number of sub-fleets, which were eventually halted at the Battle of Iyanden and the Battle of Ichar IV. Surviving vessels spread out throughout the galaxy, forming the Spinter Fleets. Hive fleet Leviathan was made of a C shape approaching from below the galactic plane, spreading the phenomenon known as the Shadow in the Warp. This made reinforcements and astropathic communication within the blanket of Tyranid influence impossible. After burning out dozens of Astropaths (psykers trained to telepathically communicate across the galaxy) the famous Inquisitor Kryptman charted Leviathan's approach. He joined an assault on one flank of the Tyranid's pincer attack, and after its destruction, contact was re-established.

However, the remaining Hive Ships were still rampaging throughout the Galaxy, destroying many Imperial worlds. Kryptman ordered that all planets in its path were to undergo evacuation, and planets already set upon by Tyranids were to undergo Exterminatus (the orbital bombardment of the surface of an entire planet). This scorched earth policy was intended to so as to wear away the Tyranids by denying them any biomass they could gain by destroying worlds. Eventually, when this proved ineffective, and Kryptman was excommunicated for his radical actions, Krypman and his few loyal retainers managed to seed a sizeable Genestealer infestation in the Ork-held Octavius system, luring Leviathan to it. While the Octavius Orks and Leviathan Tyranids are now fully occupied with destroying each other, the action still has dire implications. If the Tyranids wipe out the Orks, they will ingest large quantities of the specially engineered DNA that make Orks superlative survivors. If the Orks win, the prolonged conflict will leave them stimulated, larger, and eager to invade their neighbours.

The Hive Fleets so far featured include Hive Fleet Behemoth, Hive Fleet Kraken, and Hive Fleet Leviathan. It is noted that these names are those ascribed to the Tyranid incursions by the scholars of the Imperium, rather than the Tyranid civilization themselves. Indeed, there is no evidence shown in the fiction that Tyranids even have language or civilization as understood by the protagonist civilizations native to the Milky Way.

In addition, there are a great many references to covert actions by agents of the Tyranid species known as Genestealers. (The term species is used loosely, as the Tyranid's biology as described does not appear to conform to conventional Taxonomy). Genestealers are the principal antagonist in the setting of the game Space Hulk, and short pieces of fiction frequently describe human encounters with Genestealers from the point of view of individuals such as Inquisitors.

[edit] Hive Mind

Particularly learned protagonist characters in the background (generally Imperial human, but occasionally Eldar) are seen to refer to a controlling mechanism intrinsic to the Tyranid race, called the Hive Mind. The Hive Mind is the gestalt metaphysical entity thought to emanate from, and exert cohesive control over, all Tyranid individuals through psychic manipulation. In terms of the terrestrial Tyranid's encounters with other species, generally in conflict, the Hive Mind is explained as filling the roles of social hierarchy, linguistic communication and military command and control as used by other races. The Hive Mind is represented in the tabletop games by various rules specific to players fielding Tyranids, and have a dramatic influence on the playing style of a Tyranid army. The hive mind is delivered by Synapse creatures such as the Tyranid warrior, and has 12" range which makes all tyranids in range fearless, unable to be instant deathed, and under control. Non-fearless tyranids out of Synapse range will revert to their natural instincts and run to a synapse creature. If none are on the board, then they leave the table. Due to the fact that hormagaunts, the most common tyranid, are beasts and fall back 3D6" + 1D6 from fleet of claw, if no synapse is available, the army will be gone fast.

As a thematic device, the Hive Mind is also shown as being responsible for widespread (light-year scale) disruption of Imperial communications and superluminal travel via a mechanism known as the Shadow in the Warp. This introduces complications to the affairs of Imperial protagonists in fiction featuring Tyranids, as the human characters find themselves isolated from outside aid via warp travel and doomed to face the Tyranid menace alone.

The Tyranid Hive Mind also prevents the Tyranid race as a whole from being controlled by Chaos, as the Hive Mind and Norn Queens are the only true sentient beings in the entire race, and Norn Queens have no quarrel from fighting amongst themselves.

To date, only the Ultramarines' Chief Librarian Tigurius has ever made contact with the Tyranid Hive Mind and lived.

[edit] Hive Fleets

Although there appear to be a great number of Hive Fleets in existence, the ones below are the notable ones recorded by the Imperium of Man

Each Hive Fleet has its own colors, varying creatures, and bio-weapons, depending on the modeller or (in the case of fiction) author.

[edit] Hive Fleet Behemoth

As described in the rule book and the novel Warriors of Ultramar, Tyranids were first encountered by the Imperium in the Eastern Fringe of the Galaxy, near the planet Tyran. Adeptus Mechanicus scientists noticed several worlds that had mysteriously lost their biomass and atmosphere, then the scientists themselves disappeared. Later an Imperial Inquisitor named Kryptmann visited Tyran and found a data file with information on the Tyranids, left behind by the former occupants before their deaths.

Despite this, several planets were devoured by the Tyranids, but Kryptmann could not call for help due to the Shadow in the Warp. The Tyranids, now named "Hive Fleet Behemoth" by the Imperium, progressed further into human held areas of space, eventually reaching the Ultramar sector, the realm of the Ultramarines Chapter of the Adeptus Astartes.

Marneus Calgar, Chapter Master of the Ultramarines, recalled all his forces to the Ultramarines' homeworld, Macragge. Assembling a fleet and readying the Ultramarines to face the Tyranid vanguard. The Tyranids encircled and overwhelmed the lush garden world of Prandium - stripping its surface bare of life.

The Tyranids moved to attack Macragge itself. The true power of the Hive fleet was shown as even thought a warp vortex removed the hive fleets Synapse control, there was still a titanic struggle and great losses - including the heroic last stand of the Ultramarines veteran First Company, but eventually, the Ultramarines prevailed. The Tyranids threatening Macragge were slain and driven back. Reinforcements arrived...just before the hive fleet's second wave. The allies parted company and renewed their efforts to prevent the Tyranids regrouping. The final action against Hive Fleet Behemoth occurred in orbit of the gas giant planet of Circe. At the height of the battle the flagship Dominus Astra charged straight into the heart of the Hive Fleet and triggered its warp drives, destroying it utterly.

[edit] Hive Fleet Kraken

The second wave of Tyranids to fight against the Imperium was known as "Hive Fleet Kraken". Its arrival was heralded by a score of genestealer rebellions and insurrections on the Eastern Fringe. Instead of throwing one mass of troops against the human armies, this swarm split into countless smaller fleets, each one enveloping a few planets, resulting in the loss of whole systems before reinforcements could arrive. Although this made each individual assault weaker and made some warp travel and communication possible, Kraken was attacking across a far vaster front than Behemoth. Two Space Marine Chapters based on the Eastern Fringe - the Lamenters and the Scythes of the Emperor - were all but annihilated. A vast portion of Kraken's strength attacked the Eldar Craftworld of Iyanden. Although eventually defeated, the Invasion killed four-fifths of the Craftworld's population; a terrible blow to the dwindling Eldar race.

As the fleet faced more severe resistance, smaller sub-fleets combined to overcome it, narrowing the range of the Tyranid advance as it pushed further into the Imperium. After the Battle of Iyanden and the Ultramarines successful destruction of the Ichar IV rebellion, the Imperium's psykers were able to predict where the remainder of Kraken's strength was moving . Troops were rushed to Ichar IV ahead of the Tyranids, where Marneus Calgar, Chapter Master of the Ultramarines and victor of the first Tyrannic War, was elected Supreme Commander. Once again, Calgar led the Imperium to victory. Yet this was not the end of Kraken, for after the battle, the surviving vessels divided into a series of 'splinter fleets'. Although tiny by comparison, these continue to threaten isolated and poorly defended worlds, and increase their numbers with every consumed world.

[edit] Hive Fleet Leviathan

Five years after the defeat of Hive Fleet Kraken, Lord Inquisitor Kryptman began to notice the tell-tale signs of a Tyranid invasion. Implementing the infamous Kryptman census, the Inquisitor burnt out dozens of astropaths in an attempt to contact every civilised planet on the fringes of the Imperium. Slowly the responses formed a pattern. The ancient Inquisitor charted the path of the Tyranid's latest hive fleet. Codenamed 'Leviathan', the fleet was coming from below the galactic plane, attacking from two wide points. The fleet appeared as a pair of closing jaws, cutting off huge stretches of space from warp travel and astropathy. A combined force of PDF troops and Space Marines fought off against the Tyranids on Tatris Ultra, but were pushed back and back by the tyranid force, until Kryptman captured a live Lictor. By reverse-engineering a virus, Kryptman sent it into the norn queen, which then died and all Synapse was lost from the Tyranids. Slowly but steadily, the Imperial forces retook Tastris Ultra, only to find most of the system destroyed. It was a victory, but at a great price. Several systems in the path of the Tyranids had been destroyed, and the other half of Leviathan was crushing those that were before covered by the shadow of the warp.

Leviathan continued to carve through the Imperium, devouring the forge world of Gryphone IV, home of the War Griffons Titan legion, and workshop of the Sectum. Inquisitor Kryptman immediately ordered a galactic cordon to be established, and each world within its confines to be evacuated and subjected to exterminatus. The decision condemned billions of Imperial citizens to extermination. Kryptman was denounced as a radical, a traitor and a fool, stripped of his title, and expelled from the Inquisition. Disgraced, Kryptman and his remaining allies within the Deathwatch continued their battle. Using a brood of captured Genestealers, they sent them into the Ork Octavius system. The Genestealers impregnated so many orks that the entirety of Leviathan altered course for the system, to rendez-vous with their displaced kin. Kryptman allowed himself a glimmer of hope: his plan seemed to have paid off.

The Octavian Orks and Tyranids of Leviathan are now thoroughly involved with destroying each other. But those closest to Kryptman believe their master's victory to be only temporary. Orks and Tyranids thrive on war; if the Tyranids emerge victorious, having devoured huge quantities of the specially engineered DNA that makes Orks such good survivors, then the Imperium will have to face a threat much, much greater than ever before. A secret council within the Imperium named 'the Strategic Collective' has been analysing details of the Tyranid's invasions, and recently convened to state their conclusion. It is as stark as it is terrifying: the fleets faced by the Imperium to date are but parts of a far greater whole, and this whole will be arriving at the Imperium's borders in less than a century. They estimate mobilization levels will need to increase a minimum of 500% (effectively drafting every able-bodied citizen on every world in Segmentums Solar, Obscurus and Tempestus) to have even a hope of slowing the Tyranid advance.

[edit] Other Hive Fleets

Although Codex: Space Marines background fiction states that Hive fleet Behemoth was the first time the Imperium encountered Tyranids, other background fiction, dated earlier (within the fictional universe's dating system) tells of encounters with creatures having some similarities to the Tyranids (Horus rising, for example). These stories are thought to relate to three earlier hive fleets: Tiamat, Ouroboros, and Colossus.

Also, in the Warhammer 40,000 rulebook on the Tyranid page, there is also a colour scheme for a Hive Fleet known as Harbinger, which bears generally black carapace and chitin, and purple flesh. Another of the less known Hive Fleets is Apophis, which has black carapace, red flesh, yellow lines on the carapace, green blood, eyes and tongues.

[edit] Species and Biology

A Hive Tyrant.
A Hive Tyrant.

The Tyranids are all of a basic genetic stock, characterised by six limbs, both an endoskeleton and an exoskeleton, external skeletal features distinct from an internal skull, five carapace plates on their head and a series of ventricles on their heads and at the base of their tails.

The assimliated DNA structures and resources of the planets invaded warp Tyranids into a multitude of genera, all of which have an extremely rapid rate of evolution. Tyranid matter is constantly reabsorbed into biomass reclamation pools to create new varieties mixing with new assimilated DNA structures of the races of the invaded planet.

Lower, less evolved breeds of Tyranid are constantly kept in check by the more advanced synapse creatures which have much stronger links to the Hive Mind.

What follows is a list of the major Tyranid genera- this list is by no means exhaustive. Starting with the Codex: Tyranids published during the 3rd edition of Warhammer 40,000 and continuing to the current iteration, players are encouraged to create their own varying forms of the Tyranids. The player has the option of fielding a basic Tyranid (or a squad, which is called a "brood"); then the player is given a list of allowed upgrades which they are permitted to apply to the creature(s). Certain combinations of upgrades are frequently given nicknames to differentiate them from other versions of that creature- for example, a Carnifex outfitted with multiple guns may be called a "Gun-fex"; a brood of Termagants upgraded to carry short-ranged spike-firing weapons known as 'spinefists' may be called "Spinegaunts".

The synapse creatures, which have the strongest link to the Hive Mind, include:

  • Hive Tyrant: very large, very powerful creature with access to many upgrades. Also is arguably one of the strongest Tyranids species in the army next to the Carnifex.
  • Tyranid Warrior: superficially similar to Hive Tyrants, but are smaller and more numerous
  • Broodlord: a larger, more powerful version of a Genestealer; similar to the Genestealer Patriarch described in the Second Edition background material

Other large non-synapse Tyranids include:

  • Lictor :superbly camouflaged scouts, closely related to Tyranid Warriors
  • Carnifex: a large, tank-like creature. In the novel Warriors of Ultramar, Captain Uriel Ventris is said to have seen a larger, faster moving version of a Carnifex inside a hive. This Creature is called the Trygon, now available form forgeworld.
  • Ravener: fast-moving, snake-like creatures

The Gaunt genus encompasses the basic units of a Tyranid invasion force. These creatures mostly have the same body type, which is generally man-sized or smaller; but each has different attacking traits:

  • Hormagaunt: very fast-moving assault species
  • Termagant: similar to Hormagaunts, but trade speed for ability to carry guns
  • Gargoyle: similar to Termagants, except they have wings and can fly.
  • Spinegaunt: the simplest of all genus. Produced by the Hive Mind in vast numbers, even when compared with other Gaunts.

The gaunt genus is very mutable, so every hive ship has dozens, if not hundreds, of their own variations among the billion tyranids on each ship. The four variations listed above are the most common, but over 400 variations have been documented.

The most unique forms of Tyranid are those which incorporate the DNA of races assimilated during conquest. Examples include:

  • Genestealer: incorporating human DNA, are much-feared assault specialists, capable of scouting ahead of the main Tyranid army. Genestealers also infest space hulks with the aid of their hybrid offspring, who prepare special incubation chambers for their purestrain kin. When the space hulk in question is visited by looters or individuals legitimately looking for salvage, the purestrains are released, infecting the unfortunate explorers with Tyranid DNA.
  • Biovore: possibly incorporating Ork DNA, act as artillery for the Tyranids by firing Spore Mines at enemies
  • Zoanthrope incorporating Eldar DNA, Zoanthropes exhibit some psychic abilities. May possess a synaptic link to the Hive Mind.
  • Tyrant Guard: rumoured to include Space Marine DNA, Tyrant Guards act as large, durable bodyguards for critical Hive Tyrant leaders

The following creatures were part of the Tyranid forces in the very first edition, but were dropped completely afterwards.

  • Squigs: Small Ork DNA-based creatures that were quickly replaced by the more Tyranid-like Ripper Swarms. In later editions, Squigs became part of the Ork race.
  • Zoat: Mysterious reptilian, centaur-like alien species enslaved by the Hive Mind, though in very early Rogue Trader background material, the Zoat was also seen as an alien ally of the Eldar. The Zoat's telepathic powers were used to communicate with other species, a task the Hive Mind eventually deemed futile. The Zoat made its only published appearance in Ian Watson's novel Space Marine, in which a single Zoat tried to stall an Imperial Fist invasion of a Tyranid Hiveship. The Zoat was killed, but not before killing several Fists on its own. According to Games Workshop, Zoats are now officially extinct, having been destroyed in their entirety by the human Imperium.

Tyranids also utitilize creatures collectively known as bio-titans. For the 28 mm game player, these are only available as special order resin models; metal miniatures are available for the player of Epic. These include:

  • Malanthrope: resembles a very large Zoanthrope. These creatures are only deposited onto a world during the final stage of a Tyranid invasion, and their function is to collect their opponents DNA to be re-absorbed by the hive fleet, making the fleet stronger with each world it devours.
  • Trygon: resembles a very large version of a Ravener. They are able to create monstrous tunnels other tyranids use to travel to battle.
  • Hierodule: resembles a very large Carnifex, they come in both scythed (Combat) and barbed (Shooting) variants.
  • Hierophant: a massive, spider-like creature. One of the more powerful bio-titans.
  • Harridan: resembles a very large Gargoyle. They are the Gargoyles 'brood-mothers' and carry their "young" into battle.
  • Dominatrix: a specialised Bio-Titan, commanding the forces on the battlefield and providing the highest level of psychic control. They are the Tyranids' biggest known bio-titans, and it is rumoured that they carry the Norn Queens themselves into battle on their backs.

Spore Mines are seen quite often when battling against Tyranid swarms of many sizes. They can sometimes come from creatures with a biomorphic weapon known as "Spore Cysts," but more often seen fired from barrels of the tyranid artillery units known as Biovores. There are several varieties of spore mines; Frag Spores, which act like a typical frag grenade, Toxin Spores, which damage enemies with a cloud of various neurotoxins, and Bio-Acid Spores, which are very effective in penetrating vehicle armour.

Ripper Swarms are often seen accompanying Tyranid forces in battle. Rippers are small, more worm-like Tyranids which live only to consume all that they can; they are generally only seen in large swarms, which traverse the planet during the final stages of an invasion, ingesting all that they can in order to speed along the ultimate consumption of all usable material on the planet. Energetic and persistent, when in numbers they can pull down and consume creatures many times their own size. They are replacement for the squigs of earlier editions of the game.

Norn Queens, as described in the novel Warriors of Ultramar, and fill the role of the "queen" of the hive, similar to that of a queen ant. They have no models or rules in the game, and as far as it is known, they are bound to the hive ship and cannot leave it. They control the making of new tyranids and psychically communicate with the other tyranids. A Norn queen is always the most protected part of the ship, so humans have little data on them. Codex Tyranids states that when a Norn Queen is killed, the psychic signal of its death causes more hive ships to calve, creating more Norn Queens. This is known as the Hydra effect.

[edit] Biomorphs

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 equpped with:

  • Acid Maw: A maw full of acids which make the Tyranid's attacks more dangerous.
  • Adrenal glands: A symbiotic being that pumps super-adrenal fluids into their host.
  • Bio-Plasma: The ability to organically generate and heat plasma to spit it on the opponent.
  • Bonded exoskeleton: By having a more covering exoskeleton, large Tyranids make themselves more resistant to damage.
  • Enhanced senses: By enhancing their sensory aparati, some Tyranids are able to become more accurate at shooting bio-weapons.this usually takes form as additional sets of eyes or antennas.
  • Extended carapace: Most Tyranid species are able to grow a more covering carapace for better protection. this allows a "nid" to have enhanced bio armour.
  • Feeder tendrils: Some Tyranid vanguard organisms grow tendrils that are used to collect "information" from the brains of their victims.
  • Flesh Hooks: The tyranid has evolved hooks to quickly get up on vertical surfaces.
  • Implant attack: This increases the damage inflicted in assault where the wounded model fails its saving throw.
  • Leaping: Layers of flesh and sinew allows the tyranid to jump in order to quickly ambush enemies.
  • Mace Tail: A large, heavy pointed club at the Carnifex's tail to smash down any opponents that get too close.
  • Regenerate: To survive hostilities, the tyranid has the ability to rebuild lost organs.
  • Reinforced Chitin: Thicker armour plates to be harder to wound, also called "Trygel".
  • Scuttlers: A good way to survive is to be stealthy, so that you can creep close and attack in the right moment.
  • Scyhte Tail: Another tail reinforcment, this one is more of slashing rather then bashing, faster, but not that strong.
  • Spore Cysts: Spore Cysts produce a Toxic Spore Mine from the chitinous plates on the hosts back. It is believed to be a more mobile/compact form of the biovore.
  • Spine Banks: The creature is able to launch a shower of needle sharp spines (similar to the effect of a Spinefist) while using other weaponry.
  • 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 thorn on the creatures back makes it large and terrafying, and hard to surrond.
  • Toxic Miasma: A larger tyranid has vents on its back, from which it can fire poisonous vapour that slows the enemy.
  • Toxin Sacs: A little parasite feeds on the tyranid and emits a lethal poison.
  • Tusked: The tyranid gains tusks, allowing it to charge more effectively.
  • Winged: Lighter exoskeleton and wings to move at higher speed.

[edit] Tyranid Info

  • The Tyranids are also called the Great Devourer.
  • The Tyranids are named after Tyran, the first planet to be utterly consumed by Hive Fleet Behemoth.
  • The Tyranids are an emotionless force of genetically designed killing machines.
  • The Tyranids come from another galaxy.

[edit] Notable Tyranids

While the Tyranids are a Hive Mind entity and "recycle" their forces after each successful assault upon a planet, there have been occasional sightings of extraordinary individual creatures within the Tyranid armies. As the Tyranids never communicate with non-Tyranids, it is impossible to know whether these are actual individuals within the Tyranid community, or are new species that are slowly being introduced into the forces of the Hive Mind.

[edit] Old One Eye

First appearing in the Third Edition of Warhammer 40,000, 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. Notouriously hard to kill, it had the ability to rapidly regenerate even fatal wounds, which led some to speculate that it was a genetic experiment of the Hive Mind. Carnifexes sporting many of the notable features of Old One Eye have been seen among the swarms of later Hive Fleets, suggesting that Old One Eye was reabsorbed by the Hive Mind, and its traits deemed useful.

[edit] The Red Terror

The Red Terror was a mutation of the Ravener genus first sighted on the mining world of Devlan. It was nightmarishly fast and was armed with huge scythes and capable of swallowing its victims whole. It was primarily subterannean in nature and could burrow straight through the densest of materials, due to a powerful acid it can secrete. It was speculated that there may be more than one Red Terror, as with all of the Tyranid notable "characters", but any engagements there may have been with other such creatures yielded no survivors. It is a devastating beast. Again, this special creature has disappeared, only to have many of its features appear on the ravener, notably the tunnelling ability.

[edit] Death Leaper

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 him 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. (It was also heavily involved in summer 2006 campaign, Medusa V, and its reclamation was the central objective for the Tyranid forces involved in the campaign.)

Notably, whereas Old One Eye and The Red Terror were only mentioned in the Third Edition Tyranid codex and were presumed to be no longer usable but Games Workshop rereleased the rules for them on the official internet site, Death Leaper was introduced after the current edition was published and is therefore still valid. Death Leaper is also unique in that its 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).

The Death Leaper was introduced as an entirely new species of the Lictor genus at the beginning of the Medusa V campaign in the summer of 2006. However, the 'aftermath' information states that only one of them survived the planet's fall, escaping in a captured human vessel.

[edit] Appeal to players

The appealing aspect of Tyranids to the players is that they are a purely biological, utterly alien race. Every other army in the Warhammer 40K universe is comprised mostly, or wholly of human or very humanoid creatures/peoples, backed up by potent war machines. It is immediately apparent that the Tyranids are something different, in that they do not use vehicles, their heavy 'tanks' being monstrous creatures, and their "artillery" being supplied by creatures who are classed as infantry.

The Tyranids also have a single, simple objective: they want to consume everything in their path. They don't make compromises - they are purely, raveningly hungry, their compulsion to feed overriding any sense of good or evil on their own part. Of course, to other races, Tyranids are always the villains!

For those players who desire power, the Tyranids also hold an appealing element of invincibility and inevitability of victory, as their numbers are so vast. Due to this, some may argue that the Tyranids are an even greater menace than the Necrons[citation needed].

Other players enjoy collecting Tyranids not because of their effectiveness on the battlefield, but because of the sheer number of ways in which they can be modified or "converted". The Carnifex in particular has a huge amount of different biomorphs available to it, several of which are exclusive to the Carnifex.

[edit] References

[edit] See also

Similar species have been used in other media. These include:

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