Codex.' Tyranids is divided into the following segments, each ot which details a different .. HANG ED BID-WEÈPENS s h wam mm: pm_n-dùs 2+ „mw ¿MEL. The Tyranids are aliens from another galaxy; a vast swarm that consumes everything in its path. While Codex: Tyranids contains everything you need to play. Tyranids codex 5th edition pdf. I didn't make this, I'm just uploading the torrent here as well, since it was missing. Brand new 5th edition Tyranid.
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5th Edition Codex Tyranids Summary by: A - Free download as PDF File .pdf), Text File .txt) or read online for free. Tyranid 5th ed codex 40k - Free download as Text File .txt), PDF File .pdf) or read online for free. Tyranids Codex - Download as PDF File .pdf), Text File .txt) or read online. Everything WarHammer 40K [Codex] 5th Ed - Imperial Guard - FULL. Uploaded.
Used without permission. No challenge to their status intended. All rights reserved to their respective owners. Any attack that would kill a tyranid monstrous creature outright will cause D3 wounds instead. In the shooting phase they must either shoot at or fleet toward the nearest enemy unit, and must fleet the full amount of the dice roll.
However, aside from the 12" movement, there is one exception: gargoyles wound enemies during the to-hit rolls as well as during the to-wound rolls. Every six they roll to hit becomes a wound with armor saves allowed essentially Necron Gauss weapons that allow armor saves and can't get glancing hits on vehicles. Throw in poison and gargoyles become some savage monstrous creature hunters great for fucking over other tyranid armies and chaos daemons.
Sadly, they aren't too fantastic against much else; they are really very average models for survivability and output, so while it doesn't hurt to have them around, they also don't always help. They are, however, an excellent unit for a Parasite of Mortrex to join. Harpies - Harpies are jump infantry models of debatable use. They don't come especially cheap, costing as much as a tervigon, and they aren't very strong or tough for the cost.
They come equipped with a twin-linked, S6, large blast and can be upgraded to a twin-linked, S9, small blast, but the S9 gun does less damage on the vehicle penetration chart it is still great for insta-death delivery. Getting one assaulted would be a disaster, so they're really only as useful as the gun they carry, and that's a matter dependent on your army list.
And they're one of the last two units in the army to lack a model so if that affects your choice Raveners - Raveners are very similar to Warriors, but they're faster, have higher initiative, have more attacks, are more fragile, and can't climb stairs. Ultimately they're ok. They aren't as good at fighting as a swarm of Hormagaunts, aren't as tough as Warriors, and get expensive when equipped with ranged weapons, but their Fleet move and 12" charge range do give them a niche to fill.
Ideally, they're harassers, designed to make unexpected long range assaults into exposed heavy weapons teams or infantry who think they're safely controlling an objective.
The main thing to worry about with them is Instant Death and getting caught in the open. Can't take power weapons and ranged weapons together for some reason.
Otherwise nearly identical to Warriors, described above. Sky-Slashers - Rippers with wings. Not better in any way, but now with the added weakness of taking dangerous terrain checks if they use their jump move while in terrain! The wings almost negate the cover bonus the Rippers get for being swarms. Otherwise, see Rippers, described above. Spore Mines - Floating basketballs that explode when they bump into things. Also, they deepstrike before anyone deploys.
This makes them pretty much useless, since any enemy with any kind of strategic experience will just tank shock them on the first turn. However, if used with dawn of war deployment, they are essentially a big middle finger to the enemy.
Since they deepstrike before deployment, and in DoW you can't deploy within 18" of an enemy model, you basically create a 36" wide buffer where the enemy can't deploy. Needless to say, annoying as shit. The mines, when they hit, each create a S4, AP 4, large blast, and when they don't hit they will actually land on the field and remain present until they are shot or wandered into.
It's not exactly what one would think of as "heavy" support, but it is probably among the best ranged anti-infantry support in the codex. The only problem is, one has to ask if more anti-infantry is really what one seeks when such is the strength of almost every other unit in the codex.
In Apocalypse games, where long ranged ability becomes crucial due to the much larger average board size, they become far more viable as a way to deal with infantry blobs from a distance, though they lack the Dactylis' balls out firepower, they can be fielded in much larger numbers to swamp the battlefield in pieplates and spore mines.
Carnifex: A perfect summary of the Carnifex in 5th edition would be "too expensive. They have four attacks which they can re-roll to hit and a strength of nine, but their WS of three is pretty average. They can hold their own against basic squads, but one hidden power fist will ruin their day in a heartbeat or lack thereof.
Even against a five man Space Marine Tac Squad, the Carnifex lacks the attacks and accuracy to clean up its enemies before it gets walloped, and a Krak missile or two to soften the beast up will guarantee its death.
The reason for this circumstance is that the Carnifex used to be the go-to unit of the Tyranid codex in 4th edition. However, there is one important thing to consider: nothing dismantles tanks in close combat as well as a Carnifex.
It's a poor consolation prize, and while we're at it we'll make it the second unit in the codex with access to frag grenades. The only time toxin sacs will have a positive effect is fighting T10 units They work better in Apocalypse games, where you will more frequently encounter extremely high toughness Gargantuan and Monstrous creatures, which make the Poison sacs a better investment, so where you would use the Trygons to sweep away infantry unworthy of your bio-titan's attentions, use the Carnifex to slap down enemy Monstrous and Gargantuan creatures.
Mawloc: Effectively a weaker, less accurate Trygon with the ability to cause damage to enemy squads as it enters play. However, the primary use of the Mawloc is for vehicle displacement; any model which isn't killed must be moved to make way for the Mawloc to move through, being auto-destroyed should they not be able to escape; while the odds of killing a vehicle in the open with this are relatively minimal, the Mawloc can find use in disrupting vehicle formations, making it easier to rearshot vehicles, assault them, or pull them off objectives.
This makes anti-castling its primary use. Overshadowed by the Dactylis in Apocalypse games. It exemplifies everything that is wrong with the new Carnifex pricing and then compounds it to make a model so costly that it hurts the entire army just by being there. I can also roll one additional attack for every original attack that hits, but it can't roll new attacks generated from new attacks.
Unfortunately it does not out perform a normal Carnifex with crushing claws by much, and it is out performed by Trygons for less cost. In Apocalypse games he becomes even more pointless. Trygon: The Trygon is a former Apocalypse heavyweight which has been scaled down for standard 40k games and is the smallest of the bio-titans and the only bio-titan to lack biocannons. An expensive model to be sure, it is still considered one of the highlights of the Tyranid codex.
And it has a cute little shooting attack, which it is generally advisable to ignore in favor of Running. As a final note, the Trygon itself does not have the option for a Mycetic Spore, but Deep Strikes with the same Scatter-reduction rules built into its cost; whether you consider this an advantage or not depends on your opinion of Spores.
In Apocalypse games, their height and toughness allows them to act like moving cover for Gargantuan Bio-titans, and due to the Tyranid's lack of blast templates, they are great for clearing away tarpits from your bio-titans. Tyrannofex: A primarily Ranged Bio-titan; This unit is of hotly debated usefulness. Scorned by some, and cherished as an unassailable bastion of destruction by others, they are ultimately models that lack a unified purpose.
Their standard build is bristling with anti-infantry weaponry, sporting two flamer templates and a short range large blast, but most people don't feel they particularly need more anti-infantry support from such an expensive unit. What the Tyranids do need is anti-armor, and that is something the Tyrannofex provides, but at considerable cost and with remedial reliability.
Fans of the T-Fex insist it is a perfect tool because it draws fire away from your more important units without flinching, while opponents detract that the T-Fex's weakness is being ignored. The model is so costly that one must sacrifice whole broods of other units to field one, so it doesn't always hurt the enemy to just not shoot at the T-Fex. The reason why their use is debated at all is because T-Fexes are the Tyranid codex's only long range anti-armor units, providing a S10, Assault 2 firearm that can reach across the board, letting you crack open Land Raiders from a long distance.
Ultimately they are slow, fill a niche by desperation rather than proficiency, and should not be used in games with point limits below 1, If titans, superheavy tanks, gargantuan creatures, and stompas are appearing on the board such as in a game of apocalypse T-fexes find themselves overshadowed due to the sheer number of biocannon all of them being S10 AP3 Heavy weapons equipped units that will become available to the tyranids.
But they do provide a nice backup to the gargantuan bio-titans. A good use for them in apocalypse is to clear away super-heavy units that would otherwise tie down your Bio-titans or threaten your army while leaving your Apocalypse Bio-titans free to focus on other things. Additionally, they make for excellent Titan finishers.
Essentially, treat them as more expendable shadow sword equivalents. Apocalypse Units[ edit ] Heirodule Though it looks like a gigantic gaunt, it's really more like a carnifex on angry, angry steroids; this Bio-titan eats tanks for breakfast and is roughly the Tyranid equivalent of a baseline Stompa or a Warhound class scout titan.
Overall, a solid choice.
In addition, all biotitans can tank shock, but this is generally most useful for the melee Heirodule, as it lets it just plow through a whole army of infantry models to get at the superheavy sitting at the back with a smug smile on it's face.
Heirophant Coming in at over one thousand points, the Heirophant is the priciest Tyranid unit in regular scale or more accurately, not-epic 40k and is easily one of the priciest units period. But it makes up for that by having two extremely long ranged s10 ap3 heavy 8 that is not a typo, its rate of fire is twice as high than a god damned gatling cannon that spews out hundreds of rounds a second biocannons, gargantuan creature rules, a metric fuckton of claws, lash-whips, warp-fields, and some of the highest armor saves, toughness, wounds, and strength stats you have ever seen.
You thought the four uber-daemons were tough? You haven't seen shit, compared to this beastie those four are nothing. There is not a single non-apocalypse unit in any codex that this thing wouldn't eat for breakfast. No matter what range it fights at, it will fuck something's shit up. It is however, an colossal firemagnet, even if he is nigh on impossible to kill.
With regeneration, he is pretty much the ultimate damage sponge, the few things that do hurt him will simply be rolled away. Beware taking it against Dark Eldar , massed Poisoned shooting will fuck it's shit right up. Harridan the Tyranid's flyer, it is for all intents and purposes, a fucking flying heirodule with the best of both versions it has the exact same bio-cannons as a Heirodule S10 Ap3 Heavy 6 but as a flyer, most things can't hit it, and it can pop open tanks with it's bio-cannons or it's claws and is one of the only Tyranid units that can deal with enemy flyers some people debate that it can actually assualt a flyer, tearing it's shit up.
It can carry four Gargoyle broods, but mainly you want this for the bio-cannons mounted on a extremely difficult to hit platform, though a trio of Harridans shitting out twelve full sized broods of Gargoyles right on top of someone is a hilarious way to drown someone in flyers. Due to its immensely powerful guns, only superheavy fliers have any chance of surviving being shot at by the bio-cannons and even then they're going to take a severe beating to their 1d3 structure points.
With it's gargoyle broods, it can fulfil three out of four major roles for fliers excellently, air superiority, ground attack, and bombing.
Malanthrope The result of a Venomthrope and a Zoanthrope's drunken one night stand. Not horrible but why aren't you getting bio-titans? It's an expensive points! This thing is a rape machine. Dominatrix Remember that goofy looking Bio-titan in epic? Well Forgeworld saw fit to create an actually pretty badass looking model. The biggest Synapse creature of them all and probably the biggest fire magnet the Tyranids have to offer.
But on the same hand, it's the one thing in your arsenal that's even deadlier than the Heirophant. Dactylis The Hive Mind got sick of the bitching about the Tyranid's lack of pieplate dropping ability, so it took some biovores and dumped them in Nuclear Waste. Yes it looks like a flower with a boner on top of it's head, yes it sucks at close combat, but you finally now have some serious ability to instagib blobs at a distance with FUCKHUEG sporemines.
You get a large number of rounds to shoot out of the cannon, so it's your call really. Exorcine Remember the Hive Guard? Say hello to the Hive Guard's bigger, steroid abusing brother.
Essentially the Tyranid's shadowsword equivalent, the Exorcine can shoot an balls out devastating biocannon blast that can blow Titans apart, and if something gets close it can shit out a metric fuck ton of S4 AP 5 hits. It still needs protection from Dreadnought Equivalents who are at the same time too small to be worth firing the main gun at, while being tough enough to walk through it's close in defenses. Note that copious amounts of Poisoned weapons are the bane of bio-titans, so armies like the Dark Eldar who typically spontaneously explode in apocalypse games are actually a legitimate threat to your units.
Be wary of this, and unless you are confident that your smaller units are the real punch of your army, and not the bio-titans, be prepared to sacrifice other Tyranid units to keep your Bio-titans safe from poison.
As for fliers, in friendly games you can ask for your winged units to count as fliers in Apocalypse games, so that your Harridans won't be so lonely up there. Flier rules greatly improve ranged Shrikes, Gargoyles, and Harpies, giving them badly needed ability to avoid being shot at by most units while also providing much needed low ish cost support against enemy fliers, sky-slashers are still garbage though.
Dedicated Transport[ edit ] The Mycetic Spore: Essentially the Tyranid equivalent to a Space Marine drop pod except they can't carry independent characters or be dropped empty according to the FAQ , they're a way to drop a brood behind that defensive assault line standing in cover.
They are best used to carry Zoanthropes or the Doom of Malatai near to something that needs destroying or soul-sucking. Building Your Army[ edit ] The central power of Tyranids this edition is in swarms of units. Among the best performers for the army are Hormagaunts and the swarm-producing Tervigon, but Termagants armed with Devourers termed Devilgaunts by many in the community aren't half bad either with a bit of cover.
Thanks to Warriors being troops, it is possible to build an army with an elite focus as well, but the Tyranids don't take to such list building strategies as well as certain other armies do. This is mainly because hidden powerfists will put an end to Warriors in an eyeblink, preventing them from making safe assaults into any Space Marine unit toting one. Unfortunately, armies with a great deal of attention to monstrous creatures will often find themselves fragile and horrifically outnumbered.
A bit of number crunching reveals that, per point spent, a carnifex is not all that much more durable than a bunch of hormagaunts in cover, meaning that small arms are no less effective against them and heavy weapons are an unnecessary Achilles heel.
Some of the newer monstrous creatures with six wounds, such as the Trygon, keep it together better but just can't do everything the army needs thanks to their high cost and few numbers.
General List Building - For the most part, Tyranids have very few options to choose from once they have selected the models they wish to use. For example, Hormagaunts have only two biomorph options: adrenal glands and toxin sacs, and the same is more or less the case for Termagants, Gargoyles, Trygons, Mawlocs, and several others plus or minus one or two biomorphs.
The strong point of the army is not in mutable units or myriad alterable roles this edition. Hence, the following is a list of the three most common biomorphs and their most prominent uses: Adrenal Glands - This biomorph grants Furious Charge to the model it is equipped to. Its foremost use is increasing strength to better damage vehicles, but it also proves helpful for getting the first strike in melees; while marginally less useful against infantry than Toxin Sacs, when the two are used alongside each other, basic Tyranid infantry become among the deadliest anti-infantry in the game for a price, that is: it is often better to choose one biomorph or the other.
Regeneration - Typically expensive, this biomorph allows a model to roll one die for each wound it has currently sustained. On each roll of 6, a wound is recovered up to the model's maximum.
Though available to Carnifexes, Hive Tyrants, and Harpies, it is a choice that is most useful to six-wound models like Trygons or Tervigons. When placed on a Tyrannofex, the model becomes pointless to shoot at; after all the work it takes to wound one, it's completely demoralizing to watch it just recover the damage.
However, it is usually quite costly to be putting on any model without crucial importance to the army as a whole. It is rather cheap on Tyranid Primes, though, and not so bad on Harpies, either. Harpies - Harpies are flying Monstrous Creatures. To make the Harpy worth the investment, a Tyranid player must provide it with cover and provide enough immediate threats to make targeting the Harpy itself a less demanding proposition. Role: The Harpy shoots, providing ranged support to the Tyranid army.
Armed with its choice of Stinger Salvo or Cluster Spines and Stranglethorn Cannon or Heavy Venom Cannon, it can be tailored against infantry or modest tank suppression, typically preventing enemy armor from firing by scoring stunned and shaken results.
Although they are not geared for close-combat, Harpies can provide secondary melee support if desired on account of being one of the few Tyranid models with Assault Grenades and on account of their special rule which halves the initiative of enemy units they charge. Although this secondary role is more situational Tyranid models as a rule have some of the highest initiative-values in the game , against similarly high-initiative enemies like Eldar Harlequins, the results can be meaningful if properly pulled off.
downloading Harpies: At lower-point levels, the Harpy isn't needed since the Elite anti-tank options are generally sufficient for dealing with enemy armor; at higher point-levels, more durable anti-tank firepower can be had in the Heavy Support slots.
What Harpies do is allow Tyranids a degree of flexibility, allowing them to more freely choose alternative slots in the Heavy Support or Elite slots. Hive Guard and Zoanthropes - The two foremost solutions to armored vehicles in the Tyranid codex, these models must appear in every Tyranid list that expects to encounter tanks or armored transports - and let's face it, tanks and armored transports are in almost every serious army list out there in 5th edition.
One is better for busting transports while the other handles heavy armor as if it were blasting retarded, wingless goslings with a twelve gauge shotgun; one shooting phase, one kill tends to be the normal for a full unit of either model. Hive Guard and Zoanthropes are completely in their own league as far as anti-armor power is concerned, outclassing everything else in the codex by embarrassing miles.
Zoanthropes do have some trouble dealing with Psychic Hoods, but that aside, it is usually wise to figure how many points are going to be spent on Hive Guard and Zoanthropes before adding any more units to the list.
Tervigons and Termagants - The two models really must be addressed together when list building because one is as good as useless without the other in most cases. The Tervigon, which spawns 3D6 Termagants at the beginning of each phase until it rolls doubles, provides buffs to all gaunts within 6" of it.
The buffs include Furious Charge and poison if adrenal glands and toxin sacs are equipped to the Tervigon respectively, and all gaunts within 6" of the Tervigon always have Counter-attack.
The only drawback is that, should the Tervigon die, nearby gaunts can take damage, but thanks to six wounds, a toughness of six, and a relatively non-threatening profile, Tervigons don't go down all that commonly.
Tervigons can also download a psychic ability to give an entire unit Feel No Pain, so in short summation, one Tervigon turns a unit of sniveling, weakling Termagants into a unit of half-decent combatants.
Furthermore, whenever Termagants are downloadd, a Tervigon can be included as a Troops selection, so there's honestly very little reason to ever take one without the other. Role: Both models are Troops first, meaning they are best used to jealously hold objectives.
A Tervigon can often be difficult to shake from a position it takes up, especially if it can find cover somehow, and as long as the Tervigon can continue to pump Termagants out onto the battlefield, there's never a shortage of bodies to claim ground. Unfortunately, neither unit boasts much overt power in general.
Tervigons have a shooting attack, but it's mild due to modest ballistic skill, and the same is true of Termagants. Also, despite potential boosts from Furious Charge, poison, and Counter-attack, Termagants are still not really all that great at fighting.
They can lash out opportunistically, but the buffs merely make them worth the effort, and returns diminish sharply in turns following a charge. Equipping Gaunts: Gaunts may have numerous potential weapons, but only two are worthy of consideration: fleshborers and devourers.
Spinefists, the third mainstay in the cold, are not more efficient at shooting than fleshborers, and because they are more expensive they are not to be minded for any reason. One in every ten Termagants can also take a S2 flamer that attacks enemy strength rather than toughness, but the cost of the gun is twice the base worth of a Termagant, so no luck there.
Then there are also spike rifles, which are just spinefists with longer range, no AP, no twin-linking, and the same cost. In contrast, devourers boast Assault 3, S4, and a leadership lowering special rule, all of which can be very potent at an expense of high fragility per point to the equipped models. Lastly, fleshborers are a cheap option that keeps Termagants expendable while still allowing them to pack a bit of punch against the rear armor of transports.
Trygons Role: The following calculations assume the download of Adrenal Glands; an upgrade which is highly recommended It slices, dices, and fries small infantry units, and a majority of vehicles. Even against enemy vehicles attaining Cruising Speed, the Trygon's weight of attacks and Scything Talons provides an almost chance of killing any rear-AV 10 vehicle the vast majority of vehicles in 40k ; these odds correspondingly increase against slower vehicles.
Be it for a Tyranid Reserve army, or a horde, the Trygon acts as a linebreaker for the rest of the army. Drawbacks: In most games, it will be impossible to find cover for the Trygon on account of its height.
Compounded with its lack of an Invulnerable save and huge threat potential, it will be a high-priority target; a single Trygon emerging unsupported will die. The rules for Trygon Tunnels are near-worthless: Reserve-based armies generally wish to arrive at once rather than simply running into the slaughter piecemeal, and most Tyranid infantry units can download Mycetic spores for marginal costs.
An useful, yet expensive tactic for the use of Trygon Tunnel is playing a deep-striking Trygon with an unit of Termagant with Devourer to shoot S4 shots to enemy infantry, thought there could be several problems with it for example, Termagant coming in play before the Trygon.
This means that the Trygon works better with armies using Zoanthroapes as their primary anti-tank.
As with other Tyranid Monstrous Creatures, the Trygon must be screened against assassin-type units, primary examples including Genestealer teams or the Librarian Furioso. Upgrades: Adrenal Glands are a good choice for the Trygon. Being Fleet allows the Trygon more opportunity to fully take advantage of Furious Charge, the extra Initiative allows it to strike before Marines and more importantly, their Dreadnoughts , and the extra point of Strength makes it more adept at taking out enemy vehicles.
For the cost of two Termagants, it's a steal. For a fair increase in points, one can optionally upgrade the Trygon to a Prime. Share The Codex Adeptus Astartes - Space Marines for the 8th Edition of Warhammer 40, A Codex is a publication of Games Workshop that details the units and models each army in the Warhammer 40, tabletop miniatures game can use when playing a game. Codices follow the same edition publication history as the Warhammer 40, tabletop game itself.
Contents [ show ] 1st Edition The 1st Edition of the game, published in , is referred to as Rogue Trader. Game designer Rick Priestly created the original rules set based on the contemporary 2nd Edition of Warhammer Fantasy alongside the Warhammer 40, universe.
The game play of Rogue Trader was heavily oriented toward role-playing rather than strict tabletop wargaming. This original version came as a very detailed, though rather jumbled, rulebook, which made it most suitable for fighting small skirmishes. Much of the composition of the units was determined randomly, by rolling dice.
A few elements of the setting Bolters , Lasguns , Frag Grenades , Terminator Armour can be seen in a set of earlier wargaming rules called Laserburn produced by the now defunct company Tabletop Games written by Bryan Ansell. These rules were later expanded by both Ansell and Richard Halliwell both of whom ended up working for Games Workshop , although the rules were not a precursor to Rogue Trader.
Soon the Games Workshop hobby magazine, White Dwarf , started making army lists and devising strategies for people to use in these Rogue Trader games.