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Warzone Resurrection Tyranids 2_0
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7/21/2019 Warzone Resurrection Tyranids 2_0
http://slidepdf.com/reader/full/warzone-resurrection-tyranids-20 1/27
7/21/2019 Warzone Resurrection Tyranids 2_0
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DISCLAIMERS:
This Document is completely unofficial and in no way endorsed by Games Workshop Limited.
Adeptus Astartes, Blood Angels, Bloodquest, Cadian, Catachan, the Chaos devices, Cityfight, the
Chaos logo, Citadel, Citadel Device, Codex, Daemonhunters, Dark Angels, Dark Eldar, 'Eavy Metal,
Eldar, Eldar symbol devices, Eye of Terror, Fire Warrior, Forge World, Games Workshop, Games
Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One, Inquisitor, the
Inquisitor logo, the Inquisitor device, Inquisitor: Conspiracies, Keeper of Secrets, Khorne, Kroot, Lord
of Change, Necron, Nurgle, Ork, Ork skull devices, Sisters of Battle, Slaanesh, Space Hulk, Space
Marine, Space Marine chapters, Space Marine chapter logos, Tau, the Tau caste designations,
Tyranid, Tyrannid, Tzeentch, Ultramarines, Warhammer, Warhammer 40k Device, White Dwarf, the
White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles,
locations, units, illustrations and images from the Warhammer 40,000 universe are either ®, TM
and/or © Copyright Games Workshop Ltd 2000‐2011, variably registered in the UK and other
countries around the world. Used without permission. No challenge to their status intended. All
Rights Reserved
to
their
respective
owners.
For more information visit:
http://www.games‐workshop.com/
This Document is completely unofficial and in no way endorsed by Mutant Chronicles International
Inc, or Prodos Games. MUTANT CHRONICLES and related logos, characters, names, and distinctive
likenesses are trademarks or registered trademarks of Mutant Chronicles International Inc, variably
registered in the UK and other countries around the world. Used without permission. No challenge
to their status intended. All Rights Reserved to their respective owners.
For more information visit:
http://www.prodosgames.com/
This is a fan based supplement. It challenges no copyrights. All copyrighted terms and descriptions
are used under the UK “Fair Use” clause of the copyright law as recently set in legal precedence of
Games Workshop vs. Chapterhouse Studios (2014)
This supplement will never be sold for profit and will result in no loss of sales for either company. It
in fact can only stir interest and sales in Warzone Resurrection rules and sales of Tyranid models.
Win – Win.
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PROLOGUE
From 1998‐2005, I had the fortune to be one of the group of internal playtesters for Games
Workshop called “The order of the Techpriests”. Our group, had our own password protected
website, where Andy Chambers, Gav Thorp, Alessio Cavatore, and Toumas Pirinen would post beta
version of new rules and we would each have weekly games and debate the results with the game
designers. New
armies
like
Sisters
of
Battle
and
Tau
were
developed,
Cityfight
came
out.
Mordehim
was released. White Dwarf was full of crazy scenarios, DYI modeling tips, and rules for new armies.
It was during what I consider to be the Golden Age of Games Workshop.
During this same time a single new contender for the Wargame crown came out and for a time it
looked like it had a chance. Target Games produced Warzone, and fast paced skirmish game that
was radically different than 40K. It was a squad based game, where you took turns during a battle
(Called I Go, You Go), rather than had your whole army go at once.
We discussed this, and many other of Warzone’s game mechanics on the Geeklist. Gav Thorpe was
particularly enamored with the I Go / You Go system, and the fact that by splitting from six sided
dice,
you
allowed
yourself
more
variation
in
troop
types.
These
ideas
led
Gav
to
propose
a
radically different 40K game than the one we have today to the top Games Workshop brass. It was
deemed too big a departure from the status quo, and was canned.
Shortly after that, GW Legal closed down external playtesting. I got a job with a suit and tie, got
married, had children, sold off almost all of my gaming stuff and moved on with my life.
In late 2013, an old friend from the wargame group called and told me that the Warzone rights had
been sold, and someone was producing new rules and models. He lived locally, and had bought two
armies. One, he wanted to give to me. It had been a decade since I had wargamed, but nostalgia
crept in.
Since Wargaming
is
(slightly)
cheaper
than
having
a mistress,
I choose
indulge
my
midlife
crisis
with
childish things. Warzone Resurrection has been more fun than I have had in many years. Its not
just enjoying the modeling and the painting, the Warzone rules are brilliant. Warzone resurrection
is fast paced, streamlined, and fun. It has the same old “I move a squad, you move a squad” rules
set that allows each model to count, and most games come down to the last man. Of course, It
does not hurt the new Warzone CAD designed models are gorgeous as well.
Ive purchased quite a number of Warzone Cybertronic, and have enjoyed the game immensely. I
started going through the attic, looking for old bits to make into scenery. There I found my old
Tyranid army that I thought had been long sold off. Of course I wanted to play it. With the rules of
Prodos’s Aliens vs. Predator wargame not out yet, I needed to figure out a way to proxy my old
models using
the
new
Warzone
rule
set.
So
I sat
down
and
wrote
this,
a “Counts
As”
army
list
for
using Tyranids in Warzone Resurrection. This list is not a fan creation, its 100% official Warzone
rules. Only the names and descriptions have been changed from Brotherhood to make them
compatible with Tyranid descriptions. In other words, its completely legal.
Enjoy.
Diggity
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RULE CONVERSIONS
This supplement is a “Counts As” supplement using the Brotherhood Army List found in the back of
the Warzone rulebook. Only the names and the descriptions have changed. No actually game rules,
character stats, options, or points costs have been modified or adjusted in any way or form. So
essentially your just using different Tyranid models to represent Brotherhood troop types. It breaks
down to this.
This works VERY well. It allows so many things that just FEEL like Tyranids. Lictors are nigh invisible,
and ambush unsuspecting guardsmen, an all Genestealer Army, with Genestealers that crawl out of
the terrain. Powerful Tyrant Guard that protect your HQ, devastating Dakka‐fexes, and a Flyrant
(Flying Tyrant). In addition the brotherhood psychic powers can be used to accurately represent
the powerful psychic powers of the Tyranid hive mind.
In the end, there was only ONE item that needed tweaking to make things fit. BASE SIZE. Bases in
40K don’t matter, but they are critical to the game of Warzone. Most 40K small models are on
25mm bases, which is fine for Warzone’s 30mm small bases. All of the “Special Characters” of the
tyranids (Old One Eye, Deathleaper, Zoanthrope, Venomthrope, etc..) are all on 40mm bases, which
perfectly matches
the
Warzone
40mm
hero
base.
Even
the
Carnifex
and
Hive
Tyrants
are
on
60mm
bases, which is only slightly larger than Warzones 50mm Large Base. The tiny (.25”) increase they
get in close combat range is more than offset by the increase in the massive facing they present.
Because the models are so much larger, have less cover and much easier to draw line of site to.
However there was an issue with base size on two squads. Lictors and Raveners are on 40mm
“medium” bases. Their Warzone “counts as” models, Mortificators and Sacred Warriors are 30mm
“small” based models. Rules for “small” and “medium” based figures are different. To fix this I have
created the following Special Rule for Lictors and Raveners:
Rapid Growth: Some Tyranid creatures are grown rapidly in bio vats on the planet surface. Because
of this
they
appear
more
powerful
than
they
are.
While
these
models
are
mounted
on
a 40mm
base, they are treated as Small Based models for ALL THINGS, including but not limited to Engage
Bonus, power effects, Stunning, climbing and falling, combat actions, jumping, and any and all
other effects.
Ultimately you need to agree with your opponent, but odds are you won’t be playing these in a
tournament anyway. In order to compensate for the 5mm radius increase in base size, you reduce
the close combat range of Lictors and Raveners by 1/4 of an inch. This makes things legal.
TYRANID
COUNTS
AS:
Termagant
/
Hormigaunts Brotherhood Troopers
Raveners
Sacred Warriors
Swarm
Lord
Crucifier
Tyranid
Warriors
Inquisitors
Genestealers
Valkyries
Zoanthropes
Keeper of the Art
Lictors
Mortificators
Tyrant
Guard Guard Oblati
Carnifex
Brotherhood Light Walker
Flying
Hive
Tyrant
Hive Tyrant
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DISCOVERY OF THE SWARM
Lord Inquisitor Hamlikar,
Blessings of the light be upon you and upon us all. Included is my report on the new life forms recently
emerging from the jungles of Venus. Our Brotherhood troops have engaged in several skirmishes with these
deadly creatures.
On
one
hand,
our
greatest
fears
are
not
realized.
These
creatures
are
not
a new
wave
of
unknown agents of Darkness. However the conclusions our scientists have come up with are almost worse.
These voracious creatures may originate outside out solar system.
You are of course, aware of the battles last year when a new Dark Citadel appeared in Magellan crater on
Ishtar Terra. Through great and terrible sacrifice our troops were able to purge and close that demonic
fortress. What we later learned was the rising of this Citadel seemed to crack what was originally thought to
be a large earth mound. We have since come to realize this was a covered bio‐mass that may be some sort of
organic interstellar ship. Based off of the analysis of the strata around the findings, our scientists estimate
this ship to be over a hundred and fifty thousand years old, much older than the Terraforming of Venus.
How this ship survived the terraforming, or how its inhabitants could have survived so long is beyond our
keen. What
we
do
know
is
during
the
purging
of
this
bio
‐ship,
some
of
the
inhabitants
escaped
into
the
jungles. There they seem to be reproducing at a rapid rate.
Physiologically, the creatures appear to use some sort of Biological technology. By consuming organic
material, they then convert this mass into weaponry grown out of their very bodies. They also seem to have
the ability to genetically mutate themselves to rapidly adapt to any of our attacks. Worse, we think they may
have some level of rudimentary intelligence. Some evidence points to the possibility of a telepathic and
pheromone based hive mentality, like ants.
The only small shining gift out of this is that these creatures seem to despise the Dark Legion. The leading
theory is the Dark Symmetry interferes or causes feedback to their hive mentality. We have observed these
creatures ambushing and attacking the servants of the Dark Creatures with a ferocity and fervor that equals
our own.
Whenever
Dark
Arts
are
cast
by
the
Legion,
it
seems
to
send
these
creatures
into
a frenzy.
This
could explain why the rising of the citadel awoke the dormant creatures. Unfortunately as soon as the
Servants of Darkness were defeated, these creatures turned on our observers with equal hatred.
While many have called for us to reveal the presence of these creatures to the other corporations to aid in
their extermination, I would counsel otherwise. I strongly feel that we need to significant resources to
capture and observe these alien creatures. If there was a possibility we could contain, and safely breed such
creatures, think of the devastation if we launched them onto the surface of Pluto. Such a terrible bio‐weapon
could wipe the Dark Brotherhood from the planet, leaving us only to destroy any surviving creatures from
orbit.
It is a dangerous plan, yes, but It could mean the end of the Dark Legion and massive reduction in the
number of
casualties
of
Brotherhood
troopers.
We
must
work
to
keep
the
existence
of
these
creatures
secret
from the other corporations, lest they get the same idea to use these creatures as weapons against each
other.
Lord Inquisitor, please consider my plea. A moment’s pause in reaction, could grant us a significant weapon.
Yours in the light,
Arch Inquisitor Yutani
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TYRANID PSYCHIC POWERS
Tyranid Hive Mind: The Tyranids are a powerful hive mind that keeps in contact with each other
through a constant psychic connection. Removal from the hive mind means certain death for all but
a handful of Tyranid creatures. To represent this, unless stated otherwise in the Squad’s
description, every Tyranid Squad must be upgraded with 1 or 2 Psychic powers at the stated costs.
A squad may take Psychic powers from one Psychic Power path only. Lords and Advisors attached
to Squads must purchase their own Psychic powers, and can cast their own Powers only. The Squad
may cast only the powers it is upgraded with (not those attached to the Lord or Advisor.
A squad can cast each of their purchase Powers once per turn. Any model from the Squad can cast
their Squad’s Psychic Power. A Model may attempt to cast each type of Psychic Power once per
turn. Psychic (B) or (D) type powers do not cost Action Points to cast. A Squad can only be targeted
one by each Power (B) or (D) type of power per game turn, unless stated otherwise. When a
Tyranid squad is in an army led by a Tech type Warlord, the Warlord should be considered a Psychic
warlord for selecting Tyranid Psychic Powers.
Depending on the warlord type (Close Combat, Ranged, or Psychic/Tec) the following additional
effects apply to all friendly Squads using or affected by Psychic Powers:
Close Combat Warlord: Any Squad affected by one or more B type Powers gains an
additional (+1) modifier to STR and CC.
Ranged warlord: All S type Psychic Powers gain (+1) modifier to St and all Models in a
Squad that successfully cast an S type power gain +1 to RS.
Psychic Warlord: Failed attempts at casting Psychic Powers (but not rolls of natural 20) can
be rerolled with a (‐4) modifier to WP. If the reroll is failed, the casting model receives a
STUN effect.
Passive: Contempt (Dark Legion): The Dark Symmetry of the Dark Legion creates a painful screeching
resonation in the psychic hive-mind of the Tyranids. The Tyranids will do whatever they can to wipe out the
Dark Legion to clear their hive mind. All Tyranids have the Contempt (Dark Legion) special ability.
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PATH OF MENTAL DOMNIANCE
Psychic Stupor: (5 Points)
The Enemy model affected by this power must pass a
WP test in order to conduct a CC, Ranged, or Psychic
attack. If Failed, the Model loses 1 Action Point It can
make a second attempt to perform the same action, by
taking another
WP
test
as
above.
If
Failed,
the
Model
is
immediately
deactivated.
Mental Cloaking: (10 Points) The squad cannot be targeted by any ranged attacks from further than 18” away. Additionally the Squad
gains the Fear(+2) Special Skill.
Eruptive Horror: (15 Points) The target’s brain explodes in a horrific display of mental power. If a Model on a Small or Medium base is removed as a casualty by this Psychic Power, no Models
in its
squad
can
use
any
Active
or
Passive
Skills,
including Weapon Skills until the end of the turn.
Confusion: (5 Points) If successfully cast, the target enemy Squad receives a ‐
2 modifier to WP and LD. Squads can be affected by up
to three ‘Confusion’ powers.
Psychic Paralysis: (10 Points)
Any Model in the target Squad that moves further than
1” during their turn, immediately suffers a Stun effect.
Bio‐Plague: (10 Points)
If successfully cast, enemy models within 2” of the
caster cannot use the ‘Heal’ Special skill, and receive
(‐2) modifiers to CON, CC, and RS
PSYCHIC STUPOR
R STR ROF AVV TYPE
18 – – – Psychic (D)
MENTAL CLOAKING
R STR ROF AVV TYPE
Squad – – – Psychic (B)
ERUPTIVE HORROR
R STR ROF AVV TYPE
18
12
1
0
Psychic (S)
CONFUSION
R STR ROF AVV TYPE
18 – – – Psychic (D)
PSYCHIC PARALYSIS
R STR ROF AVV TYPE
12
–
–
– Psychic
(D)
BIO PLAGUE
R STR ROF AVV TYPE
Caster – – – Psychic (B)
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PATH OF BIO‐ENHANCEMENT
Bio‐Fiborus Weave (5 Points)
The Squad gains either a (+2) Modifier to STR or a (+4)
Modifier to CON.
Bio‐Resistance (5 Points)
The Squad receives (+4) Modifiers to CON, LD, and WP
when testing against the effects of enemy attacks,
cards, or special skills.
Hypnotic Pheromones (10 Points)
If successful, the target Model cannot perform one type
of basic action (e.g. Move actions, Shooting actions, etc)
chosen by the caster, in its next activation.
Hive‐mind Link (15 Points)
Target a single, non‐vehicle, enemy Model. Both players
roll a d20 and add their respective WP values of the
caster and the target to their rolls. If the caster’s
combined score is higher, the caster can make the
target model perform one basic action as if it were on Sentry, immediately after the caster’s
activation ends.
Bio‐Dermal Enhancement (10 Points)
The Squad gains Impenetrable Armor (10) and a (+2)
modifier
to
either
CC,
RS,
or
WP
(Controlling
player’s
choice). If the Squad already has Impenetrable Armor, it
uses the higher value.
Psycho‐Thermal Targeting (10 Points)
If successfully cast, Models in the squad do not need
LOS and can make Ranged Attacks through all Terrain
(including walls, etc) but their RS or WP (if making
Ranged Psychic Attacks) is halved and their ranged
weapons receives a (‐2) modifier to ST. Enemy Models cannot claim any Cover Modifiers
against Models using this Psychic Power.
BIO‐FIBORUS WEAVE
R STR ROF AVV TYPE
Squad – – – Psychic (B)
BIO‐RESISTANCE
R STR ROF AVV TYPE
Squad – – – Psychic (B)
HYPNOTIC PHEROMONES
R STR ROF AVV TYPE
18 – – – Psychic (D)
HIVE‐MIND LINK
R STR ROF AVV TYPE
24 – – – Psychic (D)
BIO‐DERMAL ENHANCEMENT
R STR ROF AVV TYPE
Squad – – – Psychic (B)
PSYCHO‐THERMAL TARGETING
R STR ROF AVV TYPE
Squad – – – Psychic (B)
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PATH OF PSYCHO‐CHRONOMANCY
Vegetative Acceleration (5 points)
If successfully cast, place a 30mm ‘Adjusted Materiality’
token within 12” of the casting Model. All Light Terrain
within 3” of the token provides Heavy Cover and counts
as Heavy Terrain for Movement.
Chrono Distortion (15 points)
If successfully cast, place a 30 mm token (AV16 SP2,
Impassable Terrain/Heavy Cover) within 18” and LOS of
the casting Model. Centre a SE template on the token
and scatter it by D20/4. All Models on Small and
Medium bases within the template must immediately pass a Con test or receive a Stun Effect.
Additionally, all Models within the Template receive a St10 AVV2 Plasma autohit. At the beginning
of every following turn place a new SE template on the token, scatter and apply the effects as
described above (this does not cost any further Action Points). Up to 3 Chrono‐Distorion tokens can
be
in
play
at
one
time.
Temporal Acceleration (20 points)
Each Model in the Squad can perform one Basic Action
for 0 Action Points. No Models in the Squad can receive
additional Action Points from Turning to Burn Resource
Cards. Models can still perform each type of Action only
once in a turn.
Equipment Entropy (10 points)
If successfully cast, the target Model on a small or
medium base cannot use one of its Ranged or Close
Combat weapons
(selected
by
the
caster)
until
the
end
of the turn.
Temporal Blink (10 points)
If successfully cast, all Models on small bases in the
target Squad and within the range can be moved up to
4” directly away from the caster. If they are moved into
terrain in doing so, they suffer a S8 AVV0 Piercing
Autohit. This does not count towards the normal maximum move distance per turn limit.
Chronostorm (15 points)
VEGETATIVE ACCELERATION
R STR ROF AVV TYPE
12 – – – Psychic (B)
CHRONO DISTORTION
R STR ROF AVV TYPE
18 – ‐ – Psychic (S)
TEMPORAL ACCELERATION
R STR ROF AVV TYPE
Squad – – – Psychic (B)
EQUIPMENT ENTROPY
R STR ROF AVV TYPE
24 – ‐ – Psychic (D)
TEMPORAL BLINK
R STR ROF AVV TYPE
12 – ‐ – Psychic (D)
CHRONOSTORM
R STR ROF AVV TYPE
FT 14 1 8 Psychic (S)
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PATH OF TELEKENESIS
Mind Spike (15 points)
This shooting attack also has Critical Force (2)
Telekinetic Beam (15 points)
This shooting attack also has critical Damage (2)
Atmospheric Condensation (10 points)
If successfully cast, all Models in the target Squad
receive a (‐1) modifier to M and a (‐2) modifier to St,
and cannot perform Run actions.
Cleared Path (10 points)
The target Model can add the Aim bonus to all of its
shots when it performs an Aim action.
Tremor (5 points)
Nominate a piece of Light or Heavy Terrain within range
and LOS of the casting Model. All enemy Models within
this terrain
receive
a St10
AVV
1 Piercing
autohit.
Levitation (10 points)
If successfully cast, Models in the Squad may make a
Move, Run or Engage Action (vehicles can make any
type of Vehicle Movement action) through all Terrain
(including impassable terrain, walls etc.) with no
penalties to Movement Value and have the ‘Predator Senses’ Special Skill. The Models cannot finish
their movement within Impassable Terrain.
MINDSPIKE
R STR ROF AVV TYPE
24 12 2 2 Psychic (S)
TELEKENETIC BEAM
R STR ROF AVV TYPE
24 16 1 8 Psychic (S)
ATMOSPHERIC CONDENSATION
R STR ROF AVV TYPE
18
–
–
– Psychic
(D)
CLEARED PATH
R STR ROF AVV TYPE
12 – – – Psychic (B)
TREMOR
R STR ROF AVV TYPE
24
16
1
8
Psychic (S)
LEVITATION
R STR ROF AVV TYPE
24 16 1 8 Psychic (S)
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THE DOOM OF MALAN’TAI Tyranid Zoanthrope Warlord
M CC RS ST CON WP LD W A PTS
5 15 13 9 13 19 19 4 16(14) 225
TYPE: Warlord (Psychic), Medium Base (40mm). Unique
EQUIPMENT: Spirit Leech, Bonded Exoskeleton Armor. ARMOR:
Bonded
Exoskeleton
Armor:
(No
Weapon
Type
Modifiers
taken).
SQUAD UPGRADES: The Doom of Malan’tai can be upgraded with 3 Tyranid Psychic Powers from any Tyranid
Psychic Path for free. The Doom of Malan’tai can be upgraded with 3 addtional Tyranid Psychic Powers from any
Tyranid Psychic Path for the normal cost.
SPECIAL SKILLS: Fearless, Warp Field, Inspiring Presence
(All Tyranids), Hive Mind Mastery, Hive Node, Warp Field
Overload, Resistant to Dark Symmetry, Hive Mind
Mastery, Psychic Horror.
Passive: Warp Field: Crackling psychic‐warp energy
surrounds the Zoanthrope, deflecting incoming ranged
attacks. RS tests targeted at The Doom receive an
addition ‐3 Modifier.
Passive: Resistant to Dark Symmetry: Due to his mastery
of the hive mind powers, whenever a Dark Symmetry
Power is directed at The Doom, the player controlling The
Doom must roll a D20, on a roll of 10 or less the Dark
Symmetry Power is completely ignored.
Passive: Hive Mind Mastery: Each Game Turn, The Doom
of Malan’tai may attempt to cast up to 4 Art Powers, and
may cast Powers of the same type, except (S) up to twice
per Turn. The Doom can cast type (D) Powes for 0 Action
Points.
Active: Hive
Node:
‘Turn
to
Burn’
1
Resource
Card.
All
friendly Models within 6” of Cardinal Dominic gain
Fearless Special Skill. If the friendly model is a Squad
Commander, every model in his Squad gains Fearless
Special Skill.
Active: Warp Field Overload: Once per Activation, ‘Turn
to Burn’ 1 Resource Card and use 2 Action Points. The
Doom completes a ‘Warp Field Overload’ on a
successfully WP test. The ‘Warp Field Overload’ is an
explosion attack centered on the Doom. All Models within
4” of The Doom’s Base suffer an Autohit of St14 AVV2
Blast. No ‘Heal’ rolls can be made against this attack. The
Doom
of
Malan’tai
may
not
use
any
‘Tyranid
Psychic Powers’ in a Game Turn he attempts ‘Warp Field
Overload’. The Doom of Malan’tai is unaffected by ‘Warp
Field Overload’.
Active: Psychic Horror: The Doom of Malan’tai unleashes
his mind across the battlefield. ‘Turn to Burn’ 5 Resource
Cards. No Models (except Dominic) on the battlefield can
use any Active Skills (including Weapons Active Skills)
unless they ‘Turn to Burn’ 2 Resource Cards per Active
Skill.
RANGED WEAPON:
None
CLOSE COMBAT WEAPON:
WARP FIELD
R ST ROA AVV
TYPE1.5 +3 3 5 Blast
Passive: Warp Field: ‘Heal’ rolls cannot be taken
against ‘Wound Effects’ caused by the Warp Field.
Passive: Psychic Feedback: For each Enemy Model
removed as casualty from the Game by the Warp
Field, the enemy Warlord receives a S10 Piercing
AVV1 Autohit.
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SPECIES 626
Genestealer Broodlord
M CC RS ST CON WP LD W A PTS
5 18 16 10 12 18 18 3 16(11) 180
TYPE: Warlord (Close Combat), Medium Base (40mm). Unique
M
CC
RS
ST CON WP LD W A
PTS
5 17 16 9 12 18 18 3 15(10) 120
TYPE: Lord, Medium Base (40mm). Unique
EQUIPMENT: Acid Spit, Rending Claws, Bonded Exoskeleton Armor. SQUAD UPGRADES: The Broodlord may take up to 2 Tyranid Psychic Powers from the ‘Path of Bio‐
Enhancement’.
ARMOR: Bonded Exoskeleton Armor: (No negative Weapon Type Modifiers taken).
SPECIAL SKILLS: Fearless, Rapid Deployment, Broodlord, Hive Node, Terrifying, Toxic Sacs, Adrenal Glands, Athletic Assault, Lurkers
Passive: Broodlord: An army which contains
Species 626 may include up to two Squads of
Genestealers as Troop choices.
Passive: Hive Node: Tyranid Psychic Powers
cast by friendly psychics within 8” of 626 may
use his LOS and measure range from him, as if
it was him casting the Power.
Passive: Terrifying: All enemy Models within 8”
of 626 suffer a ‐2 Modifier to LD.
Passive: Toxic Sacs: ‘Heal’ rolls cannot be taken
against
Close
Combat
Attacks
made
by
the
Broodlord
Passive: Adrenal Glands: 626 can instantly
move up to 2” in any direction after
successfully removing from play all enemy
Models in his CCWR.
Passive: Athletic Assault: 626 can instantly
move up to 2” in any direction after
successfully removing from play all enemy
Models in his CCWR.
Passive: Lurkers:
626
and
any
Squad
he
is
attached to can reroll the Rapid Deployment
test, and ignore the effects of rolling a natural
20 when taking this test.
RANGED WEAPON:
Acid Spit
R ST ROA AVV TYPE
18 11 1 0 Piercing (P)
CLOSE COMBAT WEAPON:RENDING CLAWS
R ST ROA AVV TYPE
1.5 +4 2 5 Plasma
Passive: Parry: Models with Rending Claws gain
Impenetrable Armor (12) against Close Combat
Attacks.
Passive: Bio
Toxins:
The
Broodlord’s
rending
claws
are covered in deadly bio‐toxins. Models on Small
or Medium Bases that receive a Wound Effect must
pass a Con test or receive a Stun Effect.
Active: Adrenal Frenzy: ‘Turn to Burn’ 1 Resource
Card. The Broodlord performs an ‘Adrenal Frenzy’
Close Combat Special Action. The RoA of this Action
is reduced to 1 and cannot be increased by any
means. Every Model within 1.5” of the Broodlord
receives a St14 Piercing AVV0 Auto‐hit.
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NOTE: These stats were based off the player having the original Metal Old One Eye Model that fits on a 40mm base. Over the years
Carnifexs have doubled in size, which is why I have classified Old One Eye as a Warrior Prime. Any suitable model on a 40mm base will work
OLD ONE EYE
Tyranid Prime Warlord
M CC RS ST CON WP LD W A PTS
5 15 17 10 12 18 18 3 16(12) 170
TYPE: Warlord (Ranged), Medium Base (40mm), Unique
M
CC
RS
ST
CON
WP
LD
W
A
PTS
5 14 16 10 12 18 18 3 15(12) 210
TYPE: Lord, Medium Base (40mm), Unique
EQUIPMENT: Venom Cannon, Crushing Claws, Bonded Exoskeleton Armor.
SQUAD UPGRADES: Old One Eye may take 3 ‘Psychic Powers’ from any combination of paths.
ARMOR: Bonded Exoskeleton Armor: (No negative Weapon Modifiers taken)
SPECIAL SKILLS: Fearless, One Eye Open, Disturbing Roar,
Tactical Genius, Toxic Sacs, Terror Spores, Leader of the
Warriors, Demoralization
Passive:
One
Eye
Open:
Old
One
Eye
may
complete
a
Sentry Action for 1 Action Point.
Passive: Toxic Sacs: ‘Heal’ rolls cannot be taken
against Close Combat Attacks made by Old One Eye
Active: Disturbing Roar: ‘Turn to Burn’ 1 Resource Card. A
Model within 8” of Old One Eye must immediately pass a
LD test with a ‐6 Modifier. If failed its Squad is Pinned.
Active: Tactical Genius: As long as Old One Eye is alive,
the controlling player can, once per turn, Turn to Burn 1
Resource Card at any point during the turn. The opposing
player must immediately reveal which Squad they will
activate next.
Active: Terror Spores: ‘Turn to Burn’ 1 Resource Card. Old
One Eye gains the ‘Fear (4)’ Special Skill.
Passive: Leader of the Warriors: In Tyranid Armies
containing Old One Eye as the Warlord, up to two Squads
of Tyranid Warriors can be taken as Troops choices,
ignoring the restrictions listed in the Tyranid Warrior
Squad rules.
Active: Demoralization: For 2 Action Points, Old One Eye
can perform the ‘Demoralization Special Action (counts as
a Close
Combat
Action).
Old
One
Eye
needs
to
allocate
all
his RoA against one enemy Model. If this Model is
removed from the game, the opponent receives a (‐4)
modifier to their next initiative roll.
CLOSE COMBAT WEAPON:CRUSHING CLAWS
R ST ROA AVV TYPE
1.5 +3 2 2
PiercingActive: Disembowelment: ‘Turn to Burn’ 1
Resource Card. Crushing Claws gains Critical Force
(2) and a (+2) Modifier to AVV
RANGED WEAPON:
VENOM CANNON
R ST ROA AVV TYPE
24 14 3 3 Piercing(A)Passive: Short‐Range: The Venom Cannon is
incredibly hard‐hit‐ting at short range. To represent
this,
when
firing
the
Venom
Cannon
at
a
target
within 6”, the weapon is St16.
Passive: Careful Aim: R can be cumulatively
increased by 1”, up to a maximum of 30”, by adding
a (‐1) modifier to the weapon’s St (e.g. R26” St12,
R28” St10). St cannot be increased by reducing R.
For every 3” R increase, reduce the AVV by (‐1).
Active: Power Up: Once per Activation, ‘Turn to
Burn’ 1 Resource Card. The weapon receives a +2
Modifier to St.
Active: Unerring Shot. ‘Turn to Burn’ 1 Resource
Card. Old One Eye may Target any Model out of
LOS (but in his Front Facing and within the
weapon’s range). RoF is reduced to 1 and cannot be
increased by any means. Armour Value of the
target Model is halved, successful Impenetrable
Armour tests mast be rerolled, and ‘Heal’ rolls
cannot be taken against Wound Effects caused by
the ‘Unerring Shot’.
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SWARMLORD
M CC RS ST CON WP LD W A PTS
6 17 15 10 10 15 16 3 15(11) 85
TYPE: Lord, Medium Base (40mm)
EQUIPMENT: Bioshock
Cannon,
Bone
Swords,
Bonded
Exoskeleton
Armor.
SQUAD UPGRADES:
A
Swarmlord Squad
may
not
take
Psychic
Powers
SQUAD UPGRADES: Swarmlord may be taken in Squads of 2‐3 Models, comprising of a Swarmlord
squad leader and 1 or 2 Swarmlords. Swarmlord squads cannot be joined by any other models. Each Swarmlord squad takes up one support slot. ARMOR: Bonded Exoskeleton Armor: (No negative Weapon Type Modifiers taken).
SPECIAL SKILLS: Fear (0), Fearless, Duelist, Predator Senses, Murderous Tornado, Focused
Melee Attack, Surgical Assault, Thunder Slam, Heal (4), Gas Mask.
Passive: Surgical Assault: A Swarmlord may
make Ranged Attacks, even whilst Engaged.
Targets
may
not
receive
Cover
Modifiers
from Models within the Crucifier’s CCWR.
Passive: Murderous Tornado: The Swarm
Lord may make Engage Actions and Ranged
and Close Combat Attacks in its Front and Rear
Facing.
Active: Focused Melee Attack: ‘Turn to Burn’ 2
Resource Cards. The Swarmlord gains a +2
Modifier to RoA. A Model which uses this
Special Skill cannot use the Surgical As‐sault
Special Skill.
Active: Thunder Slam: ‘Turn to Burn’ 2
Resource Cards. Every enemy Model on a Small
or Medium Base within 4” of a Swarmlord
must pass a Con test. If failed the
Model receives a ‘Stun Effect’.
CLOSE COMBAT
WEAPON:
Bone Swords
R ST ROA AVV TYPE
1.5 +3 4 6 Piercing
Passive: Assassinate: When making a Close Combat
attack in enemy’s Rear Facing, the attack gains a
(+2) modifier to St and Critical Force (2)
Passive: Toxic Sacs: ‘Heal’ rolls cannot be taken
against Close Combat Attacks made by this weapon
RANGED
WEAPON:
BIOSHOCK CANNON
R ST ROA AVV TYPE
12 11 4 0
Piercing
Active: Electroshock Ammo.
Vehicles that receive SP Damage and
have not already been Activated this
Game Turn count as Deactivated. Owner
of the Vehicle can ignore the effects of
‘Electroshock Ammo’ by ‘Turning to Burn’ 2
Resource Cards
NOTE: Due to the 40mm base restriction, older Hive Tyr
models will more suit the feel of the Swarmlord. Any
decently converted Tyranid Warrors will work, especially
ones with multiple bonesword. Larger Hive Tyrants could
used but will have a major disatvantge due to facing
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ZOANTHROPE
M CC RS ST CON WP LD W A PTS
5 12 12 7 9 18 18 2 16(10) 95
TYPE: Lord, Medium Base (40mm)
EQUIPMENT: Tendrils,
Bonded
Exoskeleton
Armor.
SQUAD UPGRADES: A Zoanthrope must take all Powers from one Path, chosen before the game for free. ARMOR: Bonded Exoskeleton Armor: (No negative Weapon Type Modifiers taken).
SPECIAL SKILLS: Fear (1), Fearless, Fearless,
Inspiring Presence, Target Identifier, Target
Sense, Psychic Superiority, Warp Field,
Nightmares, Gas Mask, Psychic Mastery
Passive: Psychic Superiority: Whenever an
Enemy Model targets a Psychic Power at the
Zoanthrope, the enemy Model’s Controlling
Player must
roll
a D20.
On
a roll
of
1‐10
the
Power is ignored and the enemy Model must
pass a Con test or receives a Stun Effect.
Passive: Warp Field: Any Model targeting
the Zoanthrope with a Ranged attack receives
an additional ‐2 modifier to RS.
Active: Nightmares: At the beginning of the
Zoanthropes’s activation Turn to Burn 4
Resource Cards. All enemy Models within 18”
of the Zoanthrope lose the Fearless special skill
and cannot attempt Heal rolls.
Passive: Psychic Mastery: Each Turn, The
Keeper of the Art may attempt to cast up to 4
Art Powers, and may cast Art Powers of the
same type, except (S), up to twice per Turn.
CLOSE COMBAT WEAPON:Tendrils
R ST ROA AVV TYPE
1 +6 2 5
Plasma
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TERMAGANTS
M CC RS ST CON WP LD W A PTS
5 13 12 8 8 15 15 1 12 60
TYPE: Troops, Small Bases (30mm).
SQUAD COMPOSITION: 1 Termagant Brood Leader,
4 Termagants.
SQUAD SIZE: 5‐12 Termagants
ARMOR: Reinforced Chitin Armor: (‐2 Blast).
SQUAD UPGRADES: Add up to 7 extra Termagants
for 12 Points each. 2 in 5 Models may add Rippergrub
Ammo to their Devourer for 5 pts each.
The Brood Leader may be upgraded with the
Medic (4) Special Skill for 10 Points.
The Squad Commander can be upgraded to an Tyranid
Warrior for 25 points. The Warrior has the statline and
Special Skills from the Warrior Squad rules, minus
“Dispersible” and “Stay Frosty”.
EQUIPMENT: Devourer, Teeth and Claws,
Reinforced Chitin Armor.
SPECIAL
SKILLS: Gas
masks,
Pheromone
Trail
Active: Pheromone Trail: During the Squad’s
activation, Turn to Burn 1 Resource Card to place a 30
mm Token within 12” from any Model in the Squad.
Friendly Models Rapid Deploying within 3” of the
token ignore the effect of rolling a natural 20 for their
Rapid Deployment test, and receive a (‐2) Modifier to
the Rapid Deployment roll.
CLOSE COMBAT WEAPON:Teeth and Claws
R
ST
ROA
AVV
TYPE
BTB +0 1 0 Piercing
RANGED WEAPON:
Devourer
R ST ROA AVV TYPE
BTB +0 1 0 Piercing
Devourer
with
Rippergrub
Ammo
R ST ROA AVV TYPE
BTB +0 1 0
Piercing
Passive: Rippergrubs: A Model equipped with the
‘Devourer with Rippergrub Ammo’ gains the stat
changes above and also the Sniper Special Skill.
Active: Hungry Rippergrubs.
Turn to Burn 1 Resource Card. The weapon receives a
(+2) modifier to AVV.
HORMAGAUNTS
M CC RS ST CON WP LD W A PTS
5 13 12 8 8 15 15 1 12 60
TYPE: Troops, Small Bases (30mm).
SQUAD COMPOSITION: 1 Hormagaunt Brood
Leader, 4 Hormagaunts.
SQUAD SIZE: 5‐12 Hormagaunts
ARMOR: Reinforced Chitin Armor: (No Negative
Modifiers Taken). Also Hormagaunts have
Impenetrable Armor (12) against Close Combat and
Ranged Attacks in their Front Facing.
SQUAD UPGRADES: Add up to 7 extra Hormagaunts
for 12 Points each.
The
Brood
Leader
may
be
upgraded
with
the
Medic (4) Special Skill for 10 Points.
The Squad Commander can be upgraded to a Tyranid
Warrior for 25 points. The Warrior has the statline and
Special Skills from the Warrior Squad rules, minus
“Dispersible” and “Stay Frosty”.
EQUIPMENT: Talons, Reinforced Chitin Armor.
SPECIAL SKILLS: Gas masks, Pheromone Trail
Active: Pheromone Trail: During the Squad’s
activation, Turn to Burn 1 Resource Card to place a 30
mm Token within 12” from any Model in the Squad.
Friendly Models Rapid Deploying within 3” of the
token ignore the effect of rolling a natural 20 for their
Rapid Deployment test, and receive a (‐2) Modifier to
the Rapid Deployment roll.
CLOSE COMBAT WEAPON:
TALONS
R ST ROA AVV TYPE
1 +3 2 2 Plasma(A)
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NOTE: Raveners are normally modeled on a 40mm base. If you do
not wish to rebase your Raveners to a 30mm base, then just use the
‘Rapid Growth’ rule. This results in a .25” increase in CC range, so
reduce the CC range of scything talons to .75” (1.25” with Frenzy).
RAVENERS
M CC RS ST CON WP LD W A PTS
5 15 12 9 9 14 17 1 14 85 TYPE: Troops, Small Bases (30mm).
SQUAD COMPOSITION: 1 Ravener Brood Commander, 5 Raveners.
SQUAD SIZE: 5‐10 Raveners.
ARMOR: Hardened
Carapace
(No
Weapon
Type
Modifiers
taken).
Hardened Carapace Rules: Raveners have the Impenetrable Armor (14) against Ranged and Close
Combat Attacks in their Front Facing.
SQUAD UPGRADES: Add up to 5 extra Raveners for 17 Points each.
EQUIPMENT: Scything Talons, Hardened Carapace.
SPECIAL SKILLS: Fearless, Lightning Reflexes,
Psycho‐dormant, Frenzy, Pheromones,
Terrifying Screech, Rapid Growth
Passive: Lightning Reflexes: If an enemy Model
fails a Close Combat test by rolling 18‐20 while
within CCWR
of
at
least
one
Ravener,
it
receives
a St(X) AVV1 Piercing Autohit, where ‘X’ is the
highest St value of any Ravener whose CCWR it
is in.
Passive: Psycho‐dormant: Raveners cannot use
Psychic (S) Art Powers.
Active: Frenzy: Turn to Burn 1 Resource Card at the
beginning of the Model’s activation. The Modelreceives a (+1) modifier to St and a (+1) modifier to
its close combat weapon’s RoA.
Passive: Healing Pheromones: The Squad has
‘Heal (X)’ where X is number of Raveners in the
Squad (up to a maximum of Heal (6), and a
minimum of Heal(3)).
Active: Terrifying
Screech:
‘Turn
to
Burn’
1 Re
‐
source Card, the Squad gains ‘Fear (2)’.
Passive: Rapid Growth: Some Tyranid
creatures are grown rapidly in bio vats on the
planet surface. Because of this they appear
more powerful than they are. While these
models are mounted on a 40mm base, they are
treated as Small Based models for ALL THINGS,
including but not limited to Engage Bonus,
power effects, Stunning, climbing and falling,
combat actions, jumping, and any and all other
effects.
CLOSE COMBAT WEAPON: SCYTHING TALONS
R ST ROA AVV TYPE
1 +4 2 1 Plasma
Passive: Paralysis Toxin: Models on Small or
Medium
Bases
that
receive
a
Wound
Effect
must
pass a Con test or receive a Stun Effect.
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TYRANID WARRIORS
M CC RS ST CON WP LD W A PTS
5 13 15 9 10 18 18 2 14(10) 35 TYPE: Support, Medium Bases (40mm). SQUAD COMPOSITION: 1 Tyranid Warrior Brood Leader.
SQUAD SIZE: 1‐6 Tyranid Warriors.
ARMOR: Hardened Carapace: (‐1 Blast)
SQUAD UPGRADES:
The
Squad
add
up
to
5 extra
Tyranid
warriors
for
35
Points
each.
The
Squad
can
be
upgraded
with one or two Art Powers, but Squads of 3 or more Inquisitors can take 1 of these Powers for 0 points (owning
player’s choice).
EQUIPMENT: Venom Cannon, Scything Talons, Hardened Carapace Armor
SPECIAL SKILLS: Dispersible, Fearless, Stay Frosty, Born
Warrior, Disturbing Roar. Terrifying Screech.
Passive: Born Warrior: An Tyranid Warrior can make a
Sentry Action for 1 Action Point.
Active:
Disturbing
Roar:
‘Turn
to
Burn’
1
Re‐
source
Card,
the player may select an enemy Model within 8” of the
Tyranid Warrior Model that is activating this Special Skill.
The enemy Model must pass a LD test, if failed its Squad is
Pinned.
Active: Terrifying Screech: ‘Turn to Burn’ 1 Re‐source
Card, a Warrior gains the ‘Fear (2)’ Special Skill.
RANGED WEAPON:
Passive: Short‐Range: The Venom Cannon is
incredibly hard
‐hit
‐ting
at
short
range.
To
represent
this, when firing the Venom Cannon at a target
within 6”, the weapon is St16.
Passive: Loop shot: R can be cumulatively increased
by 1”, up to a maximum of 30”, by adding a (‐1)
modifier to the weapon’s St (e.g. R26” St12, R28”
St10). St cannot be increased by reducing R.
For every 3” R increase the AVV receives a (‐1)
modifier.
Active: Power Up: ‘Turn to Burn’ 1 Resource Card.
The weapon
receives
a +2
Modifier
to
St
CLOSE COMBAT WEAPON:
Active: Disembowelment: ‘Turn to Burn’ 1 Resource
Card. The ‘Warrior Scything Talons gains Critical Force
(2).
VENOM CANNON
R ST ROF AVV TYPE
24 14 2 2 Piercing(A)
WARRIOR SCYTHING TALONS
R ST ROA AVV TYPE
1 +3 2 2 Piercing
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GENESTEALERS
M CC RS ST CON WP LD W A PTS
5 15 13 9 9 16 15 1 13 75
TYPE: Support, Small Bases (30mm)
SQUAD COMPOSITION: 1 Genestealer brood Leader, 4 Genestealers.
SQUAD SIZE: 5‐10 Genestealers.
ARMOR: Chitin
Armor:
(‐1 Blast)
SQUAD UPGRADES: Add up to 5 additional Genestealers at 15 Points each.
The Squad may be upgraded with only one Art Power. This Power may only be cast by the Brood Leader
(not Acting Squad Commanders).
1 in 5 Genestealers may swap their ‘Acid Spit’ for an ‘Acid Maw’ for 5 Points.
EQUIPMENT: Acid Spit, Scything Talons, Chitin Armor
SPECIAL SKILLS: Fearless, Rapid Deployment, Chameleonic Skin.
Active: Chameleonic Skin: ‘Turn to Burn’ 1
Resource Card at the beginning of the Squad’s
Activation. All
Ranged
At
‐tacks
targeted
at
the
Genestealers suffer a ‐2 Modifier.
RANGED WEAPON:
ACID SPIT
R ST ROA AVV TYPE
12 11 1 0 Piercing (P)Passive: Caustic: If a Ranged Skill Test with Acid
Spit results in a roll of a natural 1, the attack
gains Critical Force (2).
ACID MAW
R ST ROA AVV TYPE
SFT 12 1 0 Blast (S)Passive: Acid Proof: Shooting actions using Acid
Maws can be performed even if there are
enemy Models in CCWR of the Acid Maw
equipped Model’ close combat weapon. The
Acid Maw cannot be used if the Model is within
CCWR of any enemy Models. The Model
shooting the Acid Maw ignores any Wound
CLOSE COMBAT WEAPON:RENDING CLAWS
R ST ROA AVV TYPE
1.5 +3 2 0 Plasma
Passive: Parry: Models with Rending Claws gain
Impenetrable Armor (12) against Close Combat
Attacks.
Passive: Paralysis Toxin: Rending claws are covered
in deadly bio‐toxins. Models on Small Bases that
receive a Wound Effect must pass a Con test or
receive a Stun Effect
Active: Adrenal Frenzy: ‘Turn to Burn’ 1 Resource
Card. The Genestealer performs an ‘Adrenal Frenzy’
Close
Combat
Special
Action.
Every
Model
within
1.5” of the Broodlord receives a St14 Piercing AVV0
Auto‐hit.
Ignore the effects of ‘Paralysis Toxin’ Special Rule
when completing a ‘Adrenal Frenzy’
.
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LICTORS
M
CC
RS
ST CON WP LD W A PTS
5 16 16 10 10 15 18 1 13 20
TYPE: Support, Small Bases (30mm). SQUAD COMPOSITION: 1 Lictor brood Leader
SQUAD SIZE:1‐10 Lictors.
ARMOR: Chitin Armor: (Plasma ‐2). SQUAD UPGRADES: Add up to 9 extra Lictor for 20 Points each. The squad can be upgraded with the Acid Spit Biomorph
for
10
points.
EQUIPMENT: Flesh Hooks, Scything Talons, Chitin Armor.
SPECIAL SKILLS: Infiltrate, Predator Senses, Fearless, Fear (2), Camouflage (2), Ranger, Perfect Chameleon, True Assassins, Dodge.
Active: Perfect Chameleon: At the beginning of
the Squad Activation, as long as no Models in the
Squad are Engaged, for 1 Action Point per Model,
the entire Squad can use the ‘Chameleon’ Squad
Special Action. ‘Chameleon’ Lictors cannot be
Engaged
or
targeted
by
any
Ranged
or
Close
Combat Attacks or any Special Skills. ‘Chameleon’
Models ignore ‘Wound Effects’ caused by Blast or
Rail weapons. Friendly and Enemy Models may
pass through ‘Chameleon’ Lictors but may not end
their Movement on top of them. If, for some
reason, a Model would end its Movement on top
of a ‘Chameleon’ Lictor, reduce Movement to
place the Model legally. The Lictor Squad loses
‘Void’ once a Model from the Squad completes
any Action (excluding the Pass Action).
Passive: True Assassin: Lictors cannot Control or
interact with Objectives or Control Table Zones.
Passive: Rapid Growth: Some Tyranid
creatures are grown rapidly in bio vats on the
planet surface. Because of this they appear
more powerful than they are. While these
models are mounted on a 40mm base, they
are treated as Small Based models for ALL
THINGS, including but not limited to Engage
Bonus, power
effects,
Stunning,
climbing
and
falling, combat actions, jumping, and any and
all other effects.
Passive: Dodge: Lictors ignore any ‘Wound
Effects’ on a roll 1‐10. Roll for Dodge prior to
Armor test and or ‘Heal’ rolls.
RANGED WEAPONS
Flesh Hooks
R ST ROA AVV TYPE
12 11 2 0 Piercing
Acid Spit
R ST ROA AVV TYPE
ST/SE 12 1 0 Blast (G)
Acid Spit follows the rules for Grenades.
Passive: Melting Horror: Against targets which
have the ‘Fear’ Special Skill, Acid Spit gains a +2
Modifier to St.
CLOSE COMBAT WEAPON:SCYTHING TALONS
R ST ROA AVV TYPE
1 +2 3 0 Piercing
Passive:
Assassinate:
When
making
a
Close
Combat Attack in a Rear Facing, the Close Combat
Attack gains a +1 Modifier to St and RoA.
Passive: Toxic Sacs: ‘Heal’ rolls cannot be taken
against Close Combat Attacks made by this
weapon
NOTE: Lictors are normally modeled on a 40mm base. If
you do not wish to rebase your Lictors to a 30mm base, then
just use the ‘Rapid Growth’ rule. This results in a .25”
increase in CC range, so reduce the CC range of scything
talons to .75” .
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RIPPER SWARMS
M CC RS ST CON WP LD W A PTS
5 15 ‐ 9 12 15 15 1 12 80
TYPE: Support, Small Bases (30mm).
SQUAD COMPOSITION: 1 Ripper Swarm Leader and 4 Ripper Bases
SQUAD
SIZE:5‐
12
Ripper
Bases.
ARMOR: Leathery Carapace: (Blast ‐2).
SQUAD UPGRADES: Add up to 7 extra Ripper Bases to the Swarm for 16 Points each.
EQUIPMENT: Ripper Fangs
SPECIAL SKILLS: Duelist, Infiltrate, Stay Frosty,
Pack Attack, Hidden in the Undergrowth,
Hunger, Savage Charge, Last of the Swarm
Passive: Pack Attack: Ripper Swarms gain a +1
Modifier (to a maximum of +3) to its close
combat weapon strength for every friendly
Ripper Swarm engaged with the same target..
Passive:
Hidden
in
the
Undergrowth: Riper
Swarms in a Terrain piece gain the Heal(2)
ability
Passive: Hunger: All Models from the RipperSwarm squad may re-roll one failed CC roll per
turn. This is in addition to the re-roll granted by
duelist, but may not be used to re-roll a re-roll.
Passive: Savage Charge: In a Game Turn in which a
Ripper Swarm successfully completes an Engage
action, all of the Model’s attacks receive the Engage bonus. (+2 Str and +1 AVV)
Passive:
Last
of
the
Swarm: Only
one
quad
of
Ripper Swarms may be included in a Tyranid
Force.
CLOSE COMBAT WEAPON:Ripper Fangs
R ST ROA
AVV TYPE
1
+2
2 1
Piercing
Passive: Sweep: This model may make 1 Close Combatattack against every model in its CCWR simultaneously
instead of using its normal RoA. This attack uses the
models base St plus the Weapons base St modifier.
Passive: Sweeping Advance: On the turn a Model withthis weapon makes an Engage Action, it receives a +1
Modifier to St and RoA.
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TYRANT GUARD
M CC RS ST CON WP LD W A PTS
5 16 12 11 10 16 18 2 18(12) 100
TYPE: Support, Medium Bases (40mm).
SQUAD COMPOSITION: 2 Tyrant Guard (treat the Warlord as their Squad Commander)
SQUAD SIZE: 2, 4 or 6 Tyrant Guard.
SQUAD
UPGRADES:
Add
2
Tyrant
Guard
for
100
Points
or
4
for
200
Points.
EQUIPMENT: Bio‐Changeable Weaponry, Bonded Exoskeleton Armor.
ARMOR: Bonded Exoskeleton Armor: (‐1 Piercing).
SPECIAL SKILLS: Dispersable, Fearless, Predator
Senses, Slippery, One With The Hive, Bodyguard,
Toxic Sacs, Rapid Healing, Psycho‐Dormant,
Shield the Queen, Gas Mask.
Passive: One with the Hive: The Warlord is
considered the Tyranid Guard’s Squad
Commander for the purposes of Squad
Coherency, but they remain a separate Squad to
the Warlord and are activated independently.
If the
Warlord
uses
the
Rapid
Deployment
Special Skill, the Tyrant Guard must deploy at
the same time as the Warlord. They do not need
to take a Rapid Deployment test, but use the
result of the Warlord’s test and deploy using the
Warlord as their Deployment Point. They do not
activate together with the Warlord, but can be
activated normally as a separate Squad later in
the turn. All other Rapid Deployment rules
apply.
If the Warlord is deployed normally or using the
Infiltrate Special Skill, Tyrant Guard may be held
in reserve or deploy normally in their
deployment zone.
Alternatively, before the game starts, a Warlord
may join a Squad of no more than 2 Tyrant
Guard, that are not being held in reserve, as
their Squad Commander (they become one
Squad). In this case, the Warlord may no
longer deploy using the Rapid Deployment or
Infiltrate Special Skills.
Passive: Psycho‐dormant: Tyrant Guard cannot
take or use any Psychic Powers and they ignore
any effects of (D) or (B) Type Psychic Powers.
Passive: Toxic Sacs: ‘Heal’ rolls cannot be taken
against Close Combat and Ranged Attacks made
by the Tyrant Guard.
Passive: Rapid Healing: Tyrant Guard ignore the
Critical Force (X) Special Rule.
Active: Shield the Queen: The Squad may be
deployed from reserve (or redeployed from
anywhere on the battlefield if already deployed)
at the end of the Warlord´s activation by
Turning to Burn 1 Resource Card or for free
immediately after an Activation in which a
Wound is allocated to the Warlord.
Tyrant Guard are immune to the Free Slash rule
when redeploying. The Tyrant Guard are then
placed as close to the Warlord as legally
possible. If they have not yet been activated this
turn, they may immediately use 1 of their Action
Points, which may not be increased by any
means, to perform a Move, Engage, Shooting or
Close Combat Action. An engaged Tyrant Guard
who was
deployed
together
with
a Warlord
using Rapid Deployment this turn, may still Turn
to Burn 1 Resource Card to gain this 1 Action
Point. The Tyrant Guard may still be activated
later that turn, albeit with one less Action Point.
Tyrant Guard squads not deployed by the end of
the game count as casualties.
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TYRANT GUARD WEAPON RULES
Passive: Living Weapons: Bio‐changeable Weaponry : Each Tyrant Guard has a host of deadly bio‐
weapons as the ready to defend their leader. These weapons consist of an ‘Acid Cannon’, ‘Twin Linked
Devourers’, ‘Drilling Talons’ and a ‘Concussive Hammer’.
A Tyrant Guard may fire his Acid Cannon and his Twin linked Devourers for 1 Action
Point in 1 Shooting Action.
A Tyrant Guard may use his Drilling Talons and his Tail Spike for 1 Action Point
in 1 Close Combat Action.
Passive: Weapons of Finesse: All Tyrant Guard Weapons RoF and RoA cannot be increased by any
means.
RANGED WEAPONS:
Acid Cannon
R ST ROF AVV TYPE
FT 14 1 0 Blast (S)
TWIN LINKED DEVOURERS
R ST ROF AVV TYPE
6 18 2 7 Piercing (A)
Passive: Metal Grinder: The weapon has Critical Damage
(2). The Metal Grinder Passive Skill is not in effect when
the Loop Shot skill is used.
Passive: Loop Shot: R can be cumulatively increased by
1”, up to a maximum of 12”, by adding a (‐1) modifier to
the weapon’s St (e.g. R12” St12, R10” St14). St cannot be
increased by reducing R.
For every 3” R increase the AVV Value receives a (‐1)
modifier.
CLOSE COMBAT WEAPONS:
Drilling Talons
R ST ROA AVV TYPE
1.5 +1 3 0 Plasma
Passive: Drilling:
CC
test
of
1‐3 causes
a Critical
Force (2).
Tail Spike
R ST ROA AVV TYPE
1 +2 1 5 Piercing
Passive: Tail Slap: Models on Small or Medium
Bases that receive a ‘Wound Effect’ must pass a
Con test or receive a ‘Stun Effect’.
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CARNIFEX
1-10 11-14 15-18 19-20
M CC RS WP LD
SP HULL SP WEAPON SP LEGS SP ENGINES AV AV
AP PTS/ AV /
AV / AV / AV FRONT BACK
4 14 14 14 16 4 14 3 14 4 13 4 14 0 ‐4 4 125If SP=0 or less, If SP=0 or less, the vehicle If SP=0 or less, the vehicle If SP=0 or less, the Vehiclethe Vehicle is may no longer use its main cannot move or pivot. It also explodes! Measuring from
Destroyed but weapons. cannot use its Secondary the hull
of
the
vehicle
with
remains in play as Weapons. a range equal in” to D20/4.a piece of Heavy Each Model within this rangeTerrain. takes a S14 Piercing Autohit
on a roll of 1‐15.
TYPE: Light Vehicle (Light Walker), Large Base (50mm)
SQUAD COMPOSITION: 1 Tyranid Carnifex
SQUAD SIZE: 1‐3 Carnifex
ARMOR: Armored Shell (No Weapon Type Modifiers taken).
SQUAD UPGRADES: Add up to 2 extra Carnifex for 125 Points each. A Carnifex may replace its Monstrous
Scything Claws with a second Deathspitter and Stomp for 25 Points. The second Deathspitter counts as another
main weapon. EQUIPMENT: Deathspitter, Monstrous Scything Claws, Armored Shell.
SPECIAL SKILLS: Thunderous Advance, Crushing
Assault.
Active: Thunderous Advance: At the beginning of
a Model’s Activation ‘Turn to Burn’ 1 Resource
Card. If a Carnifex makes a Move, Run or Engage
Action reduce RS of all Models on Small and
Medium Base within 8” of the Carnifex, (measure
the distance at the end of its Movement) by ‐4.
This effect is not cumulative with other Carnifex.
Passive: Crushing
Assault:
Add
a
+1
Modifier
to
Engage Bonus.
PRIMARY WEAPON:
DEATHSPITTER
R ST ROF AVV TYPE
18 14 5 2 Plasma (A)
Active: Bio‐seeking Seeds: At the beginning of
Activation ‘Turn to Burn’ 2 Resource Cards. The
Carnifex may re‐roll any failed RS tests.
Passive: Careful Aim: R can be cumulatively increased
by1” by adding a ‐1 Modifier to its St. (e.g. R 20” St12,
R 30”St2). St cannot be increased by reducing R. For
every 4” R increase the AVV Value receives a ‐1
Modifier
SECONDARY WEAPONS: MONSTROUS SCYTHING CLAWS
R ST ROA AVV TYPE
2 14 2 6 Piercing
Passive: Paralyzing Toxins: Models on Small or
Medium Bases that receive a Wound Effect must pass
a Con test or receive a Stun Effect..
Active: Frenzy:
‘Turn
to
Burn’
1
Resource
Card
to increase the Monstrous Claws’s RoA to 4.
STOMP
R ST ROA AVV TYPE
1 12 2 2 Piercing
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HIVE TYRANT
1‐10 11‐14 15‐18 19‐20
M CC RS WP LD
SP COCKPIT SP NOSE SP WING SP MUNITIONS AV AV
AP PTS/ AV /
AV / AV / AV FRONT BACK
10 – 13 15 15 6 18 5 18 5 17 5 16 0 ‐4 4 300If SP=0 or less 0, the If SP=0 or less, the For every SP taken, If SP=0 or less, the VehicleVehicle is Destroyed but vehicle may no longer the vehicle modifies its M explodes! Measuring fromremains in play as a use its main weapon. value by ‐1. the hull of the vehicle withpiece of Heavy Terrain. a range equal in” to D20/2.
Each Model within this rangetakes a S14 Piercing Autohit
on a roll of 1‐15.
TYPE: Heavy Vehicle (Hoverer). Large Base (80mm)
SQUAD COMPOSITION: 1 Hive Tyrant
SQUAD SIZE: 1 Hive Tyrant EQUIPMENT: Barbed Strangler, Acid Maw, Spore Mines, Armored Shell. Squad Upgrades: Hive Tyrants may take up to 2 Psychic Powers from the Path of Bio Enhancement
ARMOR: Armored Shell (No negative Weapon type Modifiers taken)
SPECIAL SKILLS: Flyer, Supersonic Boom. Passive: Flyer: The Hive Tyrant must make a
Move Action of at least 4” every Game Turn.
The
Tyrant
cannot
be
targeted
by
Template
weapons. The Tyrant cannot be Engaged in Close
Combat nor complete an Engage Action
Active: Supersonic Boom: ‘Turn to Burn’ 2
Resource Cards and spend 2 Action Points. The
Tyrant is removed from the Board and can be
redeployed in the following Game Turn using
Rapid Deployment rules, ignoring the effect of
rolling a natural 20. Additionally on a roll of 1‐5 a
Sonic Boom is achieved. All Models within 6” of
the Tyrant receive a Strength 10 AVV0 Autohit.
PRIMARY WEAPONS:
Passive: Stranglethorn Ammunition: Before
making a Shooting Action with the ‘Barbed
Strangler’, the Player can choose to fire the
‘Stranglethorn Ammunition’.
Passive: Crack Shot: Stranglethorn
Ammunition has Critical Damage (2). The
weapon type is additionally Rail.
SECONDARY WEAPONS:
Active: Spore Bomb Drop: Hive Tyrants may
always fire their Spore Bombs, regardless of
how fast they move. If the player wishes to
fire
the
Graveyard
Bombs
they
must
spend
2
Action Points. The Tyrant must make a
Combat Move. Centre a SE Template within
4” of the Hive Tyrant and scatter D20/4”
BARBED STRANGLER
R ST ROF AVV TYPE
28 13 6 2 Piercing (A)
STRANGLETHORN
AMMUNITION
R ST ROF AVV TYPE
28 16 1 8 Piercing (A)
ACID MAW
R ST ROF AVV TYPE
FT 14 3 2 Blast (S)
SPORE BOMBS
R ST ROF AVV TYPE
* 12 1 0 Blast (G)