
                              Chapter 16 - Tyranids
                              =====================


16.1  Introduction
=-=-=-=-=-=-=-=-=-

 The first contact the Imperium had with the alient manace now known as the 
Tyranids was on a little known Imperial research outpost in the Tyran system 
on the South-Eastern fringes of the Galaxy.  Tyran was an Adeptus Mechanicus 
way-station studying the virtually unknown sectors at the edge of the Galaxy.  
The research station boasted an Astropath for communication with Earth, over 
60,000 Light Years distant.

 The first disquieting reports from Tyran told of a number of ravaged worlds 
that, according to ancient surveys, had once supported life.  As time passed, 
the Techno-magi found that worlds that had once supported thriving eco-systems 
were now transformed into barren planetoids, devoid of all life.  No answer 
could be found for the phenomenon.  Nevertheless, the conundrum was infinitely 
low down on the list of the Imperiums priorities.  The reports languished for 
years in the miles of databanks of the Administratum of Earth.

 Time passed further, and findings mounted up, as did the reports from Tyran.  
The growing body of evidence attracted the attention of Inquisitor Kryptman, 
who on analysing the mass of data saw a pattern: the phenomenon, whatever it 
was, was encroaching deeper and deeper into the Eastern galactic rim.  He 
presented the evidence to the council of the Inquisition, and was given 
command of a ship to travel to the Eastern fringe to gather more data.  Even 
as his ship was ploughing through the Warp to the small planet of Tyran, 
however, Tyran came under attack.  It was not Orks, or Eldar, or any other 
known enemy.  It first appeared as a cloud of unidentified objects rapidly 
approaching the outpost, made up of neither spacecraft or space debris.  Soon 
Tyran was under attack.

 Escape for the Tyrans was impossible.  The Tyrans had to warn Earth, but 
could not send a message because of the Warp disruption in the creatures wake, 
so instead compiled a data codex to be formed of all known information about 
the invaders, to record the fate of the base until it received a signal to 
drop into a 3000 metre deep bore shaft beneath the base.  The Astropath 
managed to send a final, chilling, garbled message to the Adeptus of Earth:  
a dire prophesy of doom and a mental image of the skies over Tyran turned 
black with swarming monsters.  From the world of Tyran the invaders acquired 
a name - the Tyranids.


16.2  Hive Fleet Behemoth
=-=-=-=-=-=-=-=-=-=-=-=-=

 The attack on Tyran was part of a Tyranid invasion by what became known as 
Hive Fleet Behemoth, in the First Tyranic Wars.  Inquisitor Kryptman received 
word of the Tyrans' final message months after the Tyranids had left Tyran, 
and arrived there himself several months later.  A year had passed since the 
Tyranids invaded Tyran, and he had difficulty equating the dead, lifeless 
planetoid he now stood on with the aquatic, ocean-bound tropic Tyran had once 
been.  After a long search Kryptman uncovered the data codex left behind and 
learned the full horror of what the Imperium faced.  Kryptman ordered his 
Astropath to send a message to Earth to relay the danger, but the Astropath 
could not penetrate the Warp turmoil left in the swarms' wake.  Kryptman set 
out for the nearby Thandros Telepathica Booster Matrix, in the hope of 
re-establishing communications there.

 But the Tyranids had attacked Thandros and devastated it in the same way.  
Kryptman was able to salvage the Telepathica Matrix and send word to Earth.  
In return from Earth came instructions to travel to Macragge, centre of the 
Ultramarines, and help the Chapter Master despatch the Tyranid threat.  The 
alien fleet was codified Hive Fleet Behemoth.  On Macragge Inquisitor 
Kryptman met with Master Marneus Calgar.  The Ultramarines readied themselves 
for all-out war with the Tyranids.

 A month later the Tyranids attacked Macragge.  At the height of the battle 
Ultramarines crippled one of the largest Tyranid hive ships and this seemed to 
fatally disrupt the cohesion of the Hive Fleet as its attacks became 
increasingly uncoordinated.  The majority of the Tyranid fleet moved to 
retreat from Macragge, but Tyranids were still loose on the Macragge surface.  
Trusting the safety of Macragge to the veteran Terminator suited First 
Company still on the surface, Calgar gave chase to the retreating hive fleet.

 Calgar pushed the Tyranid fleet to the world of Circe on the edge of the 
Macragge system.  The timely arrival of an Imperial Navy Fleet from Bakka 
sealed the hive fleets fate, but at a great cost in men and ships.  Meanwhile, 
back on Macragge, the Tyranid swarms surged on towards the polar fortresses 
with unparalleled ferocity, slowly pushing back the First Company defenders.  
As the remnants of the Ultramarines fleet returned to Macragge to help sweep 
up the remains of the Tyranids there, the First, third and seventh Companies 
of Ultramarines remained under beleagured attack by the Tyranids.  Even with 
the Ultramarine fleets returning to help with the struggle, the Ultramarines 
were fast being overwhelmed.  Librarians launched blast after psychic blast 
at the swarm, Terminator suited defenders retreated back to the coolant 
chambers.  A mighty Tyranid monster as huge as a dreadnought was causing 
carnage.  An Ultramarine Captain leapt into the fray with the monstrous beast, 
levelling his plasma pistol straight at its head.

 As the Captain fired and the creature fell back dead, many of its minions 
lost cohesion, turned tail and fled.  The Tyranid survivors were cut down, 
and though Ultramar and the Imperium had weathered the Tyranid storm, it was 
in no position to wage a counter offensive.  Indeed, those Tyranids that 
survived were not to be found.  The Tyranid invasion had been halted but at 
terrible cost.

 Techno-magi spent months classifying Tyranid artifacts and bodies, but 
little information was forthcoming.  The obvious facts were that the Tyranids 
used bio-technology to organically form weaponry and that the Tyranids were an 
incredibly diverse race, even more so than any other organism yet seen.  The 
only discovery of great note was that the Tyranids employed Genestealers among 
its shock troops - the previous theory that they were autochthonous denizens 
of the moons of Ymgarl who spread through space aboard space barges was shot 
to pieces.  Genetic samples proved they were indeed Tyranid creatures.  The 
moons of Ymgarl were purged and the Inquisition intensified its search for 
Genestealer infestations, but little more could be done.


16.3  Hive Fleet Kraken
=-=-=-=-=-=-=-=-=-=-=-=

 250 years passed with no further sign of Tyranid activity.  Members of Earths 
Administratum began to question the continued maintainance of an armed 
presence in the Galactic South-East.  They argued the fleet had been the sum 
total of the Tyranid race, destroyed at Macragge. When inhabited worlds along 
the Eastern fringe began to suffer an epidemic of riots, terrorism, sabotage 
and rebellion, the same Adepts claimed the people were dissatisfied with 
living amidst an armed camp.

 The Inquisition, of course, immediately became suspicious, quickly moving to 
"investigate" the dissenters for signs of treason and Heresy.  It was soon 
apparent that many of the dissenters originated from the South-Eastern fringes.  
The majority of the others, on closer examination, had all travelled there at 
some point in their careers.  No other unifying factors could be found, and 
many of the suspected traitors had never met each other.  Inquisitors were 
despatched from the Inquisition fortress at Talasa Prime to investigate the 
Ultima rebellions.  Meanwhile, purges were made of anyone in the Imperium, 
and especially on Earth, who had had contact with the Eastern fringe.  Tens of 
thousands were dragged away to languish in prison colonies.

 The world of Ichar IV was the primary concern.  Vital to the Imperium for its 
factories and refineries, it was the lynchpin of one of the few densely 
populated sectors in Ultima Segmentum.  The rebellion there began with members 
of a religious fundamentalist group called the Brotherhood refusing to pay 
tithes following the completion of a new cathedral.  Brotherhood preachers 
began to whip the population up into a frenzy with predictions of the Imminent 
return of the Emperor.  Matters came to a head when rioting broke out across 
the capital city, the seat of the cathedral.  Planetary defence forces called 
out to assist the Adeptus Arbites rebelled to side with the rioters.  Soon, 
most of the worlds cities had rebelled against the Imperium of Mankind.  Only 
a few pockets of Imperial resistance, mostly Adeptus Arbites fortresses, held 
out.

 Inquisitor Agmar was watching the proceedings.  To his eyes, it had all the 
hallmarks of a well-orchestrated plot rather than the upsurge of popular 
opinion depicted by the Brotherhood.  Agmar requested the assistance of the 
Ultramarines to regain full control of Ichar IV.  The situation quickly 
deteriated as Adeptus Arbites forces finally fell.  Inquisitor Agmar led 
battle forces into the capital of Lomas to find out more about the 
Brotherhood.  He learned from prisoners about the ruling hierophants, their 
fanatical claims to be part of the magnificent "New Order" to sweep through 
the Galaxy.  In a surprise raid he saw himself what manner of creatures were 
leading the "New Order" and the divinations of the Imperial Tarot confirmed 
his worst fears.  A secret report was sent to the Conclave of the Inquisition, 
while Inquisitor Agmar awaited the arrival of the Space Marines.  This was 
nothing less than a Genestealer take-over of the planet.

 A crackling blue energy heralded the Space Marines arrival as they teleported 
to the planets surface.  Soon battle was joined as Marines stormed the 
Brotherhood temple.  Beneath the master Brotherhood temple, Marines met a 
fearsome creature the size of a dreadnought.  This was the broods Patriarch.  
Meanwhile, Librarians locked psychic horns with a Genestealer Magus.  Without 
warning a horde of Genestealers and Genestealer Hybrids surged into the room.  
The Ultramarines Librarian psychically teleported to the dais of the 
Patriarch.  As the Librarian called for backup, storm bolters cut into the 
Patriarch.  While the monster was distracted, the Librarian completed the 
kill.  With the fall of its Patriarch, the brood was thrown into confusion.  
Ichar IV was back under the heel of Imperial control within three weeks.

 Yet mysteries remained.  What had become of the Genestealer Magus, whose body 
was never recovered?  And what of the faint psychic disturbance detected by 
the Ultramarines Librarian who had slain the Patriarch and numerous other 
Astropaths?  It was a long, soft keening call or signal, radiating from the 
planet, cut off when the Pariarch was felled.  The most senior Astropath told 
the Inquisitor he too had sensed the signal, and also a shift in the Warp.  
A sense of something vast and seething that had turned its attention to Ichar 
IV.

 That something was Hive Fleet Kraken.  Soon, reports came of numerous worlds 
suddenly attacked, or devoid of life where life had once been.  Hive Fleet 
Kraken was unlike Behemoth, however, in that it was composed of numerous 
sub-fleets, together blanketing the whole South-East fringe of the Imperium.  
Salem, a monastery world of the Ecclesiarchy, was consumed.  The Scythes of 
the Emperor chapter of Space Marines narrowly avoided decimation, its home 
world of Sotha stripped of life.  Inquisitor Czevak reported that the Eldar 
craftworld of Iyanden had come under attack, only narrowly surviving to any 
degree, virtually destroyed.  Eventually, the Imperial war machine stemmed 
the invasion of Hive Fleet Kraken.


16.4  Shaken
=-=-=-=-=-=-

 The Adeptus Terra was sufficiently shaken by the news from Ultima Segmentum 
to convene an emergency meeting of the Council of High Lords on the action to 
take against the Tyranid invaders.  It was unanimously agreed more must be 
done to find out all that could be found out about the aliens, and action 
taken to block their inroads into the Imperium.  The Imperial Tarot predicted 
a time of coming darkness unmatched since the darkest hours of the Horus 
Heresy: the Devourer of Worlds grappled with the human Galaxy and thus far it 
had shown only a fraction of its true strength.  At the command of the High 
Lords the Imperial war machine readied itself for war in Ultima Segmentum.  
The Adeptus Mechanicus stepped up its production of tanks and weapons, the 
ship yards at Bakka and Terra picked up production of craft, Imperial 
Guardsmen were recruited.

 Thus is the state of affairs in the war against the Tyranids.  New and deadly 
Tyranid weapons are reported all the time: long ranged acidic projectiles 
which melt through steel, creatures that attack with bolts of psychic energy 
or dangerous electro-static blasts, gigantic beasts as tall as Titans.  As the 
regularity of Tyranid attacks increases, no adequate defence has yet been 
found.

 Hundreds of inhabited worlds have fallen to the Tyranids, entire Chapters of 
Space Marines (the Scythes of the Emperor and the Lamenters) have been all but 
decimated.  But the fight has not been entirely in vain.  Space Marines have 
boarded Tyranid bio-ships while they were still dormant after exiting the 
Warp.  These boarding parties have gathered information about the Tyranids as 
they lay frozen in hibernation.  The Techno-magi have concluded that the 
Tyranids originate outside the Galaxy.  Their voracious genetic structure and 
biological existence are different from even the most alien creatures of our 
own Galaxy.  Whereas human and other galactic organisms naturally diversify 
into distinct species over millions of years, Tyranids evolve rapidly and 
constantly to meet the conscious needs of the entire race.  The Tyranids are 
not one creature but a bewildering array of biological forms created to 
perform specific functions, from the huge organic bio-ships to tiny functional 
creatures such as the beetle-sized scataphagoids which cleanse and recycle 
organic waste in the respiratory vents of the bio-ships.

 The conscious mutability of the Tyranids means they have never had to develop 
more conventional technologies like those used by Man.  For example, much of 
the Tyranids weaponry is created from symbiote creatures which have been 
adapted and combined to fire voracious living shells or generate deadly 
energies.  These artifacts have probably not even been consciously designed by 
the Tyranids, rather they design themselves in response to the requirements of 
the hive mind, genetically adapting to their tasks from the moment of 
inception.  As time passes generations of the weapon symbiotes evolve to 
become lighter, more efficient and deadlier against the Tyranids foes.

 The hive mind appears to require a constant influx of fresh genetic material 
and new DNA to create new creatures and adapt to different environments.  The 
Adeptus Mechanicus postulate that the Tyranids exhausted their own Galaxy 
and, perhaps, others of all life before crossing the Interstellar Void to seek 
fresh hunting grounds.  With its billions of humans and countless other 
creatures, the Imperium offers the Tyranids a perhaps inexhaustible amount of 
organic matter and genetic codes to invigorate the hive mind and enable it to 
manifest new forms.  The Tyranids represent the nightmare pinnacle of 
evolution gone mad, a ravening super-predator of stellar dimensions which will 
make all other life forms extinct if it cannot be stopped.


16.5  Tyranid Creatures
=-=-=-=-=-=-=-=-=-=-=-=


16.5.1  Hive Tyrant
-------------------

 The Hive Tyrant is a large and massively powerful creature.  It resembles a 
Tyranid Warrior in a similar way that the Genestealer Patriarch is a larger 
and more powerful Genestealer, though whether they were deliberately created 
this way or merely evolved to a higher form is uncertain.  Like all Tyranids, 
they seem able to mutate rapidly, and several different physical 
characteristics have been reported.

 The Hive Tyrant is highly psychic, and its relationship to the hive mind is 
closer than even that of the Tyranid Warriors.  Little is known for certain 
about the complex relationships between these creatures, but some of the 
Imperial Techno-magi believe the Hive Tyrants are the consort-minds of the 
hive queen that forms the repository of the hive fleets own collective 
consciousness.  If this is true, the Hive Tyrants embody the hive mind 
completely, but their destruction does not diminish it in any way.

  M  WS BS S  T  W  I  A  Dex Ld Int Cl WP Fel
  6  81 62 6  6  29 80 5  0   89 89  89 89 0

 Special Rules: Immune to psychology.  Considered to be a psyker of level 4.  
  Hive Tyrants sport a thick chitinous carapace giving %%% APs of protection.  
  A Hive Tyrant acts as a nodal point of the hive mind.  All Tyranid creatures 
  within 36 yards of the Hive Tyrant are immune to psychology also.  The Hive 
  Tyrant causes Terror.
[save of 4+ on D6]


16.5.2  Carnifex
----------------

 The Carnifex is known as the Screamer Killer (or SK) by warriors of the 
Imperium because of the high-pitched scream it makes as it rushes forward, 
scything its razor-edged killing arms.  Its massive, rounded body is extremely 
tough, having a chitinous hide which protects it from damage and a shape that 
allows it to withstand tremendous pressures.

 A Carnifex is a living engine of destruction evolved for use in shock 
assaults, space ship boarding actions and massed battles where it can smash 
through almost any obstacle, whether it is a defensive line, enemy tanks or a 
fortified position.  The assault of these creatures is terrifying to behold: 
a primeval and irresistable force which smashes men and vehicles aside like 
childrens toys.

 Carnifexes are armed with four great sicle-shaped claws of diamond hard 
chitin, bone and cartilege.  The combined assault of these mighty scythes is 
powerful enough to rip even through amourplas and ceramite with ease.  
Carnifexes also have the capacity to energise a form of bio-plasma in their 
gut via rasping plates in their oesophagus, the source of their high-pitched 
scream.  An electrical field around the claws holds the incandescant plasma 
ball until it is launched at the target.

  M  WS BS S  T  W  I  A  Dex Ld Int Cl WP Fel
  6  57 45 7  8  59 60 4  0   89 89  89 89 0

 Special Rules: Immune to psychology.  Carnifexes sport a thick chitinous 
  carapace giving %%% APs of protection.  The Carnifex causes Terror.  If 
  the Carnifex does not move during a round it may spew a burst of bio-plasma 
  just as other creatures can shoot weapons.  The effects of bio-plasma is as 
  indicated in the Wargear chapter.
[save of 3+ on 2D6!!!]

 Special Attack: Crush attack.  The Carnifex normally has four attacks at S7.  
  However it may choose to make a single S10 crush attack, with damage 
  multiplied by D3.


16.5.3  Tyranid Warriors
------------------------

 The Tyranid hive fleets consist of millions of space craft, each home to 
thousands of creatures evolved from the bubbling geno-organs of the ships 
reproductive chamber.  All of these creatures are born to srve the single 
entity that is the ship, and the ship itself only exists as part of the 
entity that is the fleet.

 All Tyranid creatures are held in a common psychic bond that enables them to 
act together as one organism.  Individual Tyranids have no distinct minds 
like humans and other creatures.  A Tyranid simply fulfils the functions 
assigned to it by the greater hive mind or overmind.  The smaller mindless 
creatures are unthinking and instinctive, but larger more complex creatures 
can make decisions appropriate to them.

 The Tyranid Warriors are among the most important Tyranids.  Not only are 
they large and powerful fighters in their own right, but they also act as 
psychic resonators, amplifying the psychic bond of the hive mind and 
transmitting its power to the smaller, less receptive creatures around them.  
When the Tyranids begin to swarm the Tyranid Warriors become the focal points 
of the hive mind.  Like officers marshalling their armies, the Tyranid 
Warriors lead the lesser creatures into battle, directing their troops to the 
appointed stations in the greater plan.

 Tyranid Warriors have a thick chitinous hide and six limbs, four of them 
taloned claws.  They are often orange, pink or red in colour.  Tyranid 
Warriors are often armed with a Bonesword, Lashwhip, Spinefist, Death Spitter, 
Spike Rifle, Devourer, Barbed Strangler or Venom Cannon.

  M  WS BS S  T  W  I  A  Dex Ld Int Cl WP Fel
  6  57 34 5  5  11 50 3  89  89 89  89 89 0

 Special Rules: Immune to psychology.  Tyranid Warriors sport a thick 
  chitinous carapace giving %%% APs of protection.  A Tyranid Warrior acts as 
  a nodal point of the hive mind.  All Tyranid creatures within 24 yards of 
  a Tyranid Warrior are immune to psychology also.  Tyranid Warriors cause Fear.
[save of 5+ on D6]


16.5.4  Lictors
---------------

 Lictors rove ahead of Tyranid ground swarms seeking out pockets of enemy 
resistance to be eradicated and native life forms to be absorbed.  Lictors are 
often referred to by Imperial troops as Spooks or Mantis Stalkers because of 
their unnerving behavioural patterns and combat techniques.  Lictors are 
intelligent and possess highly developed sensory organs so they can see, smell, 
hear and taste their prey long before it becomes aware of their presence.

 They appear to be a specialist mutation of Tyranid Warriors are are highly 
adapted to survival in hostile environments and a predator/stalker role.  
Stalking Lictors exude a pheromone trail which draws other Tyranid creatures 
in their wake.  A larger concentration of prey stimulates a stronger pheromone 
response and brings a larger group of trailing Tyranids.

 Lictors are well adapted for dealing death with a whole arsenal of 
bio-weaponry which includes mantis-like upper claws, venemous talons, feeder 
tentacles and barbed flesh hooks.  The Lictors feeder tentacles are tipped 
with sharpened bony plates and are used to lobotomise victims so that the 
Lictor can absorb their genetic data and immediate memories by consuming their 
brains.  The exceptionally powerful upper claws are edged with fractal chitin 
and the lower talons have venom channels containing a deadly haemotoxin.

 The flesh hooks are the most unusual of the Lictors weapons.  They are formed 
out of carbon-based chitin with a mono-molecular edge and are attached to 
lengths of exceptionally tough muscle fibre situated between the ribs.  The 
hooks are fired by a sharp intercostal muscle spasm and allow Lictors to snare 
their victims from a distance.  The flesh hooks are sometimes used as grapnels, 
allowing Lictors to scale vertical surfaces at great speed.

 Lictors are covered with tiny chemeleonic scales which shift their colour and 
texture to match the creatures surroundings.  These make Lictors exceedingly 
difficult to spot except at very close range.  The Lictors body gives off 
little heat and it is capable of remaining completely motionless for days if 
necessary so even energy and motion devices are often baffled by the Lictors 
exceptional stealth.

  M  WS BS S  T  W  I  A  Dex Ld Int Cl WP Fel
  6  65 34 6  5  17 80 4  89  89 89  89 89 0

 Special Rules: Immune to psychology.  Lictors sport a thick chitinous 
  exoskeleton giving %%% APs of protection.  The Lictor causes Fear.  It is 
  counted as having the Excellent Vision and Night Vision skills.
[save of 5+ on D6]

 Hiding: Lictors have chameleonic scales, giving foes a -10 penalty to fire at 
  them if the Lictor did not move in the last round.  Scanners and Bionic Eyes 
  have only a 50% chance of detecting a Lictor.

 Special Weapons: Lictors can fire flesh hooks, their damage profile is given 
  below.  Additionally, Any hand to hand combat opponents wounded by a Lictor 
  but not killed must make a T roll or take a dose of the Lictors haemotoxin, 
  fatal within D6 rounds.

 Flesh Hooks: Flesh Hooks inflict 1D6+4 Wounds of damage.  Targets hit by a 
  flesh hook must test on 2xS test or be tragged 2D6 yards towards the 
  Lictor.  This may pull the target into melee range of the Lictor.


16.5.5  Zoanthropes
-------------------

 Zoanthropes are perhaps the strangest of the mutant strains of Tyranid 
Warrior seen amongst the swarms.  Though they are considerably larger than 
Tyranid Warriors, their bodies are fragile and have feeble, atrophied limbs, 
and their heads are so huge and bloated that they look too large for their 
frail bodies to support.  Zoanthropes appear to have been engineered to 
exploit the maximum psychic potential of Tyranid Warriors and even seem to use 
psychic energy to invigorate their wasted bodies.

 Zoanthropes, for all their seeming physical weakness, are lethal creatures.  
They use their psychic powers both to defend themselves and to attack their 
opponents with ravening bolts of Warp energy.  Though they are highly 
intelligent, Zoanthropes have become sedentary through their evolution so 
unless they are carefully controlled by the hive mind hey will halt to 
conserve their psychic energy.

  M  WS BS S  T  W  I  A  Dex Ld Int Cl WP Fel
  4  41 34 4  4  17 30 2  0   89 89  89 89 0

 Special Rules: Immune to psychology.  Considered to be a psyker of level 2.  
  Zoanthropes maintain a constant psychic shield to protect themselves against 
  attack.  If an attack hits a Zoanthrope roll 2D6.  If the roll beats the 
  S value of the attack the psychic shield stops it harming the Zoanthrope in 
  any way.  The Zoanthrope causes Fear.

 Warp Blast: A Zoanthrope can choose to fire a Warp Blast as if a normal 
  ranged weapon.  Depending on the power of the blast, strength and range are:

  Range   Str.   Damage   Blast range   Psy points
  48 yds   4      D6       None          2
  72 yds   5     2D6       2 yds         3
  96 yds   6     3D6       3 yds         4
  120 yds  7     5D6       4 yds         5


16.5.6  Termagants
------------------

 Although smaller in size than many other Tyranids, the Termagant is fast, 
cunning and deadly.  It is commonly called a Hunter-Slayer by the troops of 
the Imperial Guard.  The Termagants powerful body swoops low to the ground for 
speed, and enables it to follow the narrow arterial passages of the hive 
ships.  Like Tyranid Warriors and Genestealers it has six limbs and a 
chitinous outer shell which glistens with sticky secretion.

 The Termagant is most commonly armed with a symbiote weapon called a 
Fleshborer, which spits a grub-like nodule which hurls itself at its target, 
manic jaws whirling and biting like an animated apple core.  Its entire life 
energy is expended in a few brief seconds of destruction.  Another common 
weapon is a Strangleweb.

  M  WS BS S  T  W  I  A  Dex Ld Int Cl WP Fel
  6  41 25 3  3  7  40 1  40  18 70  89 80 0


16.5.7  Ripper Swarms
---------------------

 As the Tyranids overrun the defences of a planet they rapidly assimilate the 
genetic imprint and biomass of every living thing on that world.  Once all 
resistance has been eliminated the world is stripped down to bare rock and 
then all of its moisture, atmosphere and nutrients are absorbed by the hive 
fleet.  In the initial phases of this process millions of voracious Tyranid 
organisms are released all over the planet.  They move across its surface 
multiplying and consuming everything in their path, leaving an empty and 
desolate wasteland behind them.  Eventually these organisms are reabsorbed by 
the hive mind and re-evolved to perform different functions, depending on the 
genetic imprints they have absorbed.

 These organisms are extremely varied but amongst the most common are those 
known to the Imperial forces as Rippers.  Rippers have serpentile bodies 
around half a metre in length which terminate in a broad head.  The head 
portion is split by a broad maw full of row upon row of exceedingly sharp 
ripping hooks and razor edged bony ridges which it uses to slice and tear 
organic matter.  Rippers are energetic and persistent so they are quite 
capable of pulling down creatures many times their own size.  Huge swarms of 
Rippers are often seen on the battlefield, advancing on the heels of Tyranid 
assault forces.

 Ripper Swarms are several hundred strong, and function as per Swarms in the 
WFRP rulebook.

  M  WS BS S  T  W  I  A  Dex Ld Int Cl WP Fel
  4  33 0  4  3  18 10 5  0   89 0   89 89 0

 Special Rules: Immune to psychology.


16.5.8  Gargoyles
-----------------

 Gargoyles are vicious winged monsters that are often the first parts of the 
Tyranid swarms seen in battle.  They range ahead of the swarm either flying in 
broods or clinging to the bellies of the great Harridan brood mothers as they 
flap ponderously through the skies.  Their primary purpose seems to be seeking 
out the enemy an sowing terror and confusion amongst them.  Thus fire and the 
flap of the Gargoyles membranous wings procede the Tyranid hordes, driving the 
enemy out into the open to be absorbed by the swarm.

 Gargoyles physically resemble Termagants in many aspects such as body mass, 
cranial capacity and the configuration of their medial armour plates.  This 
makes it likely they are both evolved from a single creature or that Gargoyles 
were derived from the Termagants DNA template.  Gargoyles have wide leathery 
wings, raking claws and barbed tails.  Though they have six limbs the lower 
pair have atrophied to little more than stumps.  Their jaws have been adapted 
by a symbiotic creature  so that they can squirt flaming bile at a 
considerable distance.  This flame spurt is used to set fires and burn the 
enemy out of defensive positions.

 their is some speculation as to whether Gargoyles fulfil a specific role on 
the hive ships - it has been postulated that their purpose is to destroy 
cancerous growths in the ship with burning fluid and patch wounds with their 
broad pinions.  It is more likely that they flock together in lofty chambers 
deep in the bowels of the ship and hibernate like Tyranid Warriors.  Gargoyles 
seem so well adapted to bringing terror and death it is hard to imagine them 
doing anything else.

  M  WS BS S  T  W  I  A  Dex Ld Int Cl WP Fel
  2* 33 25 3  3  6  30 1  0   18 18  89 89 0

 (*) Movement given is on the ground.  They fly as Swoopers.

 Special Rules:  Gargoyles attack with a stream of flaming bile, known as a 
  Flame Spurt.  This has a S of 3 and operates in an area in a similar way to 
  a Flamer.


16.5.9  Hormagaunts
-------------------

 Great swarms of Hormagaunts are employed in wave attacks against the enemy in 
battle, often being used to exhaust the defenders before the main attack is 
launched.  Hormagaunts are extraordinarily single minded in their purpose of 
closing with their foe and eviscerating them with their scythe-like claws, 
bounding forward regardless of pain or injury.  They are very fast and 
seemingly indefatigable, constantly moving in restless swarms which seem to be 
made of nothing more than rippling claws and ridged plates.

 Hormagaunts appear to be another genetic manipulation of the Termagant 
genus.  This bio-form is more upright with the two sets of upper limbs 
equipped with well-developed claws for ripping and piercing.  The lower legs 
are long and powerful, tucking up beneath the body when the creature is at 
rest but flicking out to drive it forward in a series of bounding leaps as it 
attacks.

 The Hormagaunt has a simple digestive tract and sustains itself by draining 
body fluids from its victims.  It stops only briefly to feed, however, as its 
highly active metabolism constrains it to constantly seek out and attack fresh 
victims.

 There have been reports of Hormagaunts being dropped on planets in mycetic 
spores similar to the drop pods used by Space Marines.  Once they have landed 
the Hormagaunts act as instinctive terrorists, constantly searching for and 
attacking native life forms.  Hormagaunts are also unusual because they appear 
to reproduce independently of the Dominatrix.  They will lay hundreds of eggs 
just below the surface of a planet before their short lifespan is over, making 
Hormagaunt infestation a serious problem on planets raided by the Tyranids.

  M  WS BS S  T  W  I  A  Dex Ld Int Cl WP Fel
  6  41 0  4  3  4  40 2  40  18 18  18 18 0


16.5.10  Biovores
-----------------

 In land battles, spore mines are usually vomited from the maw of a 
genetically adapted war-beast referred to by the Magos Biologis as the 
Biovore.  This creature nurtures a clutch of spore mines inside its body until 
they are required, at which point they are launched one at a time by a 
powerful muscle spasm from a dorsal aperture.  As the spore mine is flung 
through the air its internal gas bladder inflates and it floats down towards 
ground level, eventually hanging at a height of around two to five metres and 
starting to drift.

 Other than its ability to launch spore mines the Biovore is sedentary and 
almost defenceless in comparison to other Tyranid creatures.  Imperial sources 
point out that the Biovore has only appeared relatively recently in actions 
fought against Hive Fleet Kraken.  It is postulated that this creature 
represents the first Tyranic emulation of more conventional field artillery 
such as the Tarantula or the Rapier laser destroyer.

  M  WS BS S  T  W  I  A  Dex Ld Int Cl WP Fel
  4  33 25 4  4  6  10 1  0   18 18  18 18 0

 Special Rules: Immune to psychology.


16.5.11  Spore Mines
--------------------

 In space combat the Tyranid hive fleets make extensive use of thousands of 
huge, floating pod-like spores to protect the mother ships of the swarm or 
seed planetary systems before their approach.  These drifting pods are deadly 
mines which move in an apparently random fashion until their detonation is 
triggered by the proximity of a non-Tyranid object.  Their explosive power is 
extraordinary, prompting speculation that they utilise a thermonuclear 
reaction, and they inflict considerable damage not only from the resultant 
shock wave but from the impact of shell fragments hundreds of feet across.  
These "spore mines" also discharge an accompanying shower of virulent viruses, 
acids, and infectious parasites when they detonate, causing secondary damage 
to their targets.

 Spore mines are spherical and have an internal gas bladder which allows them 
to float freely in the atmosphere.  Sensitive trigger tendrils that detect 
scent, vibration and other stimuli dangle from their lower half.  Their outer 
surface is composed of a dense carapace which is deeply scored to make it 
shatter into jagged fragments.  The acids, viruses and other secondary 
infectious vectors are stored in pockets within the chitin surface so that 
they are scattered when it explodes.  The rest of the spore mine is taken up 
with cells containing a cocktail of explosive chemicals which detonate when 
they intermingle.

 Tyranid forces fighting on planetary surfaces also utilise a smaller version 
of the space going spore mine.  These cause tremendous disruption and damage 
as they drift through the defenders positions, often forcing them to abandon 
the area altogethor in order to avoid their imminent destruction.  Spre mines 
are either released  and allowed to drift on prevailing air currents or they 
are launched directly into the target area by a specialised Tyranid creature 
known as a Biovore.

  M   WS BS S  T  W  I  A  Dex Ld Int Cl WP Fel
 2D6* 0  0  1  4  5  10 0  0   0  0   0  0  0

 (*) 2D6 Movement points in a random direction (use a D12 clock face)

 Special Rules: Immune to psychology.

 Detonation: A spore mine will detonate automatically if within 2 yds of a 
  non-Tyranid creature.  If a spore mines carapace is ruptured the chemicals 
  inside it intermingle and start a chain reaction, so a spore mine detonates 
  immediately if reduced to zero wounds.  Detonating spore mines inflict D3 S5 
  hits.


16.5.12  Genestealers
---------------------

 The Imperium first encountered Genestealers on the moons of Ymgarl long 
before they were alerted to the approach of the hive fleets.  At the time it 
was assumed that the Ymgarl Genestealers were an indigenous life form so no 
active xenocide campaign was taken against these deadly alien creatures.  
Genestealers were discovered in a number of out of the way locations over the 
following decades, including aboard an increasing number of drifting space 
hulks.

 The Adeptus Astartes eliminated several Genestealer outbreaks but were forced 
to vapourise some of the most heavily infested 'hulks.  The Inquisition began 
investigating the spread of the Genestealers and censured Imperial shipping 
cartels for their lax security.

 No firm connection was made between the Genestealers and the Tyranids until 
Genestealers were reported amongst the forces of Hive Fleet Behemoth at the 
battle of Macragge.  There the Genestealers attacked in unstoppable waves, 
time and again overwhelming the defenders with their sheer speed and 
ferocity.  An extended investigation by the Inquisition has since made it 
clear that the Genestealers are the Tyranids vanguard, shock troops and 
guerilla fighters, sent ahead of the hive fleets to scout out and infiltrate 
the enemy.

 Genestealers possess the six-limbed body of all Tyranid creatures with 
powerful ripping claws and taloned hands.  They are incredibly fast and 
dangerous opponents in hand-to-hand combat but never use ranged weaponry or 
other devices, despite their obvious intelligence.  Genestealers can operate 
independently of the hive mind, having a gestalt brood intelligence of their 
own.

 Genestealers appear to be an important part of the fighting forces of the 
hive fleets, where their speed and power make them devastating shock troops.  
More insidiously, they are implanted aboard drifting space hulks encountered 
by the hive fleet in the Warp.  By this means they are allowed to spread ahead 
of the Tyranid hive flee, prepare the way for planetary invasion and discover 
the richest sources of genetic material.  It seems unlikely that such monsters 
could conceal themselves from humans for long but by lurking aboard space 
hulks the Genestealers are able to ensnare and infect explorers that come 
aboard by implanting them with their genetic material.

 Once infected a victim can be controlled by the psychic brood intelligence of 
the Genestealer, and becomes completely dedicated to their cause.  The 
implanted germ cell grows inside its host until it is ready to emerge.  The 
Genestealers genetic attributes are passed on in part to the offspring, 
creating monstrous Genestealer Hybrids whose own spawn will either be 
purestrain Genestealers or more human-seeming hybrids.  As the hybrid brood 
grows in strength it generates a psychic signal that the hive fleets can 
follow, drawing the Tyranids on to rich feeding grounds.

  M  WS BS S  T  W  I  A  Dex Ld Int Cl WP Fel
  6  65 0  6  4  5  70 4  40  89 89  89 89 0

 Special Rules: Immune to psychology.  Genestealers sport a chitinous carapace 
  giving %%% APs of protection.  Genestealers cause Fear.
[save of 5+ on D6]


16.5.13  Genestealer Cults
--------------------------

 Once the Tyranids insidious Genestealer infiltrators have infected a planet 
the humans tainted by their seed draw together in a subversive Cult to conceal 
their activities from the righteous authority of the Imperium.  The Cult grows 
slowly like a festering canker for generations until the time is ripe for it 
to take over its host.


16.5.13.1  Genestealer Patriarch
--------------------------------

 The Patriarch is a huge bloated Genestealer, grotesque in appearance and 
massive in proportion.  It is the oldest its kind, the first of all the brood 
to infect the initial members of the Cult, and its hold over its brood-web of 
worshippers is as strong as steel.  The Patriarch projects the psychic 
emanations that hold the brood together, and it is this growing signal-beacon 
of the brood mind that draws the Tyranids to vulnerable human worlds.

 The Patriarch itself quite unaware of this and probably understands nothing 
of its role in the Tyranid expansion.  As the Tyranid Hive Fleets approach, 
the Patriarch comes under the psychic domination of the Tyranid hive queens.  
Without warning, the Patriarch will unleash its minions to disrupt and destroy 
as much of the planets defences as possible, making a sudden and inexplicable 
thrust for domination.

 Unless the Cult is very firmly established the sudden Genestealer uprising is 
often swiftly and bloodily put down.  But this is of little consequence to the 
Tyranids, who arrive to conquer a world riven by internal strife and crippled 
by the subversion of its armed forces.  After the invasion, the Patriarch and 
all his surviving brood are absorbed back into the great breeding chambers of 
the Hive Fleet.

  M  WS BS S  T  W  I  A  Dex Ld Int Cl WP Fel
  5  65 0  6  5  14 60 6  0   89 89  89 89 0

 Special Rules: Immune to psychology.  Considered to be a psyker of level 4.  
  Genestealer Patriarchs sport a thick chitinous carapace giving %%% APs of 
  protection.  Patriarchs causes Fear.
[save of 5+ on D6]


16.5.13.2  Genestealer Magus
----------------------------

 The Genestealer Magus is a special mutation that develops within a brood after 
several generations.  The Magus is almost human in appearance, although 
invariably bald and heavily boned.  He is also highly intelligent, and because 
the Genestealers instinctively seek out and infect latent psykers he always 
has potent psychic powers.  The Magus is born to serve the Patriarch and his 
more human form enables him to act as the Patriarchs mouth piece.

 The Magus directs the broods operations, sending Hybrids out to raid human 
habitations and despatching Genestealers to implant their seed in more 
victims.  He may well send some of the broods more human members into the planets 
government or its defence forces, eroding its ability to fight and paving the 
way for the expansion of the brood.  Like the Patriarch, the Magus knows 
nothing of the Tyranids until the hive fleet draws near, when the pervading 
psychic force of the hive queens takes over his mind and bring him under the 
influence of the Tyranids.

  M  WS BS S  T  W  I  A  Dex Ld Int Cl WP Fel
  4  33 25 4  3  5  50 1  30  43 43  43 43 30

 Special Rules: Immune to psychology.  Considered to be a psyker of level 4.


16.5.13.3  Genestealer Hybrids
------------------------------

 When a Genestealer implants its seed into a human, or any other creature, the 
resultant germ cell incubates within its host until it is ready to emerge.  
The hybrid child does not consume its parent, but as it develops it consumes 
part of its hosts brain.  The parent becomes a mere slave of the infant it has 
spawned, and will go to any lengths to protect and nurture its monstrous 
offspring.  In this way the Genestealers infect human society with their 
monstrous brood.  The Hybrids flock together and interbreed, producing more 
hybrids and Genestealers.  As the brood grows larger it generates a psychic 
signal that the distant Tyranid hive fleet can follow, a scent which draws 
them on to rich feeding grounds.

 Hybrids look like a cross between Genestealers and their parent humans, with 
between two and four arms, and combining attributes of both races to a varying 
degree.  Some hybrids are nearly entirely human in appearance, tending only to 
baldness and heavy bone structure.  Others almost pure Genestealers.  Whilst 
Genestealers lack any kind of creative intelligence, Hybrids combine human 
intelligence with alien cunning, and are able to use weapons and interact 
secretly with humans.  Hybrids may even exhibit psychic powers if they were 
parented by a psychic host and Genestealers will actively seek such hosts in 
order to stengthen their brood.  The Hybrids form the inner coven of the Cult, 
becoming the Neophytes and Acolytes of the Magus in their worship of the 
Patriarch.

             M  WS BS S  T  W  I  A  Dex Ld Int Cl WP Fel
 Neophyte    4  41 17 4  3  5  50 1  30  89 89  89 89 30
 Acolyte     4  33 25 4  3  5  50 1  30  89 89  89 89 30


16.5.13.4  Brood Brothers
-------------------------

 Brood Brothers are humans who have been implanted by the Genestealers and who 
have acted as hosts for their Hybrid offspring.  The Brood Brothers mind and 
willpower have been completely extinquished by the Genestealers brood 
intelligence and the Brood Brother is now fanatically dedicated to the aliens 
cause.

 Brood Brothers worship the Patriarch as a God and honour the Magus as his 
supreme prophet.  When the Cult goes to war the Brood Brothers will gladly 
lay down their lives to further the cause, a fact which is cynically exploited 
by the Patriarch in his quest for domination.

 Brood Brothers can come from almost any walk of life - clerks, factory 
workers, teachers, law enforcers, hive gangers, and the like.  At first the 
Patriarch will implant as many victims as it can, but as time goes by and the 
Cult grows it will become increasingly selective about its victims and will 
concentrate on dominant members of the host species.

 To this end the Magus will ensure that the Cult infiltrates the local 
authorities and planetary defence forces wherever possible.  This reduces the 
likelihood of the Cult being discovered because the Brood Brothers will warn 
the Magus of investigations and impede or misdirect their progress.  Also, 
when the Cult finally reveals itself and attempts to seize power, it will have 
access to military wargear and a body of trained warriors to exert its control.

  M  WS BS S  T  W  I  A  Dex Ld Int Cl WP Fel
  4  33 25 4  4  5  30 1  30  29 29  29 29 30


16.6  Tyranid Bio-Weapons
=-=-=-=-=-=-=-=-=-=-=-=-=

16.6.1  Bonesword
-----------------

 Boneswords are bio-weapons used by Tyranid Warriors.  The blade of a 
Bonesword is a massively enlarged horn, sharply serrated along both edges.  
The blades are alive and slowly grow in size.  If damaged, they are capable 
of repairing themselves over time.  The hilt is formed by the hard, 
chitinous exo-skeleton of the bio-construct.  The creatures small brain is 
protected deep within the hilt.  It is incapable of independent thought but 
is able to generate a powerful surge of psychic energy when stimulated by the 
user.  The psychic energy flows along the nerve tendrils embedded within the 
blade, causing a field effect rather like a psykers force weapon.  This gives 
the Bonesword its potent 'bite', represented by its extremely high Strength 
value.

 Mode of use: Hand to hand
 Damage: 1D6+6


16.6.2  Lashwhip
----------------

 A Lashwhip is a heavily adapted weapon-creature wielded by Tyranid Warriors 
and the dreaded Hive Tyrants.  The Lashwhip has a small body that is protected 
inside a bony tube-like shell which forms the handle of the whip.  The 
majority of the creatures body protudes beyond the tube and is made up of 
three muscular tentacles that terminate in serrated bony hooks.  The Lashwhip 
gains its sustenance by using its hooked limbs to slice gobbets of flesh from 
its victims with a blindingly fast strike.

 Mode of use: Hand to hand
 Damage: 1D6+4


16.6.3  Spinefist
-----------------

A Spinefist is a symbiote weapon-creature carried by Tyranid Warriors and Hive 
Tyrants for close quarter fighting.  The creature clamps itself around its 
users wrist and wraps its muscular tail around the users arm.  The end of the 
tail spreads into a fan of tubes and tendrils which connect into the users 
airways.  The creatures carapace is formed into rows of diamond hard spines 
coated with a lethal toxin.  When the user wishes it to fire it inhales 
sharply and the sudden increase in air pressure directed through the Spinefist 
launches a salvo of deadly projectiles in a broad pattern.

 Mode of use: Hand to hand
 Damage: 1D6+4
 Range: Weapon range area is over a cone shaped area extending 16 yds from the 
  weapon, with a maximum width of 5 yds.


16.6.4  Strangleweb
-------------------

 The Stangleweb is a wierd spider-like composite creature that fires a mass of 
sticky mucous-like strands which wrap themselves tightly around the target and 
immobilise it.  The harder a victim struggles, the more the web tightens so if 
the victim continues to struggle it will eventually be strangled or crushed by 
the mesh of threads.  Termagants are often armed with Stranglewebs so they can 
capture live specimens to be returned to the hive ships for dissection and 
gene splicing.

 Weapon range area is over a cone shaped area extending 8 yds from the 
weapon, with a maximum width of 5 yds.  Targets in the area must test on S or 
be caught in a net of sticky strands that wrap around the target and 
immobilise it.  Targets may struggle further, rolling on S.  Success means 
they break free, failure results in the web tightening, causing 1d6 automatic 
damage.


16.6.5  Deathspitter
--------------------

 The Deathspitter is a bio-weapon frequently carried and used by Tyranid 
Warriors.  It is an organic symbiote formed from three separate and quite 
different creatures.  Deep inside the quivering innards of the Deathspitter 
is a warm wet brood chamber where the maggot like creatures which form the 
ammunition are nurtured.  These creatures have a chitinous shell and a fiery 
metabolism based upon their highly corrosive and volatile vital fluids.

 Next to the brood chamber lies the arming orifice in which lurks an oozing, 
spider-jawed creature that strips the maggot like creature of its carapace 
with a loud grinding noise before finally dropping it in the firing colon.

 The firing colon reacts to the corrosive flesh of the maggot like creature 
with a powerful spasm which fires the morsel of living flesh out of the 
Deathspitter.  The still living gobbet of flesh shrieks through the air 
(which is poison to it) until it reaches its target.  There it splatters 
over the target and kills its victim with a combination of velocity, poison 
and corrosive slime.  Nearby targets may also be unfortunate enough to be 
splattered by gobbets of corrosive slime which eat through armour and burn 
flesh.

 Mode of use: Ranged
 Damage: 1D6+6
 Range (short): 24 yds
 Range (long): 64 yds
 Notes: The stated damage is inflicted on the direct target.  50% chance of 
corrosive slime splattering on any in 4 yd radius, causing a S3 hit.


16.6.6  Flamespurt
------------------

 Gargoyles carry a symbiotic creature that metamorphises its bile into a 
liquid phospurous compound which burns on contact with the air.  The 
far-ranging Gargoyles use their flaming droop to sow terror and confusion 
among civilian populations by burning dwellings and hiding places.  On the 
battlefield Gargoyles whel back and forth harassing opposing troops and 
driving them out of defensive positions.

 The Flamespurt inflicts 1D6+3 Wounds of fire damage (see WFRP on page 0).  
The target catches fire in 50% of cases when hit by a Flamer, but never when 
hit by a tyranid Flamespurt.  Damage is caused over a cone shaped area 
extending 16 yds from the weapon, with a maximum width of 5 yds.


16.6.7  Fleshborer
------------------

 The Fleshborer is a Tyrnaid weapon normally used by Termagants.  It is in 
fact a compact brood nest in which Borer beetles lay their eggs, which then 
hatch and mature, fed by sticky sap exuded by the gun itself.  Mature beetles 
have long flea-like legs, though they move little except to shuffle slowly 
into the firing cavity of the weapon.  When the weapon is fired, a massive 
electo-chemical shock surges through the beetle, goading it into frenzied 
activity.  Its legs push it out of the weapon at tremendous speed and it 
hurtles forward to strike the first thing in its path, its vicious jaws 
clashing furiously.  Once the beetle strikes its target it expends all of its 
remaining life energy in a few seconds, frenziedly boring through armour, 
flesh and bone.

 Mode of use: Ranged
 Range (short): 16 yds
 Range (long): 32 yds
 Damage: 1D6+4


16.6.8  Spike Rifle
-------------------

 The Spike Rifle is another Tyranid weapon used almost excluseively by 
Termagants.  It is made up of a bony muscle-lined tube which contains a row of 
forward-pointing spikes growing from its rear.  The spikes resemble harpoons 
more than anything else: they are barbed and have a razor sharp edge.  When 
the Spike Rifle is fired a powerful muscle contraction hurls the first spike 
in the row at the target.

 The Spike Rifle has a longer range than the Termagants other common weapon, 
the Fleshborer, and is appearing in greater numbers in the hive swarms all the 
time.  This is something of a mixed blessing.  Though a hit from a Spike Rifle 
is less dangerous than one from a Fleshborer, the harpoon-like spike still 
hits with a great deal of force behind it and will punch through armour more 
easily than the Fleshborers living ammunition.

 Mode of use: Ranged
 Range (short): 24 yds
 Range (long): 48 yds
 Damage: 1D6+3


16.6.9  Devourer
----------------

 the aptly named Devourer is among the most horrific of Tyranid bio-weapons.  
It resembles a conical lump of rotting flesh projecting from the jaws of a 
coiled, chitin-covered creature.  The fleshy cone is infested by writhing 
worm-like organisms with black, shiny heads.  When the gun is fired a 
bio-electric shock hurls a number of these fleshworms at the target with 
tremendous force.  The fleshworms will either shatter against the target, 
spraying acidic bile and poisons over it, or pierce it and start burrowing 
inside the victims body.  A creature infested by fleshworms is driven mad 
with agony as the worms eat their way through its nervous system to the brain 
and devour it.

 Mode of use: Ranged
 Range (short): 12 yds
 Range (long): 36 yds
 Damage: 2D6+4


16.6.10  Barbed Strangler
-------------------------

 The Barbed Strangler begins its growth cycle as a life form contained in a 
seed pod the size of a mans fist.  The seed is fired from a simple launcher 
which is little more than a muscled-tube.  If the seed pierces a living host 
its germination is triggered by the warmth of the victims flesh and body 
fluids.  The seed pod explodes releasing a concentrated mass of writhing 
tentacles that shoot through the victims body and tear it apart.  Within 
seconds the strangler grows to maturity and blood red tendrils lash out from 
the torn corpse, spreading and growing in all directions with blinding speed.

 The life form inside the seed pod is a sinuous and incredibly strong 
organism.  it appears to have no body as such, being composed of a mass of 
slender, hooked tentacles or tendrils which it uses to blind and then tear 
apart its prey.  Studies of the creature have revealed it to be plant-like 
with similarities to some terrestrial xeromorphs.

 Because the Strangler organism grows with such amazing speed it soon exhausts 
its stored energy and falls dormant, but in the initial burst of growth it 
will tear tear through armour and flesh with equal voracity.  Even vehicles 
and heavily armoured troops will be destroyed if the Strangler organism finds 
a single chink in their protection and those who do survive helplessly 
enmeshed by the steel-hard tendrils.

 Mode of use: Ranged
 Range (short): 32 yds
 Range (long): 72 yds
 Blast range: 6 yds
 Characters hit directly by the seed pod face a S4 hit.  If this wounds at all, 
the target is torn apart by the strangler in it's brief period of accelerated 
growth.  Roll a percentile die for anything within 6 yds of where the seed pod 
hit: anything in that range has a 50% chance of being caught by the 
strangler.  Victims caught must pass a S test or be trapped for at least one 
round.  Trapped victims may make an additional S test every round until 
freed.  Victims count as prone while trapped.


16.6.11  Venom Cannon
---------------------

The Venom Cannon is a long, powerful bio-weapon that fires salvos of highly 
corrosive poison at high velocity.  The poison is formed into crystals which 
are encrusted with a metallic residue.  When the weapon fires it uses an 
electrostatic charge to accelerate its deadly ammunition to supersonic 
speeds.  The characteristic rapid cracking sound of a Venom cannon is caused 
by the crystals breaking the sound barrier.  A target struck by the Venom 
Cannon is either killed by the impact and blast of electrical energy or by 
corrosive fragments of the poison crystals when they shatter.

 The Venom Cannon fires high velocity corrosive poison, shattering and 
fragmenting as it strikes its target.  The first hit strikes the designated 
target, splatters D6 yds in a random direction, where it shatters again, and so 
on until up to three splatters have taken place.  Each hit inflicts 5D6+8 damage.


16.6.12  Bio-Plasma
-------------------

 Carnifexes have th capacity to internally energise a form of bio-plasma which 
they vomit forth as a ball of blinding green fire.  The plasmic material is held 
in their gut and energised by rasping plates in their oesophagus, and it is this 
process that makes the high-pitched screaming which precedes a Carnifex 
attack.  An electrical field around the Carnifexes claws holds the 
incandescent plasma ball until it is fully formed and launched at its target.  
There have been reports of Tyranid creatures other than Carnifexes making 
bio-plasma attacks.  Opinions remain divided as to whether these reports are 
mistaken or whether they are in fact the first indications of the evolution of 
a new Tyranid creature.

 Mode of use: Ranged
 Range (short): 36 yds
 Range (long): 72 yds
 Damage: 3D6+8

