vizn3r/warhammer40k-lore huggingface dataset:
Typhus - Notable Campaigns: The Black Crusades (ca. M31-M41) - Over long centuries, Abaddon the Despoiler spends the blood of countless followers in battles against the Imperium of Man. Though seemingly unconnected, each so-called Black Crusade is in truth part of a far grander plan that eventually triggers the opening of the Great Rift in ca. 999.M41. During this period, the new Warmaster of Chaos forges numerous pacts with the greatest powers of the forces of Chaos, amongst them the Death Guard. Mortarion's scorn for Abaddon is obvious, but the Daemon Primarch cannot ignore the Chaos Lord's successes, and so sends warbands of his gene-sons to aid in several of the Despoiler's campaigns. Typhus aids Abaddon more readily, fighting alongside him more than once, and using his attacks upon the Cadian Gate as an opportunity to spread the seeds of the Zombie Plague far and wide.Outbreak Hydra Minoris (757.M41) - The first outbreak of the Zombie Plague occurs on Hydra Minoris after Typhus, and his Death Guard foot soldiers, penetrate to the heart of its capital hive city. As the living begin to fall prey to the painful disease, its true horror is revealed; the dead victims begin to rise up and attack the living. The resultant Imperial quarantine traps 23 billion uninfected citizens alongside a rising tide of the undead.Cando Campaign (969.M41) - Typhus' flagship, the Terminus Est, is sighted in the Cando System. It disappears soon after, but it is already too late. The Zombie Plague ravages all of the planets in the system over the following solar months, exposing the worst in Human nature as brother turns against brother in their desperation to survive.Infection of Pandorial (Unknown Date.M41) - Typhus invades Hive Pandorial with the Zombie Plague, departing before Imperial retribution can occur. Instead of encountering a hated and ancient enemy, the courageous troops of the Astra Militarum's Necromundan Spiders find themselves plunging deep into the shadowed horrors of a hive city filled only with the shambling corpses of those they came to avenge.Outbreak Cadia (Unknown Date.M42) - Since the annihilation of Cadia, Typhus and vectoriums of his 1st Plague Company have repeatedly been sighted around the shattered Cadian Gate. Striking at beleaguered Imperial worlds, they seed infestations of the Zombie Plague, overrunning the armies of the Imperium with tides of groaning, shambling victims that leave only desolation in their wake.Duel on Danasar (Unknown Date.M42) - As Warp Storm Fomori engulfs the world of Danasar, Typhus duels -- and humbles -- Huron Blackheart, Chaos Lord of the Red Corsairs, atop the ruins of the Endless Spire. He leaves the Tyrant of Badab alive as an abject lesson not just in Nurgle's might, but also of his generosity.Raid of Medusa (Unknown Date.M42) - Alongside warbands of the Cleaved, the Purge and several other Renegade forces, Typhus leads the 1st Plague Company in a shocking raid against the Iron Hands' Chapter planet, Medusa. The Chapter's clan companies drive off their attackers, but not before terrible damage is done, leaving regions of the planet as cursed quarantine zones.
Typhus - Terminus Est: The Terminus Est is arguably the most powerful warship in the Plague Fleets of the Death Guard. It is a befouled abomination, a swathe of Nurgle's realm given license to sail the stars and bring contagion and misery to all in its path.Originally, the Terminus Est was a powerful assault carrier that dated back to the era of the Great Crusade, or -- some whispered -- even earlier. It was one of the most powerful warships in the arsenal of the pre-Heresy Death Guard Legion, and it was the voidcraft that destroyed the Raven Guard flagship Shadow of the Emperor during the betrayal on Isstvan V.When Nurgle placed his mark upon the Death Guard, so too did he bless their warships and vehicles with his foul gifts. Thus, this once proud warship is now a seething abomination, a diseased leviathan encrusted with filth and twisted beyond recognition by biomechanical growths and pustulant buboes.A miasma of filth and plague flies spills from its innards to pollute the void around it, and it is said that the very sight of the Terminus Est is enough to cause mortals to sicken and die.
Typhus - Wargear: Typhus is a formidable psyker who has been favoured by Nurgle as a Death Guard Sorcerer, and is able to call forth both Nurgle's Rot and many of the powers offered by the Nurglish Psychic Discipline. In addition to his formidable psychic abilities Typhus also employs an array of malefic weapons and wargear, gifted to him by the Lord of Decay. These include:Cataphractii Pattern Terminator Armour - Typhus wears an ancient suit of Cataphractii Terminator Armour which encloses his corpulent, Nurgle-blessed Plague Marine body. This archaic battle-plate dates back to the time of the Horus Heresy.Manreaper - Manreaper is a Daemonic Power Scythe. It is said that even the smell of the pitted scythe can lay a mortal man low for solar weeks. Though Typhus has never confirmed the rumours that he dipped his weapon in Nurgle's own brew of filth at his manse in the Garden of Nurgle, any mortal being that is touched by its blade quickly collapses into a pile of festering bone.Hand Flamer - As Calas Typhon, Typhus often utilised a Hand Flamer with chem-munitions in conjunction with his Master-crafted Deathshroud Power Scythe.Destroyer Hive - Typhus' mighty Terminator Armour has become as much a part of him as the Daemonic insects that thrive inside. Fused chimneys of bone sprout from his torso, and in the thick of battle, these tubes will belch out great clouds of daemonic flies. Each buzzes into the cracks and gaps they find in the armour of Typhus' opponents, stinging their victims with Daemon-poison until there is nothing left but a pile of plague-riddled corpses.Daemon Flies - The grotesque daemonic flies that infest the Destroyer Hive are truly disgusting creatures, though in the eyes of Typhus, and of Father Nurgle himself, each is a diminutive angel of decay just waiting to pass on the blessings of rot and entropy to all they touch.Blight Grenades - The Death Guard's Plague Marines long ago perfected the grisly practice of using their enemies' decapitated heads as crude grenades. Hacked from the neck, filled with maggot-laden toxic goop and sealed with wax, these projectiles burst apart on impact to spray liquid disease and biting, stinging flies in all directions.Wind of Chaos - Typhus is a Death Guard Sorcerer who can call forth the corruption from within his soul, unleashing waves of psychic energy that are subtly different for each sorcerer: a sheet of iridescent Warp fire for the followers of Tzeentch, a golden cloud of rapturous agony or a rain of hypnotic light for the worshipers of Slaanesh, and a stream of bilious filth for those devoted to Nurgle like Typhus.Nuncio VoxRad Grenades - Rad Grenades detonate in a shower of tiny, radioactively-contaminated fragments. Each particle's radioactive emissions have a millisecond half-life, ensuring that the user can charge in without exposing themself to radiological contamination. Nevertheless, those foes caught in the initial blast will feel the Rad Grenade's debilitating influence for some time afterwards, and may be permanently affected by long-term radiation sickness.
Typhus - Sources: Angels of Caliban (Novel) by Gav Thorpe, EpilogueCodex Heretic Astartes - Death Guard (8th Edition), pp. 18-19, 20-23, 29, 71Codex: Chaos Space Marines (3rd Edition, 2nd Codex), pg. 53Codex: Chaos Space Marines (4th Edition), pg. 55Codex: Chaos Space Marines (6th Edition), pg. 24-25, 61Dark Imperium (Novel) by Guy Haley, Ch. 10Index Chaotica: Terminus Est (Digital Edition) (6th Edition)Psychic Awakening: War of the Spider (8th Edition), pp. 8-18Godblight (Novel) by Guy Haley, Ch. 4The Flight of the Eisenstein (Novel) by James SwallowThe Primarchs (Anthology), "The Lion," by Gav ThorpeCadian Blood (Novel) by Aaron Dembski-BowdenLantern's Light (Short Story) by James SwallowThe Buried Dagger (Novel) by James Swallow, Ch. 2, Interval IV, Chs. 6-7, Interval VIIThe First Wall (Novel) by Gav Thorpe, Ch. 12Saturnine (Novel) by Dan Abnett, Part 1 Chapter 2Warhawk (Novel) by Chris Wraight, Chs. 6, 27The End and the Death: Volume I (Novel) by Dan Abnett, 3:xi, 3:xxiiiThe End and the Death: Volume III (Novel) by Dan Abnett, 10:xvLuther: First of the Fallen (Novel) by Gav Thorpe, "Tale of the Traitor"The Horus Heresy - Book Two: Massacre (Forge World Series) by Alan Bligh, pp. 228-229Warhammer 40,000: Warlords of the Dark Millennium - Typhus (6th Edition), pp. 3, 5-11, 13-16, 22-29War Zone Charadon - Act II: The Book of Fire, pp. 36-37White Dwarf 282 (UK), "Heroes & Villains of the 41st Millennium - Typhus the Traveller"Forge World - Calas Typhon, First Captain of the Death Guard LegionWarhammer Community - Typhus 8th Edition (Image)
Tyran - Tyran: Tyran, or more formally Tyran Primus, is the former Ocean World on the very edge of the Milky Way Galaxy in the Eastern Fringe where the Adeptus Mechanicus of the Imperium of Man maintained a small Research Station.It was on Tyran that Mankind made first contact with Hive Fleet Behemoth, which destroyed all life on the planet in early 745.M41 and initiated the First Tyrannic War.Tyran is now classified as a Dead World by the Administratum, the first of many in Imperial space created by the Great Devourer. The encounter at Tyran gave a name to this deadly new threat to all life in the galaxy, a terrifying xenos species known as the Tyranids forever after.
Tyran - The Behemoth Triumphs: Only a solar hour after this, the Imperial outpost on Tyran Primus had been effectively overrun. The bastions had been destroyed or overrun and all of the planetary Defence Lasers had gone silent. Even the Catachan Jungle Fighters of the Astra Militarum had finally abandoned their posts and fled into the rain in hope of an escape from a gruesome death that could not be found.Only the command bunker still stood and its walls began to crack under the impact of massive blows from some of the larger Tyranid bioforms. Through the few remaining displays that were still functional, Magos Varnak saw the unstoppable tide of xenos destroying his once-impregnable outpost. Once the adamantium gate of the bunker crashed inwards, the Tyranids poured into the command bunker.Imperial Guardsmen and cybernetic Skitarii fought with Flamers and in some case their bare hands, but the sheer number of vicious aliens managed to hack and bite and claw their way forwards. As Hormagaunts poured into the command centre, Varnak whispered his last prayer to the Omnissiah and triggered a special switch that sent a data-codex plummeting into the depths of what remained of the outpost before being torn apart.The precious data within this codex would prove to be the Tyran outpost's greatest legacy, for its video, pict and data records of the first Tyranid assault would be found almost a full Terran year later by Inquisitor Fidus Kryptman, a man who would later dedicate his life to ending the Tyranid threat to humanity. Without Kryptman's arrival, the fate of the Tyran outpost might never have been known and the Imperium taken completely unaware of what was to come.Kryptman had found a sterile, dead planet that now bore no sign of the thriving Ocean World it had once been. The planet had been literally sucked dry and scoured of all life, with every scrap of vegetation and even all of its water consumed by the Hive Fleet as needed biomass and nutrients.As Kryptman reviewed the data-codex he found in the outpost's ruins, the full horror of the first Tyranid attack was revealed to him. The Inquisitor immediately left the ghosts of Tyran behind to warn the galaxy of the Great Devourer's approach, a terror that Kryptman named the "Tyranids" after the first Imperial world they had consumed.The nightmare of the Tyrannic Wars had begun, and the Imperium of Man would never be the same...
Tyranid Biomorphs - Tyranid Biomorphs: Tyranid biomorphs are essentially biomechanical devices and artificially-induced genetic mutations of the Tyranid genome that provide another way to attack a foe beyond the Tyranid's natural weapons of teeth and claws. A biomorph can also alter an aspect or the metabolism of a Tyranid bioform to improve its speed, durability, or other physical traits.Variants of these organic weapons are also sometimes used by the Brood Brothers and Genestealer hybrids in service to the various Genestealer Cults that infest Imperial worlds.
Tyranid Biomorphs - Close Combat Biomorphs: Bio-plasma - Bio-plasma is emitted by a potent, close-ranged Tyranid biomorph -- often engineered by the Hive Mind into Tyranid Carnifexes -- that can be unleashed in a short-ranged attack upon foes. With this biomorph, a Tyranid organism gains the ability to internally energise a form of organically-created plasma that can be vomited forth as a burning and blinding ball of incandescent green energy. Each ball of Bio-plasma has the equivalent force of a blast from an Imperial Plasma Cannon, but can be hurled a much shorter distance.Bonesword - Boneswords are blades of living chitin that wear away and grow back. They crackle with the Hive Mind's psychic energy and are very effective against armoured units. Boneswords are also used by the servants of Genestealer Cults. Grown from the Genestealer Patriarch's osseous throne, these Boneswords are sentient weapons that thirst for the psychic energies of the cults' adversaries.Claws and Teeth - These basic biomorphs are equipped on even the simplest of Tyranid organisms, such as Rippers. These razor-sharp claws and fangs allow Tyranids to rip apart their victims.Crushing Claws - The obscene strength of these claws allows them to smash any foe.Hypermorph Tail - Like Hybrid Metamorphs, some Genestealer Cult Aberrants mutate as a hive fleet approaches their Genestealer-infested homeworld. As these mutations take hold, the creature's spinal column extends into a muscular tail, tipped with a hooked barb sharp enough to slice through meat, bone and even infantry armour.Lash Whip - Lash Whips are cords of muscle that move at lightning speed to slash prey. Some Tyranid creatures wield both a Lash Whip and a Bonesword as a deadly symbiotic combination. Favoured Genestealer Cult hybrids may also be blessed with this symbiotic pairing of bio-weapons, making them even more lethal at close quarters.Rending Claws - The diamond-hard tips of these claws can tear through armour.Scything Talons - Scything Talons are long, razor-edged claws of serrated chitin. Powered by whipcord muscles, they can stab, slash, and eviscerate victims with lightning-fast swipes.Sharpened Claws - These claws are of extreme length and have been sharpened to a monomolecular edge. They are further enhanced by the presence of crackling psychic energies which run down their length.Stone Crusher - This close-combat biomorph is most commonly encountered on the Stone-Crusher Carnifex. Designed for urban battles, the Stone-Crusher is rammed through a wall using the Carnifex's immense strength, then pulled backwards to wrench the entire structure down.Tusks - Tusks are a large adamantium-laced chitin weapon that extends from the head of the Tyranid and allows them to initiate a devastating charge, often breaking through ranks of troops by smashing them aside.Wrecking Ball - A Wrecking Ball is a large biomorph composed of hardened chitin utilised on massive Tyranid species like the Carnifex which use it to shatter armoured vehicles and crush ranks of infantry into bloody pulp.
Tyranid Biomorphs - Tail Biomorphs: The tails of some Tyranids are deadly weapons, from bony protrusions dense enough to cave in the side of a tank to stingers containing enough poison to kill whole regiments.Bone MacePrehensile PincerThrasher ScytheToxinspike
Tyranid Biomorphs - Spore Mines: These weapons are used by the Tyranids as living, floating mines which explode if any non-Tyranid lifeform gets too close to one. Spore mines are grown deep inside a Biovore's body and are then launched via a powerful muscle spasm through the Biovore's dorsal aperture and hurled across the battlefield.An internal gas bladder in the Spore Mines inflates, allowing them to drift down towards the ground where they do not detonate upon impact but only when they sense the proximity of a non-Tyranid. They have been known to drift for solar days, weeks or even standard years until an unwary foe comes too near. Spore Mine biomorphs are all ranged weapons.Spore Mine Cysts - Spore Cysts are found on larger Tyranids and are excretion pits for the creation of Spore Mines. The symbiotic relationship between creature and Spore Cyst is such that they cannot be separated once formed.Spore Mine Launcher - The Spore Mine Launcher is a Tyranid Biomorph. Equipped to Biovores, the Spore Mine Launcher fires Spore Mines at its target, living bombs that blanket victims in acid, poisonous gas, and shrapnel-sized chitin spines. The Spore Mine Launcher is a large cannon-like organism mounted to the back of the Biovore, and the creature fires Spore Mines by activating a powerful muscle spasm which causes the launcher to spit a Spore Mine over great distances.
Tyranid Biomorphs - Armour Biomorphs: Armoured Shell - The largest Tyranid organisms are akin to walking battle tanks, with an armoured shell tougher than ceramite. Anything less than anti-tank weaponry patters harmlessly off these seemingly invulnerable monsters.Bonded Exoskeleton - A Bonded Exoskeleton is a Tyranid Biomorph that increases the defensive potential of larger Tyranid organisms. A Bonded Exoskeleton is formed when every bone-like plate and chitinous segment of a bioform's exoskeleton is fused together to form a tough and virtually impenetrable sheathing which offers a similar level of protection to the ceramite used by Imperial Space Marines in their power armour. The most common Tyranid bioforms evolved to have Bonded Exoskeletons are Hive Tyrants, the Tyrant Guard, Tervigons, Tyranid Primes, Carnifexes, Trygons and Mawlocs.Chitin - Even the most basic Tyranid life forms have tough leathery hides and a beetle-like carapace that covers the creature's vital spots. This chitinous material is tough enough to turn aside blades and even glancing small-arms fire. The outer body of a Tyranid is coated in a waxy slime that allows the organism to survive for short periods of time in a vacuum.Extended Carapace - This type of biomorph forms when a Tyranid's carapace has grown and extended over time to cover the few vulnerable areas they might have still possessed.Hardened Carapace - The creature's carapace is made of denser, strengthened chitin, able to absorb kinetic impacts that would shatter or punch through lighter armour.Reinforced Chitin - The carapace plates of these Tyranid creatures continuously exude a sticky resin-like substance. These secretions quickly harden, creating an additional self-healing layers of ablative armour that offers the Tyranid greater protection against incoming attacks. This material has also proven effective in attenuating the worse effects of intense heat and radiation.Toughened Exoskeleton - This biomorph takes the form of an exoskeleton of a Tryanid creature that has been enhanced through a toughening process which makes it more durable and able to resist more damage before failing.
Tyranid Biomorphs - Close Combat: Rending Claws - These are massive versions of rending claws that are only used by gargantuan Tyranid bio-forms like Bio-Titans.Razor Claw - Razor Claws are deadly hand-to-hand combat weapons carried by Tyranid Bio-Titans to enhance their already formidable fighting power. Razor Claws resemble gigantic crab claws, but this basic evolutionary design has been made more lethal by bonding a mono-molecular edge to them so that they can slice through armourplas and ceramite. Razor Claws are also implanted with frag spines like those mounted on Haruspex and Malefactors, and these increase the Bio-Titan's short-range firepower against infantry and light vehicles.Scything Talons - These are massive versions of the chitin scything talons found on smaller Tyranid bio-forms.Stinger Salvo - Stinger Salvos are used against infantry and lightly armoured vehicles at close range. The Stingers themselves are fans of long, needle-like protuberances which contain a vein of lethal corrosive venom. The stings are segmented and when the Bio-Titan directs a pulse of venom into them the tips are launched with tremendous velocity. This reveals the sharp tip of the next segment of the needle and makes it ready for firing. Salvos of the high velocity Stingers are short-ranged but devastating, riddling targets with slivers of bone and corrosive poisons.
Tyranid Biomorphs - Ranged: Bile Launcher - Bile Launchers work by belching a jellied lump of cankerous slime which is corrosive enough to burn through flesh and bone in seconds. Armoured targets may last a little longer than others but even they will collapse into piles of pitted and rusted metal within a few Terran minutes. Worse still, the Bile Launcher can have a considerable splatter radius if it strikes its target. These smaller droplets of acidic slime are unlikely to damage battle tanks but they can still kill foot soldiers who fail to take cover.Bio-Cannon - Bio-Titans commonly carry large, triple-orificed symbiote weapons which appear to function in a similar manner to the Bio-Cannon mounted on an Exocrine. The heavy cords of muscle that ridge the barrels of the cannon accelerate its ammunition of chitin shells to a speed at which they punch through armour as if it were cardboard. A hardened penetrator core at the centre of the shell penetrates the target in a small explosion of shrapnel and carries the spores of a pernicious slime fungus into it. Large targets that sustain a hit from a Bio-Titan's Bio-Cannon are often rotted from the inside out within minutes of impact.Cluster Spines - Cluster Spines are similar to the Frag Spine implanted onto Haruspex and Malefactors for close range, anti-personnel work. They are fired by a muscular contraction and use explosive cellular expansion to detonate on impact and spray razor-sharp chitin plates over the target area. The cluster spines implanted onto Bio-Titans are larger, more densely packed and fire in groups to achieve maximum saturation of the target.Pyro-Acid Spray - Pyro-Acid Spray is undoubtedly one of the most fearsome weapons in the Bio-Titan's arsenal. The spray fires a triple jet of highly corrosive acids which melt through plascrete and steel like wax. The interaction of the acids also produces a great release of heat, such that the jets ignite as they leave the nozzles of the spray and the target area is quickly covered in licking flames and explosions where the burning acid has swept over it.Spore Pods - Many Bio-Titans carry swollen pods of virulent spores implanted into their chitinous limbs. When they explode, the air around the Bio-Titan is filled with deadly spores which will pierce the surface of anything warm they touch and send burning, threadlike growths shooting into it. Bio-Titans use nerve impulses to detonate the pods, either as an intense cloud in a small area or as a broad bank of spores to sweep a larger area. Though each Spore Pod is emptied when it is used, a single Bio-Titan carries enough Spore Pods to last for an entire battle.
Tyranid Biomorphs - Tyranid Bio-Ship Biomorphs: Bio-plasma - Bio-plasma is a Lance-like weapon utilised by Tyranid Bioships that fire energetic plasma produced by organic rather than technological means.Feeder Tentacles - Many Tyranid bioships have huge tentacles which they use to "feed" on planetary atmospheres and the biomatter pumped up into the lower atmosphere of a prey world by Capillary Towers, and which can also be used to punch through the hull of a voidship to allow the Tyranid organisms within to assault the enemy.Massive Claws - Tyranid vessels are terrifying in combat at close quarters. Not only are they packed full of bio-engineered killing machines, often the ships themselves have specially-evolved claws designed to rip through the armoured hull of its target, or crushing mandibles that latch onto the bio-ship's prey and then slowly but inevitably tear through decks and gantries.Pryo-acid Battery - These Tyranid weapons are a kind of voidship Weapons Battery utilised by Tyranid bioships, which work by launching compact organic shells containing virulent toxins and pyro-acids. These can cause considerable damage on impact, but it is the release of their ravening payloads into the confines of a ship that can prove the most deadly. Any ship hit by a pyro-acid weapon has a chance that the acid will continue to eat away at its hull due to the caustic nature of the bio-agents.Spores - Tyranid bioships do not have weapons turrets or Void Shields in the normal sense, and instead rely on emitting a constantly replenished physical barrier of spore clouds. Every spore is a Pandora's box of viral compounds, acids and even nucleonic mutagens capable of eating through hull armour with alarming speed. The combined effect of the millions of spores produces an ablative armour effect as they absorb weapons fire and ordnance directed at the bio-ship they surround.Ordnance - Some Tyranid ships may have launch bays or Torpedo batteries. Tyranid bioships may only launch boarding torpedoes, fighters and assault boats, or rather their biological equivalents in the form of giant hull-boring worms, ether-swimming brood carriers, protazoid enzymes, ravening limpet mines and the like. It is also possible for a Tyranid hive fleet to make use of such ordnance independent of launch bay-equipped vessels.
Tyranid Biomorphs - Bio-Artefacts: The Bio-artefacts of the Tyranids are symbiotic, biomechanical organisms of incredible rarity. Only one of each of the following biomorphs is usually found in each Tyranid force, as there is only thought to be one of each of these items in existence, or so the indigenous intelligent species of the galaxy hope...Maw-Claws of Thyrax - During the destruction of Thyrax, the dread beast that spearheaded the assault bore a symbiotic pair of fang-lined pincers. These terrible claws tore apart and consumed the bodies of those brave enough to stand against the monstrosity, absorbing their memories and assimilating greater knowledge of its prey.Miasma Cannon - The Tyranids utilise all manner of biomechanical weapons, but none that have earned more dread than the Miasma Cannon. Unlike other Venom Cannons, this weapon fires gobbets of toxin-laden slime so virulent that it reduces squads of soldiers into shapeless puddles of organic goo in seconds. Whether vomiting noxious fluids in great torrents or liquefying targets in gouts of acid, the Miasma Cannon has been responsible for deaths beyond counting.Norn Crown - First named by Inquisitor Kryptman, the Norn Crown is a unique parasitic organism that clings to the armoured crest of the host organism's head with dozens of tendrils. Burrowing needle-like cerebral bores directly into the brain of its host, the Norn Crown forms a neuro-synaptic link that acts as a hyper-conduit for the Hive Mind. Through this abhorrent union, the Hive Mind's indomitable will can pour forth to augment and control the hordes of lesser Tyranids that scuttle in the leader-beast's wake.Reaper of Obliterax - The Reaper of Obliterax was first encountered amongst the re-emergent Tyranid swarms of Hive Fleet Jormungandr. A deadly biomechanical weapon resembling a Bonesword, this sentient blade is commonly wielded alongside a Lash Whip. The Reaper discharges highly concentrated bursts of destructive energy, and even the lightest blow can result in the blade's target being rent asunder.Ymgarl Factor - The Ymgarl Genestealers have long been a cancerous blight on the worlds of the Imperium. Their insatiable voracity is legend amongst those that have had the misfortune to encounter them and live. Now, dark rumours have surfaced of another Tyranid leader-beast that appears to share the unfathomable adaptability of the Ymgarl Genestealers.
Tyranid Biomorphs - Hive Mind Psychic Powers: Dominion - The Tyranid bioform uses its prodigious psychic strength to channel and amplify the will of the Hive Mind.Catalyst - Through its synaptic conduits, the power of the Hive Mind reaches out to infuse the organisms under its control, invigorating their metabolic systems with such unnatural vitality that they can ignore the most grievous of wounds.The Horror - The terrifying psychic presence of the Hive Mind radiates from a synapse creature, flooding the minds of the Tyranids' enemies and causing them to quail and panic.Onslaught - A synapse creature reaches out its mind and seizes control of the lesser creatures' biomorph weapon symbiotes, guiding their fire whilst simultaneously driving the swarms towards the enemy at a breakneck pace.Paroxysm - The Hive Mind debilitates its enemies by triggering every nerve and pain receptor in their bodies, overwhelming their senses with wracking fits of agony.Psychic Scream - Through its vassal organism, the Hive Mind unleashes a piercing shriek of undiluted psychic energy that shreds the minds of those caught in the wake.Synapse - Synapse is the Tyranid psychic ability which unites all of the Tyranids within the gestalt self-awareness that is the Hive Mind. It is projected across the local Tyranid swarm by synapse creatures which usually also serve as leader organisms, such as Hive Tyrants, Tyranid Warriors and Broodlords or specialist psyker organisms such as Zoanthropes. These creatures have greatly increased synapse networks within their own cortexes created at the direction of the Hive Mind and these organisms act as psychic conduits and network nodes for the Hive Mind to control and order any troops within the psychic range of the synapse creature. Without the synapse creature present to guide them and include them within the Hive Mind's psychic gestalt network, most Tyranid bioforms will revert to a feral, instinctive state, although some, such as Genestealers, who can generate the similar gestalt among their cultists known as the "Broodmind," can perform just as well without synapse creatures to connect them to the Hive Mind as they do when in their presence.Warp Blast - The Tyranid organism taps into the raw power of the Hive Mind, unleashing it as a blast of pure Warp energy that arcs from its cranium and vaporises its prey.
Tyranid Biomorphs - Sources: Battlefleet Gothic - The Hive Fleets: Tyranid Vessels, pp. 84-85Chapter Approved: The Second Book of the Astronomican (2001), "Tyranid Monstrosities - A Guide to Spawning," by Pete Haines, pg. 100-101Codex: Genestealer Cults (8th Edition), pp. 102-104Codex: Genestealer Cults (7th Edition), pp. 98-100Codex: Tyranids (2nd Edition), pp. 18, 52, 66-67Codex: Tyranids (3rd Edition), pp. 6, 8-9Codex: Tyranids (4th Edition), pp. 28, 31-33Codex: Tyranids (5th Edition), pp. 41, 46, 48, 50, 82-84, 86-95Codex: Tyranids (6th Edition), "Bio-Artefacts of the Tyranids," pp. 88, 91, 167-185Codex: Tyranids (8th Edition), pg. 52Epic: Hive War (2nd Edition) by Andy Chambers, pp. 56, 64-66Warhammer 40,000: Rulebook (6th Edition), pp. 216-217
Tyranid Escort Drone - Tyranid Escort Drone: A Tyranid Escort Drone is an escort-analog bio-ship found in a Tyranid Hive Fleet.They generally serve as the last line of defence for a fleet's Hive Ships.As such, they can usually be found clustering around the flanks of those massive bio-ships.
Tyranid Escort Drone - Strangler Drone: The Strangler Drone is outfitted with Feeder Tentacles.
Tyranid Escort Drone - Caustic Drone: Outfitted with Pyro-Acid batteries.
Tyranid Escort Drone - Bio-Plasma Drone: Equipped with Bio-Plasma batteries.
Tyranid Escort Drone - Wardrones: Wardrones are designed solely to fight and protect the Norn-Queen and the Hive Ship. They are dependent entirely on the influence of the Hive Mind in order to operate.Wardrones vary heavily in size and shape, and usually fight in swarms, using weight of numbers to accomplish their protective missions.
Tyranid Escort Drone - Stalker Drones: Stalker Drones are smaller defence ships which dart around the Hive Ship, reacting immediately and in a frenzy to anything that threatens it.
Tyranid Warrior - Tyranid Warrior: The Tyranid Warrior (Tyranicus gladius, alternatively Bellatori tyrannus) is one of the most common type of bioforms used by a Tyranid swarm. As Tyranids are constantly biologically adapting their forces to match their enemies' shifting strategies, Tyranid Warriors are often seen in combat in many different sub-species intended for different battlefield and tactical functions.Tyranid Warriors are among the most important Tyranid bioforms deployed by a hive fleet in battle, as not only are they powerful and deadly creatures in their own right, but they also serve as Tyranid synapse creatures, the important bioforms intended to direct lesser Tyranid bioforms and forming the focal points of the Tyranid Hive Mind's system of telepathic command.Tyranid Warriors are large creatures, but still smaller than the massive Tyranid Hive Tyrants. They are fast and powerful, with the capability to be strong at ranged combat or in close quarters in a similar fashion to the Hive Tyrant.According to Imperial research conducted by the Adeptus Mechanicus, the Tyranicus gladius species itself is highly adaptable to any battle role, with over 212 known variants of Tyranid Warriors having been observed -- combining flying, walking, leaping biomorphs, with biomechanical symbiotes that serve as ranged weapons like the Deathspitter or assault symbiotes like scything talons or rending claws or both.This has caused one Imperial researcher, Magos Biologis Locard, to claim that the Tyranid Warrior is the most adaptable of any Tyranid species yet encountered.The Tyranid Warrior is often a common trooper found in Tyranid armies. They have the ability to carry a wide variety of deadly biomechanical weaponry and other upgrades, making them suitable to take on many roles in battle. They are easily able to bring valuable long range firepower or high volume, short-ranged support to their Tyranid brethren.In addition, they can even be seen wielding close combat biomorphs (intentionally evolved Tyranid mutations and biomechanical weapons), such as scythe-like talons or shorter, incredibly sharp claws, which make them fearsome close combat melee combatants.Less commonly, they are seen in battle bearing great wings, which allow them to swoop onto the battlefield and act as fast-moving assault troops and close-in air support. This variant is called the Winged Warrior by Imperial forces, or the Tyranicus gladius avius sub-species by Mechanicus Magi Biologis.
Tyranid Warrior - Variants: Tyranid Huntsmen - Tyranid Huntsmen use powerful biomorphs to break an enemy squad before using their iron-hard claws to eviscerate the survivors.Tyranid Lashers - A Tyranid Lasher pulls their prey close to them with the biomorphs known as Lash Whips before pumping their bodies full of venomous barbs.Tyranid Shrikes - Formerly classified as "Harpies" before that designation was given to a different flying bioform, Tyranid Shrikes are winged Tyranid Warriors able to take variable weapon loadouts, and provide synapse to Gargoyles and other flying Tyranids.Tyranid Warrior Prime - The Tyranid Warrior Prime serves as a powerful synapse creature for Tyranid swarms and is a potent commander of Tyranid attacks. The Tyranids' leadership caste is difficult for Imperial commanders to identify, and there is often the mistaken assumption that the larger a Tyranid creature is, the more important it is to the swarm. This is a mistake that has cost more than one Imperial officer his rank and countless men their lives. This is especially true for Tyranid Warrior Primes, an evolution of the standard Tyranid Warrior genus that has an elevated intelligence and a stronger link to the Tyranid Hive Mind.Ordo Xenos Departmento Analyticus RecordImperial Designation:Tyranid WarriorMain WeaponryDeathspitterCommon Name:WarriorSpecies Name:Tyranicus gladiusSecondary WeaponryFangs and clawsAverage Height2.4mAverage Weight1.2 tonnesTertiary WeaponryNoneFirst encounteredTyranRoleShock troop/leaderThreat evaluationHigh
Tyranid Warrior - Sources: Codex: Tyranids (5th Edition), pp. 36, 90Codex: Tyranids (4th Edition), pp. 31, 37Codex: Tyranids (6th Edition) (Digital Edition), "Forces of the Hive Mind"Codex: Tyranids (9th Edition), pp. 24, 97Deathwatch: Core Rulebook (RPG), pg. 370Imperial Armour Volume Four - The Anphelion Project White Dwarf 190 (UK), pg. 40
Tyranid Warrior Prime - Tyranid Warrior Prime: The Tyranid Warrior Prime (Tyranicus gladius primus) serves as a powerful synapse creature for Tyranid swarms and is a potent commander of Tyranid attacks. The Tyranids' leadership caste is difficult for Imperial commanders to identify, and there is often the mistaken assumption that the larger a Tyranid creature is, the more important it is to the swarm.This is a mistake that has cost more than one Imperial officer his rank and countless men their lives. This is especially true for Tyranid Warrior Primes, an evolution of the standard Tyranid Warrior genus that has an elevated intelligence and a stronger link to the Tyranid Hive Mind.
Tyranid Warrior Prime - History: It has in fact only been in recent times that the Warrior Primes have been identified and reported to exist amongst the ranks of the various Hive Fleets, though many Imperial savants and Adeptus Mechanicus Magos Biologis are quick to point out that this is less likely to be because they are a recent evolution and more likely because they simply blend in with the other standard Tyranid Warriors. Primes are also being encountered in greater and greater numbers within Hive Fleet Dagon, perhaps as a direct response to the constantly evolving tactics of Imperial forces and the Hive Fleet’s need to deal with the elevated Deathwatch presence in the Orpheus Salient after several costly encounters.
Tyranid Warrior Prime - Role: In military function, Tyranid Warrior Primes take on the role of junior officers within a Tyranid swarm. Much in the same way as a Hive Tyrant might lead a full host of Tyranids, a Warrior Prime will oversee a smaller section of the battlefield or direct a smaller strike force of warriors. When close to a more powerful synapse creature they will defer their control, acting instead like non-commissioned officers, often personally leading broods. However, should they find themselves alone, they can easily bind together those Tyranid creatures nearby into an effective fighting force and carry on with little trouble. In this way, a Tyranid Warrior Prime is just as capable of directing a swarm as a Hive Tyrant and many an Imperial officer has suffered as a result of underestimating their ability to project the Hive Mind and lead lesser Tyranid creatures.Tyranid Warriors Prime have earned fearsome reputations as resourceful and cunning tacticians, directing nearby Tyranid creatures through the Hive Mind to take advantage of terrain, enemy movements and other battlefield conditions that may enhance the outcome of a battle. It is a common failing amongst the leaders of the Imperium (and even some xenos races like the T'au and the Eldar) that the Tyranids are nothing more than mindless animals, driven forward by the will of the Hive Mind with no thought to tactics or strategy. The truth is of course that creatures like the Tyranid Warrior Prime and the Hive Tyrant are just as capable as any other race's military commanders, perhaps more so as they have a literally unshakable faith in their troops and are fearless in battle because of their constant psychic connection to the Hive Mind, making them near-perfect combat commanders.
Tyranid Warrior Prime - Ordo Xenos Departmento Analyticus Classification: The Inquisition's Ordo Xenos has not yet gathered enough information on this bioform to release an official classification.
Tyranids - Tyranids: The Tyranids are an extragalactic composite species of hideous, insectoid xenos. They actually comprise an entire space-faring ecosystem comprised of innumerable different bioforms which are all variations on the same genetic theme.The Tyranids are unlike any other intelligent species encountered by Humanity. They are the ultimate predators; to them, all living things, from the lowliest insect to the most advanced starfaring civilisation, are mere prey. Only now are the inhabitants of the galaxy realising the scale of the threat; unless the Tyranids can be stopped, it will mean nothing less than the extinction of all life.The Tyranid species is ultimately dedicated solely to its own survival, propagation and evolutionary advancement. The Tyranids collectively form a monstrous superorganism that travels across the universe in their great hive fleets of biomechanical Hive Ships, systematically consuming all other biomatter to enable their own rapid evolution and reproduction.The Tyranids are likened to a galactic swarm consuming everything in its path, feeding on entire worlds and leaving only dead husks in their wake. Their threat is such that an unprotected planet can be infested and stripped clean of all its organic material in a matter of solar weeks without even slowing down the advance of the hive fleet.All Tyranid organisms are "synaptic" (psychically-reactive), and each Tyranid creature within a hive fleet shares and contributes to a communal Hive Mind, which allows the trillions of beings comprising the Tyranid hive fleets to communicate and organise instantaneously on a staggering scale.The mentality of the Tyranid approach to warfare can be described with the phrase "quantity has a quality all its own." From the "lowly" Ripper, to the deadly Hive Tyrant and beyond, the signature of the Tyranid species is that they overwhelm their foes with sheer numbers, reproducing massive numbers of highly virulent organisms in record time from the biochemical soup that they derive from the biospheres of the worlds they consume.The components of a Tyranid hive fleet travel almost exclusively in large groups known as "swarms" that possess specialised biomechanical creatures for destroying and consuming a wide variety of prey life forms.The Tyranids have evolved sophisticated methods for facilitating genetic transfer across species boundaries. As a result, a significant goal of any Tyranid invasion is acquisition of useful new biological traits from other lifeforms.These are used by the Hive Mind to enhance the Tyranids' effectiveness in consuming new worlds to gain more of the necessary organic raw materials for further reproduction and directed evolution. All Tyranids are reproduced by a single, highly intelligent female bioform known as a Norn-Queen.A hive fleet's Norn-Queens are the most important Tyranids within the fleet, for if they are injured or killed the Tyranids cannot reproduce their numbers from the captured bio-mass. As a result, Norn-Queens can be found only at the heart of the largest and most-well defended Tyranid Hive Ships.
Tyranids - Devastation of Baal: In the final days of the 41st Millennium, the bulk of Hive Fleet Leviathan moved to consume Baal, the homeworld of the Blood Angels Chapter. The Blood Angels called a gathering of all their Successor Chapters, the Sanguinary Brotherhood, most of whom sent forces to aid the defence of their Primarch's adopted home. But the sheer size of the Leviathan fleet threatened to overwhelm all the sons of Sanguinius.As the Great Rift tore open reality, Warp Storms ravaged the Baal System even as its worlds faced the Leviathan. Upon Baal itself, the battle between Blood Angels and Tyranids raged on, but the vast Leviathan fleet orbiting Baal was pulled apart by the empyric storms and devoured by the madness of the Warp.Daemons invaded the moon of Baal Prime, annihilating a great portion of the Leviathan's invasion swarms. They were led by Ka'Bandha, the ancient nemesis of the Blood Angels, who had determined that he and he alone would be responsible for the destruction of the Blood Angels.The Bloodthirster slaughtered the entire Tyranid host upon Baal Prime, and piled their skulls high in the shape of his dread sigil, leaving a chilling message for his hated foes, before vanishing back into the Warp.As the Warp-spawned insanity of the Great Rift's birth finally began to wane, the principal fleet of the resurrected Primarch Roboute Guilliman's Indomitus Crusade arrived at Baal, assisting the few surviving Blood Angels in the extermination of the isolated Tyranid ground forces. Baal was saved during the campaign rememvered as the Devastation of Baal, but at the cost of almost the entire Blood Angels Chapter.
Tyranids - Era Indomitus: In the latter days of the 41st Millennium the galaxy-wide cataclysm of the Great Rift tore a ragged wound across realspace, signalling the beginning of a new age of darkness, the Era Indomitus of the Age of the Imperium.Further Warp Storms followed, rippling across the galaxy, spilling the raw matter of Chaos into the material realm in ever-increasing quantities.This ongoing corruption of the galaxy spells potential disaster for the Hive Mind. Tyranid hive fleets require vast stockpiles of organic matter to power their galactic assaults.The mutable, inconstant psychic energy of Chaos provides none of this vital sustenance. With every passing season, more planets and systems are swallowed up by the roiling tide of empyric madness, denying the Tyranids the precious biomass that sustains them.Yet the Tyranid species is defined by its ability to adapt in the face of disaster. The timeless sentience of the Hive Mind has already developed new organisms and hunting patterns in the face of this peril.In the wake of its defeat at Baal, the remainder of Hive Fleet Leviathan launched a vast offensive along the southern border of the Segmentum Solar.As the Leviathan pushed ever further towards Holy Terra, Primarch Guilliman has despatched dozens of newly founded Primaris Marine Chapters to the front lines of the Third Tyrannic War.
Tyranids - The Great Devourer: The Tyranids are actually an extragalactic species, born somewhere beyond the void that separates the galaxies of the Local Group. Tyranid Hive Fleets travel through space by using gigantic organisms genetically engineered to travel through a vacuum known as Hive Ships, which move in groups which can be likened to very large Terran locust swarms.The Tyranids travel in great fleets of gigantic living creatures that serve as spacecraft, each of which is home to countless lesser Tyranid organisms grown in the bubbling organ-sacs of the vessel's reproductive chambers.All of these creatures are born to serve the single entity that is the Hive Ship, and the ship itself exists only as part of the entity that is the hive fleet.Typically, Tyranid hive fleets move in ad hoc formations known as "tendrils," migrating to nearby inhabited planets after consuming all the biological and organic material on a recently invaded planet and breeding, often reproducing many times their original number.When a hive fleet encounters a prey world, it does not invade for territorial gain or out of a sense of pride or vengeance. Indeed, it is doubtful the Tyranid Hive Mind even comprehends such concepts.Rather, they invade to harvest valuable biomass and feed their insatiable hunger. The Tyranids require an endless supply of food, not only to nourish the hive fleets, but to grow new organisms. Therefore, when a hive fleet invades a planet rich in life, every action of every Tyranid creature is honed to a single goal -- the total and rapid absorption of that world's organic population, ecosystems and bioresources.To this end, the hive fleet creates an army with the express purpose of overcoming the prey world's defenders before it is stripped of every scrap of biomatter and devoured.Hive fleets travel at superluminal speed, though they never enter the Warp. Instead, by using the specialized psychic power of a selectively evolved Hive Ship called a Narvhal, they manipulate the gravity fields of star systems to achieve faster-than-light travel.The massive Warp presence of the Tyranid Hive Mind, however, manifests itself in that realm through the Shadow in the Warp phenomenon. The current collection of Tyranid hive fleets have migrated to the Milky Way Galaxy, presumably after overpopulating or overfeeding in other nearby galaxies of the Local Group.Given that each of the different Tyranid hive fleets has approached the Milky Way from a different direction, this may imply that the Tyranids have consumed a disturbingly large number of nearby galaxies.