Tyranids
"The Great Beast has come, Devourer of worlds."
Click here to view all the troops of the Tyranids
In the fictional Warhammer 40,000 setting, the Tyranids are a nomadic alien race comprising many genetically engineered forms.
Tyranids were first described in Rick Priestley's Rogue Trader, the first edition of the Warhammer 40,000 table top wargame. At that time they were not an emphasised race in the game, instead representing a limited number of occasionally-encountered alien antagonists. In later editions the Tyranids became a playable race in their own right, popularised by a number of successful board games.
Tyranids in Warhammer 40,000
First Edition, Rogue Trader
Tyranids were first mentioned under the heading Tyranids and the Hive Fleets, and were illustrated in a form not too different from their latest incarnation.
The first Tyranids used conventional, non-biological equipment such as lasguns and flak armour. The principal unit available to the Tyranids was the Zoat, a centaur-like creature enslaved to fight on the behalf of their tyranid masters.
Board game incarnations
Genestealers were introduced in the 1980s with Space Hulk, and later featured in Space Crusade. The first recognisable incarnation of Tyranid warriors appeared in Advanced Space Crusade in 1990, featuring biological weaponry such as boneswords and deathspitters.
Second Edition
Second Edition Warhammer 40,000, released in 1993, featured the Tyranids in the supplemental books Wargear and Codex Imperialis, and then later in their own devoted army Codex. An extensive model range was released, representing most of the units described in these publications. The army was, however, very different from the factions previously seen in the game. Notable were the huge numbers of rank-and-file units a Tyranid player was able to deploy compared to most other armies due to their low points cost (second only to the Imperial Guard, according to many players) and the large and flamboyantly designed centre-piece models, very different from anything Citadel had released before.
The tyranid player now had access to a range of unit types roughly equivalent to that of the other factions, including:
- Leaders; principally the Hive Tyrant
- Rank-and-file models; the Termagants (then known as Hunter Slayers), Hormagaunts and the main adversary in Space Hulk, Genestealers
- Gargoyles, essentially Termagants with wings, who had previously been seen in Epic 40,000
- Powerful and versatile elite units, the Tyranid Warriors
- Heavy units mimicking tanks, artillery and dreadnoughts, the Carnifex (a massive creature built like a battering ram, which excels in close combat), Zoanthrope (a Tyranid psyker in addition to the Hive Tyrant), Lictor (a camouflaged stealth unit) and the Biovore (a quadrupedal creature whose body formed a living artillery gun which uses Spore Mines, small floating bags of flesh which detonate on contact and spew either razor-sharp bone fragments or a variety of acids and poisons, as ammunition)
Third/Fourth Edition
The Tyranid supplement to Third Edition Warhammer 40,000, like most of the other supplements released at that time, focused on revamping the rules for the various units while maintaining the overall structure of the army, so that veteran players would not find their older collections unusable or less useful in the new edition. It did however add some new units and tweak the behavior of others. A brand new model range, somewhat different from the older ones, was released to coincide with the new publication.
New units included:
- The Tyrant Guard, units similar to Tyranid Warriors who could be selected as bodyguards for the Hive Tyrant, in response to some players' complaints that the Hive Tyrant could be isolated and killed too easily
- Raveners, large snake-like creatures with claws, to fill the role of a fast close combat unit
The Third Edition Codex, as with a number of subsequent publications, included an army list which allowed far greater flexibility to the player than previous army lists, allowing extensive customization of units; at the time more so than any other available faction. Unit types noted as a 'Mutable Genus' in the main army list were permitted to be extensively modified by choosing from numerous options in the 'Custom Hive Fleet' section of the book. The options available bore a resemblance to the random equipment tables featured in Rogue Trader, but were no longer randomised.
The nature of the army list in Third Edition further cemented the Tyranid army's reputation for fielding vast numbers of models, allowing the player to overwhelm an opponent with weight of numbers. This was even more pronounced in the variant Seeding Swarm army list published in White Dwarf (number), which represented the initial stages of a massive Tyranid assault and even further emphasised the use of many expendable, 'cannon-fodder' type units.
This army list was widely recognised as being extremely powerful and hard to beat for ill-equipped opponents, this being due to the massive size, multiple wounds, a high toughness, etc.
The release of the fourth edition codex heralded a new period for the Tyranids, with a new model range, new rules, and new units, most notably the broodlord, which enabled a Tyranid player to field an army with no monstrous creatures in it, and revamped units such as the carnifex. However, the two special monstrous creatures were removed from the codex (having been re-absorbed) and are no longer usable...although many of their characteristics were passed on to the carnifex and the ravener. The removal of these two special monstrous creatures makes the tyranid army the only Warhammer 40,000 army without named characters, a further distinction separating the tyranids from other forces.
This new codex also enables tyranid players to field a "Godzilla" army: an army comprising almost entirely of monstrous creatures, allowing a grand total of eight to be fielded in a 1500 point battle (as carnifexes of a points cost below 115 can be taken as Elites choices, instead of Heavy Support), although the player would still have to field compulsory troops choices.
One of the more overlooked abilities is the new "without numbers" rule, which allowed for literally an unlimited number of gaunts in a single game.
Tyranid model range
The designs of Citadel's Tyranid range has gone through three major revisions roughly coinciding with Second, Third and Fourth edition Warhammer 40,000. Most Tyranid models however share certain characteristics:
- They are universally designed to look entirely organic, using no manufactured equipment whatsoever. Most Tyranids appear to carry various guns, which are actually made of flesh and bone. Termagants, for example, carry guns similar to the Bolt pistol, when in fact, it is connected to their arms. All of the "guns" are different symbiotes designed for different purposes, usually in turn firing smaller creatures, which either explode on impact, or frenziedly attack the impacted enemy.
- They tend to have a distinct head with two eyes and a fanged mouth
- Most have bony or chitinous armor plates on the outside of their bodies
- They all have no less(but possibly more) than 6 limbs.
In the design of the range to be launched to supplement the Third edition of the game, Citadel chose to formalize the design of the Tyranid range to the following parameters:
- All Tyranids would have six limbs, although some may be adapted into wings, claws or weapons, or may be vestigial
- All Tyranids would have a tail
- All Tyranids would possess five bony ridges on their head or neck as a common racial feature
- All Tyranids would have air holes on their head and the base of their tail.
- The Tyranids' organic weapon symbiotes would be fused to the creature's body.
Background Fiction
Tyranid Invasion
Tyranids are generally introduced in the Warhammer 40,000 background as 'invading' the Milky Way galaxy from intergalactic space. This is described as having occurred at least three times; each in a vast wave known as a Hive Fleet. The Hive Fleets so far featured include Hive Fleet Behemoth, Hive Fleet Kraken, and Hive Fleet Leviathan. It is noted that these names are those ascribed to the Tyranid incursions by the Human scholars of the Imperium, rather than the Tyranid civilisation themselves. Indeed, there is no evidence shown in the fiction that Tyranids even have language or civilisation as understood by the protagonist civilisations native to the Milky Way.
In addition, there are a great many references to covert actions by agents of the Tyranid species known as Genestealers. (The term species is used loosely, as the Tyranid's biology as described does not appear to conform to conventional Taxonomy). Genestealers are the principal antagonist in the setting of the game Space Hulk, and short pieces of fiction frequently describe human encounters with Genestealers from the point of view of individuals such as Inquisitors.
Hive Mind
Particularly learned protagonist characters in the background (generally Imperial human, but occasionally Eldar) are seen to refer to a controlling mechanism intrinsic to the Tyranid race, called the Hive Mind. The Hive Mind is the gestalt metaphysical entity thought to emanate from, and exert cohesive control over, all Tyranid individuals through psychic manipulation. In terms of the terrestrial Tyranid's encounters with other species, generally in conflict, the Hive Mind is explained as filling the roles of social hierarchy, linguistic communication and military command and control as used by other races. The Hive Mind is represented in the tabletop games by various rules specific to players fielding Tyranids, and have a dramatic influence on the playing style of a Tyranid army.
As a thematic device, the Hive Mind is also shown as being responsible for widespread (light-year scale) disruption of Imperial communications and superluminal travel via a mechanism known as the Shadow in the Warp. This introduces complications to the affairs of Imperial protagonists in fiction featuring Tyranids, as the human characters find themselves isolated from outside aid via warp travel and doomed to face the Tyranid menace alone.
The Tyranid Hive Mind also prevents the Tyranid race as a whole from being controlled by Chaos, as the Hive Mind and Norn Queens are the only true sentient beings in the entire race, and Norn Queens have no quarrel from fighting amongst themselves.
To date, only the Ultramarines' Chief Librarian Tigurius has ever made contact with the Tyranid Hive Mind and lived.
Hive Fleets
Although there appear to be a great number of Hive Fleets in existence, the ones below are the notable ones recorded by the Imperium of Man.
Each Hive Fleet has its own colors, varying creatures, and bio-weapons, depending on the modeller or (in the case of fiction) author.
Hive Fleet Behemoth
As described in the rule book and the novel Warriors of Ultramar, Tyranids were first encountered by the Imperium in the Eastern Fringe of the Galaxy, near the planet Tyran. Adeptus Mechanicus scientists noticed several worlds that had mysteriously lost their biomass and atmosphere, then the scientists themselves disappeared. Later an Imperial Inquisitor named Kryptmann visited Tyran and found a data file with information on the Tyranids, left behind by the former occupants before their deaths.
Despite this, several planets were devoured by the Tyranids, but Kryptmann could not call for help due to the Shadow in the Warp. The Tyranids, now named "Hive Fleet Behemoth" by the Imperium, progressed further into human held areas of space, eventually reaching the Ultramar sector, the realm of the Ultramarines Chapter of the Adeptus Astartes.
Marneus Calgar, Chapter Master of the Ultramarines, recalled all his forces to the Ultramarines' homeworld, Macragge. Assembling a fleet and readying Space Marines on the ground, the Ultramarines face the Tyranid vanguard. Ultimately the Tyranids encircle and overwhelm the planet Prandium - stripping its surface bare of life as an instrument to bring to mind tragedy for the reader, as Prandium had previously been described as a lush, green paradise of a world. (Oddly enough, Prandium means "Lunch" or "Meal" in Latin)
Ultimately, the Tyranids move on to attack Macragge itself, and after a titanic struggle and great loss - including the heroic last stand of the Ultramarines veteran First Company, the Ultramarines prevail. The Tyranids threatening Macragge are soundly beaten and retreat, while the influence of the Hive Mind falters, and finally reinforcements arrive, bringing hope for the Imperium. Imperial Navy spacecraft arrive in Ultramar, and the allies part company and renew their efforts to prevent the Tyranids regrouping. The final action against Hive Fleet Behemoth occurs in orbit of the gas giant planet of Circe, at the height of which the commander of the Imperial flagship, Admiral Rath, sacrifices the vessel with himself and all hands on board to destroy the Hive Fleet once and for all.
Hive Fleet Kraken
The second wave of Tyranids to fight against the Imperium was known as "Hive Fleet Kraken". Its arrival was heralded by a score of genestealer rebellions and insurrections on the Eastern Fringe. Instead of throwing one mass of troops against the human armies, this swarm split into countless smaller fleets, each one enveloping whole systems before reinforcements could arrive. Although this made each individual assault weaker and made some warp travel and communication possible, Kraken was attacking across a far vaster front than Behemoth. Two Space Marine Chapters based on the Eastern Fringe - the Lamenters and the Scythes of the Emperor - were all but annihilated. A vast portion of Kraken's strength attacked the Eldar Craftworld of Iyanden. Although eventually defeated, the attack killed four-fifths of the Craftworld's population; a terrible blow to the dwindling Eldar race.
As the fleet faced more severe resistance, smaller sub-fleets combined to overcome it, narrowing the range of the Tyranid advance as it pushed further into the Imperium. After the Battle of Iyanden and the Ultramarines successful destruction of the Ichar IV rebellion, the Imperium's psykers were able to predict where the remainder of Kraken's strength was moving . Troops were rushed to Ichar IV ahead of the Tyranids, where Marneus Calgar, Chapter Master of the Ultramarines and victor of the first Tyrannic War, was elected Supreme Commander. Once again, Calgar led the Imperium to victory. Yet this was not the end of Kraken, for after the battle, the surviving vessels divided into a series of 'splinter fleets'. Although tiny by comparison, these continue to threaten isolated and poorly defended worlds, and increase their numbers with every consumed world.
Hive Fleet Leviathan
Ten years after the defeat of Hive Fleet Kraken, Lord Inquisitor Kryptman began to notice the tell-tale signs of a Tyranid invasion. Implementing the infamous Kryptman census, the Inquisitor burnt out dozens of astropaths in an attempt to contact every civilised planet on the fringes of the Imperium. Slowly the responses formed a pattern. The ancient Inquisitor charted the path of the Tyranid's latest hive fleet. Codenamed 'Leviathan', the fleet was moving below the galactic rim, attacking from two wide points. The fleet appeared as a pair of closing jaws, cutting off huge stretches of space from warp travel and astropathy. A combined force of PDF troops and Space Marines brutally crushed the left 'half' of Leviathan on Tarsis Ultra, breaking the Shadow in the Warp's grip over Imperial space.
Leviathan continued to carve through the Imperium, devouring the forge world of Gryphone IV, home of the War Griffons Titan legion, and workshop of the Sectum. Inquisitor Kryptman immediately ordered a galactic cordon to be established, and each world within its confines to be evacuated and subjected to exterminatus. The decision condemned billions of Imperial citizens to extermination. Kryptman was denounced as a radical, a traitor and a fool, stripped of his title, and expelled from the Inquisition. Disgraced, Kryptman and his remaining allies within the Deathwatch continued their battle. Using a brood of captured genestealers, they engineered an infestation within the Octavius system. The crowded Ork system became infested so heavily that the entirety of Leviathan altered course for the system. Kryptman allowed himself a glimmer of hope, for his plan had seemed to come off.
The Octavian Orks and Tyranids of Leviathan are now thoroughly involved with destroying each other. But those closest to Kryptman believe their master's victory to be only temporary. Orks and Tyranids thrive on war; if the Tyranids emerge victorious, having devoured huge quantities of the specially engineered DNA that makes Orks such good survivors, then the Imperium will have to face a threat much, much greater than ever before.
A secret council within the Imperium named 'the Strategic Collective' has been analysing details of the Tyranid's invasions, and recently convened to state their conclusion. It is as stark as it is terrifying: the fleets faced by the Imperium to date are but parts of a far greater whole, and this whole will be arriving at the Imperium's borders in less than a century. They estimate mobilization levels will need to increase a minimum of 500% (effectively drafting every able-bodied citizen on every world in Segmentums Solar, Obscurus and Tempestus) to have even a hope of slowing the Tyranid advance.
Other Hive Fleets
Although Codex: Space Marines background fiction states that Hive fleet Behemoth was the first time the Imperium encountered Tyranids, other background fiction, dated earlier (within the fictional universe's dating system) tells of encounters with creatures having some similarities to the Tyranids (Horus rising, for example). These stories are thought to relate to three earlier hive fleets: Tiamat, Ouroboros, and Colossus.
Also, in the Warhammer 40,000 rulebook on the Tyranid page, there is also a colour scheme for a Hive Fleet known as Harbinger, which bears generally black carapace and chitin, and purple flesh.
Species and Biology
The Tyranids are all of a basic genetic stock, characterised by six limbs, both an endoskeleton and an exoskeleton, external skeletal features distinct from an internal skull, five carapace plates on their head and a series of ventricles on their heads and at the base of their tails.
The assimliated DNA structures and resources of the planets invaded warp Tyranids into a multitude of genera, all of which have an extremely rapid rate of evolution. Tyranid matter is constantly reabsorbed into biomass reclamation pools to create new varieties mixing with new assimliated DNA structures of the races of the invaded planet.
Lower, less evolved breeds of Tyranid are constantly kept in check by the more advanced synapse creatures which have much stronger links to the Hive Mind.
What follows is a list of the major Tyranid genera- this list is by no means exhaustive. Starting with the Codex: Tyranids published during the 3rd edition of Warhammer 40,000 and continuing to the current iteration, players are encouraged to create their own varying forms of the Tyranids. The player has the option of fielding a basic Tyranid (or a squad, which is called a "brood"); then the player is given a list of allowed upgrades which they are permitted to apply to the creature(s). Certain combinations of upgrades are frequently given nicknames to differentiate them from other versions of that creature- for example, a Carnifex outfitted with multiple guns may be called a "Gun-fex"; a brood of Termagants upgraded to carry short-ranged spike-firing weapons known as 'spinefists' may be called "Spinegaunts".
The synapse creatures, which have the strongest link to the Hive Mind, include:
- Hive Tyrant: very large, very powerful creature with access to many upgrades. Also is arguably one of the strongest Tyranids species in the army next to the Carnifex.
- Tyranid Warrior: superficially similar to Hive Tyrants, but are smaller and more numerous
- Broodlord: a larger, more powerful version of a Genestealer; similar to the Genestealer Patriarch described in the Second Edition background material
Other large non-synapse Tyranids include:
- Lictor :superbly camouflaged scouts, closely related to Tyranid Warriors
- Carnifex: a large, tank-like creature. In the novel Warriors of Ultramar, Captain Uriel Ventris is said to have seen a larger, faster moving version of a Carnifex inside a hive.
- Ravener: fast-moving, snake-like creatures
The Gaunt genus encompasses the basic units of a Tyranid invasion force. These creatures mostly have the same body type, which is generally man-sized or smaller; but each has different attacking traits:
- Hormagaunt: very fast-moving assault species
- Termagant: similar to Hormagaunts, but trade speed for ability to carry guns
- Gargoyle: similar to Termagants, except they have wings and can fly.
- Spinegaunt: the simplest of all genus. Produced by the Hive Mind in vast numbers, even when compared with other Gaunts.
The gaunt genus is very mutable, so every hive ship has dozens, if not hundreds, of their own variation. The four variations listed above are the most common, but over 400 variations have been documented.
The most unique forms of Tyranid are those which incorporate the DNA of races assimilated during conquest. Examples include:
- Genestealer: incorporating human DNA, are much-feared assault specialists, capable of scouting ahead of the main Tyranid army. Genestealers also infest Space Hulks through unknown means, infecting explorers with Tyranid DNA.
- Biovore: possibly incorporating Ork DNA, act as artillery for the Tyranids by firing Spore Mines at enemies
- Zoanthrope: possibly incorporating Eldar DNA, Zoanthropes exhibit some psychic abilities. May posses a synaptic link to the Hive Mind.
- Tyrant Guard: rumoured to include Space Marine DNA, Tyrant Guards act as large, durable bodyguards for critical Hive Tyrant leaders
The following creatures were part of the Tyranid forces in the very first edition, but were dropped completely afterwards.
- Squigs: Small Ork DNA-based creatures that were quickly replaced by the more Tyranid-like Rippers. In later editions, Squigs became part of the Ork race.
- Zoat: Mysterious reptilian, centaur-like alien species enslaved by the Hive Mind, though in very early Rogue Trader background material, the Zoat was also seen as an alien ally of the Eldar. The Zoat's telepathic powers were used to communicate with other species, a task the Hive Mind eventually deemed futile. The Zoat made its only published appearance in Ian Watson's novel Space Marine, in which a single Zoat tried to stall an Imperial Fist invasion of a Tyranid Hiveship. The Zoat was killed, but not before killing several Fists on its own. According to Games Workshop, Zoats are now officially extinct, having been destroyed in their entirety by the human Imperium.
Tyranids also utitilize creatures collectively known as bio-titans. For the 28 mm game player, these are only available as special order resin models; metal miniatures are available for the player of Epic. These include:
- Malanthrope: resembles a very large Zoanthrope. These creatures are only deposited onto a world during the final stage of a Tyranid invasion, and their function is to collect their opponents DNA to be re-absorbed by the hive fleet, making the fleet stronger with each world it devours.
- Trygon: resembles a very large version of a Ravener. They are able to create monstrous tunnels other tyranids use to travel to battle.
- Hierodule: resembles a very large Carnifex, they come in both scythed (Combat) and barbed (Shooting) variants.
- Hierophant: a massive, spider-like creature. One of the more powerful bio-titans.
- Harridan: resembles a very large Gargoyle. They are the Gargoyles 'brood-mothers' and carry their "young" into battle.
- Dominatrix: a specialised Bio-Titan, commanding the forces on the battlefield and providing the highest level of psychic control. They are the Tyranids biggest known bio-titans, and it is rumoured that they carry the Norn Queens themselves into battle on their backs.
Spore Mines are seen quite often when battling against Tyranid swarms of many sizes. They can sometimes come from creatures with a biomorphic weapon known as "Spore Cysts," but more often seen fired from barrels of the tyranid artillery units known as Biovores. There are several varieties of spore mines; Frag Spores, which act like a typical frag grenade, Toxin Spores, which damage enemies with a cloud of various neurotoxins, and Bio-Acid Spores, which are very effective in penetrating vehicle armour.
Ripper Swarms are often seen accompanying Tyranid forces in battle. Rippers are small, more worm-like Tyranids which live only to consume all that they can; they are generally only seen in large swarms, which traverse the planet during the final stages of an invasion, ingesting all that they can in order to speed along the ultimate consumption of all usable material on the planet. Energetic and persistent, when in numbers they can pull down and consume creatures many times their own size. They are replacement for the squigs of earlier editions of the game.
Norn Queens, as described in the novel Warriors of Ultramar, and fill the role of the "queen" of the hive, similar to that of a queen ant. They have no models or rules in the game, and as far as it is known, they are bound to the hive ship and cannot leave it. They control the making of new tyranids and psychically communicate with the other tyranids. A Norn queen is always the most protected part of the ship, so humans have little data on them. Codex Tyranids states that when a Norn Queen is killed, the psychic signal of its death causes more hive ships to calve, creating more Norn Queens. This is known as the Hydra effect.
Biomorphs
Because tyranids recycle DNA and are subject to rapid evolution, several genetic permutations can be found on every tyranid being. These "biomorphs" are treated as add-on abilities by the Warhammer 40k Rules. Tyranids can be equpped with:
- Acid Maw: A maw full of acids which make the Tyranid's attacks more dangerous.
- Adrenal glands: A symbiotic being that pumps super-adrenal fluids into their host.
- Bio-Plasma: The ability to organically generate and heat plasma to spit it on the opponent.
- Bonded exoskeleton: By having a more covering exoskeleton, large Tyranids make themselves more resistant to damage.
- Enhanced senses: By enhancing their sensory aparati, some Tyranids are able to become more accurate at shooting bio-weapons.this usually takes form as additional sets of eyes or antennas.
- Extended carapace: Most Tyranid species are able to grow a more covering carapace for better protection. this allows a "nid" to have enhanced bio armour.
- Feeder tendrils: Some Tyranid vanguard organisms grow tendrils that are used to collect "information" from the brains of their victims.
- Implant attack: This increases the damage inflicted in assault where the wounded model fails its saving throw.
- Spore Cysts: Spore Cysts produce a Toxic Spore Mine from the chitonous plates on the hosts back. It is believed to be a more mobile/compact form of the biovore.
- Spine Banks: The creature is able to launch a shower of needle sharp spines (similar to the effect of a Spinefist) while using other weaponry.
- Symbiotic Rippers: Larger Tyranids such as Warriors and Tyrants are more difficult to outnumber in assault as they are always surrounded by Rippers.
Notable Tyranids
While the Tyranids are a Hive Mind entity and "recycle" their forces after each successful assault upon a planet, there have been occasional sightings of extraordinary individual creatures within the Tyranid armies. As the Tyranids never communicate with non-Tyranids, it is impossible to know whether these are actual individuals within the Tyranid community, or are new species that are slowly being introduced into the forces of the Hive Mind.
Old One Eye
First appearing in the Third Edition of Warhammer 40,000, Old One Eye was a monstrous Carnifex mutation with gigantic pincers and a missing eye. The creature was found on Macragge centuries after Hive Fleet Behemoth was destroyed. Originally presumed dead, Old One Eye tore apart the ship transporting its body. Later the Tyranids persistently raided the system where it was left, suggesting it "called" the forces to it. It had the ability to rapidly regenerate even fatal wounds, which led some to speculate that it was a genetic experiment of the Hive Mind. Carnifexes sporting many of the notable features of Old One Eye have been seen among the swarms of later Hive Fleets, suggesting that Old One Eye was reabsorbed by the Hive Mind, and its traits deemed useful.
The Red Terror
The Red Terror was a mutation of the Ravener genus first sighted on the mining world of Devlan. It was nightmarishly fast and was armed with huge scythes and capable of swallowing its victims whole. It was primarily subterannean in nature and could burrow straight through the densest of materials, due to a powerful acid it can secrete. It was speculated that there may be more than one Red Terror, as with all of the Tyranid notable "characters", but any engagements there may have been with other such creatures yielded no survivors. It is a devastating beast. Again, this special creature has disappeared, only to have many of its features appear on the ravener, notably the tunnelling ability.
Death Leaper
Death Leaper is a particularly vicious Lictor introduced during the Canadian Rise of the Swarm campaign. It was originally encountered by a Space Marine named Brother Erasmus. The two fought and both were wounded, Brother Erasmus losing an eye and an arm. As a result of the damage sustained in this battle, Death Leaper's chitinous exoskeleton provides him less protection than most Lictors, but Death Leaper's stealth is unsurpassed, and it is able to conceal itself in places where normal Lictors would be unable to hide. (It was also heavily involved in summer 2006 campaign, Medusa V, and its reclamation was the central objective for the Tyranid forces involved in the campaign.)
Notably, whereas Old One Eye and The Red Terror were only mentioned in the Third Edition Tyranid codex and were presumed to be no longer usable but Games Workshop rereleased the rules for them on the official internet site, Death Leaper was introduced after the current edition was published and is therefore still valid. Death Leaper is also unique in that its stats specifically refer to it as a "special character," and state that an opponent's permission must be sought in order to use it (as is the case with special characters of other races).
The Death Leaper was introduced as an entirely new species of the Lictor genus at the beginning of the Medusa V campaign in the summer of 2006. However, the 'aftermath' information states that only one of them survived the planet's fall, escaping in a captured human vessel.
Appeal to players
The appealing aspect of Tyranids to the players is that they are a purely biological, utterly alien race. Every other army in the Warhammer 40K universe is comprised mostly, or wholly of human or very humanoid creatures/peoples, backed up by potent war machines.
It is immediately apparent that the Tyranids are something different, in that they do not use vehicles, their heavy 'tanks' being monstrous creatures, and their "artillery" being supplied by creatures who are classed as infantry.
The Tyranids also have a single, simple objective: they want to consume everything in their path. They don't make compromises - they are purely, raveningly hungry, their compulsion to feed overriding any sense of good or evil on their own part. Of course, to other races, Tyranids are always the villains!
For those players who desire power, the Tyranids also hold an appealing element of invincibility and inevitability of victory, as their numbers are so vast. Due to this, some may argue that the Tyranids are an even greater menace than the Necrons.
Other players enjoy collecting Tyranids not because of their effectiveness on the battlefield, but because of the sheer number of ways in which they can be modified or "converted". The Carnifex in particular has a huge amount of different biomorphs available to it, several of which are exclusive to the Carnifex.
