History Characters / Warhammer40000Tyranids

18th Apr '16 3:59:52 AM Willbyr
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** Zoanthropes and Neuralthropes also lack eyes, although in their case it's because they no longer have need for mundane things like sight for perceiving the world.

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** Zoanthropes and Neuralthropes Neurothropes also lack eyes, although in their case it's because they no longer have need for mundane things like sight for perceiving the world.



* SandWorm: The Tyranids have something close, in the form of the Mawloc, a worm-like Tyranid with six powerful burrowing limbs alongside a long, chitin-plated serpentine body ending in a wicked earwig-like tail. Much like the classic trope inspiration, they are almost entirely blind and rely on sensation of vibration through the ground. Even a person standing stock still can be detected by a Mawloc, if their terrified heart is beating loud enough...

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* SandWorm: The Tyranids have something close, close in the form of the Mawloc, a worm-like Tyranid with six powerful burrowing limbs alongside a long, chitin-plated serpentine body ending in a wicked earwig-like tail. Much like the classic trope inspiration, they are almost entirely blind and rely on sensation of vibration through the ground. Even a person standing stock still can be detected by a Mawloc, if their terrified heart is beating loud enough...



* StarScraper: Capillary towers are an ''organic'' version of these. As the ecological transformation of a Tyranid invasion begins to reach a "critical" stage, these begin to grow out of the accumulated biomass and rich minerals that the invasion has been rendering down into [[AcidPool digestion oceans]]. They gradually grow to a height of several kilometers, and act as an anchor point for hive ships, who extend feeding tendrils down to latch onto them and draw up the rendered biomass through them, like drinking up the biosphere through a giant straw.

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* StarScraper: Capillary towers are an ''organic'' version of these. As the ecological transformation of a Tyranid invasion begins to reach a "critical" stage, these begin to grow out of the accumulated biomass and rich minerals that the invasion has been rendering down into [[AcidPool digestion oceans]]. They gradually grow to a height of several kilometers, and act as an anchor point points for hive ships, who extend feeding tendrils down to latch onto them and draw up the rendered biomass through them, like drinking up the biosphere through a giant straw.



* [[TheSwarm Swarm Of Rippers]]: The "ripper" genus is a family of many kinds of small Tyranid organisms which primarily exist to gather biomass for the swarm. They are weak and possess little offensive ability on their own, so they are typically only deployed after resistance has been cleared out to consume passive prey. Their quick-breeding allows them to multiply in numbers such that they form a rolling "wave" of living creatures that leave only desolation in their wake. A defender should hope that they were killed by one of the larger creatures as opposed to simply wounded [[EatenAlive by the time the rippers get to their body...]]

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* [[TheSwarm Swarm Of Rippers]]: TheSwarm: The "ripper" genus is a family of many kinds of small Tyranid organisms which primarily exist to gather biomass for the swarm. They are weak and possess little offensive ability on their own, so they are typically only deployed after resistance has been cleared out to consume passive prey. Their quick-breeding allows them to multiply in numbers such that they form a rolling "wave" of living creatures that leave only desolation in their wake. A defender should hope that they were killed by one of the larger creatures as opposed to simply wounded [[EatenAlive by the time the rippers get to their body...]]



* The Norn Queens, in game. They exist, and concept art, but ''six'' codexes have appeared and they're still not playable.
16th Apr '16 4:13:23 PM naal2
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* The Norn Queens, in game. They exist, and concept art, but ''six'' codexes have appeared and they're still not playable.
13th Mar '16 5:32:29 PM FearlessSon
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* TheHedgeOfThorns: Weaponized with the Barbed Strangler and its larger Stranglethorn Cannon cousin. It launches a dense seed organism, and whatever it hits gets quickly devoured for mass as it shoots out thorny vines in all directions, ripping apart the target and lacerating and snaring all around it. After a brief period its life is expended and it falls dormant, with anything surviving the initial burst wrapped in hard, brittle, sharp vines.
13th Mar '16 5:25:06 PM FearlessSon
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** Hive Fleet Colossus, given a few references in various rulebooks, is described as having centaur-like organisms, conch-like hiveships, painfully grafted symbiotic weapon organisms, technological weaponry absorbed and incorporated from other races it has overrun, and the ability to telepathically community with each other and with other races. Though not explicitly called Zoats, the description fits, and [[http://web.archive.org/web/20080411104249/uk.games-workshop.com/tyranids/forgotten-fleets/6/ Games Workshop's own (old) conversion guide]] makes it pretty clear that is what they represent.
9th Mar '16 5:50:49 AM Willbyr
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** Genestealer cultists, introduced during the earliest days of the game, were removed as playable units in 4th edition. In 2016 they were re-released as part of the board game ''Deathwatch: Overkill'', though the accompanying dataslate to be used in TabletopGame/Warhammer40000 only contained rules for the very specific Ghosar Quintus cult featured in the board game: all units must be taken as-is (with no options for customisation at all, not even size), and are named, meaning each can only be taken once. In addition, some classic units from 2nd edition, like Blood Brothers and Cult Limos, did not appear in the dataslate at all.

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** Genestealer cultists, introduced during the earliest days of the game, were removed as playable units in 4th edition. In 2016 they were re-released as part of the board game ''Deathwatch: Overkill'', though the accompanying dataslate to be used in TabletopGame/Warhammer40000 regular 40K games only contained contains rules for the very specific Ghosar Quintus cult featured in the board game: all units must be taken as-is (with no options for customisation at all, not even size), and are named, meaning each can only be taken once. In addition, some classic units from 2nd edition, like Blood Brothers and Cult Limos, did not appear in the dataslate at all.
9th Mar '16 5:18:59 AM HTD
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* AdaptiveAbility: As part of their fluff, this is what makes the Tyranids so dangerous; they constantly mutate and evolve to counter any weapons or tactics brought to bear against them, as well as [[CannibalismSuperpower absorbing the genes of other lifeforms to increase their options]]. Prior editions hinted that every Tyranid lifeform encountered is an offshoot of one of the main races; Zoanthropes are born from Eldar, Biovores from Orks, the basic genestealer from humans, and Tyrant Guards from Space Marines.

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* AdaptiveAbility: AdaptiveAbility:
**
As part of their fluff, this is what makes the Tyranids so dangerous; they constantly mutate and evolve to counter any weapons or tactics brought to bear against them, as well as [[CannibalismSuperpower absorbing the genes of other lifeforms to increase their options]]. Prior editions hinted that every Tyranid lifeform encountered is an offshoot of one of the main races; Zoanthropes are born from Eldar, Biovores from Orks, the basic genestealer from humans, and Tyrant Guards from Space Marines.



* GiantSpaceFleaFromNowhere: Is this in both metaphorical sense and a literal sense to the universe at large; where every single faction (barring the newcomer Tau) have their origins connected deeply to the Chaos Gods, it's telling that the horde of alien space locusts not only have no connection to them, but can actually cause the gods to ''piss themselves in terror through their collective mental chattering''. While every other race run the risk of being attacked by Daemons when using psychic powers, Tyranids are completely immune to this (although the in-game mechanic remains unchanged, and is explained as a psychic feedback to the hive mind rather than a daemonic incursion).

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* GiantFlyer: Harridans, which are giant flying insect dragons in a nutshell.
* GiantSpaceFleaFromNowhere: Is this in both metaphorical sense and a literal sense to the universe at large; where every single faction (barring the newcomer Necrons and Tau) have their origins connected deeply to the Chaos Gods, it's telling that the horde of alien space locusts not only have no connection to them, but can actually cause the gods to ''piss themselves in terror through their collective mental chattering''. While every other race run the risk of being attacked by Daemons when using psychic powers, Tyranids are completely immune to this (although the in-game mechanic remains unchanged, and is explained as a psychic feedback to the hive mind rather than a daemonic incursion).



* HiveDrone: The bulk of the Tyranid forces consists of drones under the HiveMind's control and with animal-level intelligence at best. Averted by the more specialized forms, which receive a greater degree of independence in order to control sections of the swarm or operate behind enemy lines.

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* HiveDrone: The bulk of the Tyranid forces consists of drones under the HiveMind's control and with animal-level intelligence at best. Averted by the more specialized forms, synapse creatures, which receive a greater degree of independence in order to control sections of the swarm or operate behind enemy lines.



** Genestealer cultists haven't been playable units since 2nd edition, and perhaps a 3rd edition unit in ''Magazine/WhiteDwarf''.

to:

** Genestealer cultists haven't been cultists, introduced during the earliest days of the game, were removed as playable units since in 4th edition. In 2016 they were re-released as part of the board game ''Deathwatch: Overkill'', though the accompanying dataslate to be used in TabletopGame/Warhammer40000 only contained rules for the very specific Ghosar Quintus cult featured in the board game: all units must be taken as-is (with no options for customisation at all, not even size), and are named, meaning each can only be taken once. In addition, some classic units from 2nd edition, like Blood Brothers and perhaps a 3rd edition unit Cult Limos, did not appear in ''Magazine/WhiteDwarf''. the dataslate at all.
27th Feb '16 8:08:37 PM Theriocephalus
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* HiveDrone: The bulk of the Tyranid forces consists of drones under the HiveMind's control and with animal-level intelligence at best. Averted by the more specialized forms, which receive a greater degree of independence in order to control sections of the swarm or operate behind enemy lines.



** The introduction of the Broodlord in 4th edition was suppose to make all-Genestealer armies a possibility. 5th edition instead made Broodlords into unit sergeants, once again making you unable to field pure-Genestealer armies. 6th and 7th edition has flipflopped on this, retaining the Broodlord as a unit commander but also releasing several independent formations that can be composed entirely of Genestealers, making it possible to field legal armies of them again (with the release of Shield of Baal, there is now a Genestealer that can take a Warlord trait, coming full circle again).

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** The introduction of the Broodlord in 4th edition was suppose supposed to make all-Genestealer armies a possibility. 5th edition instead made Broodlords into unit sergeants, once again making you unable to field pure-Genestealer armies. 6th and 7th edition has flipflopped on this, retaining the Broodlord as a unit commander but also releasing several independent formations that can be composed entirely of Genestealers, making it possible to field legal armies of them again (with the release of Shield of Baal, there is now a Genestealer that can take a Warlord trait, coming full circle again).
18th Jan '16 1:59:18 AM Theharbo
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* ZergRush: The most basic Tyranid battle plan is to overwhelm the enemy with floods of small fighting creatures like Termagants and Hormagaunts. They even [[TropeMakers inspired]] the trope namer!

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* ZergRush: The most basic Tyranid battle plan is to overwhelm the enemy with floods of small fighting creatures like Termagants and Hormagaunts. They even [[TropeMakers inspired]] the trope namer!
15th Dec '15 3:18:32 AM jormis29
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** Genestealer cultists haven't been playable units since 2nd edition, and perhaps a 3rd edition unit in White Dwarf.

to:

** Genestealer cultists haven't been playable units since 2nd edition, and perhaps a 3rd edition unit in White Dwarf.''Magazine/WhiteDwarf''.
15th Nov '15 3:42:02 PM teenalphabro
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::However, this is also a weakness; in theory, a successfully strained Hive Fleet could be pushed so hard that they use up all of their harvested biomass faster than they can replenish it, and/or end up mutating into MasterOfNone strains in their quest to become JackOfAllTrades. This is exemplified by Hive Fleet Gorgon, the only canonical Hive Fleet to focus on the Tau, so far. Because the Tau, unlike the Imperium, are constantly redefining and reinventing technology and tactics, Gorgon was pushed to extinction; unable to replenish its biomass as fast as it was depleted, and incapable of producing the larger, vital synapse creatures needed to control its smaller, more simple-minded spawn, the Tau were able to whittle it down. The surprise addition of an Imperial Fleet, and a hasty, reluctant treaty between humans and Tau, was the final nail in the coffin. Gorgon found itself torn between which race to evolve to counter and unable to focus, so it was torn apart and eliminated.

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::However, **However, this is also a weakness; in theory, a successfully strained Hive Fleet could be pushed so hard that they use up all of their harvested biomass faster than they can replenish it, and/or end up mutating into MasterOfNone strains in their quest to become JackOfAllTrades. This is exemplified by Hive Fleet Gorgon, the only canonical Hive Fleet to focus on the Tau, so far. Because the Tau, unlike the Imperium, are constantly redefining and reinventing technology and tactics, Gorgon was pushed to extinction; unable to replenish its biomass as fast as it was depleted, and incapable of producing the larger, vital synapse creatures needed to control its smaller, more simple-minded spawn, the Tau were able to whittle it down. The surprise addition of an Imperial Fleet, and a hasty, reluctant treaty between humans and Tau, was the final nail in the coffin. Gorgon found itself torn between which race to evolve to counter and unable to focus, so it was torn apart and eliminated.
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