Tyranid presence in the Warp and relationship with the Chaos Gods - Forum - DakkaDakka
The Tyranids (often shortened to simply nids) are a race of extragalactic . and closing Chaos portals and small Warp Rifts just by proximity. But Tyranids have not yet invaded a Chaos controlled system, or I could not find records of one. What's the relation between Tau and Eldar? Are they . other races' life is "whatever" (as the ending of Winter Assault shows). On that note, because of Shadow in the Warp, could a Tyranid ever be . They'd prolly end up increasing the number of daemonic invasions.
In later editions they became a playable faction in their own right, and it was revealed that the Genestealers first popularised in the board game Space Hulk were in fact part of the advance reconnaissance element of the main Tyranid Hive Fleets.
The Great Devourer Tyranid Hormagaunts on the prowl 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 Shipswhich move in groups which can be likened to very large locust swarms.
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.
Hive Fleets travel with superluminal speed, though they never enter the Warp. Instead, by using the specialized psychic power of a selectively evolved Hive Ship, they manipulate the gravity fields of star system 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 Galaxypresumably after overpopulating or overfeeding in other nearby galaxies of the Local Group.
Given that each Tyranid Hive Fleet has approached the Milky Way from a different direction, this may imply that the Tyranids have consumed a disturbingly large number of nearby galaxies.
The Hive Fleets The Tyranids are a space-borne race that have inveigled their way into the realms of Man, as well as those of other xenos, like a disease spreading through a healthy body. All of these creatures are born to serve the single entity that is the ship, and the ship itself exists only as part of the entity that is the hive fleet.
When a hive fleet encounters a prey world, it does not invade for territorial gain or out of a sense of pride or vengeance.
Tyranid Hive Mind relationship to other Chaos Gods : Warhammer
Indeed, it is doubtful the Tyranids even comprehend 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. Tyranid Hive Fleets consist of millions of biomechanical craft, each serving as host to an untold number of symbiotic organisms.
These creatures evolve and spawn from a variety of geno-organisms in the ships' reproductive chambers. All these creatures are born to service the ship, and the ship in turn exists only to service the needs of the Hive Fleet. Whereas other armies like those of the Imperium and the Tau fight for conquest or self-defence, and the Forces of Chaos and the Ork clans battle merely for the chance to wreak violence and havoc, the Tyranid Hive Fleets are driven by the will of the Hive Mindwhich itself is motivated by the most ineradicable instinct inherent to all lifeforms - reproduction, and through reproduction and the acquisition of new genetic traits, evolution to a better adapted form.
A fully mobilised Tyranid Hive Fleet strikes shock, awe, and terror into even the most stalwart of humanity 's defenders. Even when the xenos threat is eliminated at great costit will not be long before another Tyranid migration emerges to take advantage of the situation.
This is what makes the Tyranid species such a threat: The Hive Mind The Magos Biologis of the Imperium categorises each Tyranid hive fleet as a separate force, an individual entity that competes with other hive fleets for resources. Indeed, each is self-sufficient, appearing to exhibit different strategies and developing unique creatures to overcome its prey.
However, the truth is more complex, for each hive fleet is but a splinter of one greater assemblage. Every thought and action, every spark of life in the Tyranid race, is bound and interlinked into a single unfathomable consciousness, a great entity that stretches across hundreds of light years of space. This gestalt sentience is known as the Hive Mind. It holds all Tyranids in a psychic bond that enables them to act together in perfect unison.
Under the influence of this ancient consciousness, the Tyranids have fed on countless planets and devoured civilisations since time immemorial.
The majority of Tyranid organisms have no distinct minds as a human would understand it, having been created to perform a single task to the exclusion of all else. Unless the implacable will of the Hive Mind instructs them to do otherwise, these organisms simply fulfill the functions for which they were created, acting on nothing more than instinct.
Larger, more complicated, Tyranid beasts have been grown to make limited decisions appropriate to current stimuli and situations, but even these actions are subordinate to the goals of the Hive Mind.
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These beings are able to communicate with their kin, not through language, but by a synaptic form of telepathy through which they relay and channel the will of the Hive Mind. Under the command of such creatures, the Tyranids operate in perfect unison, slaved to the psychic imperatives of a single communal intelligence. However, should the synapse creatures be slain, the link between individual creatures and the Hive Mind will be severed - many of the lesser organisms will revert to their baser, animalistic behaviours.
The Shadow in the Warp The coming of a Tyranid hive fleet is preceded by a smothering psychic signal that envelops entire star systems and disrupts all forms of Warp travel and communication.
Swallowed up by psychic-static, whole worlds suddenly go deathly silent, giving no clues as to what is unfolding on the surface below, or of what terrors are about to befall. This is the Shadow in the Warpand it heralds imminent invasion and horror. For highly psychic races, such as the Eldar, or for luckless psykers caught within this enervating effect, the malaise is magnified tenfold. Should a psyker attempt to use his otherworldly abilities, the cerebral cacophony worsens even further; the psychic sound of a billion alien thoughts scratch at his mind, and unless he is particularly strong-willed he will be pitched into an insanity where he will repeatedly utter phrases in a tongue too alien to properly pronounce.
For races such as the Imperium of Man, whose means of interstellar communication and travel rely upon highly specialised psykers such as Astropaths and Navigatorsthe Shadow in the Warp is one of the deadliest facets of the Tyranid menace.
Bereft of their means to call for reinforcements or safely navigate surrounding space, the worlds of the Imperium are easily isolated from the wider galaxy. This means that, by the time the Shadow in the Warp falls, it is already too late; these beleaguered planets are effectively on their own.
They must fend for themselves and face the Tyranid swarm with the weapons they have to hand, or die in the attempt. This bond enables the Tyranid swarms to think, perceive, and act as a single great super-organism, providing nearly seamless co-ordination and control within a Tyranid invasion force so numerous and extensive as to be completely uncontrollable otherwise.
From the smallest feeder organisms, to the microbes that decompose new biomass; from the sessile and rooted flora-like forms, to the huge tendril-like shoals of the Hive Fleets, every Tyranid organism has a place within the will of the Hive Mind.
The lesser and smaller creatures are mindless and instinctive animals, plants and bacteria, performing functions with no conscious oversight or commitment, while larger and more complex creatures can make decisions appropriate to the situation and form an integral if minuscule part of the Hive Mind's distributed sentient awareness.
Synaptic Web Functioning in perfect unison, coordinated by powerful psychic imperatives transmitted through the Tyranid communal sentience that is the Hive MindTyranid fleets, swarms, and broods do not have a singular command structure, but rather form a synaptic web of psychic influence and feedback.
Situated within this tangled web are specialised Synapse Creatures whose slightly more advanced brains function as psychic routers, buses, and hubs, co-ordinating and policing the riotous cacophony of the collective brain power of a mass organism that is sometimes larger than most planets.
Without the localised control provided by these organisms, the swarm can quickly falter, and some Tyranid creatures may revert to animalistic behaviors, when individual will and situational instincts come into conflict.
Often swarms will subdivide into smaller packs of creatures still capable of consensual behavior among themselves. The Synapse Creatures that channel the commands of the Hive Mind are mostly, if not all, potent individual psykers. How any of this is done without drawing the attention of countless daemons of Chaos or the other psychic predatory entities of the Warp into the midst of the Tyranid swarm is unknown and possibly unknowable to the humans of the Imperium.
Yet, the Hive Fleets' incredibly fast rate of advance into the galaxy belies the argument made by some that they do not possess a mode of faster-than-light travel. Whilst it is true that the Tyranids are forced to remain at sublight speeds while within the gravitic boundaries of a planetary system, they are capable of superluminal velocities when travelling through interstellar space.
This capability is the result of a small Tyranid bio-ship classified by the savants of the Imperium of Man as a Narvhal. Unlike most Tyranid bio-ships, the Narvhal is almost completely defenceless, and possesses almost no bio-weaponry and only a very thin protective carapace. A cluster of monofilament spines on the Narvhal's bow allow it to take in a wide variety of sensory input, including a broad spectrum of gravimetric and electromagnetic signals. Using these sensors, the Narvhal can detect new planetary systems at extreme interstellar distances.
In some unknown manner it then makes use of the origin star system's own gravity and creates a compressed space-time transit corridor through which the Narvhal and other Tyranid bio-ships can traverse interstellar distances. This form of space-warping travel cannot be used near strong gravitational sources as they overwhelm the Narvhal's hypersensitive navigational sensors. As a result, a Tyranid Hive Fleet must use more conventional forms of biologically-induced reaction-based propulsion during the final approach to a new star system, which can slow their arrival by years or even entire decades.
Whilst this form of propulsion is ultimately slower than a reliance upon the Warp-Driveit is a great deal more reliable and allows the Tyranids to move slowly, if implacably, across the galaxy. However, the Narvhal's manipulation of a star system's gravity does sometimes produce unintended side effects. A destination world can suffer from earthquakes, solar flares, tidal waves and other natural disasters produced during the interval during which the Hive Fleet is in transition through the space-time transit corridor.
This chaos only further benefits the Tyranids' invasion, however, as the defenders of the target world will have their resources bound up in dealing with these problems when the swarm finally arrives in orbit and the first Mycetic Spores begin to fall. Tyranid Combat Doctrine Some common Tyranid Weapon Biomorphs Tyranids often attempt to first conquer a planet through subterfuge and infiltration.
Space Hulks and other derelict spacecraft are infested with Genestealerswhich quickly familiarise themselves with the layout of their new home, then enter hibernation. When the Hulk is eventually discovered by Imperial authorities, the Genestealers attack the exploration crew, sometimes killing some crew members, but always leaving at least one survivor who is implanted with a seed, a form of Genestealer reproductive virus that contains specially-engineered Tyranid DNA.
This infestation is never fatal, but instead the virus' genetic material subtly alters the victim's DNA, producing in them a strong urge to mate created by the stimulation of the individual's sex hormones. The Genestealer DNA will be incorporated into the host's germ cells and so any child that results from this union will be a Genestealer Hybridwhich now has the complete loyalty of its parents through a psychic bond.
The Hybrids continue to breed and multiply among the population of the host species, eventually forming a Genestealer Cult. As the Cult grows in numbers, it begins to spread its influence throughout the planet's political and social structure, placing its members in positions of power within the government and the military.
At the same time, the Cult's Hybrid members begins to emit a collective psychic signal through the Warp that acts as a beacon for the approaching Tyranid Hive Fleet.
As the Tyranid Hive Fleet nears the doomed world, the Genestealer Cult, potentially numbering in the millions by this point, goes into action, instigating a worldwide rebellion with the goal of weakening the planet's defenses against the approaching Hive Fleet. The Hive Fleet will also seed the planet with Tyranid organisms, which will begin to biologically alter the planet's climate, surface and ecosystems to make it easier to consume.
If the Hive Fleet is victorious, the fleet will descend to the planet, inhaling the atmosphere, drinking the seas, and basically consuming all organic biomass until nothing more than a lifeless ball of rock remains. On the battlefield, Tyranid tactics are based around the notion of superior numbers, as they generally try to outnumber the enemy fifty to one. Tyranids overrun opposition in close combat, closing faster than most armies.
They possess few ranged weapons, but their sheer numbers and close combat specialisation makes up for the slaughter if they are led by a capable commander. Biomechancial War Machines The Tyranids do not build their starships and weapons from metal and plastic like the other intelligent races of the Milky Way Galaxy ; instead, they use gene-splicing and bioengineering to grow them from the organic biomatter harvested from the planets they consume.
Every weapon, gland and projectile used in their armies is a bioengineered Tyranid organism in its own right, from the spores polluting the atmosphere, to the grotesque spires that burst from the tortured ground during an invasion. Every weapon and projectile used by the hive fleets is a living organism, grown from the reconstituted biomatter of previous invasions. The Tyranids have no form of mechanical technology and, instead, harness an advanced form of biotechnology to create organic equivalents of the tools, weaponry and ammunition used by other races.
In this way, Tyranid warrior-beasts wield living weapons that are literally extensions of their own bodies, each one a killing machine, perfectly adapted to slaughter its victims.
Thus can a hive fleet adapt to generate a force capable of overwhelming any opposition, unleashing a vast throng of ferocious alien monsters that can fly, run, burrow and stalk through the defences of any foe. Planetary Devastation " Though never a verdant world, the lifeless ball of rock that we discovered was unrecognizable as Tyran Primus.
The creatures that did this are a threat to the galaxy and must be exterminated by the light of the God-Emperor. While this process occurs at a voracious pace, there are several characteristic stages required before the xenos can complete the task: A Tyranid Ripper Swarm Brood scout the area. Reconnaissance - The earliest stages of a Tyranid infection are best characterised by their subtlety.
The three Tyranid species most active during this stage are Vanguard droneships, Lictors, and Genestealers. These bioforms share two critical characteristics for identifying new target planets and performing infiltrations: All of the organisms involved have physiological abilities that are focused upon concealment. These talents are exploited to the utmost, so that they can initially observe the native environment safely. As there are often a very limited number of Tyranids involved at this stage, these specimens exhibit an uncharacteristic degree of self-preservation.
The creatures are clearly aware that they must survive and propagate before the invasion may proceed. These specimens are distinctive from most of the Tyranid horrors in that they are also capable of stable independent action. The vast majority of known Tyranid organisms are incapable of coordinated activity when separated from the psychic emanations of the Hive Mind.
As these creatures must be capable of acting when light-years distant from the swarm, they manifest a greater degree of intelligence and animal cunning than would otherwise be expected. This becomes most evident in the often unexpected subtlety of their plans. Vanguard droneships depend upon speed, their relatively small size, and their reduced psychic and propulsion signatures to enable them to quietly scout out new star systems.
In many cases, a Vanguard droneship will deposit a portion of its cargo onto the surface of a likely planet, and then quickly leave the system to scout out targets in other systems.
As their time in the system is both brief and stealthy, Imperial agencies may remain completely unaware of the foreboding intrusion. In those cases when a droneship is identified, it must immediately be considered the highest priority target in the system, as destroying it before it can deploy its cargo may significantly delay any Tyranid intrusion. Lictors are masters of unseen reconnaissance.
After insertion from a droneship, these xenos immediately begin scouting the wilds of the newly identified planet. Using their feeder tendrils, they analyse the atmosphere, mineral availability, and the characteristics of all life forms.
In addition, these fierce predators also target isolated animals and even sapiens to absorb their memories as they devour them. This information is compiled and sent back to the Hive Mind as soon as a node within range is available. Genestealers are the most insidious of these early invaders. It is also believed that Genestealers may use their cunning and stealth to infiltrate planets without the aid of a droneship.
Specimens have been found on abandoned Space Hulks and hidden among the cargo holds of Warp-capable vessels. These creatures must be eliminated with extreme prejudice, before they establish a breeding nest and a community of dedicated hybrid organisms.
Once Tyranid species have established a toehold on a planet, their strategy soon changes. This call draws a fleet of vessels, including a Hive Ship to the system. The arrival of the Hive Ship and its escorts heralds the next phase of the invasion.
The Tyranids begin to infest the planet. Infestation - The arrival of the Hive Ship and its escort vessels heralds the next stage of a Tyranid system invasion. As a powerful node of the Hive Mind, the Hive Ship disrupts the Warp in a radius of several light years. By the time one of these massive voidfaring creatures has arrived, it is often too late for a planet to send out an astropathic cry for help.
Even vessels sent to defend a system under threat of Tyranid attack may be unable to exit the Immaterium in a system that has come under the influence of the Shadow in the Warp.
Chaos and Tyranids[ edit ] Its an interesting fact to note that while the warp affects both flora and fauna, the Tyranids are notably highly resistant, if not outright immune, to it's influences. When the Hive Fleet invading Baal got sucked into the Warp by Ka'Bandha's entrance, the hive ships that emerged from this elsewhere were noted to have suffered little to no mutation when examined.
Tyranids stuck in space hulks that spent centuries in the warp more-or-less got out unchanged, with no chaotic influences or mutations.
Hell, even Genestealers, who are designed to operate independently from the Hive Mind, suffer no ill effects from warp exposure, still utterly devoted to the swarm after all that time. Additionally, when pitted against daemons like the Quadrifold Abominatumthe Tyranids are outright disruptive to them due to their warp-smothering powers, preventing daemons from mustering their full strength when under a large-enough fleet.
Consuming tainted chaos flesh also does not seem to have any real negative effect on them. Both sides have a mutual disdain for each other, though, and do their best to stay out of each other's way unless forced into a confrontation. The 'nids hate fighting Chaos due to their use of daemons, which has no biomass to harvest. Chaos hates the 'nids for having no emotions to feed upon, so their conflicts with them are ultimately about as productive as fighting non-sapient wildlife.
Whether this is due to their "Shadow in the Warp" that prevents warp entities from doing any real effect on them, or the specific design of another god-entity we've yet to meetis unclear. On the Table[ edit ] 2nd Edition[ edit ] Printed in the ancient past ofthe first Tyranid codex brought the hive mind to the tabletop of 40k and instantly won over the hearts of a thousand vile xeno lovers. It's hard to tell as most of those original fans have since moved on to collect power armor armies or died from several decades of soul crushing disappointment.
Either way, the codex was notable for including both Genestealer Cults and Tyranids in the same book. It was at this point in the Tyranids history that the army was at its most butt fuckingly ultra rapid rip and tearing form. Tyranids were THE fucking army that could go toe to toe with other cheese like the Eldar or March of metallic doom and tear them a new asshole. Naturally this made them THE army for players to sperg on about how they were completely overpowered and countered armies like the Space Marines and general Imperial factions with complete EASE.
And then one of those fuckos was given a job at GW and it all went downhill from there for the space bugs. Again, not much is remembered from this time, aside from the fact the strong and fast Tyranids from the 2nd edition were turned into slow, clumsy beasts, a move that nerfed them into oblivion. It was also notable for introducing silly looking metal miniatures that vanished soon afterwards like the ever popular grinfex and cool new plastic ones that are still used to this day.
This codex was extremely limited, but did feature some None of these would last to 4th edition, but the nostalgia would linger for a long time after.
It was at this point that the modern designs for the Lictor, Genestealers, Raveners, and Hive Tyrants were introduced. Also, the first plastic Carnifex kit was released, and GW capitalized by giving the unit a cubic metric shit ton of options. Indeed, this was the theme of fourth edition 'nids. The codex deliberately axed 3rd edition characters like Old One Eye or the Red Terror in favor of giving players a wealth of options for customizing their models.
Want a Carnifex with a better BS? None of this would last into 5th edition and the flaws were pretty glaring as time went by. Some were angry at how overpowered the army looked, citing the facts that the Tervigon could create more units out of thin air using "broken" special rules, that the anti-psyker powers were so broad, and that the Hive Guard and Zoanthropes were so good at tank hunting at a time when tanks were kings. However, after some time passed, people who decried the cheesy aspects of the army faded from view as people began to realize the army only seemed cheesy on paper, and that, in truth, any cheese the army had was drowned in the army's drawbacks.
The Termagants the Tervigon could spawn? Stats like a Guardsmen in close combat, but with half their weapon range and weaker armor. And to get Tervigons to the Troops slot from the HQ slot where they were practically uselessyou had to pay Guardsman prices for a unit of them. In other words, you had to use the "cheesy" special rule or they were overpriced into uselessness. Then there were the special powers that supposedly buffed the army. Again, at a first glance, they looked broken.
Certain upgrades allowed any unit within 6" of certain models to gain rules like Feel No Pain, Furious Charge, Poison, cover saves, and so on.
It sounded like a serious boon, but it had a funny effect. Aside from the fact that most Tyranid models are too expensive unless you capitalize on the bubble-buffs, it also does a horrible thing to your freedom to play the army.
Mainly, it forces players to keep all their units bunched up within 6" of a few key models, requiring them to spend the entire game in a rigid formation that can spell disaster for the army when broken. Tyranids already suffered from this problem somewhat due to their synapse rules, but the 6" range on the mandatory buffs only shortened the leash.
Not to mention it also made blasts even worse for an army already vulnerable to them. Tyranids do seriously lack effective long range support as well.
While they possess some weapons capable of mincing infantry units, most things with a range over 12" come at a premium. With an army so focused on close combat this shouldn't be such a problem, but synapse and buff leashes actually make it a valid concern.
Mainly, the short buff leash pressures a player into a castle formation, but the lack of medium and long ranged weaponry pressures the player to advance the entire castle towards the enemy, which has a way of creating chinks in the formation.
And you can't just move a few key units - when a unit moves forward, the model providing the buffs has to follow them, and then the other units relying on the buffs have to follow the model providing the buffs; it just makes the army obscenely inflexible. Tyranid monstrous creatures, their heavy support, also got drastically nerfed in the 5th edition update.
You just can't quite kit your heavy support to do the things you specifically want. Which brings us to the final problem: Unlike Guardsmen or Space Marines, the Tyranids don't get a lot of options to change the way the army works. When you buy Hormagaunts, you get them at face value - you can't equip them with frag grenades, give them pistols, add heavy weapons, or mess with their gear in any way. You can buy them the poison special rule if you want, or maybe the Furious Charge special rule, but those are your two choices.
Almost the entire army is that way, which is vastly different than the way they worked in 4th edition. The Carnifex alone lost eighteen weapon and biomorph options between 4th and 5th edition and it doubled in points value. And with no upgrades taken!
And for twenty points more, you can get a Trygon. Which is better than the Carnifex in almost every way. It's possible that Tyranids are now the least adaptable army in the game. The last kick in the teeth is that Tyranids are one of the more expensive armies to collect, requiring a larger number of models than most.
For the fact that most Tyranid armies will play exactly the same way, having all the same exploitable weaknesses and no unique wargear surprises, it's not a wonder that the army has seen a huge drop in sales since the release of their 5th edition codex.
The shorter lesson to take from all this is, if you're thinking about beginning a 40k army, even with how expensive it's all gotten, Tyranids are not the best army to start with. The one good legacy of the 5th edition codex was the radical expansion of the army list. The previous codex had featured the addition of a single new unit the brood lord and the removal of two special characters. Both were brought back for the 5th edition codex and the total units jumped from fifteen to thirty-four.
While several of the characters the doom of malan'tai and the parasite of mortrex did not survive past this codex, many others did and eventually grew into popular options in their own right. Is it me, or does the Haruspex look like it belongs in a bad hentai movie? After several years of having only a few viable units, virtually everything the Tyranids needed to stay competitive was either removed or nerfed to uselessness.
They even lost the ability to use psychic powers from the Biomancy table along with their Hive Mind powers being nerfed. Why GW thought that the most underpowered army needed even MORE nerfing will remain a mystery, but odds are that Cruddace had something to do with it. GW stocks were already dropping due to the financial disasters that were 6th ed Apocalypse, Strong Hold Assault, and Escalation. Meanwhile in Warhammer Fantasy there's 3 armies which are at least one edition behind in updates.
Along with the announcement was plans to close many GW stores, including their headquarters in Germany Looks like there were more Tyranid players than everyone thought, not everyone plays Space Marines. To compensate for their failure, GeeDubs released some Dataslate formations which allow you to ignore the force organisation chart and spam flying monstrous creatures to overwhelm an opponents anti-air defenses because the flyer rules are an even bigger catastrofuck than the Tyranid codex.
Things started poorly with a pair of monstrous creatures who really didn't bring anything new to the table. The Maleceptor was just an overcosted, overcomplicated, and underpowered hunk of plastic that would be lucky to kill more than 20 points worth of models in a given turn. But then things got interesting. The Mycetic Spores came back, under the name of "Tyrannocytes", and they were well worth the wait! Alongside the new spores were a Tyranid "fortification" that is, a Heavy Support that didn't take up a force org.
Soon afterward came the Doom of Malan'tai in a new body: