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| Issue |
Article |
| WD 114 |
Genestealers, Part 1: (by Paul Murphy, excerpted from WD 114,
Part 2 in WD 115, Part 3 in WD 116)
GENESTEALERS
The Genestealers are a race of aliens from another galaxy who seek
to conquer the Imperium from within. They infiltrate a planet, infecting
citizens with their genetic material, causing their children to
be born Genestealer-Human hybrids. A Stealer and its victims form
a secret cult on the planet, wherein the Stealer's monstrous progeny
can mature in safety and secrecy, until they are in a position to
challenge the planet's rulers.
These cults seek to gain control over the host planet subtly,
through hidden manipulation of the populace and subversion of
the planetary government. However, they can put a potent force
into battle if threatened. The Stealer cults sometimes form alliances
with other cults, and they can be found fighting alongside Chaos
or Vampire cults or warbands - or, if it suits their purpose,
against them.
The Genestealers are among the most unusual of creatures Humanity
has yet encountered, combining extraordinary intelligence and
subtlety of mind with remarkable strength and quickness of body.
Their torsos and extremities are protected by a deep blue carapace.
Their sinewy muscles are purple-red. They are bipedal, standing
in a perpetual crouch atop hooved feet, and they have two sets
of arms, one equipped with Human-like hands, one with powerful
ripping claws. The Genestealers' hairless heads are bulbous in
shape, coloured the same deep purple-red as their muscles, with
the creatures' fang-filled mouths and hypnotic eyes at the front.
Genestealers are stronger and hardier than Men, able to withstand
even the most hostile environments - including hard vacuum - unprotected.
They live for centuries.
REPRODUCTION CYCLE OF THE GENESTEALERS
The Genestealers' method of reproduction is as alien as their appearance.
There are no male or female Genestealers: the Stealers do not mate
with each other; they do not bear their own young. Instead, the
Stealers infect' members of other races with their genetic material.
Genestealers are equipped with oviposters, or egg-layers, in
their tongues. They have the ability to mesmerise their victims
with their gaze, in much the way a snake can paralyse a bird with
terror. Once the victim is subdued, the Stealer pierces the victim
with its tongue, which deposits an egg beneath the skin.
The Stealer's egg never hatches - in fact, 'egg' is something
of a misnomer; it is more like a cancer than an egg. When implanted,
the egg begins to alter the host's genetic structure, cell by
cell, wreaking particular damage to the victim's reproductive
system. The victim shows little outward sign of the infection
- in fact, he gains some of the Stealer's remarkable strength,
resilience, and longevity, becoming healthier than he was before.
However, the damage is horribly evident in the victim's children.
When someone infected by a Stealer mates, his offspring are
hybrids - part Human, part Stealer, with the Stealer traits predominating.
Once mature, these hybrids infect other Humans with eggs: their
children are also hybrids, though they will look more like normal
Humans.
Perhaps the most horrifying aspect of the entire cycle is that
the Human hosts appear not to notice - or care - that their children
are monsters. The parents love and cherish the creatures, above
and beyond even normal parental affection. Whether this is because
of some power of the child or because the parents are psychically
dominated by the purestrain Genestealer is unknown.
Once the Genestealers begin to infiltrate and infect a new race,
that race's days are clearly numbered. A single Genestealer can
infect hundreds; their children can infect millions. Unless the
infection is spotted early and ruthlessly countered, in short
centuries the original race is all but extinct. This makes the
Genestealers terrible, implacable enemies - they must constantly
seek out new races to conquer, or their race will perish with
their victims.
GENESTEALERS AND TECHNOLOGY
Though equipped with flexible, sensitive hands, purestrain Genestealers
are mentally incapable of using even the simplest of tools and weapons.
Apparently, the very concept of manipulating their environment through
tools is entirely alien to their psychology, and they are not able
to comprehend the workings of the lever, the spear or the blaster.
This is extremely fortunate for the Imperium, for in every other
way they are deadly warriors.
However, their hybrid children are not so limited. The first
generation tends to have the same mental shortcomings as pure
Stealers, but further generations - where the Human genes apparently
have more influence - gain some of Man's facility with tools and
weapons. Though not technological innovators, these later hybrids
can use equipment others have designed and built.
The cycle of infection continues until about the fourth generation,
when the hybrids are all but indistinguishable from purestrain
Humans. The fourth generation hybrids have no oviposters and mate
in the normal Human fashion, but they may spawn Humans, hybrids,
or purestrain Genestealers.
SPACE HULKS
Space hulks are massive, derelict vessels, locked in a strange,
eternal voyage through the warp. These mysterious vessels appear
only very rarely in Imperial space - and they bring either great
wealth or great calamity to those who find them.
Very little is known about the warp. Some studies were undertaken
during the Dark Ages of Technology, but most of the knowledge
was lost in the Age of Strife, or suppressed by the Ordo Malleus
in the years since. However, it is known that there are currents
and eddies in the warp, which can trap a vessel in warpspace forever,
or turn it from its course and deposit it back in realspace light
years - or centuries - from its intended destination.
The vessels known as space hulks suffer a different, and in
many ways, much more unpleasant, fate. Space hulks have been wrenched
from their course, and drift helplessly through warpspace, travelling
wherever the currents take them. They may stay locked in warpspace
for centuries, or drop back into realspace minutes after entering
the warp.
It is impossible to determine where or when - or if - a hulk
will return to real space, and even the psychic Astropaths are
unable to influence or predict the hulk's voyage. Once the hulk
is returned to realspace, it is not free. Minutes, hours, days,
or years later, it will be sucked back into the warp, to endure
another uncertain, endless voyage.
Passengers trapped aboard a drifting space hulk face slow death
by starvation - or quick death by madness. Possibly the most unfortunate
are those whose vessels have efficient life-support systems: they
may linger for centuries.
There appears to be some kind of pattern to the arrival and
departure of space hulks, and periodically, two or more appear
in realspace at the same place and time. If one is empty and dead
and the other inhabited, the crew of the inhabited vessel scavenges
the other for metal, energy, and spare parts, seeking to repair
their own dying ship or expand their living space by binding the
two vessels together. If both ships are occupied, the crews may
fight savagely to take each other's vessel. Over the millennia,
the patchwork vessels attain huge size.
It is impossible to predict when a hulk will re-enter the warp,
so anyone who boards them risks eternal prison. However, there
are many who are willing to take that risk. Some hulks have been
in existence since the Dark Age of Technology or even earlier
- though their original inhabitants are long dead, these vessels
are treasure-houses of lost technology, containing secrets which
could bring unimaginable wealth to anyone who dares plunder them.
Genestealers use this to their great advantage in the war against
Man. They have boarded a number of space hulks, accompanied by
their hybrid children. The hybrids construct cryogenic suspension
chambers for the pure Stealers - though hardy and long-lived,
even the Stealers cannot survive for centuries in the awful cold
and vacuum of space.
Once the cryogenic chambers are complete, the hybrids depart.
The purestrain Genestealers sleep, and the hulk continues its
eternal voyage. Though it may take centuries, eventually - inevitably
- some day the space hulk will reappear in populated space, to
be discovered and boarded by foolhardy treasure-hunters.
When the space hulk is boarded, sensors are triggered, awakening
the sleeping Genestealers. The boarding party is attacked, overwhelmed,
infected - and then released. Several Stealers accompany the party
back to their ship, infecting the ship's crew as well, and then
hiding themselves in the ship's holds.
Psychically controlled by the Stealers, the ship's crew have
little or no memory of the attack, and may not be aware that they
have been infected or that they are carrying Stealers. When the
ship reaches a Human-held planet, an implanted crewman departs,
accompanied by a Genestealer. The vessel becomes a plague carrier,
bringing its cargo of death and despair to each planet it visits.
Once on the planet, the Stealer goes into hiding, and the crewman
under his control begins to form a cult.
GENESTEALER CULTS
There are many cults scattered throughout the Imperium. In an age
where psychic power is strong, when Daemons and monsters stalk the
galaxy, and the powers that be ruthlessly suppress all knowledge
of these things, it is inevitable that the foolish, or curious,
or power-hungry will seek this knowledge on their own. Such people
often form religions, secret societies or hidden enclaves where
they can experiment, plot, or worship far from the prying eyes of
the Inquisition.
Some of these cults are harmless, run by religious quacks or
charlatans; some are much more sinister. It is rumoured that there
are millions of Chaos cults scattered throughout the Imperium,
as well as other groups dedicated to the Emperor's downfall -
including Genestealer cults.
When they arrive on a Human planet, the Genestealer and its
Human thrall go as far away as possible from civilisation, settling
in the most remote and desolate part of the planet - either in
the far wilderness or deep in the bowels of the abandoned inner
city. The Genestealer begins to prey on the Humans around him;
those he infects join his cult. The children of the infected Humans
(Human-Stealer hybrids) are kept well hidden from prying eyes.
A Genestealer cult usually masquerades as a new religion, with
the Stealer's thrall as titular head. In outward appearance the
religion is completely harmless, and often laudable, promoting
hard work, cherishing the young and respecting the old, and encouraging
extreme modesty (most of the priests and priestesses go about
completely robed at all times). The religious message is simple,
usually foretelling the coming arrival of the Blessed Children,
who will lead their parents to eternal bliss.
As it grows in power and influence, the religion attracts genuine
converts, who have no idea of the sinister cult hiding behind
it. Eventually, these dupes are initiated into the deeper mysteries
of the faith - and infected themselves.
Though Genestealers are driven by a ferocious and all but uncontrollable
need to infect victims to ensure the survival of their species,
the pure Stealer restrains itself and its progeny from infecting
too many Humans too fast, recognizing that the religion's too-rapid
growth might arouse the suspicion of the Imperial Inquisition.
The years pass, and eventually the third and fourth generation
hybrids are born. Some are virtually indistinguishable from untainted
Humans. It is at this point that the cult begins to spread its
power across the planet. The titular head of the religion, the
original crewmember infected by the Stealer, is removed, and his
place is taken by a fourth generation hybrid. The hybrid, having
some of the Genestealers' hypnotic powers, literally mesmerises
those who see him, gaining new and even more fanatical members
for the cult.
Other fourth generation hybrids leave the close protection of
the cult and, masquerading as diplomats, religious missionaries,
merchants, or other travellers, spread the infection across the
planet, and throughout the Imperium.
Once the fourth generation is born, virtually the only way to
stop the infection is to sterilize the entire planet, killing
every living thing on it.
GENESTEALER CULTS IN BATTLE
When a Genestealer fights, it does so as a wild beast - rending
its opponents with its powerful claws, tearing at them with its
razor-sharp teeth.
A Stealer is all but unstoppable in close combat; even a man
protected by Tactical Dreadnought Armour is no match. Thus, close
combat is at the heart of a Genestealer cult's battle tactics
- a massive wave assault of Stealers, hybrids, and Human fanatics.
If the attackers reach the enemy's position, the enemy is almost
certainly doomed.
In battle, the cult is led by its Magus - a fourth generation
hybrid who is the figurehead leader of the cult. The purestrain
Genestealer continues to advise the Magus, but it leaves the actual
generalship to someone who is better able to understand the opponent's
weaponry.
The Magus and Genestealer are accompanied by the core of the
cult - the coven, containing most of the early-generation hybrids
and a small number of Humans armed with ranged weapons. The coven
takes no part in the early stages of the battle, merely directing
the other troops, providing a rallying point, and awaiting the
moment to spring.
The cult probably won't have a good deal of ranged weaponry
at its disposal - the Genestealer is indifferent to such things
and they are often difficult for any but legitimate military forces
to attain.
Whatever ranged weapons the cult has are concentrated in a single
unit. This unit takes up a good defensive position, attempting
to engage the enemy's ranged weapons, pinning them down and drawing
fire away from the coven's shock troops.
The bulk of the cult's fanatic Human members are provided with
close assault weapons - short-range guns, if available, rocks,
clubs, swords, and the like. Forming up in massive waves, they
rush out onto the field, screaming wildly, firing indiscriminately,
and waving the cult's battle banner. This has two purposes: to
work them up into an even greater frenzy, and to frighten and
demoralize the enemy. They advance mindlessly, taking no notice
of casualties - the only way to stop them is to kill them all.
When the enemy is demoralized or the battle hangs in the balance,
the coven itself enters the fray. Moving close behind the fanatics,
drawing protection from enemy fire by the seething mass of frenzied
Humanity, the Magus, the purestrain Stealer and the early hybrids
move in for the kill. When the fanatics have reached the enemy
lines, the coven springs into action, ripping their opponents
apart in an orgy of blood and destruction.
Of course, specific details vary from battle to battle. The
cult may have auxiliary troops from allied Chaos cults or other
Genestealer cults; rogue psykers or Beastmen may be fighting alongside
the cult for their own purposes; the cultists may be mounted on
horseback or within an armoured vehicle; the Magus may be possessed
by a Daemon (an awesome combination indeed!). But whatever the
circumstances, the overall tactics remain the same: get in close
and tear the enemy apart.
Few can face the awesome might of a Genestealer cult at war.
If discipline is at all weak, if they waver for even a moment,
they are surely doomed.
|
| WD 115 |
Genestealers, Part 2 w/ Genestealer Invasion Force Army
List (by Paul Murphy, excerpted from WD 115,
Part 1 in WD 114, Part 3 in WD 116)
GENESTEALER PHYSIOLOGY
Purestrain Genestealers can only reproduce by infecting a victim
with their genetic material. The gene-host survives as a healthy
Human being, but, upon becoming a parent, the gene-host's firstborn
child is indelibly marked by the gene-infection. Once the child
matures into a Human-Genestealer Hybrid, it can pass the infection
on to other Humans, whose firstborn will also be born as Hybrids.
It is only the firstborn child of infected parents that is a Human-Genestealer
Hybrid; later offspring will always be normal Humans.
The first generation Hybrids closely resemble purestrain Genestealers.
But, with each new generation of Hybrids, Genestealer traits give
way to Human traits, until fourth generation Hybrids arc all but
indistinguishable from untainted Humans. However, a Hybrid will
always display the Genestealer's primal instincts; these always
remain in their genetic structure, and - no matter how Human in
appearance - a Hybrid belongs to the Genestealer brood.
Purestrain Genestealers are totally incapable of passing as
Human. Their multiple arms, bulbous heads, glaring eyes, and animal
crouch give them away; no amount of clothing and make-up can disguise
such characteristics. However, later generations, particularly
the third and fourth, become more humanoid in appearance. Indeed,
many Genestealers of advanced generations can appear as Humans
at first glance, especially if wearing concealing clothing. However,
as their sharp teeth and hypnotic eyes are somewhat of a giveaway,
they tend to avoid speaking to strangers or looking at people
straight in the face.
It follows that, in many ways, the later generation Hybrids
are the most dangerous - they can move freely among Humans, passing
on their terrible disease unnoticed.
Due to the sheer number of Humans throughout the Imperium they
are the race most commonly affected by Genestealers. Nevertheless,
there is no reason why any other race cannot be infected; Ork-Genestealer
Hybrids are perfectly possible - indeed many exist. The appearance
of such Hybrids would, of course, depend on the parent race, and
they would show different physical characteristics than a Human-Genestealer
crossbreed.
GENESTEALER AND HYBRID PHYSICAL CHARACTERISTICS
By infecting a victim with its genetic material, a Genestealer passes
on some of its physical characteristics to the victim's first offspring.
In the first generation, this gives rise to a Hybrid with a number
of Genestealer traits. Through successive generations of Hybrids
these traits become less extreme, until in the fourth generation
the Hybrids can pass as normal Humans.
Each physical characteristic goes through certain distinct stages.
The Head
Although Genestealer Hybrids gradually lose their long bulbous
craniums as the generations progress, their hypnotic, staring
eyes remain; their appearance often gives away a Hybrid who otherwise
looks quite Human. In the same way, fangs become shorter in later
generations although all the Hybrids retain vicious sharp teeth.
The Carapace
Purestrain Genestealers have a tough, armoured carapace with a
horny spinal ridge, and raised ligatures running along their limbs.
They are also bent over in a perpetual crouch, as if waiting to
spring, making them appear much shorter than their true height.
Later Hybrids lose the carapace, and attain a more upright stance
as the spine straightens out to accommodate a more Human hip structure.
The Arms
Purestrain Genestealers have four arms - a pair with hands from
their midsection, and a pair with powerful claws mounted at their
shoulders with which they attack. Later Hybrids lose one or both
of the clawed arms, leaving only those with hands, and their hands
become more able to handle manipulative tasks of an intricate
nature.
The Legs
Throughout the successive generations, the Hybrids lose the long,
powerful legs typical of the Purestrain Genestealers and acquire
normal Human legs.
The Purestrain and Hybrid Characteristics table summarises the
physical form of the Genestealer and its descendants.
| Generation |
Head |
Body |
Legs |
Arms |
Fangs |
Claws |
Ovipositor |
Hypnotic Gaze |
Telepathy |
Psi Powers |
| Purestrain |
Purestrain |
Carapace |
Purestrain |
4 |
Yes |
2 |
Yes |
Yes |
Yes |
No |
| First |
Bulbous |
Carapace |
Long |
3-4 |
Yes |
1-2 |
Yes |
Yes |
Yes |
No |
| Second |
Bulbous |
Carapace |
Long |
3 |
Yes |
1 |
Yes |
Yes |
Yes |
No |
| Third |
Bulbous |
Crouched |
Humanoid |
2-3 |
No |
0-1 |
50% Chance |
Yes |
Yes |
Yes |
| Fourth |
Humanoid |
Humanoid |
Humanoid |
2 |
No |
No |
No |
Yes |
Yes |
Yes |
| Later |
The firstborn of a fourth generation
Hybrid is a Purestrain. |
GENESTEALERS IN COMBAT
Purestrain Genestealers and first generation Hybrids are extremely
fast and agile when on the attack.
Purestrain Genestealers and first generation Hybrids can deliver
a powerful and destructive blow with their claws, and have a considerably
longer reach than most Humans or later generation Hybrids.
The Genestealer Kiss
Purestrain and early generation Hybrids have an ovipositor in
their throat which is used to implant the Stealer gene into their
victims.
After being implanted with the Stealer gene, the victim immediately
collapses in a coma and is unable to do anything. The victim recovers
after a few days and appears completely unharmed, if somewhat
dazed and with no conscious memory of the Genestealer attack.
There are no outward signs that the victim is host to the Stealer
gene.
Obviously, a Genestealer intent on passing its genetic material
on to a victim will make no further attacks, or do any harm to
the victim, once the implant attack is successful. In addition,
other Genestealers can identify unconscious gene hosts and will
not harm them.
Third generation Hybrids have a 50% chance of having an ovipositor.
If they do not possess one, they are neuter Hybrids or Drones,
and are unable to mate at all (although, with the appropriate
surgical equipment, they can pass on the Stealer gene by injecting
a victim with their blood).
Fourth generation Hybrids always lack the ovipositor and can
only mate in the normal Human manner.
Genestealers and Weaponry
Purestrain Genestealers are unable to use Human weaponry; their
thought processes and aggressive instincts are entirely alien,
and they rely instead on their own natural forms of attack. However,
later generation Hybrids are sufficiently Human to be able to
understand and manipulate weaponry designed for Human hands, eyes
and minds.
Psychology
Purestrain Genestealers and all Hybrids are immune to the effects
of psychology.
PSYCHIC ABILITIES
Both Purestrain Genestealers and Hybrids possess two innate traits
that are similar in operation to psychic abilities: their Hypnotic
Gaze allows them to paralyse foes prior to the implantation of the
Stealer gene, while Brood Telepathy allows them to transmit and
receive messages.
Psychic Hybrids
Purestrain Genestealers and first and second generation Hybrids
have no psychic powers except for their innate abilities, Hypnotic
Gaze and Brood Telepathy. Third and fourth generation Hybrids,
however, will often have additional psychic powers. Inherited
psychic traits passed on from infected psykers in the Hybrid's
ancestory may become apparent in the near-Human third and fourth
generation Hybrids.
Purestrains and Hybrids can recognise Human psykers when they
find them. Genestealers are attracted to psykers, and share none
of the normal Human's prejudices against them, simply regarding
them as exceptionally advanced specimens of the race. Consequently,
the psykers in a community are amongst the first to be infected
by the Stealer gene. This means that Human psychic traits will
pass into the gene pool of the Hybrid brood, to be inherited by
later generations. Thus, by the third and fourth generations,
the Hybrids can develop full psychic powers in addition to possessing
the two innate abilities of Genestealers.
Psychic Hybrids tap raw psychic energy emenating from the primitive
Genestealer Power that exists in the warp - the shadow image of
the will to survive' of the Genestealer species. Psychic Hybrids
who worship a Chaos Power may of course draw psychic energy from
their patron, thus tainting their simple Genestealer souls.
GENESTEALER INVASION FORCE
The ultimate origin of Genestealers remains unknown, but at any
given time there are many broods of Genestealers scattered throughout
the universe - either existing parasitically in a host society,
dominating a subdued race, or on the move to found a new colony.
It is those broods that are at the expansion stage in the cycle
of infestation and conquest, those who require new hosts to breed
with, that become a Genestealer Invasion Force.
The reason why the brood has to move on is explained by a summary
of its breeding cycle. The first stage is the infection of the
original host by a Purestrain Genestealer. Subsequently, this
infected gene-host goes on to form a family, from which his first
offspring is a first generation Hybrid. This Hybrid then infects
more Human hosts, who in turn engender second generation Hybrids
- and so the process goes on, progressing geometrically.
After four generations of infected hosts (taking less than a
century), a brood made up hybrids of various generations has arisen.
The Human members' kin, the parents and untainted siblings, feel
very intense bonds towards their Hybrid relations, even though
they are deformed. Thus, the entire extended family forms a close-knit
clan, the head of which will be the Purestrain progenitor of all
the brood, known as the Patriarch.
Once it has become big enough, the clan will strive for dominance
within the host society, initiating Chaos worship if it encounters
difficulty, to harness power to assist in the struggle. The clan
thus becomes a cult.
The fourth generation Hybrids within the clan will go on to
found families like normal Humans, with their firstborn being
Purestrain Genestealers. Because Hybrids live for Human lifetimes
however, and because Purestrains are immortal, the early Hybrids
in the brood will die out, leaving an increasing number of Purestrain
Genestealers.
Once a whole new generation of Purestrains has grown to maturity,
the brood-cycle is almost complete. It is now time for the Purestrain
brood, led by their Patriarch, to find a new host with which to
continue the cycle, and to found a new colony. In this way, with
each Purestrain potentially the Patriarch of a future brood -
indeed, it becomes one as soon as it breeds - the Genestealer
race expands throughout the universe.
Because they require new genetic material, the Patriarch of
each brood and his Purestrain descendants, along with the remaining
later generation Hybrids, will either trek to another settlement,
city or region, or embark on a captured starship or space hulk
to travel to another planet. In the latter case, the Hybrids serve
the brood by operating the controls of the spacecraft. Eventually,
all of the Hybrids die off, leaving only the Patriarch and the
Purestrains.
Once the brood encounters a new intelligent race, the cycle
can begin again. They may either overwhelm and infect those who
investigate their spacecraft, or transport an advance party on
to the hosts' ship or planet. The advance party has the task of
overwhelming local defences and any opposition they encounter
to prepare the way for the rest of the brood. It is this advance
party that is the Genestealer Invasion Force.
|
| WD 116 |
Genestealers: Part 3 Genestealer Cult Army List (Part 1
in WD 114, Part 2 in WD 115)
Genestealer Clans
Genestealer Cults
- Genestealers and Chaos
- cult Organisation
- The Cult Within Society
Genestealer Cult Army
- Organisation
- Specific Orders
- Genestealer Cult's Home World
- Coven Transport
Genestealer Cult Army List
'Eavy Metal: Genestealer Cult Army
|
| WD 145 |
Tyranids (by Andy Chambers and Jervis Johnson, excerpted
from WD 145)
From the icy void of interstellar space surge the terrifying
forces of the Tyranid hive mind. A massive intelligence formed
from the consciousnesses of untold billions of creatures, it threatens
the complete destruction of mankind. In the 41st Millennium, the
rule of the human Imperium encompasses almost the entire galaxy,
a glittering circle of stars ninety thousand light years from
rim to rim. It is the largest and most populous empire of all
time, comprising more than a million worlds and untold billions
of human beings. The Imperium is ruled by the ancient and immeasurably
powerful Emperor. Once he was a mighty, living man who forged
the bonds of the Imperium. As the power of the Imperium reached
its height the Emperor was betrayed by his own Warmaster, Horus,
who had been possessed by the Powers of Chaos. The Emperor won
the fight, saving the Earth and the whole Imperium from Chaos,
but his body was terribly wounded in the struggle. For ten thousand
years he has continued to control the destiny of the Imperium,
thanks to a complex life-support system which preserves his body.
His wishes are enacted by means of the Adeptus Administratum,
a colossal bureaucratic organisation based upon Earth, but with
the authority and means to control the entire galaxy.
Despite the power of the Imperium, the human race remains under
constant threat from the many hostile aliens which seek to destroy
or enslave mankind. The enemies of humanity are strong, but man
has so far proved stronger, more resourceful and ultimately more
enduring. This is largely due to the armed forces of the Imperium.
Vast Imperial fleets travel the star clusters of the galactic
core and the outer rim, carrying armies of Space Marines and Imperial
Guard to wage war on planets fifty thousand light years from Earth.
Beyond the human galaxy lie the vast uncharted regions of intergalactic
space. Empty distances too vast to comprehend thwart all of mankind's
attempts to navigate them. These are the great barriers which
separate galaxy from galaxy and keep the farthest stars the subject
of conjecture and mystery. Now something stirs in the frozen emptiness.
An intelligence moves through it, a mind that is many inter-linked
minds, immeasurably old and alien. This is the Tyranid hive mind,
and it has crossed the great, dark void in search of new planets
to despoil. Now its advance forces have reached the Imperium,
and the fate of mankind and every living thing in the galaxy hang
in the balance.
The Tyranids have travelled to the Imperium in a hive fleet
consisting of a great dark swarm of millions of individual spacecraft.
Each spacecraft is a gigantic living beast, a creature fashioned
from organic tissue by means of sophisticated genetic manipulation.
During the aeons-long journey across the void the Tyranids have
slumbered in a state of frozen hibernation. As the edge of the
hive fleet approached the Imperium the spacecraft stirred from
sleep and their inhabitants slowly began to thaw. The Tyranids
awake and recall the age-old purpose of their kind.
The Tyranid hive mind hungers for fresh genetic material, gene-stocks
that can be used to create new bio-construct creatures and organic
machine-slaves. Their own galaxy is exhausted, its creatures long
since absorbed into the hive mind, their flesh turned to unfathomable
purposes or discarded as useless. With its billions of humans
and countless other creatures the Imperium offers the Tyranids
an almost inexhaustible stock of flesh and genes which will invigorate
the hive mind and enable it to embody itself in new forms.
Humanity will be absorbed, broken into strands of DNA to be
used to create a new generation of bio-technology. It will be
the death of the human race, but to the Tyranid hive mind this
is of no more consequence than the mining of ores or the harvesting
of crops. For the Tyranids have no sense of pity or compassion,
they are as utterly beyond human understanding as humans are beyond
their comprehension. To them man is just an inefficient and primitive
lifeform, something to be consumed and turned to a higher purpose.
Such has been the fate of a thousand galaxies, of millions of
intelligent species, since time immemorial.
THE TYRANID HIVE MIND
The Tyranid hive mind is a single co-ordinating will that directs
the entire hive fleet. It is formed from untold billions of individual
consciousnesses, each of which is a living creature in the hive
fleet. Some of these minds are capable of individual rational thought,
some are capable of making only limited decisions, and others are
mere automatons whose minds perform only basic motor functions.
The extent of this ability to act and think freely varies and depends
upon the creature's role in the hive fleet.
Such an evolved consciousness is impossible for humans to comprehend.
The billions of creatures in the hive fleet all act in concert,
serving as individual cells in the single creature that is the
hive mind. Mankind still searches vainly for the higher beings
they suppose control the hive fleets, and though such mighty creatures
exist they no more control the hive mind than single brain cells
control a man's body. It is the sum of the hive mind which motivates
it, not its constituent parts.
The Tyranids are the undisputed masters of genetic manipulation
and bio-engineering. Great factory-creatures, the Tyranid Nom-Queens,
ingest genetic materials and chum out all the countless types
of creatures that go to make up the hive fleet.
Tyranid technology is based upon biological engineering. All
functions are performed by genetically tailored bioconstructed
creatures which have a rudimentary consciousness and form part
of the hive mind. The Tyranid spacecraft are living creatures,
and individual components such as sphincter doors, food hatcheries
and teleportation cysts are highly modified living things. Even
the most basic Tyranid devices have their origins as living tissue
and have a thread of the hive mind within them.
Tyranids also use gene-manipulation to create new races of servant
creatures from captives. These advanced bioconstructs are artificial
races bred by the Tyranids. Their minds form part of the hive
mind but they can still think and act for themselves and can make
and act upon decisions within the limits engineered into them.
There are many hundreds of these races, amongst them the Genestealers
and the Zoats. Although these awesome creatures may look monstrous
and horrific to human eyes, they are all designed to fulfil some
specific role.
THE SHADOW IN THE WARP
In order to move from planet to planet, human spacecraft travel
through the alternate dimension of psychic energy known as the warp.
The warp is the medium through which human Astro-telepaths send
psychic messages enabling the million worlds of the Imperium to
communicate with each other. A great psychic beacon, the Astronomican,
shines through the warp to guide spaceships through its dangerous
reefs and shoals.
The Tyranid hive fleet also travels through the warp. Normally
any spacecraft moving through the warp sets up vibrations which
can be detected by a human Astropath, but the hive fleet is so
unimaginably vast that it creates an impenetrable disturbance
like a huge blocking shadow. This shadow is the dark, impenetrable
will of the hive mind itself, before which the astral spirit of
a puny psyker is as safe as a candle in a hurricane.
The shadow cast by the hive mind presents an impenetrable wall
which prevents Astropaths from sending or receiving telepathic
messages, stops spacecraft entering the warp and forces spacecraft
already in the warp wildly off-course. As the Tyranid hive fleet
advances, the area of the Imperium swallowed up by it simply stops
communicating, giving almost no clues as to what has happened.
THE ADVANCE OF THE TYRANIDS
Hivefleet Kraken has now reached the outer part of the Imperium
and the entire south-eastern spiral arm lies under its dominion.
Only now has the full extent of the danger been realised, as fleeing
refugees struggle back into free space. It is tremendously lucky
that any people have survived at all, as their spacecraft have been
pushed thousands of light years through the warp by the advancing
edge of the Tyranid hive fleet.
A thousand human worlds have already fallen to the invader,
their populations consumed or imprisoned by the Tyranids. Even
after so short a time new races of human-based bioconstructed
creatures swell the armies of the hive mind.
Only the vaguest details of the fighting have reached the Imperium.
Millions of human warriors have died. Entire Chapters of the Imperium's
Space Marines have vanished without trace leaving no clue to their
fate. The Lamenters Chapter is presumed to have been destroyed
and the Scythes of the Emperor has been reduced to a few scattered
remnants.
But these human warriors have not died in vain. During the fiercest
fighting Space Marine spacecraft engaged ships of the Tyranid
fleet. Boarding parties entered the vitals of the immense alien
craft, gathering information about the Tyranids and successfully
destroying untold thousands of aliens. The information gained
by these brave Space Marines is essential if the Tyranids are
going to be driven back.
Armed with this precious information the Imperium prepares for
open war against the enemy it has named Hivefleet Kraken after
the mythical monster of Earth's ancient past. The weaponshops
of Mars turn out new and more potent machineries of war, gleaming
new spacecraft pour from the shipyards of the Imperium, and the
vast resources of the Imperial Guard gradually swing into action
as millions of men prepare to fight for the very survival of mankind.
The hive fleet has swallowed up a thousand Imperial worlds already
and confused details of the fighting on the planets portray the
Tyranids as an unstoppable force. Tales have reached the Imperium
of skies turned black over whole continents by clouds of wind-born
poison spores. Confused stories of hulking monsters that stalk
the land, ripping and slashing with their gigantic claws; of millions
of bio-constructs crawling across a world, devouring everything
in their path and leaving the planet a wasteland. Whole population
centres have been subdued or wiped out in a single night, those
taken alive envying the dead. Such battles as are fought turn
into nightmares when the terrifying Tyranid weapons are unleashed
against ill- prepared defenders. Men are driven mad with terror
and despair before the Tyranids ever reach them. Others are frozen
by the sight of the creatures. Weapons hanging uselessly in their
hands they can do nothing more than watch the bloody approach
of their butchers.
The Space Marines have fought too, their altered bodies and
psycho-conditioning enabling them to better withstand the Tyranids.
But even they are unable to deny the horror of their opponents.
Even when cut off and surrounded, the
Tyranid Warriors and their bio-constructs fight with uncompromising
ferocity, trying to kill as many enemy as possible with no thought
for their own lives. The Tyranids seem to have no concept of defence.
As long as they can perceive enemy forces they will continue to
attack, hurling themselves against their opponents in wave after
relentless wave. Often a Tyranid battleforce will be completely
destroyed and a relative calm will fall, but only for as long
as it takes a new force to reach the area and attack. Tyranids
never rest, never retreat, and never surrender.
TYRANIDS IN WARHAMMER 40,000
- The Tyranid Hive Mind in Warhammer 40,000 Games
- Losing Contact with the Hive Mind
- The Tyranid Army Cards
- Hunter-Slayer (Termagant) Squads
- Tyranid Battle Squads
- Purestrain Genestealer Bands
- Zoats
- Genestealer Patriarch
- Genestealer Magus
- Genestealer Hybrids
- Bands of Brood Brothers
- Squig Swarm
- Screamer-Killer (Carnifex)
- Mind Slave Squad
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| Issue |
Article |
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White Dwarf 188 |
Across the Void: Tyranids Conceptual Background
- Codex Tyranids
- Take me to your Leader...
- Organic Weaponry
- Tyranid Warriors
- Heavy Firepower
- 'Eavy Metal: Gargoyles
- The Birth of a Nightmare: Mini Design
- 'Eavy Metal: Tyranid Termagants
- Missions
- Strategy
- Biomorphs
- Swarms
- ... and Genestealers too!
- Finishing Touches
- In Conclusion...
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White Dwarf 189 |
The Great Devourer!: Battle Report - Imperial
Guard & Eldar Alliance vs.
Tyranids |
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White Dwarf 190 |
Tyranid Warriors
- Tyranid Warriors
- Weapon Variants
- Ranged Weapons
- Heavy Fire
- Tyranid Warrior Brood
- 'Eavy Metal: Tyranid Warriors
- Tyranid Ranged Weapons
- Deathspitter
- Devourer
- Barbed Strangler
- Venom Cannon
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White Dwarf 191 |
Tyranid Invasion: GW Campaign of Ichar IV Defense by Ultramarines,
Imperial Guard and Eldar
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White Dwarf 192 |
Evolved to Destroy: Tyranids
- Tyranid Bio-War
- Zoanthropes
- Ripper Swarms
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White Dwarf 205 |
Lurking Horror: Battle Report - Tyranids vs. Space
Wolves |
|
Citadel Journal 15 |
It's Good to Stalk!:
Tyranid Tactics |
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Citadel Journal 40 |
Codex Genestealer Cults: Tyranids (Part II in CJ
41)
- Genestealer Cult Armoury
- Genestealer Cult Special Rules
- Genestealer Invasion Force: Army List
- HQ
- Genestealer Magus
- Genestealer Patriarch
- Genestealer Hierarch
- Transport Coven Limousine
- Elites
- Genestealers
- Genestealer Hybrids
- Troops
- Brood Brothers Comrades Units
- Brood Brothers Initiates
- Fast Attack
- Sentinel Squadron
- Brood Brothers Bikers
- Cult Truckers
- Heavy Support
- Brood Brothers Heavy Weapon Teams
- Leman Russ
- Captured Predator
- Captured Rhino
- Genestealer Cults Wargear
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|
Citadel Journal 41 |
Genestealer Cults Part II (Part II in CJ
40)
- Genestealer Invasion Force: Army List
- Creating Your Cult: Modelling
- Buying Time, Armoury Raid: Scenarios
- Special Characters: Janos Armistadt the Traveller, Manos the
Mad
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Citadel Journal 45 |
Scythed Hierodule: Tyranid Heavy Support
- Rules based on Chapter Approved Tyranid Monstrosities in WD 255
- Mark Bedford's method of painted by Tyranid beasties
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Citadel Journal 50 |
Barbed Hierodule: Tyranids Heavy Support by Forge World |
| Issue |
Article |
|
White Dwarf 304 |
Living Tide: A
preview of the new Tyranid models and Codex. |
| Issue |
Article |
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White Dwarf 183 |
Epic Hive War: Tyranids Supplement - Review
- Epic Games System
- Until Now...
- Tyranid Forces
- 'Eavy Metal: (Epic) Tyranid Broods
- 'Eavy Metal: Epic Tyranids and Chaos
- Bio-Warfare
- Bio-Titans
- Tyranids on the Battlefield
- The Hive Mind
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White Dwarf 184 |
Abomination!: Battle Report - Imperials vs. Tyranids
- 'Eavy Metal: Tyranid Broods
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White Dwarf 189 |
Irresistible Onslaught: Tyranids
- The Hive Fleet
- Bio-Titans
- Terror Tactics
- Hierodule
- Rapid Assault
- Hierophant
- Overrun Attack
- Bio-Titan Broods
- Hive Mind Cards
- Invade and Destroy
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| Issue |
Article |
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White Dwarf 146 |
Space Fleet:
Tyranid Hive Fleets
- The Tyranid Fleet
- Sequence of Play
- Tyranid Command Cards
- Action Cards
- Feature Cards
- Tyranid Weapons
- The Hivefleet
- Hiveships
- Hiveship Rules
- Drones
- Spore Mines
- Beast-Craft
- Kraken
- The Tyranid Card Deck (Command Cards)
- Counters
- Datacards
- Tyranid Drone
- Tyranid Wardrone
- Tyranid Dark Prowler
- Tyranid Void Fiend
- Tyranid Hiveship
- Tyranid Spore Mine
- Deathburner Kraken
- Doomripper Kraken
- Hellblaster Kraken
- Ramsmiter Kraken
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