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In the fictional universe Warhammer 40.000 , Tyranids are races and soldiers that can be played in mini wargame table games.

The Tyranids are aliens from outside the galaxy who have come to devour all life, one planet at a time. They are collectively controlled by a very intelligent nest mind that can not be justified. Tyranids come in various forms, each individual has been engineered to fulfill a particular role. All of their technology is biological, named in the universe as biomorph because their components live.


Video Tyranids



Development

Tyranids was first described in Rick Priestley Rogue Trader , the first edition of Warhammer 40,000 . At that time they are not a race that is emphasized in the game, but rather represent a number of occasional foreign antagonists encountered. Their physical appearance is not imposing or terrible: they are described as six headed, relatively small creatures (the appearance of which will then be assigned to the Tyranid genersealers). In the next iteration of Warhammer's 40,000 related products (starting with the launch of Advanced Space Crusade), Tyranids were given a total change and became a major race, popularized by a number of successful expansions. Unlike most Warhammer 40,000 races, Tyranids have no direct opponents Warhammer Fantasy Battle, but share a horde mentality with Skaven and Lizardmen forces. This, along with greater extensive use, stronger creatures and primal defense mechanisms leads to the conclusions drawn widely that Tyranids are Warhammer's 40,000 closest partners with Lizardmen in terms of how they play.

Tyranids often form fast-moving combat troops who rely on their enemies through waves and waves of mostly small but deadly creatures, while larger creatures provide a powerful source of attack. They may also rely heavily on close combat, if different choices are made, or an impressive array of small but gigantic terrible fields than the typical flock. Therefore Tyranid troops are able to carry varying threats to wear on their opponents.

Maps Tyranids



History

The Games Workshop has introduced three main nest forts, called Behemoth, Kraken, and Leviathan. The new Codex has also introduced a number of smaller nest fleet and fleet fleets, such as Hydra and Gorgon, among many others, although the book primarily focuses on three main fleets. It should be noted that these names were given by the imams of Imperium, rather than the Tyranids themselves. In fact, there is no evidence in fiction that Tyranids have language or civilization, at least not as understood by other species derived from the Milky Way. In many stories, they communicate with intricate clicks of insects and humming sounds, as well as reptile war cries, growls, and hissing sounds. Tyranids are considered to communicate primarily through strong synaptic links to what is called the Hive Mind.

There are three main Tyranid nest forts to date; Hive Fleet Behemoth and Hive Fleet Kraken, both of which are defeated, and Leviathan Hive Fleet, which is one of the current threats to known galaxies. There are many other fleet of Tyranid nests that have been destroyed or still appear, such as Hive Fleets Jormungand, Colossus, Tiamet, Scarabus, Ouroboros, Nemesis, Reatherus, Gorgon and Hydra among many others.

The Games Workshop introduced the Genestealers in 1989 in the Space Hulk game. The first recognizable incarnation of Tyranid fighters appeared at the Advanced Space Crusade in 1990, featuring biological weapons such as bones and deathspitters.

Tyranids were first mentioned under the titles of Tyranids and Hive Fleets in Warhammer 40,000: Rogue Trader, and illustrated in a form that is not very different from Gaunts.

The first Tyranids used conventional, non-biological equipment such as lasgun and flak armor (although the rule book states that these organic equipment are represented with similar capabilities). The main unit available for Tyranids is Zoat, a centaur-like creature enslaved to fight on behalf of their Tyranid masters.

The second edition of Warhammer 40,000, released in 1993, featured Tyranids in the Wargear and Codex Imperialis additional books, and later in their special forces own. Codex . Various models are widely released, representing most of the units described in this publication. However, the troops were very different from the factions previously seen in the game.

The Tyranid player now has access to various types of units that are roughly equivalent to other factions, including Hive Tyrant, Termagants, Hormagaunts, Space Hulk Genestealers , Gargoyles previously seen at Epic 40,000 , Tyranid Warriors , the Carnifex , Zoanthropes (Tyranid psyker apart from Hive Tyrant), Lictors , and Biovore .

In the Tyranid Supplement for Third Edition Warhammer 40,000 there is an emphasis on revamping the rules for various units while maintaining the overall structure of the army, so veteran players will not find their old collection unusable or useless in the new edition. But the supplement adds several new units and adjusts the behavior of others. Various new models, somewhat different from the old ones, were released to coincide with the new publication. New units include: Tyrant Guard and Raveners .

The Third Edition Codex, as with a number of subsequent publications, includes a list of soldiers that allow much greater flexibility for players than the previous list of soldiers, allowing extensive customization of units. The types of units recorded as 'The Genes That Can Be Modified' in the main army list are permitted to be modified widely by selecting from many options in the 'Custom Hive Fleet' section of this book. The available options are similar to the random equipment tables displayed in Rogue Trader , but they are no longer randomized.

The nature of the list of soldiers in the Third Edition further solidifies the reputation of the Tyranid army to bring down a large number of models, allowing players to overwhelm the opponent with the weight of numbers. This is even more pronounced in the Seeding Massacre variant of soldiers list published in the White Dwarf and later in the Approved Chapter, which represents the early stages of massive Tyranid attacks and even further emphasizes the use of a much-discardable, 'unit type cannon-fodder '.

The release of the fourth edition of the codex adds new models, new rules, and new units, especially Broodlords, larger alpha gen- eralers, and revamped units like Carnifex. The new Codex also allows Tyranid players to bring down a total of eight large Tyranids to be deployed in intermediate battles, though players still have to make a mandatory troop option. With this concept, troop Tyranid can now consist of many troops and/or only a few strong units. One of the more missed abilities is the new "no number" rule, which allows for an unlimited number of taboos in one game, stressing the cannon-feed character of Tyranids.

A new Tyranid codex was released on January 16, 2010, written by Robin Cruddance. This includes 15 new Tyranid species, and legendary heroes such as Swarmlord, Old One Eye and Doom of Malan'tai. In addition, some models see cost reduction point, which allows certain Tyranid forces to place more units, although this does not apply to all Tyranid units. The Carnifex, which became the mainstay of the previous edition, saw the cost point almost double, with many options removed and no corresponding increase in effectiveness.

The Tyranids accepted the new rules for the eighth edition Warhammer 40,000 in Index: Xenos 2, released in June 2017. The latest version of this rule will be released on November 11, 2017 in the new Codex: Tyranids.

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In-game fictitious history

The first recorded contact between Imperium and Tyranids was at 745.M41 in Eastern Fringes of the Milky Way galaxy. There is a rumor that the Order of Xenos of the Inquisition has identified the possibility of Tyranids appearing as far back as the 35th Millennium.

The Tyranids arise from the space of the Local Galaxy group's interaction, their Hive Mind is drawn to the Milky Way by a Psychic Astronomical flare transmitted by the Imperium of Man's Emperor. The first officially registered contact with Tyranids for the Human Empire came during an attack on the Forge World of Tyran by Behemoth's gigantic fleet, and from there the fleet continues through the Ultramar imperial space sector, consuming all the world it passes. The Tyranids were defeated, by the efforts of the Navy's Babar Outer Space and suffered devastating losses during the Battle of Macragge

In 942.M41, Commissar Ciaphas Cain, on a mission in the Ice World, Nusquam Fundumentibus, discovered hibernation Tyranids buried deep within the permafrost; the bunch was apparently taken to the planet by the Hive Ship that fell on the planet, before there was a human colonization. The Inquisition was uneasy by the fact that Tyranids probably developed a presence in the galaxy before the start of the Empire; it is unknown whether the barbarians who fell on a quest mission when lost, were victims in a pre-Imperial Tyranid imperial army that was defeated by an unknown enemy, or part of a plan by a super-intelligence Tyranid that may have "seeds" of galaxies with many children- sleeping child.

In 993.M41, the Tyranids returned to the Milky Way with the Hive Fleet of the Kraken, altering the tactics of attacking targets as a single Hive Fleet shading to split into smaller fleets, each star system encompassing before reinforcements arrived. The burden of this new attack is borne by the Space Channel known as the Scythes of the Emperor and the Lamenters. Finally the backbone of the Hive Fleet was broken by its defeat at the Battle of Ichar IV and at Eldar Craftworld Iyanden. The cost for the Empire remains large, Craftworld Iyanden loses more than half its population, and many of the splinter fleets are cut off from the Kraken to then wreak havoc deep inside the Imperial chambers.

In 997.M41, the Leviathan Hive Fleet emerges from the "bottom" field of the galaxy (on the Z axis) and strikes from two points, cutting most of the galaxy from reinforcements. It threatens the defense of Segmentum Solar and Terra, the capital of the Human Empire, but Tyranids are disrupted by being deflected into the star system of the powerful Ork empire. Orks manages to stem the progress of Tyranid Hive Fleet.

Warhammer 40k Battle Report Chaos World Eaters vs Tyranids 1065pts ...
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Battle for Macragge

The Tyranids are a big race in the fourth edition of Warhammer 40k, mainly due to their presence in combat for the Macragge box game, released in 2004. The set includes six Genestealers, ten Termagants, and eight Spore Mines. The box set represents the Battle for Macragge, one of the most detailed battles for Tyranids and Navy of Space Marines.

Famous for his close combat attacks, Tyranids were chosen to be the aliens who planned to destroy the Ultramarines homeborld from Macragge. In the previous months Hive Fleet Behemoth (The Hive Fleet was responsible) had been exploring the Ultramar sector leaving the dead and arid planet behind them, so when they arrived at Macragge, they found a planet ready for battle. As well as the Starnova Macragge defense station, the planet's defenses are supported by a fleet seeking revenge, wanting to protect their homeworld and some because they can not do anything with their helmets manned by those loyal to Marneus Calgar, the Master Chapter of Ultramarines. When Behemoth arrived at Macragge, they fought with all his might in space and on land to conquer and consume Ultramarine. This led to a very important position in Cold Steel Ridge. The Hive Mind sends his most deadly maid to the front line - Swarmlord, an ancient Hive Tyrant whose consciousness has been reincarnated through countless battles. This beast has hit the last blow in many worlds against many enemies, and soon after it stepped into the battlefield, the ferocity of the group was paired with a sharp strategy. It rented and tore the chapters and left them lying on the ground. In the end, only the Dominus Astra warship that blew up its warp drive at the heart of the Tyranid fleet that destroyed the central Tyranid fangling, the alien psychic control lynchpin, threw the gang into chaos and ended the invasion.. Though Tyranids failed in their efforts, among the myriad lives that were taken and the damage caused both in space and on the ground, they managed to wipe out all the first hundred members of the First Company of Ultramarines 1 when the last stand was desperate to defend one of them. two polar orbital defense facilities on the planet, an achievement never before achieved, and never repeated, by other Empire enemies.

Top-5 changes in the new Tyranids codex
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In the alternative game

The Tyranids are represented in three Specialist Games produced by Games Workshop : Battlefleet: Gothic , Epic , and Inquisitor .

In the Battlefleet: Gothic , a game focusing on spaceships for spacecraft, they are represented by four models representing large biologically constructed ships from Tyranid Hivefleet. In Epic , large-scale battle games use smaller miniatures, they are represented by a combination of Titan and standard Tyranid troops. In the Inquisitor , the narrative fighting game uses Warhammer 40,000 character types, Tyranids represented by the Genestealer and Hybrid models under the category of generic "alien" role play. They are the individual members of the Genestealer Cults who work towards espionage and propagate their species secretly to weaken planetary defenses before the invasion, as opposed to part of the Hivefleet army that seeks to mobilize their entire path and consume them.

Tomes of the Librarius â€
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In the video game

Warhammer 40,000: Dawn of War II currently includes Tyranids as a race played along with Imperial Guard, Chaos Space Marines, Eldar, Orks, and Space Marines. Playable "heroes" (commanding units) include Hive Tyrant, Ravener Alpha and Lictor Alpha, and the power of the Tyranid flake fleet acts as the main antagonist in a single player campaign; campaigns can only be played from the perspective of the Blood Raven of Space Marines chapter. However, in the expansion of Levy , they are a playable race in a single player Campaign. In particular, Tyranids is one of several Warhammer 40,000 factions that are not in the first game, Warhammer 40000: Dawn of War. The fact that Tyranids are not present is likely due to their nature; because Tyranids do not create structure or technology in the same way as other races (not to mention the lack of wargear use because of this), it will be difficult for them to do as other races do in the game. Relic also repeatedly stated that they wanted to enter Tyranids in Dawn Of War, but the game graphics engine "will not do it justice". Other issues cited include significant economic differences. The game mechanics are altered in their entirety from the above-mentioned sequel, along with enhanced graphical capabilities of the computer that will later enable them to describe Tyranids in a way that developers can accept.

Tomes of the Librarius â€
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Reference & amp; note

Source of the article : Wikipedia

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