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==Tyranid Biomorphs== ===Melee Biomorphs=== *'''Acid Maws:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Acid Maw''' || Melee || Melee || User || -3 || 1 || - |- |'''Monstrous Acid Maw''' || Melee || Melee || User || -5 || D3 || - |- | '''Melting Maw''' || Melee || Melee || User || -5 || 6 || Each time the bearer fights, it can give up all its attacks to make one single attack with this weapon. If this weapon kills a model the Viragon heals D3 wounds it had previously lost. |} *'''Blinding Venom:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Blinding Venom''' || Melee || Melee || 3 || 0 || 1 || If any unit suffers any unsaved wounds from this weapon, your opponent must subtract 1 from hit rolls for that unit until the end of the turn. |} *'''Bone Sabres:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Bone Sabres''' || Melee || Melee || User || -3 || 6 || Each time you make a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage. Successful invulnerable save against wounds caused by this weapon must be re-rolled. |} *'''Boneswords and Lash Whips:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Boneswords''' || Melee || Melee || User || -2 || 1 || A model armed with boneswords can make 1 additional attack with them in the Fight phase. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage. |- |'''Lash Whips''' || Melee || Melee || User || 0 || 1 || Enemy models in base contact with a model equipped with this weapon have to subtract 1 from their hit rolls. |- |'''Lash Whip and Bonesword''' || Melee || Melee || User || -2 || 1 || If the bearer is slain in the Fight phase before it makes it attacks, leave it where it is. When its unit is chosen to fight in that phase, the bearer can do so as normal before being removed from the battlefield. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage. Enemy models in base contact with a model equipped with this weapon have to subtract 1 from their hit rolls. |- |'''Monstrous Boneswords''' || Melee || Melee || User || -2 || 3 || A model armed with monstrous boneswords can make 1 additional attack with them in the Fight phase. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage. |- |'''Monstrous Lash Whips''' || Melee || Melee || User || 0 || 1 || Enemy models in base contact with a model equipped with this weapon have to subtract 1 from their hit rolls. |- |'''Lash Whip and Monstrous Bonesword''' || Melee || Melee || User || -2 || 3 || If the bearer is slain in the Fight phase before it makes it attacks, leave it where it is. When its unit is chosen to fight in that phase, the bearer can do so as normal before being removed from the battlefield. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage. Enemy models in base contact with a model equipped with this weapon have to subtract 1 from their hit rolls. |- |'''Lashwhip Pods''' || Melee || Melee || User || -1 || 2 || Make 3 hit rolls for each attack with this weapon. |} ::'''Parry:''' A model equipped with a single Bonesword has a 6+ invulnerable save in close combat. If it has two or three Boneswords, the save is improved to 5+. If it has four Boneswords, the save is improved to 4+. *'''Crushing Claws, Wrecker Claws and Bio-flail:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Crushing Claws''' || Melee || Melee || x2 || -3 || D3 || When attacking with this weapon, you must subtract 1 from the hit roll. |- |'''Monstrous Crushing Claws''' || Melee || Melee || x2 || -3 || 3 || When attacking with this weapon, you must subtract 1 from the hit roll. A model equipped with two pairs of '''Monstrous Crushing Claws''' gains +D3 additional attacks in close combat. |- |'''Massive Crushing Claws''' || Melee || Melee || x2 || -3 || D6 || When attacking with this weapon, you must subtract 1 from the hit roll. |- |'''Wrecker Claws''' || Melee || Melee || x2 || -3 || D6 || Against {{W40kKeyword|Vehicles}} and {{W40kKeyword|Buildings}}, re-roll all failed wound rolls with this weapon. If this model has two wrecker claws, it also re-rolls failed hit rolls against {{W40kKeyword|Vehicles}} and {{W40kKeyword|Buildings}}. |- |'''Bio-flail''' || Melee || Melee || User || -1 || 2 || Each time the bearer fights, one (and only one) of its attacks can be made with this weapon. When the bearer fights with this weapon, make a number of hit rolls against one target unit equal to the number of models that the target unit has within 2" of the bearer. |} *'''Diamond-tipped Teeth:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Diamond-tippped Teeth''' || Melee || Melee || User || -3 || 3 || When using this weapon, halve the attack characteristic of this model (rounding up). You can re-roll failed wound rolls for this weapon. If the target's Toughness is higher than this attack's Strength, this weapon always wounds the target on a wound roll of 4+. |} *'''Distensible Jaw:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Distensible Jaw''' || Melee || Melee || User || -3 || D6 || Each time the bearer fights, one (and only one) of its attacks must be made with this weapon. |} *'''Gigantic Shovel Limbs:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- | '''Gigantic Shovel Limbs''' || Melee || Melee || +4 || -2 || D3 || - |} *'''Grasping Tail:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Grasping Tail''' || Melee || Melee || User || -1 || D3 || At the beginning of the Fight phase, instead of attacking with this model, you may choose one enemy model within 1" of it. Both players roll 1d6 and add it to the corresponding models' Strenght characteristics. If the model wins, nothing happens. If it fails, reduce its attacks by half (rounding down), the model has to subtract 2 from all its hit rolls and may not disengage. If the models' unit disengages, this model is removed from play as the helpless warrior is devoured by the creature. A model slain in this manner counts as slain by the Malanthrope for the purpose of the ''Prey Adaptation'' rule. |} *'''Grasping Talons and Thorax Spine-maw:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Grasping Talons''' || Melee || Melee || User || -1 || 2 || - |- |'''Sinister Talons''' || Melee || Melee || User || -3 || D3 || You can re-roll failed wound rolls for this weapon. In addition, each time you make a wound roll of 6+, that hit is resolved with an AP of -6 and Damage of 3. |- |'''Grasping Talons and Thorax Spine-maw''' || Melee || Melee || 7 || -2 || 1 || When targeting {{W40kKeyword|INFANTRY}} units, each hit roll of 6+ made with this weapon is resolved at Strength x2 and Damage D6. |} *'''Massive Feeder Tendrils:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- | '''Massive Feeder Tendrils''' || Melee || Melee || User || -3 || 1 || Make 4 hit rolls for each attack made with this weapon, instead of 1. Every model slain by this weapon or every 2 damage dealt by this weapon heals the bearer of this weapon for 1 wound. |} *'''Powerful Limbs:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Powerful Limbs''' || Melee || Melee || User || -1 || 2 || - |} *'''Psychic Feelers and Mind Spikes:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- | '''Psychic Feelers and Mind Spikes''' || Melee || Melee || User || - || 1 || Make 3 hit rolls for each attack made with this weapon, instead of 1. Armour or invulnerability saves may not be taken against this weapon. |} *'''Ravenous Maw:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Ravenous Maw''' || Melee || Melee || User || -1 || D3 || Make 3 hit rolls for each attack made with this weapon, instead of 1. |} *'''Rending Claws:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Rending Claws''' || Melee || Melee || User || -1 || 1 || Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4. If a model is equipped with two pairs of Rending Claws the effect activates on a wound roll of 5+ instead. |- |'''Monstrous Rending Claws''' || Melee || Melee || User || -3 || D3 || You can re-roll failed wound rolls for this weapon. In addition, each time you make a wound roll of 6+, that hit is resolved with an AP of -6 and Damage of 3. If a model is equipped with two pairs of Monstrous Rending Claws or Patriarch's Claws the effect activates on a wound roll of 5+ instead. |- |'''Patriarch's Claws''' || Melee || Melee || User || -4 || D3 || You can re-roll failed wound rolls for this weapon. In addition, each time you make a wound roll of 6+, that hit is resolved with an AP of -6 and Damage of 3. If a model is equipped with two pairs of Monstrous Rending Claws or Patriarch's Claws the effect activates on a wound roll of 5+ instead. |} *'''Shoveling Claws:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Schoveling Claws''' || Melee || Melee || x2 || -3 || D6 || - |} *'''Scything Talons:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Scything Talons''' || Melee || Melee || User || 0 || 1 || You can re-roll hit rolls of 1 when attacking with this weapon. If the bearer has more than one pair of scything talons, it can re-roll all failed hit rolls and also make 1 additional attack with this weapon each time it fights. |- |'''Giant Scything Talons''' || Melee || Melee || +3 || -3 || 3 || When attacking with this weapon, you must subtract 1 from the hit roll. |- |'''Monstrous Scything Talons''' || Melee || Melee || User || -3 || 3 || You can re-roll hit rolls of 1 when attacking with this weapon. If the bearer has more than one pair of monstrous scything talons, it can re-roll all failed hit rolls and also make 1 additional attack with this weapon each time it fights. |- |'''Massive Scything Talons''' || Melee || Melee || User || -3 || D6 || You can re-roll hit rolls of 1 when attacking with this weapon. If the bearer has more than one pair of massive scything talons, it can re-roll all failed hit rolls and also make 1 additional attack with this weapon each time it fights. |- |'''Viragon Scything Talons''' || Melee || Melee || X2 || -4 || D3+6 || You can re-roll hit rolls of 1 when attacking with this weapon. |- |'''Gargantuan Scything Talons''' || Melee || Melee || X2 || -5 || 2D6 || You can re-roll hit rolls of 1 when attacking with this weapon. |- |'''Spore-cloud Scything Talons'''|| Melee || Melee || X2 || -5 || 5D3 || Attacks made against {{W40kKeyword|Infantry}} count as 3 hits instead of 1, but suffer a -1 to hit. You can re-roll hit and wound rolls of 1 when attacking with this weapon. |} *'''Scything Wings:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Scything Wings''' || Melee || Melee || User || -2 || D3 || You can re-roll hit rolls of 1 when attacking with this weapon. |} *'''Sickle Claws:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Sickle Claws''' || Melee || Melee || 10 || -2 || D3 || If a hit roll with this weapon is a 6, resolve that hit with an AP of -4 and a Damage of D6. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage. |} *'''Tail Biomorphs:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Biostatic Rattle''' || Melee || Melee || User || -1 || 1 || Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer's attacks. If a unit suffers any unsaved wounds from this weapon, add 1 to any Morale tests they take until the end of the turn. |- |'''Bone Mace''' || Melee || Melee || 8 || -1 || D3 || Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer's attacks. |- |'''Prehensile Pincer''' || Melee || Melee || User || 0 || D3 || Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer's attacks. |- | '''Spike Tail''' || Melee || Melee || user || -2 || 1 || Each time the bearer fights, it make one (and only one) attack with this weapon. This is in addition to the bearer's attacks. A unit (that doesn't have the {{W40kKeyword|Vehicle}} or {{W40kKeyword|Monster}} keyword) that suffers an unsaved wound from this weapon has to always attack last in the fight phase and to subtract 1 from all its hit rolls and Leadership value. This effect lasts one game turn. |- |'''Thresher Scythe''' || Melee || Melee || 4 || -1 || 1 || Each time the bearer fights, it can make one (and only one) attack with this weapon. Make D3 hit rolls for this attack instead of one. This is in addition to the bearer's attacks. |- |'''Toxin Spike''' || Melee || Melee || 1 || 0 || D3 || Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer's attacks. This weapon always wounds targets (other than {{W40kKeyword|Vehicle}}) on a 2+. |} *'''Toxic Lashes:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Toxic Lashes''' || Melee || Melee || User || 0 || D3 || This weapon always wounds on a 2+, unless the target is a {{W40kKeyword|VEHICLE}}. A model armed with this weapon always attacks first in the Fight phase, even if it didn't charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place. |- |'''Massive Toxic Lashes''' || Melee || Melee || User || -2 || D3 || This weapon always wounds on a 2+, unless the target is a {{W40kKeyword|VEHICLE}}. A model armed with this weapon always attacks first in the Fight phase, even if it didn't charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place. |} *'''Tresher Tendrils and Spikes:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Tresher Tendrils''' || Melee || Melee || +2 || -2 || D3 || You may not use this weapon once you have used the ''Thresher Tendrils'' special rule. Make D3 hit rolls for each attack with this weapon in a turn in which the beared charged. |- |'''Thresher Tendrils and Spikes''' || Melee || Melee || User || -1 || 1 || Make 3 hit rolls with this weapon instead of 1 for each attack assigned to it. |} *'''Wicked Spur:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Wicked Spur''' || Melee || Melee || 8 || -3 || D3 || Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer's attacks. |} ===Ranged Biomorphs=== *'''Acid Spit and Pyro-acid Spit''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Acid Spit''' || 24" || Assault 2D6 || 6 || -5 || 3 || This weapon automatically hits its target. |- |'''Pyro-acid Spit''' || 18" || Pistol 4D6 || 6 || -3 || 2 || This weapon automatically hits its target. |} *'''Acid Spray Weapons:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Acid Spray''' || 18" || assault 2D6 || User || -1 || D3 || This weapon automatically hits its target. For each vehicle hit this weapon roll a D6 before rolling to wound. On a 3+ the vehicle loses one point of toughness for the rest of the game. |- |'''Bio-Acid Spray''' || 8" || Assault 2D6 || 6 || -2 || D3 || This weapon hits its target automatically. |} *'''Bio-cannons:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Bio-cannon''' || 48" || Heavy 6 || 8 || -2 || D3 || - |- |'''Dire Bio-cannon''' || 48" || Macro 6 || 10 || -2 || 2D6 || - |- |'''Hydraphant Dire Bio-cannon''' || 96" || Macro 12 || 16 || -3 || 2D6 || Every wound roll of 6+ against {{W40kKeyword|Vehicles}}, {{W40kKeyword|Monsters}} or {{W40kKeyword|Titanic}} units inflicts an additional 3D3 mortal wounds in addition to its normal damage. |} *'''Bio-electric Pulse Weapons:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Bio-Electric Pulse''' || 12" || Assault 6 || 5 || 0 || 1 || Against a {{W40kKeyword|Vehicle}} this weapon inflicts a mortal wounds on a wound roll of 6+. |- |'''Bio-Electric Pulse with Containment Spines''' || 12" || Assault 12 || 5 || 0 || 1 || Against a {{W40kKeyword|Vehicle}} this weapon inflicts a mortal wounds on a wound roll of 6+. |} *'''Bio-Plasma''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Bio-plasmic Glob''' || 12" || Assault D3 || 7 || -3 || D3 || - |- |'''Bio-plasmic Spit''' || 8" || Assault D6 || 7 || -3 || 1 || This weapon hits its target automatically. |} *'''Bio-Plasmic Cannon''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Bio-Plasmic Cannon''' || 36" || Heavy 6 || 7 || -3 || 2 || - |} *'''Bio-Plasmic Scream''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Bio-Plasmic Scream''' || 18" || Assault D6 || 7 || -4 || 1 || - |} *'''Brainleech Hive''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Brainleech Hive''' || 12" || Pistol 24 || 6 || 0 || 1 || A unit that receives an unsaved wound from one or more weapons with this special rule suffers a -1 Leadership penalty until the end of the turn. |} *'''Choking Cloud''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Choking Cloud''' || 12" || Assaul D6 || 3 || 0 || D3 || You can re-roll failed wound rolls for this weapon. In addition, units attacked by this weapon do not gain any bonus to their saving throws for being in cover. This weapon always wounds on a 2+ against non {{W40kKeyword|Vehicle}} models and {{W40kKeyword|Vehicle}}s that have suffered at least one wound. |} *'''Cluster Spines''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Cluster Spines''' || 18" || Assault 2D6 || 4 || 0 || 1 || - |} *'''Deathscreamer Hive''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Deathscreamer Hive''' || 12" || Pistol 12 || 6 || -1 || 1 || Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4. |} *'''Deathspitter Weapons''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Deathspitter''' || 24" || Assault 3 || 5 || -1 || 1 || - |- |'''Deathspitter with Slimer Maggots''' || 24" || Assault 3 || 7 || -1 || 1 || - |} *'''Devourer Weapons''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Devourer''' || 18" || Assault 3 || 4 || 0 || 1 || A unit that receives an unsaved wound from one or more weapons with this special rule suffers a -1 Leadership penalty until the end of the phase. |- |'''Devourer with Brainleech Worms''' || 18" || Assault 6 || 6 || 0 || 1 || A unit that receives an unsaved wound from one or more weapons with this special rule suffers a -1 Leadership penalty until the end of the turn. |} *'''Drool Cannon''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Torrent''' || 8" || Assaul D6 || 6 || -1 || 1 || This weapon automatically hits its target. |- |'''Spit''' || 18" || Assaul 2 || 7 || -1 || 1 || Hits made against {{W40kKeyword|Flyers}} are resolved with an AP of -4 and can re-roll every wound rolls. |} *'''Flamespurt Cannon''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Flamespurt Cannon''' || 10" || Assaul D6 || 5 || -1 || 1 || This weapon automatically hits its target. During the Fight phase a model equipped with this weapon may inflict D3 automatic hits with this weapon's Strength and AP. |} *'''Fleshborer Weapons''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Fleshborer''' || 12" || Assault 1 || 4 || 0 || 1 || - |- |'''Fleshborer Hive''' || 18" || Heavy 20 || 5 || 0 || 1 || You can re-roll wound rolls when shooting with this weapon. Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3. |} *'''Grasping Tongue''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Grasping Tongue''' || 12" || Assaul 1 || 6 || -3 || D3 || This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units. In addition, when a model is slain by this weapon, its bearer regains 1 lost wound. |} *'''Impaler Cannon''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Impaler Cannon''' || 36" || Heavy 2 || 8 || -2 || D3 || This weapon can target unit that are not visible to the bearer. In addition, units attacked by this weapon do not gain any bonus to their saving throws for being in cover. |} *'''Impaling Tendril''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- | Impaling Tendril || 18" || Heavy 1 || 9 || -4 || D6 || You may reroll failed hit rolls for this weapon. Models with the '''VEHICLE''' or '''MONSTER''' keyword which are damaged by this weapon are dragged 3D6" towards this model. On a 4+ on a D6, that model also suffers a mortal wound. |} *'''Rupture Cannon''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Rupture Cannon''' || 48" || Heavy 3 || 10 || -3 || D6 || For every two hits resolve them at AP -5 and re-roll the failed wound rolls. |} *'''Shock Cannon''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Shock Cannon''' || 24" || Assault D3 || 7 || -1 || D3 || If the target is a {{W40kKeyword|VEHICLE}} and you make a wound roll of 4+, the target suffers 1 mortal wound in addition to any other damage. If you make a wound roll of 6+, inflict D3 mortal wounds instead. |} *'''Spike Rifle''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Spike Rifle''' || 18" || Assault 1 || 3 || 0 || 1 || - |} *'''Spine-Cloud Spray''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Spike-Cloud Spray''' || 48" || Assault 6 || 7 || -2 || D3 || Add 1 to all hit rolls made for this weapon against targets that can {{W40kKeyword|Fly}} |} *'''Spinefist Weapon''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Spinefist''' || 12" || Pistol * || 3 || 0 || 1 || When a model fires this weapon, it makes a number of shots equal to its Attacks characteristic. |- |'''Heavy Spinefist''' || 12" || Pistol * || 5 || 0 || 1 || When a model fires this weapon, it makes a number of shots equal to its Attacks characteristic. |} *'''Spinemaws''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Spinemaws''' || 6" || Pistol 4 || 2 || 0 || 1 || - |} *'''Spore Mine Weapons''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Spore Mine Launcher''' || 48" || Heavy 1 || - || - || - || See '''Spore Mine Launcher'''. |- |'''Dactylis Birthing Cannon''' || - || - || - || - || - || Choose one of this weapons profiles before firing. |- |'''-Arching Shot''' || 24"-360" || Assault 1 || 4 || 0 || 1 || See “'''Launched Mines'''” ability. This attack can target units that aren't visible to the shooter. |- |'''-Defensive Ejection''' || 36" || Heavy 20 || 5 || 0 || 1 || See “'''Launched Mines'''” ability. Subtract 1 from the hit rolls when using this weapon profile. |} ::<nowiki>*</nowiki> Spore Mine weapons can use a wide variety of different mines, which define weapon's Strength, AP and additional rules. The type is purchased before the battle begins. ::{| class=wikitable |- valign=top ! Weapon !! S !! AP !! D !! Abilities |- |'''Frag Mine''' || 4 || -1 || 1 || See “'''Floating Death (Spore Mine)'''” ability. Instead of inflicting mortal wounds this Mine inflicts D6 automatic hits on a 2-5 roll, 6 on a roll of 6. |- |'''Toxin Mine''' || 1 || - || D3 || See “'''Floating Death (Spore Mine)'''” ability. Instead of inflicting mortal wounds this Mine inflicts D6 automatic hits on a 2-5 roll, 6 on a roll of 6. This weapon always wounds on a 2+ unless the target is a {{W40kKeyword|Vehicle}}. |- |'''Acid Mine''' || - || - || - || See “'''Floating Death (Spore Mine)'''” ability. |- |'''Char Mine''' || - || - || - || See “'''Floating Death (Spore Mine)'''” ability. If the target has the {{W40kKeyword|Fly}} keyword, you can 1 to the hit rolls for this weapon, in attidion, duble the number of mortal wounds this weapon inflicts. |} *'''Stinger Salvo''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Stinger Salvo''' || 24" || Assaul 4 || 5 || -1 || 1 || - |} *'''Strangler Weapons''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Strangle Web''' || 8" || Assault D3 || 3 || 0 || 1 || A unit that suffers one or more wounds from this weapon must subtract 1 from its movement, advance and charge distances. |- |'''Great Strangler''' || 8" || Assault D3 || 4 || -1 || 1 || A unit that suffers one or more wounds from this weapon must subtract 1 from its movement, advance and charge distances. |- |'''Barbed Strangler''' || 36" || Assault D6 || 5 || -1 || 1 || You can add 1 to hit rolls for this weapon when attacking a unit with 10 or more models. A unit that suffers one or more wounds from this weapon must subtract 2 from its movement, advance and charge distances. |- |'''Stranglethorn Cannon''' || 36" || Assault D6 || 7 || -1 || 2 || You can add 1 to hit rolls for this weapon when attacking a unit with 10 or more models. A unit that suffers one or more wounds from this weapon must subtract 3 from its movement, advance and charge distances. |} *'''Tentaclids''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Tentaclids''' || 36" || Assaul 4 || 5 || 0 || 1 || You may re-roll failed hit rolls for this weapon against units that can {{W40kKeyword|FLY}}. In addition, if the target is a {{W40kKeyword|VEHICLE}} and you make a wound roll of 4+, it suffers 1 mortal wound in addition to any other damage. If you make a wound roll of 6+, inflict D3 mortal wounds instead. |} *'''Thorax Biomorphs''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Bloodseeker Flies''' || 8" || Assault D6 || 3 || 0 || 1 || This weapon automatically hits its target. If any unit suffers any unsaved wounds from this weapon, your opponent must subtract 1 from hit rolls for that unit until the end of the turn. |- |'''Desiccator Larvae''' || 8" || Assault D6 || 1 || 0 || 1 || This weapon automatically hits its target. This weapon always wounds on a 2+, unless the target is a {{W40kKeyword|VEHICLE}}. |- |'''Electroshock Grubs''' || 8" || Assault D6 || 5 || 0 || 1 || This weapon automatically hits its target. If the target is a {{W40kKeyword|VEHICLE}} and you make a wound roll of 4+, the target suffers 1 mortal wound in addition to any other damage. If you make a wound roll of 6+, inflict D3 mortal wounds instead. |- |'''Mindflayer Worms''' || 8" || Assault D6 || 4 || 0 || 1 || This weapon automatically hits its target. A unit that receives an unsaved wound from one or more weapons with this special rule suffers a -1 Leadership penalty until the end of the phase. |- |'''Shreddershard Beetles''' || 8" || Assault D6 || 3 || 0 || 1 || This weapon automatically hits its target. You can re-roll failed wound rolls for this weapon. Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3. |} *'''Toxic Lashes Weapons''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Toxic Lashes''' || 6" || Assault 2 || User || 0 || D3 || This weapon always wounds on a 2+, unless the target is a {{W40kKeyword|VEHICLE}}, and can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units. |- |'''Massive Toxic Lashes''' || 8" || Assault D6 || User || -2 || D3 || This weapon always wounds on a 2+, unless the target is a {{W40kKeyword|VEHICLE}}, and can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units. |} *'''Venom Cannon Weapons''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Venom Cannon (Single Shot)''' || 36" || Assault 1 || 9 || -3 || D3 || - |- |'''Venom Cannon (Salvo)''' || 36" || Assault D3 || 8 || -2 || D3 || - |- |'''Heavy Venom Cannon (Single Shot)''' || 36" || Assault 1 || 10 || -3 || 3 || - |- |'''Heavy Venom Cannon (Salvo)''' || 36" || Assault D3 || 9 || -2 || 3 || - |- |'''Venom mortar launcher''' || 36”-360” || Heavy 20 || 6 || -2 || 1 || This weapon does not require line of sight to hit its target and a unit targeted by this weapon does not gain the benefit of cover. |} ===Bio-Artefacts=== ====Universal==== *'''Arachnacyte Gland:''' ''The Arachnacyte Gland clutches the spine of its host bioform, its multi-limbed tendrils becoming wedded to the creature’s own flesh. Through these, the bio-artefact floods its host’s nervous systems and organs and lashes it with psychic stimuli, driving the beast on ever faster.'' ::Model with Adrenal Glands only. When a charge roll is made for a model with this Relic, roll one additional D6 and discard one of the dice. *'''Maw Claws of Thyrax:''' ''During the destruction of Thyrax, the dread beast that spearheaded the assault bore a pair of symbiotic fang-lined pincers. These terrible claws consumed both the bodies and the memories of their victims, passing on the assimilated knowledge to the host creature.'' :: Model with Rending Claws, Monstrous Rending Claws or Patriarch Claws only. Add the following to that weapon’s special rule: 'When this model slays an enemy model in the Fight phase, you can re-roll failed hit rolls in all subsequent Fight phases for this model.' In addition, consider the results of the wound rolls made by a model with the Maw Claws of Thyrax as 1 higher to see if the weapon's special rule activates. *'''Norn Crown:''' ''First named by Inquisitor Kryptman, the Norn Crown is a unique parasitic organism that burrows needle-like cerebral bores directly into the brain of its host, forming a neuro-synaptic link that acts as a hyper-conduit for the Hive Mind. Through this abhorrent union, the Hive Mind’s indomitable will can pour forth to augment and control the hordes of lesser Tyranids that scuttle in the leader-beast’s wake.'' :: Friendly {{W40kKeyword|<HIVE FLEET>}} units do not suffer the penalties to their hit rolls and charge rolls incurred from the Instinctive Behaviour ability whilst they are within 30" of this model. In addition, this model gains the {{W40kKeyword|Psyker}} keyword and can attempt to manifest one additional psychic power in its Psychic phase. *'''Pathogenesis:''' ''An organism like no other, Pathogenesis is perhaps a throwback to the Tyranids’ genetic origins or a shadow of things to come. Though its motes of psychic awareness are diffused throughout its carrier like a virus, it acts with a singular will. Subverting the body and symbiotes of its host, Pathogenesis causes rapid mutation: cartilaginous tubes and containment spines are lengthened; intercostal muscles are engorged; bio-ammunition are sheathed in a toxic dermis. With its host’s reach and lethality extended, fragments of Pathogenesis can reach out to the bodies of many more prey, by infesting the bio-ammunition or riding through the bio-electric charge. Whether it aims only to spread itself or is actively seeking something in the bodies of its fallen foes, perhaps only time will tell.'' ::Add 8" to the Range characteristic of ranged weapons a model with this Relic is equipped with. In addition, when a model with this Relic fires Overwatch or is chosen to shoot with, you can re-roll a single hit roll and you can re-roll a single wound roll. '''Resonance Barb:''' ''Within the crowning carapace of this creature are pulsing bundles of nerves, their tendrils driven irreversibly into the beast’s cortex. The Resonance Barb throbs at sympathetic frequencies with the Hive Mind, transmitting a portion of its cosmic might into the creature’s flesh-form.'' :: {{W40kKeyword|Psyker}} model only. A model with this Relic can attempt to manifest one additional psychic power in your Psychic phase and attempt to deny one additional psychic power in your opponent’s Psychic phase. In addition, when a Psychic test is taken for a model with this Relic, add 1 to the total. *'''The Hungering Carapace:''' :: This model's armour save is improved by one step. Each time you roll a wound roll of 6+ for a melee attack made by its bearer, the target suffers a mortal wound in addition to any other damage; for every model slain by these mortal wounds, the bearer regains a wound lost previously in the battle. *'''The Miasma Cannon:''' ''The Tyranids utilise all manner of bio-weapons, but none evoke more dread than the Miasma Cannon. Unlike other venom cannons, this weapon fires gobbets of toxin-laden slime so virulent that it reduces organic targets into shapeless puddles of goo in seconds.'' :: Model with Heavy Venom Cannon only. The Miasma Cannon replaces the model's Heavy Venom Cannon. ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''The Miasma Cannon''' || - || - || - || - || - || Choose one of this weapons profiles before firing. |- |'''Miasmic Spit''' || 36" || Assault D3 || 10 || -3 || 3 || This weapon always wounds on a 2+, unless the target is a {{W40kKeyword|VEHICLE}}. |- |'''Miasmic Spray''' || 8" || Assault D6 || 7 || -2 || 2 || This weapon always wounds on a 2+, unless the target is a {{W40kKeyword|VEHICLE}}. This weapon automatically hits its target. |} *'''The Psyleech Venom Cannon:''' :: Model with Heavy Venom Cannon only. The The Psyleech Venom Cannon replaces the model's Heavy Venom Cannon. ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''The Psyleech Venom Cannon''' || - || - || - || - || - || Choose one of this weapons profiles before firing. |- |'''Single Shot''' || 36" || Assault 1 || 9 || -3 || 2 || You can add 1 to the wound rolls if the target unit has the {{W40kKeyword|Psyker}}, {{W40kKeyword|Daemon}} or {{W40kKeyword|Chaos}} keyword. In addition, the enemy must subtract 2 from invulnerable saves made against hits caused by this weapon. |- |'''Salvo''' || 36" || Assault D6 || 5 || -2 || 1 || You can add 1 to the wound rolls if the target unit has the {{W40kKeyword|Psyker}}, {{W40kKeyword|Daemon}} or {{W40kKeyword|Chaos}} keyword. In addition, the enemy must subtract 2 from invulnerable saves made against hits caused by this weapon. |} *'''The Reaper of Obliterax:''' ''The Reaper of Obliterax, first encountered amongst the re-emergent swarms of Hive Fleet Jormungandr, is a sentient blade resembling a bonesword that discharges highly concentrated bursts of destructive energy. Even the lightest blow from this bio-weapon can result in its target being rent asunder.'' :: Model with Lash Whip and Bonesword or Lash Whip and Monstrous Bonesword only. Add the following to that weapon’s Abilities: 'On a wound roll of 6+, this weapon inflicts double damage.' In addition, a model equipped with the Reaper of Obliterax has a 4+ invulnerable save. *'''The Venomthorn Parasite:''' ''These engorged bio-ammunition tubes are only the outer form of an ancient symbiotic intelligence that spreads its nerve endings like a fungus throughout both creature and weapon, neurally linking the three together. When it senses prey, the Venomthorn Parasite dominates its two hosts, pushing the weapon symbiote to its limit with pulses of hormonal stimuli until the target is eviscerated.' ::Model equipped with a stranglethorn cannon and/or heavy venom cannon only. When this model shoots with a stranglethorn cannon or heavy venom cannon, do not roll any dice when determining the Type characteristic of that weapon; instead, it has the maximum value (e.g. a Heavy D6 weapon makes 6 attacks). In addition, add 1 to the wound rolls when firing with that weapon. *'''The Ymgarl Factor:''' ''The Ymgarl Genestealers have long been a cancerous blight on the worlds of the Imperium. Their insatiable voracity is legend amongst those that have had the misfortune to encounter them and live. Now, dark rumours have surfaced of Tyranid leader-beasts that appear to share the unfathomable adaptability of the Ymgarl Genestealers.'' :: At the start of its movement phase, a model with the Ymgarl Factor must alter their form into one of the three listed below. The bonus gained lasts until the start of its next movement phase. The same form cannot be chosen in two consecutive turns. ::*'''Slashing Claws:''' The model has +D3 Strength. ::*'''Tentacled Limbs:''' The model has +D3 Attack. ::*'''Muscled Carapace:''' The model has +D3 Toughness. *'''Xenogenic Acid:''' ''This oily black substance continually seeps from the swollen cysts of its carrier. Splashes of the liquid have been seen to flow against gravity towards horrified eyes or compromised armour plates, giving rise to speculation that the acid itself is sentient. Within moments, the horrifying effluence finds its way inside its victims, breaking down the prey’s genetic structure and molecular cohesion until all that is left is a bubbling pile of black bio-matter.'' ::Model with Toxin Sacs only. When resolving a melee attack made by a model with this Relic, an unmodified wound roll of 5+ inflicts 1 mortal wound on the target in addition to any other damage. ====Hive Fleet-Specific==== *'''{{W40Kkeyword|Behemoth}} - Scythes of Tyran:''' ''The few remaining records of the fall of Tyran speak of an alpha beast that led the assault upon Magos Varnak’s command bunker, tearing open the facility’s vast bulkhead doors with a single slash of its scything forelimbs. So sharp were these monomolecular-edged weapon-growths that several Skitarii defenders were bisected with the alpha beast's every frenzied swipe.'' ::{{W40Kkeyword|Behemoth}} model with Monstrous Scything Talons only. The Scythes of Tyran replaces the model's Monstrous Scything Talons. ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Scythes of Tyran''' || Melee || Melee || +2 || -3 || 3 || You can re-roll hit rolls of 1 when attacking with this weapon. This model can make 1 additional attack with this weapon each time it fights. In addition, each time you make a hit roll of 6+ for this weapon, you can make an additional hit roll. These additional hit rolls cannot generate further additional hit rolls. |} *'''{{W40Kkeyword|Gorgon}} - Hyper-Adaptive Biology''' ''Leader-beasts spawned by Hive Fleet Gorgon possess an intricate array of bizarre, transmutative organs, each of which can reform itself in mere moments to respond to any internal trauma.'' ::{{W40Kkeyword|Gorgon}} model only. From the end of the first phase in which this model suffers any wounds, add 1 to its Toughness and roll a die each time the model suffers an unsaved wound; for the remainder of the battle, on a roll of 5+ that wound is not lost. *'''{{W40Kkeyword|Hydra}} - Slimer Maggot Infestation:''' ''Rather than individual organisms, this deathspitter fires a wad of self-replicating slimer maggots. Upon striking their target, these ravenous creatures burrow deep into its flesh before beginning the process of fragmentation and regeneration. Within moments, the host body is devoured from the inside by a wriggling mass of grubs.'' ::{{W40Kkeyword|Hydra}} model with two Deathspitters with Slimer Maggots only. The Slimer Maggot Infestation replaces the model's two Deathspitters with Slimer Maggots. In addition, this model and every {{W40Kkeyword|Hydra}} unit within 6" may re-roll every wound roll during the Shooting Phase. ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Slimer Maggot Infestation''' || 24" || Assault 6 || 7 || -1 || 1 || - |} *'''{{W40Kkeyword|Jormungandr}} - Infrasonic Roar:''' ''Some Jormungandr bio-colossi utilise a complex arrangement of acoustic organs to unleash fearsome infrasonic bellows. So powerful are these booming sonic emanations that they cause a primal terror and confusion in many sentient species.'' ::{{W40Kkeyword|Jormungandr}} model only. Enemy units within 12" of this model must subtract 1 from their Leadership. *'''{{W40Kkeyword|Kraken}} – Chameleonic Mutation:''' ''This chitinous plate armour is an adaptation of the chameleonic carapace common to the Lictor bioform. Sub-dermal crystals capture and redirect light, projecting an ever-shifting mirage that masks the host creature’s movements.'' ::{{W40Kkeyword|Kraken}} model only. Your opponent must subtract 1 from their hit rolls for attacks that target this model. In addition, add 2 instead of 1 to saving throws for this model when it is in cover. *'''{{W40Kkeyword|Kronos}} - Balethorn Cannon:''' ''This enormous bio-cannon spits out a web of hyper-adaptive microfilament. Upon contact with the target, this sentient substance begins to contract, its contra-empathic surface identifying and adapting to any defences it encounters, flaring white-hot to burn through kinetic shielding, or sharpening to a monomolecular edge to slice through even the thickest power armour.'' ::{{W40Kkeyword|Kronos}} model with a Stranglethorn Cannon only. The Balethorn Cannon replaces the model's Stranglethorn Cannon. ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Balethorn Cannon''' || 36" || Assault D6 || 7 || -2 || 2 || You can add 1 to hit rolls for this weapon when attacking a unit with 10 or more models. A unit that suffers one or more wounds from this weapon must subtract 3 from its movement, advance and charge distances. Invulnerable saves cannot be taken against this weapon. |} *'''{{W40Kkeyword|Leviathan}} - Slayer Sabres:''' ''At the hilt of each of these enormous, curving blades is a shell of diamond-hard chitin. This houses the brain of the weapon-symbiote, a semi-sentient organism which forms a synaptic link with its bearer. With a mental command, the wielder can generate a powerful surge of psychic energy, a fraction of the full power of the Shadow in the Warp that incinerates the unfortunate victim from the inside out.'' ::{{W40Kkeyword|Leviathan}} model with Monstrous Boneswords only. The Slayer Sabres replace the model’s Monstrous Boneswords. ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Slayer Sabres''' || Melee || Melee || User || -2 || 3 || A model armed with the Slayer Sabres can make 1 additional attack with them in the Fight phase. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage. In addition, if an {{W40Kkeyword|Infantry}} or {{W40Kkeyword|Biker}} model suffers damage from this weapon but is not slain, roll a D3 at the end of the Fight phase. If the result is greater than that model’s remaining number of wounds, it is slain. |} ===Upgrade Biomorphs=== *'''Acid Blood:''' If a model with this Biomorph suffers one or more unsaved wound(s) in close combat roll a die; on a 6+ the attacking unit suffers a mortal wound. *'''Adamantine Tusks:''' When a model with this Biomorph finishes a charge move, roll a dice; on a 6+ one enemy unit with 1" suffers a mortal wound. *'''Adrenal Glands:''' If a model has this Biomorph, add 1" to the distance it can move when it Advances or charges. *'''Amphibious Adaptations:''' A model with this Biomorph counts as being in cover if it's within a water type terrain and counts them as an open ground for the purpose of moving or charging. *'''Antidote Glands:''' If a unit shoots with any Poison Weapon against a unit that has at least half of its models (round up) equipped with this Biomorph, it must subtract 2 from the wound rolls. *'''Burrowing Limbs:''' During deployment, you can set up a unit whit this Biomorph underground instead of placing it on the battlefield. At the end of any of your Movement phases, the unit can burrow to the surface - set it more than 9" away from any enemy models. *'''Carbonized Claws:''' A model with this Biomorph can reroll wound rolls against {{W40kKeyword|Vehicles}} and {{W40kKeyword|Titanic}} units. *'''Dopamine Injectors:''' A model with this Biomorph ignores every wound on a 5+. *'''Enhanced Leg Muscles:''' When a model with this Biomorph advances roll two dices and pick the higher result. *'''Feeder Tendrils:''' If the last model in an enemy unit is slain in the Fight phase by a model with this Biomorph, it can re-roll hit rolls of 1 against all models that share the same unit type keywords. For example, if a model with this Biomorph wins a combat against Chaos Bike squad, they can re-roll hit rolls of 1 against any {{W40kKeyword|Biker}} *'''Flesh Hooks:''' Models equipped with this Biomorph can move through solid walls or climb on ruins or basements without ladders. In addition, it can be fired as a ranged weapon with profile below: :{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Flesh Hooks''' || 6" || Assault 2 || User || 0 || 1 || This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units. |} *'''Feeding Frenzy Trigger:''' A model with this Biomorph receives D3 additional attacks if during the fight phase it's against a unit that has more model than its. *'''Hive Mind Direct Link:''' A model with this Biomorph counts as always being within 12" of a {{W40kKeyword|Synapse}} creature. *'''Implant Attack:''' During the fight phase a model with this Biomorph inflicts an additional mortal wound on the target on a to-wound roll of 6. *'''Implanted Mechanism Disruption Instincts:''' A model with this Biomorph can reroll wound rolls against {{W40kKeyword|Vehicles}}. *'''Implanted Organism Killing Instincts:''' A model with this Biomorph can reroll wound rolls against {{W40kKeyword|Monsters}}. *'''Increased Muscle Density:''' When a model with this Biomorph attacks in the fight phase consider its strength characteristic as 1 higher. *'''Insula Glands:''' A model with this Biomorph can reroll every hit roll in a turn in which it charged. *'''Nonepinephrine Infusion:''' A model with this Biomorph gains 1 attack in a turn in which it charged. *'''Overdeveloped Stabilizing Organs:''' A model equipped with this Biomorph doesn't suffer any penalties to its hit rolls for moving and shooting with Heavy weapons, or Advancing and shooting with Assault weapons. *'''Pressure Detection Sensors:''' A model with this Biomorph may decide to shoot an enemy unit that has arrived from the reserves within 12". If it does so hit must subtract 1 from the hit rolls. *'''Psychic Deflection Bio-Crystals:''' A model with this Biomorph can attempt to deny one psychic power as if was a {{W40kKeyword|Psyker}}. *'''Regeneration:''' At the end of each friendly turn, roll a D6 for each model with this Biomorph that has less than its starting number of Wounds, but has not been removed as a casualty. On a 4+, that model regains a single Wound lost earlier in the battle. *'''Reflexive Optimization:''' A model with this Biomorph gains 1 attack in a turn in which it was charged. *'''Serrated Blades:''' A model with this Biomorph can reroll all wound rolls during the fight phase if it targets a non {{W40kKeyword|Vehicle}}, non {{W40kKeyword|Titanic}} model. *'''Snake Body:''' Add 3" to the movement characteristic of a model with this Biomorph. Also, during deployment, you can set up a unit whit this Biomorph underground instead of placing it on the battlefield. At the end of any of your Movement phases, the unit can burrow to the surface - set it up anywhere on the battlefield that is more than 9" away from any enemy models. *'''Spine Banks:''' A model with this Biomorph counts as being equipped with a weapon with the profile below: ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Spine Banks''' || 6" || Assault 4 || 5 || 0 || 1 || This weapon can be fired within 1" of an enemy, and can target enemies within 1" of friendly units. |} *'''Spring Coil Musculature:''' A model with this Biomorph can Fall Back and charge in the same turn. *'''Stonecrusher Ramshield:''' When a model with this Biomorph finishes a charge move, roll a dice; on a 4+ one enemy unit with 1" suffers a mortal wound. In addition, all shooting attacks against it suffer -1 penalty to Strength. *'''Three-Dimensional Thought Patterns:''' During the Shooting phase, a model with this Biomorph may add 1 to its hit rolls if it targets a unit that can {{W40kKeyword|Fly}}. *'''Toxic Miasma:''' At the end of the Fight phase, roll a D6 for each enemy unit within 1" of any model equipped with this Biomorph. On a 5+, that unit suffers a mortal wound. *'''Toxin Sacs:''' Any wound rolls of 6+ in the Fight phase for a model with toxin sacs cause 1 additional damage. *'''Warp Shield Projector:''' A model with this Biomorph has a 5+ invulnerable save while within Synapse range. *'''Wide-Spectrum Retinas:''' A model with this Biomorph ignores any penalty to its hit rolls cause by night fighting rules. *'''Wings:''' If a model has this Biomorph, it gains the {{W40kKeyword|Fly}} keyword and adds 3" to its movement characteristic. ===Titanic Upgrade Biomorphs=== *'''Cellular Bolster:''' While a model with this biomorph is within Synapse range, it halves the number of wounds suffered from any hit. *'''Frag Spine Batteries:''' This Biomorph can be fired as a ranged weapon with profile below: ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Frag Spine Batteries''' || 24" || Assault 12 || 6 || -1 || 1 || Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4. |} *'''Gargantuan Warp Shield:''' A model with this biomorph have 6+ invulnerable save, which is improved to 4+ if the model is within synapse range. *'''Greater Flesh Hooks:''' Models equipped with this Biomorph can fire it as a ranged weapon with profile below: ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Greater Flesh Hooks''' || 12" || Assault 12 || User || -1 || 1 || This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units. |} *'''Incendiary Ichor:''' Each time a model with this Biomorph loses a wound in the Fight phase, roll a D6; on a 4+, the unit that inflicted the damage suffers D3 mortal wounds after all of their attacks have been resolved, D6 on a 6. *'''Psy-Catalyst:''' While a model with this biomorph is within Synapse range, its ranged weapons force rerolls to successful invulnerable and cover saves, and cause additional D3 mortal wounds on a wound roll of 6+. *'''Spore Cloud:''' Your opponent must subtract 1 from hit rolls for ranged weapons that target {{W40kKeyword|<HIVE FLEET>}} units within 6" of any friendly {{W40kKeyword|<HIVE FLEET>}} model equipped with this Biomorph. In addition, at the end of the Fight phase, roll a D6 for each enemy unit within 3" of this model. On a 4+, that unit suffers D3 mortal wounds. *'''Synaptic Regeneration:''' If, at the start of its movement phase, a model with this biomorph is within Synapse range, roll a D6 for each wound lost previously; on each result of 5+ the model regains one Wound. *'''Transport Chamber:''' A model with this Biomorph gains the {{W40kKeyword|Transport}} keyword, and can transport up to 10 {{W40kKeyword|<Hive Fleet>}} {{W40kKeyword|GENESTEALERS}}, {{W40kKeyword|Ymgarl GENESTEALERS}}, {{W40kKeyword|TERMAGANTS}} or {{W40kKeyword|HORMAGAUNTS}}, or a unit of up to 3 {{W40kKeyword|HIVE GUARD}}, {{W40kKeyword|TYRANT GUARD}} or {{W40kKeyword|TYRANID WARRIORS}}. It may also transport a single {{W40kKeyword|<HIVE FLEET>}} {{W40kKeyword|TYRANID PRIME}}, {{W40kKeyword|Genestealer Patriarch}} or {{W40kKeyword|Ymgarl Genestealer Patriarch}}. *'''Transport Hooks:''' A model with this Biomorph gains the {{W40kKeyword|Transport}} keyword, and can transport up to 20 {{W40kKeyword|<Hive Fleet>}} {{W40kKeyword|Gargoyles}}, {{W40kKeyword|Simurghs}} or {{W40kKeyword|SKY-SLASHER SWARMS}}, or a unit of up to 6 {{W40kKeyword|TYRANID Shrikes}}. It may also transport a single {{W40kKeyword|<HIVE FLEET>}} {{W40kKeyword|TYRANID PRIME}} equipped with the ''Wings'' Biomorph. ===Mutations=== In a unit's profile, there is a section called "Mutations", followed by a set of model characteristics. For example: a Termagant is (M:2/WS:-/BS:1/S:1/T:1/W:-/A:1/Ld:1/Sv:-/Psy:-/Syn:-). Each characteristic has an associated cost, indicated by the number after the characteristic. This indicates the cost '''per model''' to increase that characteristic. Each characteristic can only be improved once, and characteristics with no associated costs (a dash) cannot be improved. *'''(M) - Optimized Muscular Tissues:''' +2" to Movement *'''(WS) - Adaptive Motion Analysis:''' +1 Weapons Skill *'''(BS) - Hyper-Reactive Pupils:''' +1 Ballistics Skill *'''(S) - Muscle Fiber Density:''' +1 Strength *'''(T) - Subdermal Chitin Sheathing:''' +1 Toughness *'''(W) - Redundant Organ Systems:''' +1 Wounds *'''(A) - Explosive Muscle Action:''' +1 Attack *'''(Ld) - Fear Suppression Glands:''' +1 Leadership *'''(Sv) - Impact-Deflective Carapace:''' +1 Armor Save *'''(Psy) - Enhanced Neural Architecture:''' The model can learn and use an additional psychic power *'''(Syn) - Reinforced Synaptic Links:''' Improves synapse range by 6"
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