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===ELITES=== ====DEATHLEAPER==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Deathleaper | 9 | 3 | 6 | 4 | 3 | 7 | 4 | 10 | 5+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Infantry''' '''UNIT COMPOSITION:''' '''1 (Unique)'''...''x pts'' '''WARGEAR:''' *'''Flesh hooks''' *'''Rending claws''' *'''Scything talons''' '''SPECIAL RULES:''' *'''Chameleonic Skin''' *'''Deep Strike''' *'''Fear''' *'''Fleet''' *'''Hit & Run''' *'''Infiltrate''' *'''Instinctive Behaviour (Lurk)''' *'''"It’s after me!":''' Nominate an enemy character at the beginning of the game. Whilst Deathleaper is alive, that model’s Leadership is reduced by 3. *'''Move Through Cover''' *'''Shrouded''' *'''Precision Strikes''' *'''Pheromone Trail''' *'''Very Bulky''' ====HARUSPEX BROOD==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Haruspex | 3 | 3 | 6 | 6 | 5 | 3 | 3 | 7 | 3+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Monstrous Creature''' '''UNIT COMPOSITION:''' '''1 Haruspex'''...''x pts'' '''WARGEAR:''' *'''Grasping tongue''' *'''Crushing claws''' *'''Acid blood''' '''SPECIAL RULES:''' *'''Fearless''' *'''Instinctive Behaviour (Feed)''' *'''Feeder-beast:''' If a Haruspex inflicts at least one unsaved Wound during a player turn, then at the end of that player turn it recovers a single Wound lost earlier in the battle. *'''Fuel for Rampage:''' For each unsaved Wound inflicted by a model with this special rule with its regular Attacks it may immediately make one additional Attack. These Attacks do not generate further Attacks. Wounds that inflict Instant Death only generate one bonus Attack. '''OPTIONS:''' *All models may take one of the following: :: - Superior neural connections...''x pts/model'' :: - Improved vision...''x pts/model'' :: - Overgrown muscles...''x pts/model'' :: - Hardened carapace...''x pts/model'' :: - Redundant organs...''x pts/model'' :: - Duplicated reflex chains...''x pts/model'' :: - Explosive muscle action...''x pts/model'' :: - Impulse inhibitors...''x pts/model'' :: - Armored shell...''x pts/model'' *May include up to 2 additional Haruspexes...''x pts/model'' *May take items from the '''Biomorphs''' list. *May take a thresher scythe...''x pts'' *May take a Tyrannocyte as a Dedicated Transport. ====HIVE GUARD BROOD==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Hive Guard | 3 | 3 | 5 | 6 | 2 | 2 | 2 | 7 | 4+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Infantry''' '''UNIT COMPOSITION:''' '''1 Hive Guard'''...''x pts'' '''WARGEAR:''' *'''Impaler cannon''' '''SPECIAL RULES:''' *'''Instinctive Behaviour (Hunt)''' *'''Very Bulky''' '''OPTIONS:''' *All models may take one of the following: :: - Superior neural connections...''x pts/model'' :: - Improved vision...''x pts/model'' :: - Overgrown muscles...''x pts/model'' :: - Hardened carapace...''x pts/model'' :: - Redundant organs...''x pts/model'' :: - Duplicated reflex chains...''x pts/model'' :: - Explosive muscle action...''x pts/model'' :: - Impulse inhibitors...''x pts/model'' :: - Armored shell...''x pts/model'' *May include up to 4 additional Hive Guard...''x pts/model'' *May take items from the '''Biomorphs''' list. *May take a Tyrannocyte as a Dedicated Transport. ====LICTOR BROOD==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Lictor | 6 | 3 | 6 | 4 | 3 | 6 | 3 | 10 | 5+ | Infantry | 1 Lictor |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Infantry''' '''UNIT COMPOSITION:''' '''1 Lictor'''...''x pts'' '''WARGEAR:''' *'''Rending claws''' *'''Scything talons''' *'''Flesh hooks''' *'''Feeder tendrils''' '''SPECIAL RULES:''' *'''Chameleonic Skin''' *'''Deep Strike''' *'''Fear''' *'''Fleet''' *'''Hit & Run''' *'''Infiltrate''' *'''Instinctive Behaviour (Lurk)''' *'''Move Through Cover''' *'''Pheromone Trail''' *'''Stealth''' *'''Very Bulky''' '''OPTIONS:''' *All models may take one of the following: :: - Superior neural connections...''x pts/model'' :: - Improved vision...''x pts/model'' :: - Overgrown muscles...''x pts/model'' :: - Hardened carapace...''x pts/model'' :: - Redundant organs...''x pts/model'' :: - Duplicated reflex chains...''x pts/model'' :: - Explosive muscle action...''x pts/model'' :: - Armored shell...''x pts/model'' *May include up to 4 additional Lictors...''x pts/model'' *Any model may take items from the '''Biomorphs''' list. ====MALANTHROPE BROOD==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Malanthrope | 3 | 3 | 5 | 5 | 4 | 5 | 3 | 8 | 3+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Infantry''' '''UNIT COMPOSITION:''' '''1 Malanthrope'''...''x pts'' '''WARGEAR:''' *'''Grasping Tail:''' At the beginning of the fight subphase, before any blows are struck, the Malanthrope may issue a challenge even though it does not have the character type. Roll a D6. On a result of 4+ the enemy model nominated to fight the Malanthrope in enveloped in the beasts grasping tail and has its attacks reduced by half (rounded down), initiative reduced to one for the duration of the challenge and may not refuse the challenge. If the result is 3 or less then it counts as if a challenge wasn't issued at all. In an enemy character declares a Glorious Intervention to replace the model fighting the Malanthrope then all effects of this rule are negated and the intervening character suffers no penalties. *'''Regeneration''' *'''Toxic Miasma''' '''SPECIAL RULES:''' *'''Fleet''' *'''Move Through Cover''' *'''Shadow in the Warp''' *'''Poisoned (2+)''' *'''Prey Adaption:''' If a Malanthrope brood is involved in any close combat that results in an enemy unit or units being destroyed in combat, it may not perform a sweeping advance but instead remains to feed on the dead. From the end of that phase onwards all friendly Tyranid units within gain the Preferred Enemy (all units from the same codex as the enemy unit) special rule while they remain within Synapse range of the Malanthrope brood - note that this includes the Malanthrope brood too. *'''Shrouded''' *'''Spore Cloud''' *'''Very Bulky''' '''OPTIONS:''' *May include up to 4 additional Malanthropes...''x pts/model'' *All models may take one of the following: :: - Superior neural connections...''x pts/model'' :: - Improved vision...''x pts/model'' :: - Overgrown muscles...''x pts/model'' :: - Hardened carapace...''x pts/model'' :: - Redundant organs...''x pts/model'' :: - Duplicated reflex chains...''x pts/model'' :: - Explosive muscle action...''x pts/model'' :: - Impulse inhibitors...''x pts/model'' :: - Armored shell...''x pts/model'' ====MALECEPTOR==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Maleceptor | 3 | 3 | 6 | 6 | 6 | 3 | 3 | 7 | 4+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Monstrous Creature''' '''UNIT COMPOSITION:''' '''1 Maleceptor'''...''x pts'' '''WARGEAR:''' *'''Scything talons''' '''SPECIAL RULES:''' *'''Psyker (Mastery Level 2)''' *'''Shadow in the Warp''' *'''Synapse Creature''' '''PSYKER:''' Maleceptors know the ''psychic overload'' psychic power. Maleceptors must purchase a number of additional powers equal to their Mastery Level -1. *'''Psychic Overload''' The Psyker can attempt to manifest this psychic power up to 3 times in each of its Psychic phases. Each attempt is resolved separately. However, an enemy unit cannot be selected as the target of Psychic Overload manifested by the same Psyker more than once each Psychic phase. ::Warp Charge 1 :Psychic Overload is a focussed witchfire power with a range of 24". The target must take a Leadership test on 3D6. Vehicles are treated as having a Leadership of 10. If the test is failed, non-vehicle models suffer D3 Wounds with no armour or cover saves allowed, and vehicle models suffer a single glancing hit with no cover saves allowed. '''OPTIONS:''' *All models may take one of the following: :: - Superior neural connections...''x pts/model'' :: - Improved vision...''x pts/model'' :: - Overgrown muscles...''x pts/model'' :: - Hardened carapace...''x pts/model'' :: - Redundant organs...''x pts/model'' :: - Duplicated reflex chains...''x pts/model'' :: - Explosive muscle action...''x pts/model'' :: - Impulse inhibitors...''x pts/model'' :: - Armored shell...''x pts/model'' *May include up to 2 additional Maleceptors...''x pts/model'' *May take items from the '''Biomorphs''' lists. *The unit must buy a number of psychic powers from the following list equal to its mastery level -1: :: - ''Catalyst''...''x pts/model'' :: - ''Dominion''...''x pts'' :: - ''Onslaught''...''x pts'' :: - ''Horror''...''x pts'' :: - ''Paroxysm''...''x pts/model'' :: - ''Warp blast''...''x pts/model'' *May take a Tyrannocyte as a Dedicated Transport. ====PYROVORE BROOD==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Pyrovore | 3 | 3 | 4 | 4 | 3 | 2 | 2 | 6 | 4+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Beasts''' '''UNIT COMPOSITION:''' '''1 Pyrovore'''...''x pts'' '''WARGEAR:''' *'''Flamespurt cannon''' *'''Acid blood''' *'''Acid maw''' '''SPECIAL RULES:''' *'''Instinctive Behaviour (Feed)''' *'''Very Bulky''' *'''Volatile:''' If a Pyrovore is slain by a Wound that inflicted Instant Death, every unit within D6" of the slain Pyrovore (excluding the Pyrovore Brood) suffers a Strength 4 AP - hit for each of its models within range (resolve damage as a shooting attack from the Pyrovore, before removing it as a casualty). '''OPTIONS:''' *All models may take one of the following: :: - Superior neural connections...''x pts/model'' :: - Improved vision...''x pts/model'' :: - Overgrown muscles...''x pts/model'' :: - Hardened carapace...''x pts/model'' :: - Redundant organs...''x pts/model'' :: - Duplicated reflex chains...''x pts/model'' :: - Explosive muscle action...''x pts/model'' :: - Impulse inhibitors...''x pts/model'' :: - Armored shell...''x pts/model'' *May include up to 4 additional Pyrovores...''x pts/model'' *Any model may take items from the '''Biomorphs''' list. *May take a Tyrannocyte as a Dedicated Transport. ====VENOMTHROPE==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Venomthrope | 3 | 3 | 4 | 4 | 2 | 3 | 1 | 6 | 5+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Infantry''' '''UNIT COMPOSITION:''' '''1 Venomthrope'''...''x pts'' '''WARGEAR:''' *'''Two sets of lash whips''' *'''Toxic miasm''' '''SPECIAL RULES:''' *'''Instinctive Behaviour (Lurk)''' *'''Poisoned (2+)''' *'''Shrouded''' *'''Very Bulky''' *'''Spore Cloud:''' All friendly units from Codex: Tyranids that are within 6" of a Venomthrope counts as being obscured and gain a 5+ Cover save. '''OPTIONS:''' *All models may take one of the following: :: - Superior neural connections...''x pts/model'' :: - Improved vision...''x pts/model'' :: - Overgrown muscles...''x pts/model'' :: - Hardened carapace...''x pts/model'' :: - Redundant organs...''x pts/model'' :: - Duplicated reflex chains...''x pts/model'' :: - Explosive muscle action...''x pts/model'' :: - Impulse inhibitors...''x pts/model'' :: - Armored shell...''x pts/model'' *May include up to 4 additional Venomthropes...''x pts/model'' ====ZOANTHROPE BROOD==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Zoanthrope | 3 | 4 | 4 | 4 | 2 | 3 | 1 | 7 | 5+ |- | Neurothrope | 3 | 4 | 4 | 4 | 2 | 3 | 1 | 7 | 5+ |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Infantry''' '''UNIT COMPOSITION:''' '''1 Zoanthrope'''...''x pts'' '''SPECIAL RULES:''' *'''Brotherhood of Psykers (Mastery level 1+number of models in unit)''' *'''Shadow in the Warp''' *'''Synapse Creature''' *'''Very Bulky''' *'''Psychic Brood:''' If a brood of Zoanthropes manifests the Warp Blast psychic power it is cast once for each model in the unit. The Zoanthrope Brood's Mastery level is always equal to the amount of models left in the unit + 1. Whenever a Zoanthrope is killed choose a psychic power known to the Zoanthropes. The Zoanthropes lose that psychic power until the end of the game. Zoanthropes cant forget Warp Blast psychic power. *'''Warp Field:''' Models with this special rule have a 3+ invulnerable save. '''PSYKER:''' Zoanthrope Broods know the ''warp blast'' psychic power from the '''powers of the hive mind''' discipline. As long as the Brood includes a Neurothrope the Brood also knows the ''Spirit Leech'' power. :Warp Charge 1 :''Spirit Leech'' is a witchfire power with a range of 18" that automatically hits. Roll 3D6 and subtract the target’s Leadership – the target unit suffers a number of Wounds equal to the result. Armour and cover saves cannot be taken against Wounds caused by ''Spirit Leech''. Add 1 dice to your Warp Charge pool for each wound caused by ''Spirit Leech''. These additional dice can only be used by the unit that manifested the ''Spirit Leech'' power and can only be used to manifest the ''Warp Blast'' power. '''OPTIONS:''' *All models may take one of the following: :: - Superior neural connections...''x pts/model'' :: - Improved vision...''x pts/model'' :: - Overgrown muscles...''x pts/model'' :: - Hardened carapace...''x pts/model'' :: - Redundant organs...''x pts/model'' :: - Duplicated reflex chains...''x pts/model'' :: - Explosive muscle action...''x pts/model'' :: - Armored shell...''x pts/model'' :: - Secondary brain...''x pts'' :: - Synaptic enhancement...''x pts/model'' *May include up to 4 additional Zoanthropes...''x pts/model'' *May upgrade one Zoanthrope to a Neurothrope if the Brood includes 3 or more Zoanthropes...''x pts'' *May take a Tyrannocyte as a Dedicated Transport.
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